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UltraWidePatches/games/Expedition33/README.md
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ckochandClaude Opus 4.8 97d3c3e72a Expedition 33: drop vendored fix, mark native (fixes crash)
After a reboot E33 kept crashing. The ClairObscurFix.log showed why the earlier
'reduced profile' never helped: config flags gate behaviour INSIDE the fix's
hooks, but the .asi installs all its hooks (Level Load, Widgets, cutscene,
PostProcess) regardless. So the crash surface was never reduced - only removing
the fix stops it.

The game added official ultrawide support in patch 1.2.3 and renders correctly
at 5120x1440 natively, so the archived fix was pure liability. Removed it
entirely and marked the entry native.

- New METHOD=native: install.sh no-ops with a message, build/publish skip it.
- Deleted vendor/ClairObscurFix and the tuned ini (unused, crash-causing).
- README/THIRD_PARTY/CHANGELOG updated; ClairObscurFix recorded as historical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-22 19:10:50 -04:00

1.9 KiB
Raw Blame History

Clair Obscur: Expedition 33 — UltraWide

Native ultrawide — no fix needed. The game added official ultrawide support in patch 1.2.3, and renders correctly at 5120×1440 (32:9) on Proton with no mod at all. Verified 2026-07-22.

  • Engine: Unreal Engine 5 (no DRM)
  • Steam AppID: 1903340
  • Method: native — kept in the collection as a documented "works out of the box" entry

Just play it

Set 5120×1440 fullscreen in-game. No install, no launch option, nothing to do.

./install.sh Expedition33     # prints "supports ultrawide natively — no fix needed"

History: why there is no fix here anymore

This entry previously vendored ClairObscurFix by Lyall (MIT) — an excellent fix when it was written. Two things made it the wrong choice for the current game:

  1. It's archived (last release v0.0.10, May 2025) and no longer tracks the game's builds. Its pattern scans began failing, and it crashed on save load.
  2. Its config flags don't gate its hooks. Even with only Center HUD enabled, the .asi still installed Level Load, Widgets, cutscene, and PostProcess hooks into now-shifted code. Disabling features never reduced the crash surface — the only reliable fix was to not load it.

Meanwhile the game shipped official ultrawide support, so the fix became pure liability: risk with no remaining benefit. Removed entirely.

Takeaway for the collection: a vendored fix against a live game is a decaying asset. When the game itself catches up, the right move is to drop the fix and mark the game native — not to keep nursing a broken mod.

If a future game patch regresses ultrawide

The game has no DRM, so if native support ever breaks, a small dedicated HUD-centering patch (one hook, not a dozen) is a viable path — far cleaner than reviving an archived general-purpose fix.