Dark Soul's: Prepare to Die Edition (PC)

Save it up for when you need help with a boss, use it, become human, and summon another player for assistance.

Using Humanity:

Regaining Human form costs one Humanity point, which you must spend at a Bonfire.
You may choose to "Kindle" any bonfire by spending a Humanity point there, while you are already Human. Doing this will increase the maximum number of "swigs" your Estus Flask recovers from staying at that fire.
Human form will allow players to summon Phantoms for help and guidance on their journey.
Human form will allow players to invade another player's world.
Human form will also leave the player open to invasions by hostile Black Phantoms.

Stacking Humanity:

The amount of Humanity held by the player is represented by a number in the top left corner of the HUD. Usually referred to as 'soft' humanity.
"Holding" Humanity - that is, when you have Humanity on your person (in your Humanity meter) - puts those points at risk. Upon death, your held Humanity will be left with your bloodstain in addition to your Souls, thus increasing the price of dying twice in a row.
Holding Humanity is not the same as being human - recovering your Human form will cost you one Humanity point from your meter.
Humanity affects the damage of weapons and spells that do "Chaos" damage. Maximum at 10 Humanity.
Humanity increases the player's Physical and Elemental Defenses (not Bleed and Poison Resistance), similar to leveling up.
Humanity increases the player's resistance to being Cursed. Maximum at 30 Humanity.
Humanity also increases the player's Item Discovery rate, which determines the likelihood of enemies dropping items. Maximum at 10 Humanity.

At 10 humanity the item discovery rate (no other enchantments or buffs) is 210. (patch 1.05 and non-patched game)
Maximum Item Discovery rate is 410 and is achievable by holding 10 humanity and using the Covetous Gold Serpent Ring or the Symbol of Avarice .

Nice copy paste Omaeka :D :p

A comprehensive guide of Dark Souls' bugs, fixes and workarounds is available here: http://pcgamingwiki.com/wiki/Dark_Souls:_Prepare_to_Die_Edition

It includes a large number of fixes including:

Durante high resolution patch
ATI/AMD performance
network settings
controller fixes

If you discover a new fix, please add it in, no account required.

Cheers for that.


I haven't played this in ages, so I have no idea which way round to go or anything, im just finding my way around anywhere I see :D Haven't died yet too! A new record :D
 
Serious? What if it's just because I'm using an HD4850. What settings did you use with it?

Ah and I just noticed the minimum specs are a 4870! Coupled with the ATI performance not being too good I think that's your problem :(

Still the res fix is supposed to improve performance altogether so still give it a try
 
Ah and I just noticed the minimum specs are a 4870! Coupled with the ATI performance not being too good I think that's your problem :(

Still the res fix is supposed to improve performance altogether so still give it a try

Nice double post Tibbzy :p :D

Despite how bad this game is as a port, I'm really happy they are having tons of success on Steam, I can only imagine the retail side is just as successful, it looks like the next Souls game could very well be developed for PC alongside consoles, and hopefully FROM learn and learn and actually do it properly next time. Nothing but good news. :)
 
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the controller.......
the keyboard mapping...
having to use a res fix...

Two bad ports in one day! :(

Most games are bad ports in one way or another, even Sleeping Dogs is far from perfect. I think people need to be grateful it even came to PC, and it'll be done right in the future after the success of Prepare to Die edition, From hopefully have opened their eyes to the PC platform and Souls III will be a great port.

Least they aren't douchey like Capcom, the fact the consoles can't even handle Dragon's Dogma is hilarious, its blatantly a game that should be on PC.
 
the controller.......
the keyboard mapping...
having to use a res fix...

Two bad ports in one day! :(
How does having to use a controller make it a bad port when its a designed for consoles game not sure where your logic is at the last time I checked there was nothing to say a PC game would or should be designed around kb+mouse. Many other games have poor keyboard mapping when they are designed around a gamepad this game does not even have good controls with a gamepad its an obvious japanese design flaw of afterthought control scheme anyway.

The res fix is just for those who think the std game looks poor but it does not look poor at all the res fix does is make it slightly sharper in motion it makes no real difference unless you have a 30" TFT @ 2560x1600 anyway this is not a great looking game & never will be no amount of DX11 or ultra high res textures will fix that its the artwork design choices of muted colour schemes & few shader FX which make it seem poor in screenshots but in motion it just looks appropriate for the game world.

