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The Outer Worlds ultrawide & superwide mod 1.1


Message added by Andytizer

20 Screenshots

About This File

The trainer for Xbox Game Pass and patchers for EGS and future versions remove pillarboxing (black bars) from real-time rendered cutscenes, menu and dialogue screens and offer the option to adjust FOV to match that of 16:9.

Use software like PeaZip or 7zip to unpack the archives. The password is pcgw

Removing the pillarboxing results in both more horizontal FOV and less vertical FOV at dialogue, and no vertical decrease at menu and terminal screens. The 32:9 option can also be used to achieve more vertical and horizontal FOV at 21:9.

Making changes to Engine.ini to increase FOV through Y-axis calculation is no longer recommended, as it gets reset by finishers and possibly other in-game events. Make sure the config is in its default state to avoid FOV issues.

The mod does not address the cropping of the viewmodel and stretching of FMVs.

In order to force unsupported resolutions, edit GameUserSettings.ini and set the ResolutionSizeX=, ResolutionSizeY=, DesiredScreenWidth=, DesiredScreenHeight= values as desired - e.g. 5760 and 1080. Getting into the settings in the game will undo the changes, so make sure to have configured the game to preference prior to editing the config.

You can buy me a coffee here.


What's New in Version 1.1   See changelog

Released

Adjusted vertical FOV to match 16:9 menu screens and terminals, which also means more FOV at dialogue screens.

Moved the trainer hotkeys to F6 and F7 to avoid quick saving.




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Just now, AngeredFox said:

Using companion special attack resets the FOV.  Anyway to fix?

It must be related to the ini tweak rather than the trainer or patchers. See if setting the file to read-only helps.

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I tried that, still reset FOV when I used companion special attack and only way to fix it is completely restart game and trainer.

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Just now, AngeredFox said:

I tried that, still reset FOV when I used companion special attack and only way to fix it is completely restart game and trainer.

Thanks for the feedback. There have been other reports of the config addition resetting FOV. Do you think that the 21:9 adjustment from the trainer without the ini tweak is too narrow? You could try the 32:9 option at 21:9

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It's definitely the engine.ini edit.  I removed that and just put the in-game FOV slider to 100(using the 21:9 fov and black bar removal trainer) and that seems to be a pretty good compromise for now.  The view isn't quite as good but at least it doesn't reset the FOV.

UPDATE:  Another thing I just realized, is that with the engine.ini edit the computer terminal screens in game were super small and could barely see them.  Without the ini edit and with the trainer at 21:9 I can see them way closer but the top of the screen is cut off.  With 32:9 FOV trainer option it shows the terminals perfectly.  I'm using a 2560x1080 21:9 monitor.  

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Thank you very much for the trainer, pillarboxes are gone and dialogue looks good now .

Does the FOV fix solve the Ver- problem on 21:9 (3440x1440) ?

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Just now, adeeb said:

Thank you very much for the trainer, pillarboxes are gone and dialogue looks good now .

Does the FOV fix solve the Ver- problem on 21:9 (3440x1440) ?

It does in most cases. Dialogue screens are the only parts I know of that have reduced vertical FOV but also increased horizontal FOV.

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As the off-topic discussion have served its purpose and deteriorated past its relevance I've cleaned out the thread and locked it from further comments.

 

The never-ending race between malware creators and anti-malware suites means that general-purpose legitimate tools and utilities that might enable nefarious purposes can and will eventually be used as such, which will understandably trigger a response from anti-malware suites. While some AVs might just flag an individual known file as malicious, others use more general-purpose detection patterns that gets triggered on all files based on that pattern, whether they're used for malicious purposes or not.

To further complicate the matter, the last decade have also seen protection suites expand outside of their original intended use-case and started to flag other files that might be seen as inappropriate or unwanted, even if they might not be malicious to the end user per se. This can be from everything that might install ad software that runs in the background (often categories as "Potentially Unwanted Applications") or tools or utilities that allows the patching of another application (prime example being CheatEngine) as these might be in some cases used to allow the unauthorized or unlicensed use of an application.

The recent events that resulted in the retirement of the dedicated Widescreen Gaming Forum (a community dedicated to improving widescreen gaming experience in games) is a clear example of how volatile and uncertain the situation have become.

 

As a result PCGW can't ensure or guarantee the safety of community contributed files, and users downloading and making use of files does so at their own risk, per our disclaimer. As content on PCGW are community-created, what options are available (such as an easy-to-use tool or manual patching instructions) are up to community creators, and we welcome contributions from new as well as old community members. If anyone feels that they would rather make use of another method that's currently not documented, feel free to add it to the article for the game.

 

Edit 2019-11-04: Comments have opened again as more than a week have passed.

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@tfp I don't know about that and I can't test it as I don't have it (I don't plan to buy the game a second time lol). You can try to run the patch next to the executable and see what it does.

If the name of the executable doesn't match, try to rename the exe to match the name of Epic Store. It's "IndianaEpicGameStore-Win64-Shipping.exe" (The file is about ~67MB and should be under  a "Binaries" directory somewhere).

Then run the patch and it should display either (or a mix) of these:

  • Replacement succeeded
  • Replacement failed
  • WARNING: unexepected offset

If you get failures, the patch won't work for sure. But if you just have warnings (what I would expect) you can still apply the patch and it might work.

If the window closes too fast, try to run the patch in a terminal manually (it's most probably due because it can't open the executable).

Let me know the result of your experiment

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Games shipped on the Microsoft Store are packaged as AppX packages and completely locked down. While users can read the executables, they can neither modify, write, nor remove individual files contained in the game folder.

Therefor a memory patcher is required that patches the game while in memory.

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@Aemony I suppose it is the same for people who use the XBox Game Pass? The game is completely locked down. I will check how to achieve this because I'm actually interested in that kind of stuff. Though the trainer or Rose should work isn't it?

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there is a bug in the new trainer where when you hit something with a melee weapon the fov increases then goes back to normal.

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12 hours ago, bigskillet said:

there is a bug in the new trainer where when you hit something with a melee weapon the fov increases then goes back to normal.

That is true. Thanks for reporting the issue. I completely undid the update for now until I have a bit more time to fix it

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  • Similar Content

    • By killer-m
      FOV value is not reset to default after certain in-game cut-scenes Unpack the archive
      Copy all files to the game folder, binkw32.dll should be replaced
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      The tool removes black bars from the in-game cutscenes, cinematic cameras, shops and a number of other areas at 21:9 and wider resolutions. Since version 2.0 it also removes pillarboxing from the photo mode. Since version 3.0, it allows for custom FOV adjustment.
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      Tested at 2560x1080, 3840x1080 and 5760x1080. Additionally confirmed as working by two volunteers from WSGF.
      You can buy me a coffee here.
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