#Help with making a mod to replace each equipment upon death(ER)

49 messages · Page 1 of 1 (latest)

north quarry
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Instead of bombarding the modmaking-help channel anytime i need assistance, I thought id make a discussion post for anyone willing to chime in, but as the title states Im attempting to make my first ever mod to replace each piece of equipment you have equipped including your weapons with a newly generated set. I have very minor coding experience with python, and this is something i want to tackle, I have yapped, yabber, modengine2 (for seamless coop that i installed before), DSMapStudios, and now WITCHERBND. Usually I code in Python with the help of Chatgpt from time to time, but this does not seem like something I can do on my own and all the jargon/nomenclature of making this mod/directions/guides I watch/read are gonna take some time to click in my head until I make something work. I am not necessary looking for hand holding, but just input/advice. Is it as simple as plugging this code into the right folder(s) I unpacked in the game directory?:

pseudo saffron
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these games don't use python for anything

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there's a modding tool that converts ESD to a py-esque format, but it's purely for readability and the way that system actually works is 100% different than python and completely incompatible

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this is a bit of a complicated task, but you might be able to do it in a very blanket way through EMEVD, which you would more or less edit like a coding language. chatgpt would not be able help you though

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anyway, short overview is
EMEVD checks for player death, removes 800 billion items on death
EMEVD grants new set of (pre-arranged) items afterwards
params define those pre arranged itemLots for every permutation you want

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all of these would be very tedious to do manually, so you would probably want to write code to automate it

north quarry
pseudo saffron
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yep blushcat

north quarry
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$Event(953, Default, function () {
IfCharacterHPValue(AND_01, 10000, ComparisonType.Greater, 1)
IfConditionGroup(MAIN, PASS, AND_01);
SetEventFlag(755, ON);
EndUnconditionally(EventEndType.Restart);
});
someone gave me a kickstart i think but this is what im working with so far

pseudo saffron
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well, event IDs are just arbitrary. you can make new ones as needed (just try to keep them in a pre-existing range)

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the difficult part of this is the setup involved with all the items

north quarry
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oh cool so i can just do something like 12345

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oh

pseudo saffron
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if you are outside of existing ranges it can cause bad side effects

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there's a google sheet link on the references page of the wiki that helps you pick out unused event Ids

north quarry
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Ill just use the wiki for that then, and also, the changecharacter function doesnt seem to be used anywhere, i imagine it was a debugging thing during building the game or something but will that have any effect?

pseudo saffron
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so yeah, i just thought of that. i believe that replaces your charaInitParam and I'm not sure if it works on the player

north quarry
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and as far as i learned, I should plug my script once done in the common, not the common_func

pseudo saffron
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however, it if does work it would probably reset your stats

north quarry
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oh

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obstacles

pseudo saffron
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could be a fun aspect of the mod though

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the alternative to that (which may be necessary) is some pretty horrifying remove-every-equipment-one-by-one-from-player-inventory

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ah, apparently it does work and.. also deletes all non-equipment items from your inventory too puddingcat

north quarry
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Wouldnt the script essentially be the same but with the equipment type just swapped? Copy and paste method? When I do this mod im not intending on picking anything up its gonna be "use what youre given" so anything extra wont be an issue id imagine

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wait wha

pseudo saffron
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you would be able to automate a lot of it, yes

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the number it refers to is a row ID in charaInitParam, which defines equipment and stats

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and what the character looks like, so you'll also be swapped to some white dude or w/e lol

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you could control which of these characters are available though, like as you level up you could make it so you get better characters

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or some consumable item upgrades the tier of characters. etc

north quarry
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I was really hoping I wouldnt have to touch any params but if i gotta learn that tomorrow i will lol, its an identity crisis randomizer every death i suppose lmao

pseudo saffron
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params aren't that bad

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there's just... a lot of them

north quarry
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Let me just soak in everything said so far so i can fit it in with everything else i learned today 🫠

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  1. ChangeCharacter does work, it also just deletes all non-equipment items. Question for that, is there no exception command in EldenRing or is it formatted like "EndIf" and I can have the equipment removed first down the ladder, then have it endif its non equipment/stats parameters? 2.This sounds like itll be more than one event running, obviously multiple can run at the same time especially when the condition is upon death, but do you agree I should just test one out with maybe just like a helmet? See what it does?
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3.Can you edit params in Darkscript3? cause i thought i heard you could but i havent seen a way how

north quarry
pseudo saffron
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1: You could set up additional events to store and re-grant specified items (like, upgrade materials), but that's about it
2: Yeah, no reason to go for broke immediately. Simple steps
3: No. DSMapStudio is the param editor of choice. It has some function for automation using MassEdit.
4: CharaInitParam basically defines MOST things about a character. It's used for NPCs, as well as starting classes. Most notably it determines equipment and stats.

north quarry
# pseudo saffron 1: You could set up additional events to store and re-grant specified items (lik...

I wonder if the randomizer mod uses some aspects to this that I might run into now that i think about it, though its seed generated so probably not when im just randomly yanking already existing id's. But I do like the first idea, is there a list of commands anywhere where i can refer to? Or are commands like "store" "regrant" or anything of the sort more defined in manual lines of code? Because that is kind of what im getting from this lmao. But okay cool I have that already i just thought it was the wrong version as it didnt work, I reinstalled and its working now, but does it only load the Vanilla game files? I kinda dont want those touched in case i forget which ones are modified and i play vanilla

pseudo saffron
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mod engine will use modded files without touching any vanilla files

north quarry
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Oh i mean DSMapStudio

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So assuming i only touch what i need and its in my mod folder, Mod engine will use those modified folders only and automatically mimic the vanilla game files without actually "using" them

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Ill check back in tomorrow btw its already 3am, but let me say thank you a lot youve been a great help dude, i seriously appreciate itblushcat

pseudo saffron
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dsmapstudio's project system makes it save modded files to wherever you want, which usually you want to use the mod engine folder

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and stuff you change with darkscript 3 you'll want to put in the mod engine mod folder beforehand

north quarry
haughty musk
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@old vault knows a lot about this because he's done a lot about this