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Code Vein

From PCGamingWiki, the wiki about fixing PC games
Revision as of 21:54, 2 October 2019 by Darktalon (talk | contribs)
Code Vein
Code Vein cover
Developers
Shift[1]
Bandai Namco Entertainment
Publishers
Bandai Namco Entertainment
Engines
Unreal Engine 4[2]
Release dates
Windows September 27, 2019
Code Vein on Wikipedia

General information

Official website
Steam Community Discussions

Availability

Source DRM Notes Keys OS
Publisher website
Icon overlay.png
Windows
Amazon.com
Icon overlay.png
Windows
Gamesplanet logo.svg
Icon overlay.png
Deluxe Edition also available.
Windows
Green Man Gaming
Icon overlay.png
Deluxe Edition also available.
Windows
Humble Store
Icon overlay.png
Deluxe Edition also available.
Windows
Steam
Icon overlay.png
Deluxe Edition also available.
Windows
All versions require Steam and Denuvo Anti-Tamper DRM.[3]

Game data

Configuration file(s) location

System Location
Windows %LOCALAPPDATA%\CodeVein\Saved\Config\WindowsNoEditor
Steam Play (Linux) <SteamLibrary-folder>/steamapps/compatdata/678960/pfx/[Note 1]

Save game data location

System Location
Windows %LOCALAPPDATA%\CodeVein\Saved\SaveGames
Steam Play (Linux) <SteamLibrary-folder>/steamapps/compatdata/678960/pfx/[Note 1]

Save game cloud syncing

System Native Notes
Steam Cloud

Video settings

Graphics Settings
Graphics Settings
Brightness Settings
Brightness Settings

Template:Video settings


Ultrawide

Instructions[4]
21:9 screenshot with aforementioned fix.
21:9 screenshot with aforementioned fix.
  1. Go to <path-to-game>\CodeVein\Binaries\Win64\
  2. Make a backup copy of CodeVein-Win64-Shipping.exe.
  3. Open the original CodeVein-Win64-Shipping.exe in a hex editor, such as HxD.
  4. Search for F6 41 2C 01 4C, and replace with F6 41 2C 00 4C to remove pillarboxes.
  5. Search for 35 FA 0E 3C A4, and replace with 35 FA 3E 3C A4 to change the Field of view (FOV).
When finding and replacing these hex values, make sure that the find/replace tools are using "Hex-values" mode, and search direction (if using HxD) is set to All (Forward and Backward).

Notes

Centered HUD elements example.
Centered HUD elements example.
The game uses Vert- FOV Scaling, so the vertical of the display is cut to compensate for the wider horizontal aspect ratio. As a result, the FOV value displayed in this fix might not work for wider aspect ratios than 21:9 (e.g: 32:9, or 48:9), and aspect ratios narrower (e.g: 16:9). It is recommended to check the Notes section in WSGF Common Hex Values for instructions on how to get the recommended FOV values for those aspect ratios.
HUD elements are centered on-screen.
The FOV hex edit listed here is designed with Vert- in mind. It's not recommended to combine the value mentioned here (35 FA 3E 3C A4) with the Hor+ FOV scaling tweak.

Multi-monitor

Instructions[5]
48:9 Example with the aforementioned fix.
48:9 Example with the aforementioned fix.
  1. Go to "<path-to-game>\CodeVein\Binaries\Win64".
  2. Make a copy of CodeVein-Win64-Shipping.exe, as a backup.
  3. Open the original CodeVein-Win64-Shipping.exe from "<path-to-game>\CodeVein\Binaries\Win64" in a hex editor, such as HxD.
  4. Search for F6 41 2C 01 4C, and replace with F6 41 2C 00 4C to remove pillarboxes
  5. Search for 35 FA 0E 3C A4, and replace with EF D4 83 3C A4 to change the Field of view (FOV).
When finding and replacing these hex values, make sure that the find/replace tools are using "Hex-values" mode, and search direction (if using HxD) is set to All (Forward and Backward).

Notes

Character Creator 48:9 Example.
Character Creator 48:9 Example.
The game uses Vert- FOV Scaling, so the vertical of the display is cut to compensate for the wider horizontal aspect ratio. As a result, the FOV value displayed in this fix might not work for narrower aspect ratios (e.g: 16:9).
HUD elements are centered on-screen.
Due to the game not supporting an individual camera for each monitor, this may result in Geometry Distortion.
Character Creator only moves to the edge of what would be an 16:9 area.
The FOV hex edit listed here is designed with Vert- in mind. It's not recommended to combine the value mentioned here (EF D4 83 3C A4) with the Hor+ FOV Scaling tweak.

Hor+ FOV

Instructions[6]
  1. Go to the configuration file(s) location.
  2. Open Engine.ini.
  3. At the bottom of the file, add [/Script/Engine.LocalPlayer].
  4. Below that line, add AspectRatioAxisConstraint=AspectRatio_MaintainYFOV.
This will cause the Field of view (FOV) to be wider (Since the game is still using a Vert- FOV that hasn't been converted to Hor+), and may look distorted as a result. It is recommended to modify the FOV using the Hex-editing method in Ultrawide, and by checking the Notes section in WSGF Common Hex Values for instructions on how to get desired FOV values.
Don't use in conjunction with the Ultrawide or Multimonitor fixes unless the FOV hex values get changed to something Hor+ compliant.

