#Logos Unleashed - Real Time Custom Combo Editing
1 messages · Page 3 of 1
Let me know
Ok 👍
@thorn kite Actually yeah, I'm still getting crashes sadly. Got a crash talking to the Book Guy in the old hideout and also as soon as I went to Rosaria and tried a Flash Step.
Hm I tried speaking to harpocrates in the old hideout and it did't crash
Are you using any other nex mods? Such as mythos exalted, eikonic overhaul (which is not compatible with 2.0.0 betas) etc.?
Actually yeah
flash step
is from mythos
I don't know whether it's compatible with Logos 2.0.0, keep in mind it's a very old mod
I'll try it again with mythos
Are you using the normal mythos version or the alternate one?
Ok the flash of steel (not flash step lol) crash is my fault, it should also happen with Deadly Wheel and Deadly Gambit
Released yet another hotfix (this is getting ridiculous lol, sorry for that)
It actually only crashed once for me there
And it's perfectly fine haha.
Also nope.
Oh sorry I noticed I said Flash Step my bad haha, I was trying out the new Bleach Game, thats where I got it from.
Beta 3 is going to have changes to Odin:
-Charge attack (Zantetsuken) removed
-Instead, attacks in Odin's base combo charge gauges when held
-If a gauge reaches its peak (after 0.8 seconds of holding down button, same as an upgraded Burning Blade), another gauge starts
-This one only lasts 0.1 seconds. If that time passes, you will perform Zantetsuken I
-If you release the button during the 0.1 seconds, though, you will perform Zantetsuken which powers up same as always based on its own gauge in the top left
-This makes it similar to Judgement Cut in DMC5, where releasing it as soon as possible gets you a better version
-The gauges are all invisible. This is intentional
-Additionally, performing an attack will change Jump to Flash of Steel
-The change remains until you move or perform another action
-Similarly to Zantetsuken, holding down Attack for 0.8 seconds, then pressing Flash of Steel in the following 0.1 seconds will perform Flash of Steel EX
-These moves are based on vanilla Flash of Steel and Steel Counter, except they cancel themselves automatically into an odin attack, so you can continue your combo
-Flash of Steel cancels after 0.1 seconds
-Flash of Steel EX cancels after 0.85 seconds (this is to let the air-bending cuts damage the enemy)
-In conclusion, Odin ground combo can now be performed in the air
-The glide attack can still be performed with Up + Attack
Also the Flash of Steel skill (Up + O) is going to be renamed and instead of having two upgrade levels it will only have one, the double chain slash version
I can't seem to stack this with Eikonic Overhaul properly; like the air lunge you changed in this doesn't work half the time. Can I just get the gear changes from Overhaul and use Logos?
@finite sandal
https://www.nexusmods.com/finalfantasy16/mods/249?tab=docs
Hello Tetsuo! I'm still unable to try out everything right now... But using my gear overhaul should be fine ✌️
You can check the DOCS section (has to be updated) in my mod's page to check what's going on with the files 😄
< EQUIPMENT >
- droptable.nxd
- equipitem.nxd
- itemshopstock.nxd
- recipe.nxd
You should also be able to keep the items and buff/debuff; Modded tonics | Slowdown with Zantetsuken 1 | Freeze on Shiva's actions | Attack power debuff on Odin's counterattacks:
< BUFF / ITEMS >
- attackparam.nxd
- buff.nxd
- item.nxd
Keep those files and rename all the other files in Eikonic Overhaul with "_bck" such as command_bck.nxd.
Enjoy! 😄
So just delete files?
Excellent idea!!!
Have you thought about replacing the Feat action (Sheathe) with Phoenix Shift while wielding Odin's blade?
Could be a good way to mimic Vergil's trick action/teleport move 🔥
For now, you can rename all other files in Eikonic Overhaul folder.
For example; command.nxd to command_bck.nxd
combo.nxd to combo_bck
Or you can delete them if it's easier for you.
after update to beta 2. i cant activate logos mode
in the frist beta, i need to mastered ultima again
but now i cant
my bad
already found the ability tree
you are the bestttt!!
I can't seem to get anything from Logos to work. I removed almost all mods and things like the air lunge don't work. What did I do wrong?
You need to unlock the skills in the skill tree
Tried that, none of the extra inputs are working either
What version are you using?
2.0.0=b2
Hold on let me send a video
Also what order do I put Overhaul under
I renamed the files like SoloWan said
In b2 I changed how to get the skills, you now press right shift or l1+R1, then reload the abilities menu to get to the new skill tree
I think you can just put it below if you renamed the conflicting files
Alright give me a minute to try this out
Make sure you're using hotfix 3 or you're going to get crashes btw
Not sure what I'm doing wrong but some of the moves don't seem to work or I don't know how to do them.
Did you get them in the new skill tree?
If you did, maybe it's a conflict with Eikonic Overhaul skill table?
Oh
Just fyi, the mod description section about progression is currently outdated. You should see a hint in the Attack skill description instead
Oh didn't see that part in the video, it looks like you didn't learn the skills yet
Oh so I have to relearn all the moves?
Because I tried the Dark Juggle and Parry and didn't seem to do anything
Yeah these moves need to be learned manually, and you must have learned the corresponding move in the normal skill tree to unlock them
hi, is it possible to make clive stay on the ground after using Mirage ?
