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About This File

TL;DR

This mod allows you to customize various aspects of the game, including the user interface, controls, visuals, notifications, sounds and more. It is simple to install and comes with a GUI for easy configuration.

 

Quick start guide:

  1. Extract the files of the archive to the release sub-folder of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\"
  2. Use the PreyInterfaceCustomizerGUI to change the settings as desired
  3. Start the game like you would normally, for example directly through Steam or Big Picture mode

Features

The Prey Interface Customizer (PRIC) is a user experience customization mod for Prey (2017). It provides a wide variety of options to customize the UI, controls, visuals, notifications, sounds and more.

 

Its features include:

  • Control over the visibility of individual UI elements, including the health/armor/PSI bars, objective markers, pickup log, button tutorial prompts, item highlighting, as well as various notifications, such as objective updates
  • Fine-grained settings, such as only disabling side-mission markers while keeping the main-mission markers visible
  • Dynamic UI mode, which shows elements only with a hotkey instead of disabling them completely
  • Options to disable various notifications sounds, such as enemy behavioral cues, objective updates or the ring sound for incoming audio messages
  • Options to change the crosshair style and vertical position
  • Options to adjust the weapon FOV or having a fixed FOV during sprinting
  • Options to use non-standard bindings, such as scrolling through your quickbar items or directly using a medkit without having to open the spiral wheel
  • Options to alter the interaction with screens, such as proper mouse cursor support or direct control via the attack key (aka "Doom 3 style")
  • Options to adjust the sensitivity scale when sprinting or zooming
  • Option to skip the second loading screen
  • Options to skip intro videos, disable motion blur, set the image sharpening amount or disable the crouch vignette
  • Option to force PS4 controller prompts
  • Easy installation and configuration via a GUI

Instructions

Supported Versions

This mod is designed for the latest, fully patched version of Prey and the Mooncrash DLC and might not work when used with older or otherwise modified executables.

  • Steam v1.09

Note that the mod currently does not work with the demo version of the game.

 

Install

The mod does not make any permanent changes to the game or to Windows and can easily be removed.

  1. Extract the files of the archive to the release sub-folder of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\"
  2. Use the PreyInterfaceCustomizerGUI to change the settings as desired
  3. Start the game like you would normally, for example directly through Steam or Big Picture mode

Note that the GUI is for configuration only and does not have to be running for the mod to work.

 

Uninstall

  1. Remove all files starting with PreyInterfaceCustomizer as well as the dinput8.dll from the release sub-folder of the game

Presets

The mod comes with three standard configuration presets:

  • Default: All UI elements, notifications and sounds are enabled. This should be equivalent to the unmodded version of the game
  • Reduced: Removes UI elements, notifications and sounds that are unnecessary or are already conveyed in other ways. Additional elements, such as objective markers are only visible in the Dynamic UI. This preset is designed in such a way that it should be usable by an observant player on the first playthrough
  • Immersive: Removes all UI elements, notifications and sounds that are not absolutely essential to playing the game. This preset expects a certain knowledge of the game by the player and is probably not suitable for a first playthrough

Note that these settings are just templates and can be adjusted as desired.

 

Known Issues

There are currently no known issues with this mod.

 

Additional Information

Antivirus Software

Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.

 

If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.

 

GUI Requirements

The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here.

 

Loading Other Fixes/Mods/Injectors

To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.

 

File method:

 

The mod will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.

 

Folder method:

 

The mod will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.

 

Input Bindings

The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key.

 

Key Names:

 

In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed.

 

Modifiers:

 

Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards.

 

Acknowledgments

I would like to thank all those people who created the original file replacement UI mods for Prey. Although it is a great game, I would have certainly enjoyed it a lot less without them.

 

Contact And Support

If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.

 

Version History

v1.4.6:

  • Upgraded main game and Mooncrash support to game version v1.09.5

v1.4.5:

  • Upgraded main game and Mooncrash support to game version v1.09
  • Removed XInput fix option since the issue was officially fixed with the last patch
  • Adjusted the PS4 prompt option to work independently of the removed XInput fix

v1.4.4:

  • Upgraded main game and Mooncrash support to game version v1.08

v1.4.3:

  • Upgraded Mooncrash support to game version v1.07

v1.4.2:

  • Added non-standard binding to quick use an armor repair item
  • Fixed various issues with non-standard keybindings in both the main game and the Mooncrash DLC
  • Fixed sprint and zoom sensitivity scale options for Mooncrash DLC
  • Fixed various display issues with UI elements in dynamic mode

v1.4.1:

  • Fixed a crash that occurred in some parts of the Mooncrash DLC

v1.4:

  • Upgraded the mod to game version v1.06 and added support for the Mooncrash DLC

v1.3.2:

  • Fixed a bug that caused the game to sometimes crash when using dynamic mode after a quickload
  • Fixed a bug that caused UI elements to sometimes not be shown in dynamic mode

v1.3.1:

  • Fixed a bug that caused the status sound setting to be ignored

v1.3:

