BepInEx does not pick up external edits to a plugin's .cfg, so tuning values while the game ran silently did nothing - the plugin kept the values loaded at startup. Now watches the config file's mtime and calls Config.Reload() when it changes, so edits apply within ~2s with no restart. Reload is wrapped in try/catch so a malformed .cfg warns instead of spamming exceptions. HUD adjustments now always log (not just under Verbose) with the resulting scale, so it is obvious whether a value took effect. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UltraWidePatches
Ultrawide (32:9 / 21:9) fixes for PC games that ship with poor or no ultrawide support — built and tested on a Samsung 49" Odyssey G93SC (5120×1440), and Proton/Linux-first.
Most of these force Hor+ FOV (a wider screen shows you more, instead of zooming the camera in) and disable pillarboxing, by patching the game in memory at runtime with SUWSF + Ultimate ASI Loader.
Supported games
| Game | Engine | Status |
|---|---|---|
| Gundam Breaker 4 | Unreal Engine 4.27 | ✅ Confirmed working in gameplay at 5120×1440 |
Install
./install.sh # list available patches
./install.sh GundamBreaker4 # install one
./install.sh GundamBreaker4 uninstall
The installer finds the game across your Steam libraries, drops the loader + patch next to the executable, and applies any config-level tweak (with a backup). It never modifies game files.
Proton users: each game needs a
WINEDLLOVERRIDESlaunch option or the loader is silently ignored — the installer prints the exact line for that game. This is the single most common reason a fix "doesn't work."
Windows users can extract a release zip straight into the game's exe folder; no launch option needed.
Why runtime patching
Config-file tweaks (e.g. UE4's AspectRatioAxisConstraint=MaintainYFOV) typically fix menus but revert once gameplay loads, because the game re-sets the camera per view. Many shipping executables are also DRM-encrypted on disk (GB4's is SteamStub-wrapped, .text entropy 8.0), which makes static exe patching impossible. Patching the decrypted image in memory solves both problems at once.
Repo layout
| Path | What |
|---|---|
games/<Game>/SUWSF.ini |
That game's patch definitions |
games/<Game>/game.conf |
Game metadata (appid, exe, paths, launch option) |
install.sh |
Generic installer / uninstaller |
tools/build_release.sh |
Builds a per-game drop-in release zip |
tools/publish.sh |
Pushes + cuts a GitHub release |
tools/dump_decrypted.py |
Dumps a DRM-decrypted image from a running process |
tools/aob.py |
Verifies/derives byte patterns against a dump |
tools/read_protonlog.sh |
Confirms ASI injection + per-patch match counts |
vendor/SUWSF-x64/ |
Upstream SUWSF 2.3.0 + Ultimate ASI Loader (MIT) |
Adding a game
mkdir games/<GameName>with agame.conf(copy GB4's as a template) and aSUWSF.ini.- Start from the known UE4 patterns in
games/GundamBreaker4/SUWSF.ini— they match across many UE4 titles. - If a pattern misses, use
tools/dump_decrypted.py+tools/aob.pyto derive the game's exact bytes.
License
MIT — see LICENSE. Bundled third-party components (SUWSF, Ultimate ASI Loader) are MIT and credited in THIRD_PARTY.md. You must own the games; nothing here modifies or circumvents copy protection.