Yeah just edit the groundActionId used by mirage and use ground rift slip
i just installed hotfix3 but the directional input is not working. is it just me ?
have you learned the skills? have you disabled the directional input keybind?
yeah my bad i forgot to read. sorry
so...i tried to replace Dark Parry with Rift Slip. While the skill works, the time-slow effect of the skill doesn't. I tried your Mirage and it retains the time-slow effect but it doesn't keep clive on the ground. do you have any idea how to make this work ?
Go to actionId 5005 (ground mirage) and change charatimelineId to ground rift slip
There seems to be an issue where acquired custom skills are not kept between game relaunches
is actionID in action table ?
yeah go to key 5005 in action table
weird, why then i can't just use rift slip ground and air action id for RT+A to get the time-slow effect ?
You need to put the charatimeline id of the rift slip cancel
Rift slip is weird indeed
The save issue seems to be caused by the save files only having 68 slots for abilities, from 0 to 67. I'll try and see if I can change that, but if can't I'll just go back to the old system using existing abilities
I did some tinkering and may have done some progress, but I'd much rather spend all this energy on making interesting gameplay stuff instead of trying to make a cool skill tree. I'll revert to the previous system until further notice
Expect beta 3 with Odin changes soon
Wonderful, do you think we can expect a fix to the saving abilities issue as well?
It's fixed, I reverted to the old system using existing abilities
Beta 3 is released, read the changelog section for info about Odin (I changed some stuff from my last message)
Ultima Eikon disappeared for me in beta 3
Yeah I just remembered I was doing some testing, sorry
Will release a hotfix in a moment
Thanks!
Done
Thank you!!!
Made some more changes to Odin since the beta 3 changelog
It is now possible to charge Zantetsuken in the air as well, and Clive will stay in the air until the charge is complete or you release Dark Downthrust input.
If you start charging while moving laterally in the air, Clive will keep moving in that direction for the duration of the charge. This is actually unintentional, but it looks cool with the Shiva wings effect so I'm keeping it, for now.
This was my only relevant nitpick while playtesting Odin, I'll now try to focus on Bahamut
Great! Clive will soon become Vergil.
Might controls everything 
Not sure if it's related/caused or anything, but I seem to experience a bug with Will-o-the-Wykes going on a permanent cooldown after a few casts (normally 1-2) when Logos is enabled
This is on 2.0.0-b3 but I believe it was happening before too
I'll check if it happens reenabled again
Thanks for the report, I fixed it
It was the resource column, I was doing some testing and left it like that
I thought it was only used on DPad Right command, apparently it can also be used to set a limit of uses until map reload or something
Thanks! that worked out well, I think it really was the loop thing I needed for it to go to the ground first, I have another issues with the whole thing but its unrelated for now
Thank you for your proactictivity on this mod, I'm sure it takes way more work than we'll ever understand ❤️
Is there a list of ids for the attacks? I want to change some combos but I don't know how to identify the numbers
How to execute logos shift and embrace could anyone help me out
Never mind figured it out
Thank you man this is a game changer 🫡
You'd have to search the database for the attack you want, sadly that's the only way right now
Hey sorry to bother, but was the Will o Wykes bug fix uploaded? I'm still having the issue with 2.0.0b-3
Or maybe I need to update something in reloaded?
It's fixed on my end, it will be in beta 4
Awesome, thanks
When I disconnect my controller from charger/USB cable, it throws up this message and the game crashes. Is there anyway to fix that?
looks like a bug
This is logos 1.1.1, might not happen on 2.0 but I've found 2.0 a bit too buggy to use just yet until beta 4 drops
Sadly yeah, it was fixed in 2.0.0-b1
Gotcha, switched over 🫡
why the mod doesn't work sometimes ? i have to exit the game and launch it again for the mod to work
Seems to be a 2.0 bug, that happens to me too but I don’t think it happened with 1.1
Not sure, but Garuda might be broken
Embrace seems to work, but the rest don't
Oh, do you need them mastered? I think I'm just being silly
Yeah nvm I'm an idiot LOL my bad
Sorry for the inactivity, been pretty ill. Anyway, before getting unwell I made some more, changes to Odin (I lied when I said those would have been the final changes in a while lol)
Steel Finish, aka the OP dual wield move, is replaced with Dual Master (R2 + O)
Dual Master is divided into three combo attacks. Triggering the first, Dual Master I, will put you in a new playermode giving you access to the second, which gives you access to the third.
These player modes are, at the moment, all identical to Odin base playermode, but this could change in the future, where each Dual Master could give you more powerful moves, with the final one giving you access to Steel Finish or even a lvl 2 Zantetsuken
Keep in mind that each playermode gets deactivated automatically after a few seconds, so you have to keep performing Dual Master to keep the combo going
The attack animations and timelines are from Dancing Steel. At the moment, I managed to remove the graphics effect, but once timeline editing gets more refined, I'll also remove the camera lock and the time stop, which would make Clive vulnerable during the attack.
For now, it's only slightly less broken than Steel Finish, as three consecutive Dual Master will still generate less Zan than a single Steel Finish.
Also remember that to optimize the use of this ability you shouldn't spam it, as there's a pretty long cooldown to Dual Master I. You should instead perform Dual Master I, then wait a couple seconds, then Dual Master II, wait a few more, Dual Master III. This way you'll be able to instantly perform Dual Master I again and get back in the Odin playermode.
Known issue at the moment: can't perform Zantetsuken (reminder: Square + Cross and wait 2.5 seconds) in Dual Master mode. Could stay that way tbh, once I fill those playermodes with new actions.
