#ash of war bug(solved)

8 messages · Page 1 of 1 (latest)

obtuse turtle
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its not the animation, cuz in dsanimstudio i made it clone another and i still get stuck afterwards

dawn pewter
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Your Video Has Been Archived ? I can't view it.

nocturne light
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I think I ran into a similar issue regarding your post, using elden ring debug tool, I just followed what animation plays after using aow, then changed the animation into a simple standing idle and I put a bunch of cancel out tables at the start of animation at the very start of animation so i can tap out of it or even continue second part of aow

obtuse turtle
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Nah it’s cool I solved it

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I had made a big oopsy when structuring my files

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For any1 from the future viewing this, the way to make it work is,

  1. Make the entries in dsmap studio
    2.Get ivi’s player hks from https://github.com/ividyon/EldenRingHKS/blob/main/c0000.hks , place it in your mod folder in mod/action/script
    (Make sure the folders r named correctly)
  2. Add or duplicate the ash of war tae in the c000 anbind, update its xml to include the new tae.
  3. Add the animations in the a9x compendium and update its xml to include the new animation (make sure the id matches with the tae id)
  4. Use Elden ring clip generator and import from the anibnd the behaviours.
  5. (Optional) make the icons n descriptions in dsmapstudio for the ash of war and include it in a shop or a boss drop or something (up to you)
  6. Enjoy your ash of war
GitHub

Curated repo of Elden Ring HKS edits and changes. Contribute to ividyon/EldenRingHKS development by creating an account on GitHub.

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This is not a mentioned step but it’s of course a given that you have to modify the actual attack behaviours of the animation in dsanim studio if you want your ash of war to actually have effects or functionality