  • Settings are now applied correctly when a level is loaded for the first time within a playthrough
  • Added option to lock the camera and enable free cursor control of interactive screens
  • Added option to directly control interactive screens "Doom 3 style" with the attack key (e.g. the left mouse button)
  • Added options to set the sensitivity scale when sprinting or zooming
  • Added options to change the weapon FOV or prevent FOV changes during sprinting
  • Added option to disable the crouch vignette effect that darkens the edges of the screen when crouching
  • Added option to set the vertical reticle/crosshair position
  • Added option to disable reticle/crosshair entirely
  • Updated the address system to increase the compatibility with modified versions of the game
  • Updated the loading system to add support for remote loading of additional DLLs for increased compatibility with other mods (see Loading Other Fixes/Mods/Injectors)
  • Updated the GUI to .NET version 4.7.1 to fix a problem where the program would crash on startup

v1.2.4:

  • Solved compatibility issue with ReShade

v1.2.3:

  • Controller movement no longer gets stuck on interactive items when using PS4 prompts

v1.2.2:

  • Added option to skip the second loading screen
  • Added option to select what button prompts are shown when using the XInput fix

v1.2.1:

  • Fixed a loading issue that occurred on some system configurations

v1.2:

  • Completely revised the Dynamic UI system. With a few exceptions, all elements should now behave as expected when using the Dynamic UI binding
  • Added Dynamic UI option to control the highlighting/glow of items
  • Added Dynamic UI options to control button prompts in interaction and quick loot windows
  • Added Dynamic UI options to control various notifications, such as objective/task updates, location discovery, item pickups and more
  • Added sound option to control behavioral audio cues of enemies
  • Added sound option to control the ring before an incoming audio message
  • Added sound options to control various notifications, such as objective/task updates, location discovery, item pickups and more
  • Added options to skip intro videos, disable motion blur and set the image sharpening amount
  • Revised the layout of the GUI
  • Fixed various display bugs and crashes

v1.1:

  • The repair icon option does now work correctly
  • The mod does no longer lead to a crash when starting a new game instead of loading an existing save game
  • Buttons bound ingame no longer become unresponsive when using a key binding of the mod

v1.0:

  • Initial public release


What's New in Version v1.4.4   See changelog

Released

  • Upgraded main game and Mooncrash support to game version v1.08



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      IMPORTANT
       
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      Instructions

      Supported Versions
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      Steam v1.08

      Note that the fix currently does not work with the demo version of the game.
       

      Install
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      Important: When using a non-XInput controller such as the DS4, you will need a XInput emulator like DS4Windows for this fix to work
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      Known Issues
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      v0.5:
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      v0.4:
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      v0.3:
      Added a separate version that shows button prompts of the PS4 instead of the XBox controller
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      v0.2:
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      List Of Commands
      All Games
       
      id5Tweaker_SetFpsLimit value
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      Note: There are some known issues with unlocking the FPS (see below)
       
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      id5Tweaker_ForceCVar name value
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      Example 2: id5Tweaker_ForceCVar r_postProcessDofMode -1

      id5Tweaker_Reset
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      Is in the default config file bound to the '-' key on the numpad

      id5Tweaker_ToggleConsole [0.0-1.0]
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      For a full list of actions use the id5Tweaker_RAGE_ListActions command
      For a full list of keys use the id5Tweaker_RAGE_ListKeys command
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      Example 2: id5Tweaker_RAGE_Bind MOUSE2 toggle_zoom

      id5Tweaker_RAGE_ListActions
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      id5Tweaker_RAGE_ListKeys
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      Using The Config
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      There are two sections in the config file:
      [CVARS]

      In this section you can specify any console variable (CVar) available in the respective game. The value of the CVar is forced directly via the internal CVar system. This is equivalent to using the id5Tweaker_ForceCVar command.
      [COMMANDS]

      Every line in this section gets send to the command system of the game as if it were manually entered into the console. Therefore, anything you can enter into the console of a specific game can also be used here.
       
      The default config already contains the most important CVars and commands. However, most of them are disabled because they are a matter of personal preference or the hardware. To enable them, uncomment the corresponding line by removing the ';'.
       
      You might encounter areas of the game that don't work with high frame rate (see Known Issues below). If this happens, use the id5tweaker_ToggleFps command in the console to toggle the FPS unlock. By default, this command is bound to the '*' key on the numpad.
       

      Optimizing Performance
      Maintaining a rock-solid 144 FPS is difficult, even on high-end hardware. Although the usual options, such as resolution and anti-aliasing, have an impact on the overall frame rate, other, more obscure settings, have a greater impact on stability -- i.e. frame times. Because the virtual textures continuously have to be transcoded and streamed, the frame times may fluctuate depending on the configuration and level geometry. Because many of the corresponding CVars have an effect on each other, their overall impact on performance is not as easy to assess as traditional options such as anti-aliasing.
       

      Important CVars
      From my experience, the following CVars are the most important:
      vt_pageImageSize* [4096, 8192, 16384]
      vt_uncompressedPhysicalImages [0,1]
      vt_maxPPF [1, 2, 4, 8, 16, 32, 64, 128]

      The size of the page images determines the overall texture quality. The bigger the images are, the better the textures look and the more VRAM the game needs. Using uncompressed physical images further increases image quality at the expense of even more VRAM. The maxPPF option determines how many pages are transcoded (i.e. "loaded") per frame.
       