Will try to send a showcase video later. I'll try releasing beta 4 asap either tomorrow or next week!
Sorry again for the inactivity, I've been recently unable to test the mod properly due to a weird Internal CLR error, which is probably related to the recently released new version of .NET
At the moment I made some changes, although I'm not able to test them yet because of said issue
Odin's recent changes are now limited to a new summonmode, aka Eikon, which I'm calling ReOdin for now
You can equip ReOdin by pressing the combo finisher keybind (default: R3), which will swap normal Odin and ReOdin in the eikon selection menu.
To be clear, the R2 + O action (recently changed to Dual Master), as well as the directional actions, are still available to normal Odin. ReOdin includes everything from Odin, except for the Arm of Darkness, which is replaced with what I'm calling for now Arm of Darkness II, a powerful alternative which retains all the changes made to Odin's AOD in beta 3, such as the Vergil-inspired mechanics (Dual Master is currently not included in ReOdin's kit, I would like to give him a different R2 + O attack instead)
I don't want to make changes that would require people to uninstall the mod were they not to like them, so I'm trying to make every feature in the mod as modular as possible.
Some more changes coming to beta4 which I didn't mention before:
-You can perform Phoenix's R2 + O and related abilities (Shift Wave, Charged Shift Wave, Reflex) in the air and Clive will stay airborne. The uncharged version of Shift Wave will also provide a decent upward momentum once released, while the charged version and Reflex will let you fall down. You cannot jump cancel directly after air Shift Wave, but you can cancel the recovery with a move of your choice (such as Downthrust), and jump cancel out of that instead
-Shiva's ground Blizzaga now performs the Charged version of Ice Age (not the precision one), instead of the weakest version like it used to
As for Bahamut, I simplified the way it works by quite a lot:
-Press X (Heavensward) during Wings of Flight to jump (works airborne). Press repeatedly to ascend further in the air.
-To fall, simply stop pressing X.
-To move laterally while airborne, use the Megaflare dodge (which has increased lateral momentum), which makes you float afterwards.
-To fall while floating after a MF dodge, press X to ascend a bit, then fall down automatically
-Press L3 + X (Land - used to be 'Earthbound') to exit Wings of Flight mode (or just switch eikon slot) and fall to the ground rapidly
-Luminous Advent returns as a technique (very WIP atm): press R2 + R1 to teleport to the target enemy, like Phoenix Shift but with increased range and different follow up (it's currently not working properly and no followup has been added yet)
Aye nice man, looking forward to it. Does ReOdin have any visual effects on the player?
Not yet, but I'd love to give him different vfx than regular odin
Gotcha, looking forward to it
Wooow, it sounds great! 🦾
I'm not gonna lie, I would love to see how the ReOdin and Dual Master look like in a video. 🤞
As soon as I manage to not make it crash 
I have no idea what's causing that, probably something to do with unsafe code within the framework and me using it in a separate thread, though it only happens with controller input
The mechanic that requires you to hold the button for 2.5 sec in order to use zantetsuken will remain? I kinda miss not being easily able to use zan after a combo by simplying holding "burning blade" attack.
And it will be shivas charging animation or was that a placeholder?
That's now part of ReOdin, and yes the Shiva animation is a placeholder. I like the animation itself, but I'd like to remove the Shiva wings and the VFX
btw, after getting those CLR errors I ran driver booster and it eventually noticed a driver conflict with windows controller - if you're still having that error ( still don't know why it only matters with logos unleashed tho ) then try running driver booster to catch conflicts ( then revo uninstall the damn thing ). But i've not had that error pop up again since.
Edit: Nevermind, still happens randomly with the fixes being random as well. Hopefully you'll be able to pin it down.
Quick change of plans: ReOdin will be a config option which simply modifies existing Odin. Adding a completely new summonmode seems quite hard actually
I'll make sure you can modify it at runtime, maybe add a keyboard keybind as well
Some changes I'm considering:
Rebind Air Lunge to L3 + R2 + Square
-Avoids accidental activation
-Makes Air Lunge possible to perform towards enemies facing towards the camera
-Building this system opens up to new ability slots on L3 + R2 + {other face buttons}
Deadly Wheel / Deadly Gambit short charge (~0.25s)
-If released sooner, it would perform Deadly Embrace
-Avoids accidental activation
-Allows to perform Deadly Embrace towards enemies located around Clive without having to release the left stick
-Slightly nerfs Deadly Gambit spam
Ground Blizzaga charge can't be canceled by releasing the button any longer
-Prevents accidental deactivation
-Makes it just a bit more dangerous to use
(Reminder that ground Blizzaga now performs Charged Ice Age, not the uncharged version, or the Precision one for that matter)
Make air uncharged Shift Wave jump cancelable without having to cancel recovery with other move first:
-Way more intuitive this way
-Could be achieved by automatically chaining a rift slip recovery (without time slow special effect) right after the shockwave is shot
Make some changes to normal Eikonic abilities, such as
-Titanic Fist airborne activation which keeps you in the air during the charge
-Heatwave airborne activation which can be used to teleport enemies to the ground and works just like Reflex (Shift Wave charge cancel)
-Overall make more abilities airborne with dedicated momentum and jump cancel
Shift Wave is completely reworked, again:
-Will now instantly perform the uncharged version at beginning of the charge
-Uncharged version will now push you upwards, even if you were on the ground
-The uncharged version automatically cancels itself with Phoenix Shift VFX after 0.45s
-If you keep holding O, you'll perform the charged version afterwards, which now keeps you in the air and automatically cancels itself with a phoenix shift towards the enemy after 1.15s
-Reflex is now performed by pressing X after the uncharged version is performed. If you can Stomp in that position, Stomp will take priority so don't worry about that
-Reflex will now push you downwards at a much higher speed, alongside the enemy
-You can now only perform Shift Wave once in the air. This is reset on a successful Stomp
-Phoenix Shift will now act as a cancel to every move. This is still experimental, as I only want it to cancel moves that LB can cancel.
