Versions and compatibility
Latest version | v1.0.2 |
Released on | 10-may-2023 |
Compatible with | A Plague Tale: Requiem, v1.5.0, Steam. |
Hotsampling via | Running the game in windowed mode |
Supports IGCS Connector | Yes, 2.0+ |
Download latest version | Post on patreon |
Features at a glance
The photomode mod for A Plague Tale: Requiem offers the following features:
-
Camera control: (Also in cut scenes and photomode)
- FoV control
- Free unlimited camera movement and rotation
- Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
- Camera shake controls in both manual movement (for hand-shot videos) and camera paths.
- Timestop
- Frameskip
- HUD toggle
- Hotsampling (resize the game window to any resolution) / Window border removal
- Cutscene DOF removal
- Vignette, lens flare, lens dirt removal when camera is active
- Pillarbox/letterbox removal in custom aspect ratios
- Higher Level of Detail selection
- Game speed control (slow-motion, speed up)
- Higher resolution for shadow maps
- Ability to go undetected (for action shots)
- Ability to become invincible (for action shots)
- Configurable keybindings
- Configurable gamepad buttonbindings
How to use
Please see for details how to get started and configure this photomode mod, General features and configuration. This guide will provide additional information for the controls / features specific for this photomode mod.
If you don't see the APlagueTaleRequiem_x64.exe
process in the Process to inject to textbox, please click the Select button to select it manually. This might be
if you're running the game as Administrator, and the IGCSClient.exe
does not, it can't see the APlagueTaleRequiem_x64.exe
process.
In that case, restart the IGCSClient.exe
as Administrator.
Configuration
Additionally to the normal configuration features, the tools for A Plague Tale: Requiem also has some additional configuration features:
Camera smoothing options
Interpolation factors
The camera smoothing options are for when you want to record a video by flying through the game world and control the camera manually, so not through a camera path. Normally the input to the camera system will be used instantly and you see an effect immediately. However for videos it's often desired to have a smoother camera movement than what's needed when you position the camera for a shot.
The camera smoothing options will give you the ability to control how much of the input you're giving to the camera system is used in future frames so
it's creating a smoother experience; e.g. if you set the movement interpolation factor slider to 100
(default is 1
), the input given to move the camera
forward is used over 100 frames and is slowly flowing away to 0 after you stop giving input to move forward.
Additionally if you first move forward and then move to the right, with the default setting of 1
the camera will first move forward and then immediately
move to the right. However with an interpolation factor of e.g. 100
it'll smoothly move to the right, more in a curve than straight away. This gives
smooth movement and rotations of the camera. For the Field of View there's also an interpolation factor, which can be used to smoothly zoom in/out so it's
less 'jerky' when you try to zoom in/out.
Try to combine the values for the smoothing factors with lower/higher values for movement and rotation speed to find the ideal setup for your recording. It's likely you want a higher interpolation factor for movement than for rotation and FoV.
The values are stored in the ini file for next time you start the client.
Shake factors
There are four camera shake factors you can configure to introduce camera shake for normal camera movement: Shake frequency for both movement and rotation, Shake movement strength and Shake rotation strength. For screenshots these factors are not interesting, but for hand-shot video, e.g. in combination with the interpolation factors, they can give a more natural appealing footage.
The Shake movement frequency and Shake rotation frequency control how fast the movement and rotation shake factors change direction. The higher the value the faster they'll 'shake'. The Shake movement strength controls the amount of movement shake will be added to the camera location in the up/down/left/right/front/back directions. The Shake rotation strength controls the amount of rotation shake will be added to the camera orientation in pitch/yaw/roll.
The strength will be applied equally among all directions and rotations. Try to experiment with which values work best for the speed you move your camera; a faster moving camera could use a camera shake with higher strengths than a slow moving camera. Good starting values are 1.5-2 for the frequencies and 0.4-0.5 for the strengths. Setting the sliders to 0 will remove all shake factors from the camera.
Camera paths have their own shake factors.
Hotsampling
The game will resize the window but initially will also place a window border around it, which is removed by the tools. This will result in a window that is slightly bigger than the size you selected. Click the 'Set' button again on the Hotsample tab to set it to the right resolution.
Timestop / pause
The tools offer a way to pause the game using Numpad 0
. This is effectively the gamespeed control, which is set to 0. While most things are paused in this state, in cutscenes, characters will keep on speaking till their current sentence has been completed. There's sadly no other way to do this at this point, as the
regular pause function also pauses camera movement and is therefore not usable.
Misc. Adjustments
The Misc. Adjustments tab is the tab where you can adjust additional aspects of how the image will look and how to achieve better shots. It has the following options:
- Game speed
- This controls how fast the runs internally; a value of 1.0 is 'normal game speed' and a value of 0.0 is total pause. Use this to create slow-motion effects which help you pause the game at the right moment.
- Use higher details (LODs)
- This is an important setting to get higher details in the game world. It affects foliage, mountains, shadows, rocks and models. It increases the shadow map resolution from 2K to 8K.
- Make player undetectable
- Enemies won't detect you. Ideal for action shots.
- Make player invincible
- You won't receive damage. Ideal for action shots.
When enabling the camera, it'll automatically remove the in-game Depth of Field being active, so you don't have to worry about that. Additionally it'll disable lens flares, lens dirt and vignette.
Game configuration
To configure the graphics to get rid of the CA and e.g. lens distortion or vignette, you can adjust the ENGINESETTINGS file. To edit this file go to:
C:\Users\<your user name>\Documents\My Games\A Plague Tale Requiem
and open the 'ENGINESETTINGS' file in notepad.