The worse thing about this game technically is the forced 16:9 aspect ratio.

Bandwagon jumping much :rolleyes:
 
the controller.......
the keyboard mapping...
having to use a res fix...

Two bad ports in one day! :(

Controller is good though? Only really the res tbh and that takes less than 5 secs to fix, certainly worth it :D

The lock on system began to get on my wick when trying to fight 4 enemies from all different directions :(
 
Controller is good though? Only really the res tbh and that takes less than 5 secs to fix, certainly worth it :D

The lock on system began to get on my wick when trying to fight 4 enemies from all different directions :(

I can tell you right now, using the lock on feature will get you more deaths than anything, don't use it, just move your character where he needs to go.
 
I can tell you right now, using the lock on feature will get you more deaths than anything, don't use it, just move your character where he needs to go.

Isn't there a separate strafe though? Running around someone puts your shield away from them so when they attack it's annoying without the lock-on :p
 
Isn't there a separate strafe though? Running around someone puts your shield away from them so when they attack it's annoying without the lock-on :p

Lock onto enemies when your not surrounded, otherwise just stand in the middle, and flick your character so hes facing whoever is attacking and block/parry. Better yet, don't get surrounded, if a load of enemies are around you, start rolling and moving so you can position yourself with no enemies behind you, then lock on. If your ever surrounded and can't get out of it, don't lock on. Heck, even when your not the lock on feature can knock you to your death, I did that many a times around the catacombs! :D
 
You can't back peddle or strafe without locking on, turning around in PvP is like holding up a massive BACKSTAB ME NOW sign.

Lock is fine as long as you manage aggro and monster positions, if you let yourself get surrounded by multiple mobs drop lock and roll away until you are in a better position.

Oh and a suggestion to anyone new to the souls series, learn how to parry early, it makes most monsters laughably easy.

A quick hint as well, if an enemy with a small buckler type shield goes defensive, DON'T ATTACK IT HEAD ON, most of the time this means they intent to parry you and they are very good at it. This isn't the case for all enemies but there are quite a few that do this. Also some enemies can and will backstab you.
 
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Okay thanks guys :p

I keep rolling into other attackers lol. I love how when you die it's always you being a tard. Don't know why I like that though :p
 
Okay thanks guys :p

I keep rolling into other attackers lol. I love how when you die it's always you being a tard. Don't know why I like that though :p

Mate, lets put it this way, if you lock onto an enemy and that enemy goes slightly out of range, youll auto lock onto the second nearest enemy, now sometimes that enemy can be right behind you. Imagine being in the middle of a lunging power attack and the camera flicks off to the left/right and your character follows... enjoy! :D
 
Mate, lets put it this way, if you lock onto an enemy and that enemy goes slightly out of range, youll auto lock onto the second nearest enemy, now sometimes that enemy can be right behind you. Imagine being in the middle of a lunging power attack and the camera flicks off to the left/right and your character follows... enjoy! :D

Yeah im getting the hang of when and when not to use it, haven't died because of it yet luckily :D

THIS IS SO MUCH MORE FUN THAN WHEN I PLAYED IT ON PS3 FOR SOME REASON :p
 
Not sure if this has been posted here or not:

http://www.neogaf.com/forum/showthread.php?t=488240

What is it?
It's an interception d3d9.dll that you place in the same folder as the game executable. It intercepts the game's calls to the DirectX 9 API and changes them as necessary to enable a higher internal rendering resolution.


How do I use it?
Place d3d9.dll and DSfix.ini into the game's binary directory. (The place where DARKSOULS.exe is)
You can open DSfix.ini with a text editor to adjust the desired internal resolution.


Will it work?
So far, this has only been tested on my computer, on the first half hour or so of the game. I can not and will not guarantee that it will work for anyone else, or not have any adverse effect on your game/computer. Use at your own risk! If you encounter any issues that seem like they could be caused by DSfix, let me know.


Why is it still blurry?
I don't know at this point in time. It's already clear that there is a lot more detail and less aliasing using an increased framebuffer resolution -- as you would expect! -- but there is some residual blur. I'm trying to work out if this is due to my method or something inherent in the game. I will certainly continue working on this.


Will it cause performance problems?
That depends on your system configuration. Usually, performance scales rather linearly with framebuffer size, and so far this game does not seem different. My 660 maintained a locked 30 FPS throughout ~ 1/2 hour of testing in the starting area of the game at 2560x1440.
 
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