Wooow, nice man, it looks great!
Great work!!!
Clive is more airborne with all these changes.
And what was that super cool Sommersault/special Stomp around 0:53 😯 ?!
Oh that's the backflip mod, one of the first animation swap mods
how do i change zantetsuken lvl 4 (hold attack) back to normal?
cause he's doing lvl 1 instead @thorn kite
nvm found it
do u remember how to replace skill animations with another? I want to replace a skill with zantetsu lvl 4 so I can use it with any eikon
wait i found it
This may sound absolutely stupid to you guys
But whats the easiert way to make sure logos unleashed is working as intended
Any button combo doing something apecific that it wouldnt even remotely do in base game for ex or sting like that
equip phoenix and see if holding R2 changes phoenix shift to shift wave
or better yet
open the options menu and see if the Purchase on Steam option is changed to Logos Unleashed
Then it should be working
D i have to have phoenix shift mastered i assume? But holding r2 just switches to eikon skills no?
heatwave, not phoenix shift
Im a complete noob so sorry just got the game 2 days ago or 3
Holding R2, as well as switching to eikonic skills, will change the eikonic feats as well with logos unleashed
But i was stunned by the videos of this mod
oh it's fine
So i dont even wanna start the game without it
(Big dmc fan)
Ok well apreciate the fast response, great job really on this mod i can alrdy tell just from.yt vids
Ill try at home!
Good day for now!
Oh 1 more question, if i want to use reduced coodldown mod, does it caus issues with logos (i wanna use the 30% one on nexus) ? Logos working without issues is most important to me. If it works i assume load order has to be after logos because right now i have it above logos to be safe, and it does nothing
It has something to do with load order yeah
Though I would not recommend reduced cooldowns for a blind run
yep I would pair it with a difficulty increase mod
need to master Ascension twice
I luv that logos attack with the beam that replaces normal magic
im not sure its working correctly despite haveing the skill description from logos and the store link being correclty changes
for example i ahve mastered lounge
but unless im missing something i cant use lounge in the air
using x+square still does downthrust
and also the description of lounge has no mention of air lounge
only "extreme lounge"
:(
(heatwave also has shiftwave in the triangle desciption but i wasnt able to test it yet as i havent mastered it yet but the above has me worried
am i missing something regarding air lunge
thats the digits for this attack? I wanna set it to a different command so i can do it at all times @thorn kite
Up + Downthrust is air lunge
Can't do that sadly, it's a magic spell and we're still looking into those. The attack itself is still regular magic, I simply changed the spell it casts
its so beautiful ❤️
and it can be held for longer
where would I get that information I dont wanna waste your time with such questions (thanks for the info btw). In the nexus description I dont see it and the skill description of lunge doesnt have it either (Sorry if im blind!)
also does it work outside of combat too and if not, withitn combat, do i have to lock onto targets for directional inputs to work?
it's in the description for the old version of the mod, which is at the bottom of the descritption section
also read the changelogs!
you do not have to lock on to perform those, but there's an option to activate them on a specific button press
so if you wanted you could put L1 as that button, pair it with hold to lock on option in game and have a DMCesque directional input system
Thanks so much will check it out at home. As a huge DMC fan who has finished all games to 100% this is so exciting for me
(and huge ff fan who has done the same to most FF :P)
I realised it wasnt working at all as my ds4 wasnt in xinput mode and now the difference is night and day (and since this is my first time playing I thought it was already working because comboing was okish lol)
love it
completely no need to add a cdd mod now lol i understand what you mean, im chainign constantly anyway. THe cooldown less third skill per eikon is a great addition
is there a way to cut the animation for thunder storm? where he just casts the lightning instead of having to hold up the rod first? @thorn kite
Hmm not through nex editing I think
do u know if there's a digit for the entire heat wave 4 slashes like wen u use it to parry?
wen i look at the vanilla digitd i see this
The first slash is merged with the fire wall
You could make a new action which chains into the next one
how can I do that?
To clone an action, go to the action table, choose an empty row or make a new one, copy everything from the row you want to clone into the new one except for the first column (the key)
Then if you want to follow-up with another action put the follow-up action in the FollowupActionIds array column, and use FollowUpType 1 in the next column
this table right?
