#The Horned Greatsword we deserve!

47 messages · Page 1 of 1 (latest)

dry orchid
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I don't know about y'all, but damn was I disappointed when the horned greatswords weapon art wasn't the slam combo with horn aoe the actual enemies utilize against us. So I'm on a mission to try give the players something similar in effect instead of the wind weapon art we got. I'm still getting my bearings in elden ring modding, but wanted to ask more experienced modders how feasible something like this would be. Is it relatively straight forward to steal the animation from the npc's? Or does the warriors larger model/rig mean we have to start from scratch?

potent oxide
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it's called retargetting

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requires some specific software and can be very tedious the first time

dry orchid
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Gotcha, so not something we can do with just dsanim then.

potent oxide
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not at all, an animation only fits a certain skeleton, other npc or the player have way different skeletons

dry orchid
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Right, well damn, gonna have to dig into retargetting then, thank you for the help though!

dry orchid
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Okay, so maybe stealing the animation is too hard right off the bat. But what about swapping models to make it larger?? Would it be straight forward enough to pull the model of the curved horned sword out and enlarge it to the size of the Great sword, and then place the mode back into greatsword files? That would essentially give us an extra large curved horn sword that has the move set of the greatsword right??

potent oxide
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i mean yeah using flver editor 2.4 you can just rescale every model

dry orchid
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Gotcha, well it’s a start at least

regal widget
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that will not work

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nvm i misread

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you can easily change the size of the sword yes with flver editor

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any flver editor version

dry orchid
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Haven’t used flvr editor, but I’ll still have to apply it to the greatsword to actually get hit boxes that’ll match a larger sword right?

regal widget
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it'll basically do it for you when changing the mesh size

dry orchid
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Hmmm interesting, so I guess I could choose to keep the original move set. But honestly the original move set feels so weightless I think I’ll still use the great swords.

dry orchid
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Okay, so ive upadted the model in flvr, and i saved it as a new file name, but where do i actually store the new file to make elden ring call on it instead of the original model? Its not as simple as just dropping it in the mod section of mod engine 2 is it?

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was kinda cool to see that the whole model actually always has the horns from the weapon art attached to it, they just are invisible normally. Would be neat to give them a more golden texture like the npc's use instead of the ghostly wind one they have

potent oxide
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Mod engine 2 injects files if they follow the same path game files use

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so create a "parts" folder in the mod folder

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and put your new partsbnd in there

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and you're good

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exactly like it is in the game folder

dry orchid
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gotcha, just copy the path, thanks!

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oh wait a sec, this is saved as a .flvr file

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is there something more to exporting it to actually put it back into the partsbnd?

potent oxide
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well how did you get to your flver file

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you unpacked the partsbnd.dcx

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so put you new flver file back in there

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and repack the partsbnd folder

dry orchid
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strange, i used umx to unpack, but it never actually unpacked the partbnd into something i could open, yet flvr still pulled the model when i selected it

potent oxide
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i don't know where you got you flver

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uxm is made for unpacking your game

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Use WitchyBnd to unpack .dcx files

dry orchid
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gotcha, thats what im missing then

dry orchid
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YES

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that worked finally!

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defintely looks better with the upscale, now jusst gotta get his hands back on the handle haha

dry orchid
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so ive got it applied to the greatsword, and everything is looking good, but now that ive seen how the horn model is applied, is it possible to find the exact model that the npc uses as opposed to the player? it has a much different pattern of horns, and if i eventually want to be able to switch the horns on or off when a weapon art is used, ill need that particular model

potent oxide
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the npc weapon is directly part of its model so it's not that easy

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you'd have to do some Blender work to make it work

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cause you'd need to select the weapon mesh from the npc and then apply it to the Player weapon armature or something like that

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i don't know nothing about that

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you could ask in #models-and-textures

dry orchid
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ah I see, interesting that they're all treated as one model

dry orchid
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Do we have a chr id list for the dlc yet?

potent oxide