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?
#The Horned Greatsword we deserve!
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it's called retargetting
requires some specific software and can be very tedious the first time
Gotcha, so not something we can do with just dsanim then.
not at all, an animation only fits a certain skeleton, other npc or the player have way different skeletons
Right, well damn, gonna have to dig into retargetting then, thank you for the help though!
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??
i mean yeah using flver editor 2.4 you can just rescale every model
Gotcha, well it’s a start at least
that will not work
nvm i misread
you can easily change the size of the sword yes with flver editor
any flver editor version
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?
it'll basically do it for you when changing the mesh size
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.
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?
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
Mod engine 2 injects files if they follow the same path game files use
so create a "parts" folder in the mod folder
and put your new partsbnd in there
and you're good
exactly like it is in the game folder
gotcha, just copy the path, thanks!
oh wait a sec, this is saved as a .flvr file
is there something more to exporting it to actually put it back into the partsbnd?
well how did you get to your flver file
you unpacked the partsbnd.dcx
so put you new flver file back in there
and repack the partsbnd folder
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
i don't know where you got you flver
uxm is made for unpacking your game
Use WitchyBnd to unpack .dcx files
gotcha, thats what im missing then
YES
that worked finally!
defintely looks better with the upscale, now jusst gotta get his hands back on the handle haha
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
the npc weapon is directly part of its model so it's not that easy
you'd have to do some Blender work to make it work
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
i don't know nothing about that
you could ask in #models-and-textures
ah I see, interesting that they're all treated as one model
Do we have a chr id list for the dlc yet?
#tools-and-resources message