There's also a column to control how long it takes to follow-up
Yeah
Make sure you use the latest ff16tools to convert to SQLite
So that you have the latest column names
is this how it should look extracted?
ok its opened
i think i found it?
for some reason dark parry just does nothing
when am I supposed to do this
and question 2: for the combo finishers for example L3 + Attack III = Gouge Finisher means i have to: attack twice, then use magic burst and then l3 + attack
correct?
wont work without the burst right?
ok so i need to copy one of these to a new column r make a new one
When you get odin, master his eikonic feat to unlock it
yes to both
the only one that works without magic burst is the ground Attack I and Air Attack I
thanks a lot for the feedback!
im getting this message wen trying to convert it back
funnily enough im getting the same thing
additional info for my case, i didnt add any column or removed any, literally all I did was edit some cooldown values in the logos mods command table
is it possible that the tool is looking for the basegame table layout and that the logos tables contain extra rows which makes the tool not recognize the layout? if so how did the creator of the mod convert the sqlite table back to nex?
if this isnt the issue (which I dont think it is since the layout refers to the coloumns and not the amount of rows as far as i can tell) then nvm that part and hope nenkai or thund3r know what the issue is :P
also interestingly enough its skipping uniontypes but thats not even the table containing the data/ the table that has been edited
this is only happening with the updated version. The older version I had of FF 16 tools does not do this.
cause I just got done putting all my cool downs to zero earlier
You used an older version?
a newer one
i used 1.8 didnt work
then tried 1.7.X and it worked
probably because logos was created with that version i assume
dunno though
haveing a new issue anyway in that the new file with the lower cooldowns somehow doesnt apply even though i replaced it in the mods folder in reloaded 2
not sure if theres another temp location where i have to replace it too
can u send that to me please?
1.7.1
The latest version works fine. You just need to specify the table in the command using -t tablename
@fallow widget can you help me about logos unleashed mod ?
wat u need help with?
about mod logos unleashed
i need to edit zantetsuken back to normal
u gotta edit one of the NXD tables to change it back im not really sure how tbh
this one right?
yep
but idk how to change something like that because it set all the zantetsukens to do the same one
im only well versed in changing commands
Idk how to reverse wat he did with lvl 1-5 zantetsuken
god damn it he just change x + a that use for Lunge attack
now have to charge to use
2.5 second
bruh
and how can you do that
sorry i not good about editing mod
open the command NXD and changed cooldown to 0
where can i use this command
im busy ATM so u can just read from wen he taught me
#1311484908413259826 message
where is ff16.cli.exe locate
the screenshots are from an older version
this is for the newer version #1311484908413259826 message
@fallow widget got it
#1311484908413259826 message
@fallow widget
@fallow widget where should i put -t in command
Idk I've only used the older version
bruh
You need to change the charge attack in playercommandbuilder for Odin to Zantetsuken again. You could use the vanilla table as reference for what you need to change. Also in the playermode table you would probably need to change attackcharge back to 4
which one sir
may i have a guide
the 0 on the left, make it a zantetsuken action id
you can use the number that's in the vanilla playercommandbuilder
can't recall what it was
also in playermode, make Odin's attackcharge 4
did u ever find it out?
ok i tried it and got this error message
I got it to do 3-4 heatwaves
but i went about it a different way instead of trying to combine the animations/I just made 2 different animations based on how much of the red gauge is charged
oh im luving this
I think beta 4 is ready to release but I forgot to make a proper changelog on the way, and I can't remember everything right now lol
beta 4 is ready??? 👀
is this beta mostly finetuning or are there significant skill/combo additions? And if the latter, mostly different/changed moves or actually more/additional?
Significant changes to some moves, airborne versions of vanilla moves such as Windup, Heatwave, Pile Drive, Raging Fists
just put -t <table> after -i <input address>
like
.\FF16Tools.CLI.exe sqlite-to-nxd -i "address" -t table
if using CMD instead of powershell, remove .\ at the start
where
nexus
i dont see the b4 changelog
strange, well I'll just send it here
how did u speed up the animation for blind drive in the air?
bit complex, you make the action activate a buff upon use, which speeds up Clive according to the values in the speed column of the buff
I added a new buff with key 240, which speeds up by something like 1.25x and lasts a couple deciseconds
so i need to edit action NXD?
yeah, and buff if you want to add new speed up behavior
so if i wanna speed up ignition
in the action nxd
wat am i changing?
im kinda lost
i found the attack i wanna speed up in the nxd
these four columns
the first is gonna be 1
second 0
third <buffId>, fourth <buffId>
the buffId is the key of the buff that speeds up clive you want to use
you can use 240, the new buff I added, as test
Getting a crash when I load into gameplay and move, what is that related to?
just drop the new zip into reloaded
also might want to go into the config and reset it
send your log, it's probably the nxd not loading
It was Micro$soft messing up NET framework
oh great
it works
is there a way to make it even faster?
the UnkSpeedMovement column is the speed modifier
if you wanted it to be 2x speed, just make it 2.00
Duration column is well, duration
i cant find it
its still the action NXD right?
nope, it's in buff
you gotta change the buff that you activated in the action
that's not the buff table
it should have converted to an sqlite file containing buff table
maybe when using nxd-to-sqlite you need to specify -t buff?
Yeah but I would suggest creating a new buff instead of modifying the one I created for Pile Drive
Or else pile drive could break
Just make a new row, give a unique key (possibly not 241 as I could use that one in the future) and copy everything else from row 240, just change the speed multiplier and duration to your preferred values
@thorn kite may i ask the question
can the mod logos unleashed can combine with reduce skill cooldown?
Isuggest doing what i did and just editing the cooldowns in the commands file from logos unleashed
way less prone to caus issues
it takes like 5 mins
how can i edit like that
there a guide on nenkais page
its really simple, its like 3 steps, convert the file, edit it, convert it back
no i mean
which file u have to edit
the command nxd one?