Anisotropic filtering (AF)

Instructions[7]
  1. Go to the configuration file(s) location.
  2. Open Scalability.ini.
  3. Add [TextureQuality@3], replacing the number with the sg.TextureQuality= setting that is being used in GameUserSettings.ini
  4. Below that line, add r.MaxAnisotropy=xx, replacing the "xx" with the desired Anisotropic Filtering mode (0= Disabled, 2= 2X Aniso, 4= 4X Aniso, 8= 8X Aniso, 16= 16X Aniso).
Doing this method is required to change Texture Filtering quality, as there are no in-game options for it, and it is dependent on the in-game "Texture Quality" option (or sg.TextureQuality= setting in the GameUserSettings.ini config file).

Render Percentage/Resolution Scaling

Instructions[8]
  1. Go to the configuration file(s) location.
  2. Open GameUserSettings.ini.
  3. Below [ScalabilityGroups], change sg.ResolutionQuality=xx, to the desired resolution percentage.
This option allows for upscaling/upsampling from smaller resolutions while running UI elements at the native screen resolution, which might be helpful for lower-end configurations.
The minimum that sg.ResolutionQuality= will go is "33.333302". Anything above "100" (Which could be used for Downsampling) oddly doesn't work.
In order to downsample, use r.ScreenPercentage and attach it under one of ScalabilityGroups specific overrides in Scalability.ini This is the only method besides TAA to fight shader aliasing caused by rim lighting effect.

Chromatic aberration

Disable chromatic aberration[9]
  1. Go to the configuration file(s) location.
  2. Open the Scalability.ini file with Notepad or other text editor.
  3. Add [PostProcessQuality@3].
  4. Below that line add r.SceneColorFringeQuality=0.
  5. Save the file.


Input settings

Input Settings
Input Settings
Game Settings
Game Settings
Camera Settings
Camera Settings

Template:Input settings

Mouse Acceleration

Instructions[10]
  1. Go to the configuration file(s) location.
  2. Open Engine.ini.
  3. At the bottom of the file, add [/Script/Engine.InputSettings].
  4. Below that line, add bEnableMouseSmoothing=xx, replacing the "xx" with "True" or "False".

Audio settings

Sound Settings
Sound Settings

Template:Audio settings

Language Settings
Language Settings

Localizations

Text Language settings can be changed via the Game's properties on Steam, or can be launched with a specific text language via one of the .bat files in <path-to-game>.[11]
Language UI Audio Sub Notes
English
Traditional Chinese
French
German
Italian
Japanese
Korean
Brazilian Portuguese
Russian
Spanish
Latin American Spanish

Network

Network Settings
Network Settings
Analytics Settings
Analytics Settings

Multiplayer types

Type Native Notes
LAN play
Online play
Co-op

Issues unresolved

DPI Scaling Issues

Doesn't work properly with DPI Scaling in Windows.[12]

Other information

API

Technical specs Supported Notes
Direct3D 11
Executable 32-bit 64-bit Notes
Windows

System requirements

Windows
Minimum Recommended
Operating system (OS) 7 SP1, 10
Processor (CPU) Intel Core i5-2300
System memory (RAM) 6 GB
Hard disk drive (HDD)
Video card (GPU) Nvidia GeForce GTX 760
AMD Radeon HD 7850
DirectX 11 compatible
Sound (audio device) DirectX compatible
A 64-bit system is required.

Notes

  1. 1.0 1.1 Notes regarding Steam Play (Linux) data:

References

  1. Verified by User:BesuBaru on 2019-09-30
    Displays during startup logos
  2. Code Vein Is Being Made With Unreal Engine 4, Developed On A Separate Line From God Eater - last accessed on 06-04-2018
  3. Code Vein EULA
  4. Verified by User:BesuBaru on 2019-09-26
    Checked by looking for common UE4 Pillarbox and FOV Values inside of Cheat Engine and HxD.
  5. Verified by User:BesuBaru on 2019-09-26
    Checked by looking for common UE4 Pillarbox and FOV Values inside of Cheat Engine and HxD.
  6. Verified by User:BesuBaru on 2019-09-26
    Checked by looking for common UE4 FOV Values inside of Cheat Engine and HxD, and by editing configuration files.
  7. Verified by User:BesuBaru on 2019-09-26
    Checked by editing configuration files.
  8. Verified by User:BesuBaru on 2019-09-26
    Checked by editing configuration files.
  9. [1]
  10. Verified by User:BesuBaru on 2019-09-26
  11. Verified by User:BesuBaru on 2019-09-26
    Discovered when browsing game directory.
  12. Special K - v 0.10.3 - [Framepacing Percentile Analysis Page 219] - last accessed on 2019-09-26