Troubleshooting

Compatibility notes, limitations, and practical workarounds.

Use this page for overlay, notification, and compatibility issues.

Game compatibility

  • Works best with games running in Borderless Windowed mode.
  • DirectX 9, 10, and 11 games usually need borderless mode for notifications to appear above the game window.
  • Fullscreen support is limited but often better in DirectX 12 titles.
  • The app can import existing achievements automatically when local progress files are supported.

Known limitations

  • Match privilege level between app and game (admin/admin or non-admin/non-admin) for more reliable overlay behavior.
  • Native Windows notification click activation can be limited while Achievements runs as administrator. If redirect does not work and the game permits it, run Achievements without elevation.
  • If overlay shortcuts fail in a game, switch to a 3-key combo and test the Ctrl+PageUp / Ctrl+PageDown fallback.
  • Overlay drag can fail in elevated or protected game contexts; in those cases use snap positions or fine nudge shortcuts instead.
  • Native PlayStation controller support for the overlay depends on Microsoft GameInput. Without it, only XInput-compatible controllers are available.
  • Overlay z-order can vary depending on Windows, GPU driver, and composition mode.

Common workarounds

  • Toggle Disable Hardware Acceleration and keep the mode that is most stable for the user's setup.
  • If the overlay shortcut works but nothing is visible, try turning hardware acceleration back on and restart the app.
  • If Special K or another injector is active, enable Force globalShortcut for overlay. This switches overlay shortcuts to Electron globalShortcut, disables hook-based drag, and can resolve compatibility/composition issues on affected systems. The user additionally in MANY cases MUST also indicate/select this on Special K:
  • Reduce long notification durations if users report delayed unlock display.
  • Use lighter presets if backdrop blur or layered animation causes stutter.
  • Avoid running multiple overlay or injector tools while troubleshooting.

PC ports and recompilations

  • If an Xbox 360 Recomp config shows a pending unlock source, start the game, unlock an achievement, and use Folders - Rescan if the source is still not detected.
  • Use a port build that persists achievement state. A build can expose an achievement list without saving unlocks, in which case live notifications are not possible.
  • Rescan after changing an Xbox 360 recompilation's profile, save path, launcher arguments, or game-location configuration.
  • PS3 Recomp requires the built port installation, its launcher or project configuration, and the original game data during the first import. Adding only the original game-data folder is not sufficient.
  • PS3 Recomp reads trophy names and icons locally from TROPHY.TRP; RPCS3 is not required. Use Folders - Rescan after changing the original data location or when the schema and icons need to be rebuilt.
  • PS4 Recomp imports lists and icons from the original trophy files and npbind.dat with the built-in public retail key. Decrypted trophy data is also supported. Use Folders - Rescan when existing icons need to be refreshed.
  • A local trophy.key is optional and should be placed beside the launcher only when you need to override the built-in retail key.
  • PS4 Recomp can generate its trophy list without the port's runtime executable when run.py and its identifying scripts or launcher assets are available. A valid launcher path is still required for Play.
  • If automatic process detection fails, verify the runtime named by the port script or set the correct executable in the config's process_name.
  • Keep PS4 port launcher logging enabled. Without its unlock log, progress and live notifications cannot update.
  • KytyPS5 requires the upstream runtime that writes _Trophies. The U59 fork and SharpEmu are not supported.
  • KytyPS5 accepts extracted games and .zar archives; retail .pkg files cannot be imported directly.
  • When switching LADXHD between normal and portable storage, rescan the installed game folder so monitoring follows the correct achievement file.

Manual achievement changes and recovery

See the complete workflow and supported formats in Manual achievement changes and backups.

  • If Mark as Manually Locked is unavailable, the selected source is official, log-based, ambiguous, or does not use one of the supported local state formats.
  • Close the game before locking achievements or restoring a backup. This prevents the game from rewriting the same local files while they are being edited.
  • Restore Last Achievement Backup appears only when the backup matches the active config, local source, and profile identity.
  • Check %APPDATA%\Achievements\achievement_backups and the application logs when an edit or restoration fails. The app attempts an automatic rollback and preserves files that were changed externally during the operation.
  • A manually locked achievement can unlock again when the game's existing save already satisfies its condition. This is expected and does not indicate a failed lock operation.