Yeah they won't combine
Gotta edit command manually
Hey, wanted to point out a few things with the mod. Loving the changes so far.
a) In the skill description for any R2+Circle feats, it says the ability needs to be learned to use the ability, however it requires Mastery.
b) Is it planned to hide the new feats until unlocked in a later update?
c) It might be better to tie these to the upgrade level of the feat for consistencies sake. Ex. Pheonix Shift Mastery unlocks Shift Wave, rather than Heatwave Mastery
a) Skill descriptions are WIP, their priority is basically just finish them once v2.0.0 properly releases
b) Would love to do that and will definitely look into it in the future. I only fear it could break with potential updates in the future due to memory addresses shifting, but for that I could just make an alternative version without the feat hiding to use whenever the main one breaks
c) I disagree, especially because there are Eikons which have more than one special feat, and I wouldn't want to make a single skill gain access to more than one at a time
Just realised that with c. Yeah nevermind then. I do wonder if some of the special feats are a bit too broken on the cooldown they are on though? Suppose if I played with higher enemy HP + stagger limit on it wouldnt be as big of a problem but the one thats effectively just Thunderstorm is a massive offender.
Yeah Blind Storm is a bit too strong, I figured it would be risky to just spam it because it locks you in the animation, but I want to change it anyway in the near future
Yeah Blind Storm just kinda... locks any non-boss in place.
By the way, the mod does make the game easier, which means you'd most likely have to pair it with a difficulty increase mod
Shift Wave has become my new favourite feat.
Mhm. Yeah. Theres the custom difficulty mod which I use but worried if I up that to 250% hp the Eikon bosses will take forever.
I used to play with a 3x damage increase received by every enemy including bosses, but that's too hardcore. Instead I now play simply on perma Ultimaniac mode using Maybri's tool in NG+
I mean so far I'm on the Drakes Fang mission.
Don't mess with HP, it could also softlock you with DPS Checks and stuff, if you want to you can raise enemy aggression to 255 (max value) and enemy / boss damage, maybe also raise the enemy flinch value
Are DPS checks hit based? The only concern on DPS would be Ifrits fights as formerly mentioned if its damage based.
It's technically just a huge healthbar you have to empty, so yeah damage based
not so much of an issue with non-ifrit bosses then.
Anyway, if you wanted you could raise standard and miniboss HP values alone, without touching the bosses
But given that some enemies are already tanky, that alone could be too much as well
I suppose so. Undertakers the one I just slapped though with Blind Storm
Guess if that gets changed it wont be a problem so I'll just avoid its use for now
do u know a way to get rid of the annoying hitstop yet (rising flames phoenix attack as an example) @thorn kite
Is that intended in 2.0.0-b4, that pressing Magic while using Wings of Light is now triggering Shift Shot?
Unfortunately, it is not compatible anymore with the Recoome's mod: https://discord.com/channels/1284918645675397140/1378868812023337091
oof, will try to fix it but yeah don't expect it to be compatible in the future, it's going to have its own bahamut system
Also, in the changelog I forgot to mention about the new combo finishers which should now reset correctly in the mod configuration menu, additionally Attack IV combo finisher is now an Air Attack III with additional upward momentum which launches Clive in the air
How viable do you think it would be to implement some of Barnabas' moves into Odin?
Gotta tinker with it some more before I can be sure. Every NPC move is kinda bad to play with because they don't have any canceling opportunitites. It will be very possible to modify the timelines in the future, once a proper tool is released, for now though it's a pain. Something cool though should be pretty doable in nex. A simple idea would be chaining each uncancelable (NPC) move into a cancelable Clive move automatically to skip the "recovery" frames so that the combat flow isn't interrupted.
its relatively easy to make the moves cancelable, like i did in the animation cancel mod
in my case i just only did it for moves the clive had in his idl file, cause i didnt know what making npc moves canclable would do
Yeah I’d kill for this
Mod is in a great place, though. Really appreaciate your work
Been thinking about this and you've probably thought about it too already, but would it be possible to implement them similarly to combo finishers?
Since arm of darkness has no magic burst system
Trying to do something else, like different combat modes that you unlock by mastering eikonic feats
By the way, boss moves timelines have no ControlPermission elements, so I would have to add them myself to use your method
I'll consider it anyhow, as I have to edit timelines a bit anyway
For example to link them to more powerful attackparamids
Hmm I wonder if it will even work then, since in theory there shouldn't be a controlPermission to make you unable to cancel it
can you cancel them with rift slip?
You can't cancel them at all using vanilla moves, there are a few workarounds though
Sounds interesting
how do i activate logos mode? all the other options seem to work but i cant use the new ultima eikon ability am i missing something?
There's a new upgrade level for the eikonic feat in Ultima's skill tree, you need to acquire it
is there a way to edit where a particle spawns yet? @thorn kite
Not that I know of
2.0.0-b5 is going to include Heatra, a new playermode unlocked after mastering Limit Break, activated with L3 + Feat when using Phoenix:
-Similar ground and airborne combo strings, with a different ground Attack IV move taken from Shadow Clive's LB, and a Shadow Clive magic burst which launches the enemy forward as ground Attack V.
-Magic -> Infernal Fire: homing fireballs which follow the enemy's movements
-Charged Magic -> Infernal Fira: on the ground, shoots a charged fireball which passes through multiple enemies. in the air, swifly jumps to the left and shoots a fireball which passes through multiple enemies
-Charged Attack -> Incinerate: raise an area of powerful flames that launch enemies in the air.