At the bottom of the file, you'll see a PostProcess section. You can switch settings on and off there: a setting value set to 1 = on, and set to 0 = off
For instance, change Fringe 1
to Fringe 0
, and LensDistortion 1
to LensDistortion 0
to get rid of the Chromatic Abberation and lens distortion.
You have to do this after the game has been closed, then restart the game.
You likely also want to set the MaxAnisotropy value under Texture to 16.
Reshade depth buffer
The Reshade depth buffer, required for shaders like Cinematic DOF etc., is available but you have to make sure you select the right one on the Add-ons tab in the Reshade overlay, as well as enable the 'Copy depth buffer before clear operations' option on that tab. Usually the one with the most draw calls should be selected.
You can test whether the right depth buffer is selected by using the Display depth shader. See this guide for details: https://framedsc.github.io/ReshadeGuides/setupreshade.htm#checking-depth-buffer-access
Information recorded with camera path nodes
When you create a Camera path, each node records the camera location, orientation and field of view.
Controls
The default photomode mod controls are listed below. It depends on the Camera control device setting on the Configuration tab whether the device (e.g. mouse or gamepad) can control the camera.
Mouse
When moving the mouse:
- No mouse buttons pressed: rotate the camera
- Left button pressed: move camera up / down / left / right
- Right button pressed: move camera forward / backward / left / right
- Both left and right button pressed: tilt camera left / right
- Mousewheel: increase / decrease Field of View (FoV)
Keyboard
Normal camera usage
Key | Feature |
---|---|
Insert |
Enable / Disable the camera |
Numpad . |
Block / Unblock input to game |
Numpad - |
Decrease FoV |
Numpad + |
Increase FoV |
Numpad * |
Reset FoV |
Home |
Lock / Unlock camera movement |
Numpad 4 |
Move camera left (+ Ctrl : slower, + Alt : faster) |
Numpad 6 |
Move camera right (+ Ctrl : slower, + Alt : faster) |
Numpad 8 |
Move camera forward (+ Ctrl : slower, + Alt : faster) |
Numpad 5 |
Move camera backward (+ Ctrl : slower, + Alt : faster) |
Numpad 7 |
Move camera up (+ Ctrl : slower, + Alt : faster) |
Numpad 9 |
Move camera down (+ Ctrl : slower, + Alt : faster) |
Numpad 4 |
Move camera left (+ Ctrl : slower, + Alt : faster) |
Arrow key Up |
Rotate camera up (+ Ctrl : slower, + Alt : faster) |
Arrow key Down |
Rotate camera down (+ Ctrl : slower, + Alt : faster) |
Arrow key Left |
Rotate camera left (+ Ctrl : slower, + Alt : faster) |
Arrow key Right |
Rotate camera right (+ Ctrl : slower, + Alt : faster) |
Numpad 0 |
Pause / Unpause the game |
Page down |
Skip a few frames when paused |
Numpad 1 |
Tilt camera left (+ Ctrl : slower, + Alt : tilt 90 degrees left) |
Numpad 3 |
Tilt camera right (+ Ctrl : slower, + Alt : tilt 90 degrees right) |
Numpad 2 |
Reset tilt |
Delete |
Toggle HUD |
F1 |
Restore the camera state to the state saved in slot 1 (+ Ctrl : store current state in slot 1) |
F2 |
Restore the camera state to the state saved in slot 2 (+ Ctrl : store current state in slot 2) |
F3 |
Restore the camera state to the state saved in slot 3 (+ Ctrl : store current state in slot 3) |
Camera path usage
Key | Feature |
---|---|
F7 |
Start / pause playback |
F8 |
Stop playback |
F4 |
Add path |
F10 |
Add node to active path |
Ctrl+F10 |
Replace the active node on the active path |
Alt+F10 |
Insert a new node in front of the active node on the active path |
Ctrl+Home |
Go to start of active path |
Ctrl+End |
Go to end of active path |
Ctrl+Page Up |
Go to previous node on active path |
Ctrl+Page Down |
Go to next node on active path |
Numpad 1 |
Select the first path during playback (if any) |
Numpad 2 |
Select the second path during playback (if any) |
Numpad 3 |
Select the third path during playback (if any) |
Numpad 4 |
Select the forth path during playback (if any) |
Numpad 5 |
Select the firth path during playback (if any) |
Numpad 6 |
Select the sixth path during playback (if any) |
Numpad 7 |
Select the seventh path during playback (if any) |
Numpad 8 |
Select the eighth path during playback (if any) |
Numpad 9 |
Select the ninth path during playback (if any) |
Miscellaneous usage
Key | Feature |
---|---|
\ |
Toggle gamespeed override |
[ |
Decrease gamespeed. |
] |
Increase gamespeed. |
Gamepad
Normal camera usage
Control | Feature |
---|---|
Left stick | Move camera forward / backward / left / right |
Right stick | Rotate camera |
Left trigger | Move camera up |
Right trigger | Move camera down |
Y button + left / right stick | Faster movement / rotation |
X button + left / right stick | Slower movement / rotation |
D-pad up / down | Increase / decrease FoV |
B button | Reset FoV |
Camera path usage
Control | Feature |
---|---|
Start | Start / pause playback |
Back | Stop playback |
Left bumber | Go to previous node on active path |
Right bumper | Go to next node on active path |
A | Add node to active path |
Miscellaneous usage
Key | Feature |
---|---|
X button + pressing left stick | Toggle gamespeed override |
X button + left bumper | Decrease gamespeed. |
X button + right bumper | Increase gamespeed. |