Add Clair Obscur: Expedition 33 via new METHOD=external
Expedition 33 is UE5 with no DRM, but a mature MIT-licensed fix already exists: ClairObscurFix by Lyall. Rather than reimplement it, install.sh gains a third method that vendors a third-party fix unmodified and layers our own tuned config on top, with the upstream license shipped in the release zip as MIT requires. Upstream is archived, so vendoring also keeps it available. Our only change vs upstream defaults is [Center HUD] Enabled = true, since at 5120px wide the edge-anchored HUD elements end up absurdly far apart. Install/uninstall round-trip verified against a scratch game dir, including that our tuned ini overrides the vendored default. Credit to Lyall is recorded in THIRD_PARTY.md, the game README, and the repo README's method table. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6,6 +6,7 @@ Fixes use whichever approach the engine calls for:
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- **SUWSF + Ultimate ASI Loader** — runtime memory patching, for Unreal titles (and anything DRM-wrapped, where static patching is impossible).
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- **BepInEx plugin** — a proper C# mod, for Unity titles with the Mono backend.
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- **External** — where a good third-party fix already exists, it is vendored (license permitting) with our tuned config and full credit, rather than reimplemented.
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Most force **Hor+ FOV** (a wider screen shows you *more* rather than zooming in) and fix UI that assumes 16:9. Some games already render correctly and only need UI work — [Burglin' Gnomes](games/BurglinGnomes/) is one, and the fix deliberately leaves its camera alone.
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@@ -15,6 +16,7 @@ Most force **Hor+ FOV** (a wider screen shows you *more* rather than zooming in)
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| [Gundam Breaker 4](games/GundamBreaker4/) | Unreal Engine 4.27 | SUWSF | ✅ Confirmed working at 5120×1440 |
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| [Burglin' Gnomes](games/BurglinGnomes/) | Unity 6 (Mono) | BepInEx plugin | ✅ Confirmed working at 5120×1440 |
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| [Clair Obscur: Expedition 33](games/Expedition33/) | Unreal Engine 5 | External ([ClairObscurFix](https://github.com/Lyall/ClairObscurFix) by Lyall) | ⚠️ Awaiting first-launch verification |
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## Install
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@@ -40,6 +42,7 @@ Config-file tweaks (e.g. UE4's `AspectRatioAxisConstraint=MaintainYFOV`) typical
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| `games/<Game>/SUWSF.ini` | Patch definitions (SUWSF games) |
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| `games/<Game>/plugin/` | C# plugin source + prebuilt DLL (BepInEx games) |
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| `games/<Game>/*.ini` | Our tuned config for a vendored external fix |
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| `games/<Game>/game.conf` | Game metadata (appid, exe, paths, launch option) |
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| `install.sh` | Generic installer / uninstaller |
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| `tools/build_release.sh` | Builds a per-game drop-in release zip |
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@@ -54,7 +57,9 @@ Config-file tweaks (e.g. UE4's `AspectRatioAxisConstraint=MaintainYFOV`) typical
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## Adding a game
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1. `mkdir games/<GameName>` with a `game.conf` (copy GB4's as a template) and a `SUWSF.ini`.
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2. Set `METHOD=` in `game.conf` to `suwsf` or `bepinex`.
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2. Set `METHOD=` in `game.conf` to `suwsf`, `bepinex`, or `external`.
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**Check for an existing fix first** — if a good one exists and its license
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allows redistribution, vendor it with credit instead of rewriting it.
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3. **Unreal:** start from the UE4 patterns in [`games/GundamBreaker4/SUWSF.ini`](games/GundamBreaker4/SUWSF.ini) — they match across many UE4 titles. If a pattern misses, use `tools/dump_decrypted.py` + `tools/aob.py` to derive the exact bytes.
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4. **Unity:** install BepInEx + UnityExplorer and inspect live with [`tools/unity_diag.cs`](tools/unity_diag.cs) / [`tools/unity_uitune.cs`](tools/unity_uitune.cs), then write a plugin (copy `games/BurglinGnomes/plugin/`).
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