      Bigger textures mean that it is more costly to transcode the textures. At the same time, not being able to transcode the textures fast enough will result in the notorious "pop-in" of the id Tech 5 games.
       
      Overall, it comes down to a balance of visual fidelity and frame time stability, while at the same time minimizing texture pop-in.
       
      Many people should be able to set the page sizes to 16384. This leads to a VRAM usage of around 3GB for RAGE and 4GB for the Wolfenstein games. However, I would disadvise from enabling the usage of uncompressed images. Not only does this increase the VRAM usage in conjunction with big page sizes to about 5GB for RAGE and up to 8GB for the Wolfenstein games, it may also introduces micro-stutter in many areas of all games.
       
      The value of the max pages per frame should be set as low as possible. Fortunately, playing at high FPS also means that more textures can get transcoded more quickly, making the pop-in much less noticeable and in most cases even a non-issue. This is primarily a CPU-heavy setting.
       
      Warning: Even with CUDA-Transcode enabled, a large amount of the work will be done on CPU and the engine is very efficient in using the all available cores. Setting the maxPPF to values of 64 or higher with high FPS might load even high-end CPUs to 100%.
       

      Recommended Approach
      My recommendation to approach the best settings would be the following:
      Set all four vt_pageImageSize* CVars to 16384, vt_uncompressedPhysicalImages to 0, and vt_maxPPF to 4
      If you experience noticeable pop-in, double the vt_maxPPF value until the pop-in is no longer noticeable/bothersome
      If you can't find a good balance between stability and pop-in or are experiencing severe stutter due to a lack of VRAM, set the page image sizes to 8192
      If you are satisfied by the performance, have at least 6GB of VRAM and want to further push image quality, set vt_uncompressedPhysicalImages to 1


      For The Tech-Savvy and Adventurous
      The main bottleneck of the engine seems to be the streaming of the virtual textures. By default, this means a lot of reads on the drive the game is installed on. The game also allows to set a path for a cache file. Playing the game from a slow, fragmented HDD may prevent players entirely from achieving high FPS. If your SSD is too small to install the whole game, you can at least set the cache path to it. The path can be set by adding +fs_cachepath "<path-to-folder>" to the command-line of the corresponding game.
       
      If you have enough RAM, you can also use a RAM-Disk for the cache file or even install install the whole game to it, although this might only be feasible for RAGE, even for the vast majority of high-end systems.
       
      Finally, although I spent a fair amount of time analyzing the various CVars and their impact on FPS and stability, the approach above might not be the best. Feel free to experiment to search for better combinations and share your experiences. Remember that you can use the find command in the in-game console to search for CVars and commands.
       
      A starting point could be to enable the usage of CUDA to transcode the textures, which for me seems to make very little difference in FPS or stability and appears to introduce micro-stutter in some situations. Use vt_useCudaTranscode to enable the usage of CUDA. If you enable CUDA you should also set vt_cudaBudget to a value below your frame time. Remember that CUDA only works on Nvidia GPUs.
       

      Additional Information

      What You Should Know
      This mod is essentially a hack and relies on the layout of the specific executable. There may be crashes or unexpected issues. Feel free to provide feedback so that the problems can get fixed.
       
      Also, beware that some of these games were not optimized for such a high frame rate. Although the games generally perform well, I ran into sections were the FPS would drop significantly, even on a very powerful machine.
       
      Finally, since this mod consists of an executable DLL-File, I could have put any harmful shenanigans in there. You just have to trust me that the file is clean.
       
      If you don't -- and why should you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. Be aware however, that because the mod uses "hacking techniques" such as injection and hooking, it could trigger anti-virus software without being harmful.
       

      Known Issues
      There are some known problems when unlocking the frame rate in certain parts the games. Some of these problems are more severe than others. Remember that you can toggle the FPS unlock with the id5tweaker_ToggleFps console command, which by default is bound to the '*' key on the numpad.
       
      This might not a complete list and probably will be extended in the future. If you encounter any problems, feel free to provide a description of the corresponding section in the style seen below.
       
      RAGE
       
      Various Locations [type: visuals, severity: minor]
      A few physics animations like cloth or the turn rate of turrets are running faster than normal. As far as I can tell this has no effect on gameplay and is in most cases barely noticeable unless you look for it

      Wolfenstein [both Games]
       
      Various Locations [type: interface, severity: medium]
      Some players reported that the subtitles are lagging behind the audio in some cases, though I did not have time to verify this yet

      Wolfenstein: The New Order
       
      Chapter 1 - Deathshead's Compound [type: performance, severity: medium]
      Some players reported very low FPS on the first cutscene when starting a new game, although I could not confirm this on my end

      Chapter 2 - Asylum - Yard [type: gameplay, severity: game-breaking]
      The two drones that are released from the truck that crashes through the gate get ejected faster than normal and can get stuck in the ground, making them unkillable

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