#Creating moveset based on Messmer
33 messages · Page 1 of 1 (latest)
simply replace the animations in the a0-9x.anibnd that you unpack with Witchy
There's a tutorial on soulsmodding wiki on how to use retargetted animations
okay ty i'll try that
Clever added a lot of his animations and whatnot when equipping his spear. If that is what you are looking to make, could just download that.
edit:
Guh, not Clever - I linked the wrong one https://www.nexusmods.com/eldenring/mods/5686
Yea I tried it, it was really good but I wanted to tweak it to make it more smooth and recolor sfx to make it blackflame instead. Also remove some attacks to make it less overwhelming. I don’t think anyone will do that so I’ll do it myself
How do you only custom one weapon moveset
?
or maybe how does one weapon knows what animations to use ?
each weapon has it's own tae and can have a special tae
for example, the claymore is bound to a025.tae because it's a greatsword and all greatswords are a025.tae => Weapon Motion Category = 25
But it has also special attacks (heavy attacks) and they are in a125.tae (a025 and a125 having just a +- 100 difference is just a coincidence), that's the Special Motion Category = 125
The motion categories are all fields in EquipParamWeapon
So in resume you need to create a new tae and give it to the Special Motion category of your weapon
Ohh i see, so the great spears category is 37, in my case I want to edit messmer's spear, so for the animations that I want to change, I need to create a new tae, and for the remaining animations I can just select which one I want in a027 ?
i guess you can say it like that
alr
and what do you use to edit regulation bins ? i used to mess around with yapped but that doesn't seem to work anymore, even simple things such as allowing seals to use sorceries
I tried smithbox but ig it requires a chr file to begin with
and the game regulation bin is empty so I always need to download an existing mod and use its reg bin
uh you need to unpack your game using the UXM
that's the basics
and yeah create a project with Smithbox in your mod folder and start doing some shit
yeah
I messed around a bit and I've added a trail on a milady, which worked, but the ash of war doesn't have that trail (wing stance), do I have to add it with DSAS or smithbox can do it too ? can't find any trace id on ashes of war so ig it's only with DSAS
yeah it's dsas
in dsas you can set specific trails, that's why the dsas trail overwrites the default trail you modified
Alright ty!
I know this is months later but since I’m doing something similar (tweaking a mod) would I unpack the game directly from steam or unpac the mod in the case convergence mod?
Unpacking a mod isn't a thing
UXM unpacks the game so you can use the game files for modding
Okay so it would be from the game file from steam, since I want to expand on clever dancing Maria’s sword move I get the tae file a130 to work with?
I don't really know what you want to do, modify its files if you want yeah