-Lunge -> Instantly lunge towards the enemy using Shadow Clive's technique
-Downthrust -> LB Downthrust
-Ability 1 -> Eruption: stab the ground with your sword to detonate multiple area explosions around the enemy
-Ability 2 -> Hellfire: attract nearby enemies to yourself while you charge a powerful lava explosion, with multiple minor eruptions all around. you are not invulerable during execution, and LB consumption rate is doubled (as is the attack's overall speed compared to Shadow Clive's original move)
release date window?
dunno, depends if I end up wanting to add more stuff earlier on
I have a suggestion. Either as part of this mod (way more difficult since this has so many features) or as a standalone mod - could we get something that allows us to set our own R2+Circle feat for each Eikon in RL2 settings? (Titan withstanding because funky code)
That's not hard to do, will try to include it in the future!

Looking forward to the new updates!
An option to set our own R2 + Feat ability is a great idea 👍.
Thought it might be slightly more complicated as we wouldn't be able to choose what upgrade path its under but if you can do it, great stuff!
Well I could just add customizable upgrade paths as well, maybe even an option to make them all available from the start.
Could make an enum for skill ids so noone would have to look for the skill ids and what they mean
If you're comfortable doing it, go ahead.
I just always found the directional inputs very finnicky to use.
#skillissue
Any particular reason it has to be locked to being on Phoenix? Kind of invalidates a lot of builds not using that Eikon.
Gameplay details of that mode sound incredible though. Always wanted to use Hellfire.
Other eikons will have their own modes in the future
Very curious to see what you will be cooking with Garuda, Ramuh and Titan (if you find a way to break through the Titanic Block overlap xD)
Lmao transform into Titan Lost for a bit (/j)
Anyone know why I’m not able to use phoenix shift or other abilities? I’m new to this mod and just confused on how to set it up
Master Heatwave to use Shift Wave if that's what you mean
Oh interesting I feel like I haven’t gotten the hang of it yet and really don’t fully understand the directional inputs
Don't worry, if you need more help you can ask
Is there a way I’m able to see which inputs do each move or is it more of just a test and find out
For now refer to the mod's description and changelogs (description is for 2.0.0-b1). Keep in mind once 2.0.0 fully releases there will be in game documentation through the skill tree
Apart for some descriptions for Deadly Gouge and Shift Wave (which are now outdated due to some changes, which is why I'll now delay their production for after I've completed the rest of the 2.0.0 update), the vanilla skill names that are required to be mastered to unlock the mod's commands now have a dash (-) followed by the command's name it unlocks, so there's that if you don't want to go back to read the mod's description
Oh ok thank you so much! I’m so fresh to this so I wasn’t sure but i appreciate the help!
So regarding custom R2 feats. - Would this kind of menu setup be possible?
(butchered the spelling of Phoenix again.)
Aside the fact that I'm sadly not sure how to properly order config options in the menu, the middle three options are fine. Instead of Execution and Eikon options, I would probably have a different menu for each Eikon, each having a different submenu for every possible execution method (let's say right now I'll only support R2, Up and Down). Also there would be a general eikon section where you could toggle skill requirements for every move in a single option and other such features.
👍 works well enough for me.
MTHUND3R, BLESS US WITH AN ALTERNATIVE SET OF MOVES BOUND TO THE EIKON FEATS, AND MY LIFE IS YOURS
lmao
A seperate menu for each Eikon probably works better for future additions too. Ex. Heatra. I'd probably customize my mod setup to only include that as that mode feels more like an Ifrit thing than Phoenix's.
Do we have a definitive list of all added combos from this mod? Preferably one thats for dummies like myself?
Also when you say things like "attack II" what inputs specifically do you mean? I think I gathered that combo finisher is L3 right?
Hmm not yet, there's the mod description that's outdated, it's for 2.0.0-b1. You can read that, then each changelog after 2.0.0-b1 in order to get an idea
Attack II, if referring to combo finisher, means instead of performing the second attack in the combo, you perform the combo finisher that substitutes it
Considering you must magic burst before a combo finisher, the input would be:
Attack, Magic Burst, L3 + Attack where L3, generally referred to as Combo Finisher button, is configurable in the mod configuration menu
Just found out about an issue with the new collision file used to make enemy / boss moves work on Clive that activates some collisions with some invisible walls, preventing progression in certain maps
Okay, it doesn't seem to be happening when merging only with Barnabas and Shadow Clive
Kupka and Ultima are also clean, so it's timekeeper causing the issue it seems
any update on the mod?
Any updates on the R2 ability selection system?
I was just resuming work on the mod, but I'm currently hospitalized for some serious health issues. I should be able to go back home next week and I'll try to start working on that and other stuff
i hope you get better
Take care 🙏
Oh shit, i hope you get better
Today I'm finally going to return home, so I'll start working on b5 again. Instead of focusing on boss movesets, I'll try to include both the feat customization system and maybe just maybe that thing about hiding moves from the bottom right on the screen when they're yet to be learned.
Also, going to try and fix bahamut
One of the reasons I stopped working on the mod in the past few months was that I felt like it made you too OP. From b5 onwards, I'll try to address this by making attacks use custom attack damage values. It's a lot of work and I need to make sure it doesn't conflict with any of my future mods such as UMO, but I feel like it will be worth it.
Shift Wave for example is straight up nonsense in its current shape, because the damage it deals outclasses charged magic spells in DPS. I want to make it more like a utility attack than a damage dealer, useful for launching enemies and Clive in the air, even at a range. The charged version is also going to be nerfed in damage. It's already useful to reach away enemies anyway.
Deadly Wheel doesn't make sense as an ability because it's literally a rank 1 Wicked Wheel with a faster cool down. I want to make it more unique, or at least make it deal lower damage. Same goes for both Ramuh moves.
Deadly Gambit is cool but again, too much damage. It's going to be nerfed as well
Blizzaga is a great launcher, so nerfing its damage wouldn't do harm either.
Odin is in a good shape, the only thing that needs nerfing is Zan gain, which I can do I think.
Leviathan too needs nerfing.
Overall I'm kinda annoyed by the amount of moves that are just vanilla rank 1 abilities repurposed. I feel like I can do better with my current knowledge, but I want to use those greater ideas in newer mods instead.
glad to have you back thunder
question does dark parry actually work? i havent been able to parry with it so im not sure if its just the name or its actual function
i might just be bad idk lmao
It's just odin's third attack, it's easy to parry with it. I was actually considering removing it, because it's much more fun to try and parry using different moves rather than a dedicated one. Maybe R2 + X could be used for Dark Juggle instead, because R2 + X + Square is kinda hard to perform
alrighty, also im wondering if theres a goak to make it so you can basically use all 4 moves on any given eikon?
cuz that sort of design actually makes ramuh valid to use lmao
regardless of your plans im excited to see how this mod evolves
if it could be combined with a hypothetical loadout toggle mod this game might finally match its dmc dna
first implementation of the custom feats is done. a bit barebones, but better than nothing
keep in mind for now normal feats are only overridden after pressing R2, Up or Down once.
you can also change them at runtime, in theory
Funny logos can do steel counter without parry
You said you can change the skills of special and normal feat right
So is it like any eikon skill work ?
I mean none ultimate
You can use any eikonic feat, both vanilla and modded, from any eikon on any slot
Not eikonic abilities for now though
Ok got it
Silly question whats the difference between eikonic feat and eikonic ability in this context
In vanilla, eikonic feats are those moves performed with Circle, having no cooldown or restrictions, while abilities are moves assignable to R2 + Square and R2 + Triangle, and they have a cooldown
When I say eikonic feat I also include the modded Circle moves, such as Shift Wave and Blizzaga, even though they are based on vanilla eikonic abilities
So hypothetically i could make deadly embrace the special feat of say…. Odin?
yes
Hell yeah
Im curious do you have plans to give every eikon an up feat and down feat?
Not every eikon, because it would interfere with some feats such as cold snap (you need to be able to dodge in every direction)
But who knows
Ah okay
Lastly, would it also be possible to have a custom move in the dark parry slot? Or is the plan to just replace and lock in dark juggle?
I would just wait for the mod to be updated
So I can decide which one fits the best for my setup
It is customizable with my current implementation, yeah
Is it available now ?
Yo, was wondering what the current state of the mod is one month on? If none, its cool. We all busy.
I've been partly working on other mods, but for the past two weeks I haven't really touched FFXVI much. Anyways, the next version will have a simple customization system as planned, and some other improvements
All good.
Just for the record theres never any rush on the project. Its not like you're getting paid for it. Just enjoy the process. But I'm definitely interested in updates.
this sounds great. i actually joined this server looking for a simple mod that reduced damage of abilities; so far I've avoided logos unleashed and eikonic overhaul because I know they'll trivialize even the difficulty tweaks I've made in the custom difficulty mod. It would be really cool to have a more balanced implentation of logos unleashed, even if it's something we gotta customize ourselves. maybe the upcoming UMO is more what i'm looking for, we'll see! thanks for all your hard work
is this mod out yet im confused
Yeah it's on nexus
There's an update in the works but you can download the current version any time
Is there Zantensuken mod that makes the lvl always 4 or 5 or something
Idk even know what zantensuken is
That's the Odin meter
To be fair I'm not sure on the viability of this, but I wish we were able to Deadly Embrace bosses / heavy targets. Maybe during Parry window.
I know of a mod that makes certain skills have parry frames. Rising Flames counter is just awesome.
Would probably just crash the game though due to lack of snatch animation lmao.
nah it works fine even without the animation, but I have no clue how to only activate it during parry / stagger or so. or maybe I do, need to look into it
Really? That is surprising.
cant wait for the update
Did you add this on b5
Or it was a old idea?
I've been playing this mod since its first version was released. Great work!
Not sure if Im bneing silly, but it says A+X is for lunge. When I do that, I can't get Lunge to proc
Do you need to hold A? that's the only way I'm able to get lunge to work
Ah nvm was using Mythos Exalted :)
I wonder if you will update this mod soon
Also I reported a "bug" on Nexus where there's no option to choose LeftTrigger nor RightTrigger for [Enable Directional Input Keybind] and [Combo Finisher Keybind]
Quick question: How does this affect the game in terms of difficulty? I can just headcanon Odin usage to be highly limited, but what about the rest?
Any recommended Custom Difficulty values for using with Logos specifically? Am also planning to slot in Eikonic Overhaul, guessing that's relevant.
I have a new LU version ready, testing it right now
It sadly won't include any of the features related to new playermodes and such. That's for future mods now
Also, all of the progression stuff is unchanged from 2.0.0b4, I have scrapped the changes.
The new update reworks the input system. It has native dualsense and xinput support through the SDL library
And it includes this
The new version has been uploaded.
Is the mod that allows heavy/hyper armored enemies to be juggled still possible?
Yes, but I'm not working on it right now
Okay
Welcome back, and good job! 🙌
Splitting some features for other future mods might be for the best, I think 👍
Hi all
I installed logos unleashed mod i do see "dark parry" present but there is no change to my moveset at all its all vanilla moveset