#How easy is it to import? or add? a brand new weapon into Elden Ring.
94 messages · Page 1 of 1 (latest)
its not hard at all
at least no harder than messing with pre existing ones
just slightly more time consuming than overwriting existing ones. additionally u might have more issues with merging, but i wouldn't rly worry abt that
say I have a default Reg . bin and I than find a bunch of mods I want.
I merg said mods in to that fresh Reg . bin
After merging I start adding brand new weapons
Would that effect the mods I have already merged?
@lucid isle
Nah
The difficulty is when u make something, then try to merge something else with it. Cuz u might have used the same taes or params as another mod
I don't plan on adding any weapon mods so I should be good there
are their any good modding videos for Elden Ring.
Like adding in Custom items, weapons, ashes of war, and ect
videos on how to make custom animations for weapons as well as adding cool effects to said weapons
Kind of like how Carian Combo Warrior has those cool energy effects
scrub milk has some pretty good modding tutorials
he goes over modifying current aow
and adding visual effects to animations
Introduction to Moveset Modding Understanding the structure and creating your own moveset (Elden Ring) By Themyys / Discord : themyys_0_0_ For this tutorial, I will assume you know how Mod Engine 2 works and you have your game unpacked with UXM (chr folder required) Be sure to have unpacked your...
this is a pretty good intro to moveset modding
in terms of making entirely new animations from scratch, that requires wayyy more effort
that being said using retargeted animations can be really fun for new movesets (e.g. letting a player have malenias moveset)
another thing that can be pretty important (depending on what you want to do in terms of moveset and AoW mods) is HKS modification
you can make weapons have combo attacks (like in carian combo warriors) or do multi-mode aow
f wang has a pretty good guide on this (its not done but it explains the basics pretty well) https://docs.google.com/document/d/1YKhG1Yg0LykGeWRZ7QRWNdYfqHqQEF6TzWvvL0qHjn0/edit?pli=1#heading=h.mmj79zcib3dz
HKS for Fun and Profit Assumptions: You know the basics of modding with regulation.bin and animation edits with DSAS. If not, consult the respective tutorials in ?SN?. Programming knowledge is recommended but not required. BehBND and CMSG/Havok editing not covered in depth. I assume you’re on a...
what are all the programs necessary for all of this. I have Smithbox and dsanimstudio ATM but I have yet to do anything with them
for what ur trying to do that should be good. the only other thing i would get is ivi's c0000.hks file
custom aow tend to have problems working without it
are you gonna do custom models and icons for ur stuff?
I'ma try lol
k ur gonna want blender, as well as the flver editor for the models
and for the textures ur gonna want a photo editor that can work with .dds files
additionally ur gonna need witchybnd to unpack the dcx files
so list of things I need and what they do
Smithbox = editing game files. Example Params
dsanimstudio = allows me to edit Animations
blender and flve = for making weapon/item pictures/models
A photo editor for .dds files (Do you by chance know of one)
witchybnd = will allow me to unpack dcx files (what exactly is a DCX file)
if I messed something up in that list or you can make it better please do lmao.
I wanna get all my chickens in line so I know what to do
dcx files are the way the game archives data. For example, the PC animations are stored in c0000.anibnd.dcx
and icons are stored in 01_common.tpf.dcx
some programs, like smithbox and dsas don't require u to unpack the dcx files (in most situations)
however, if u want to add a new icon, for example, you would need to unpack the dcx file to edit the .dds files that actually contain the images
also in terms of editors, photoshop and paint.net work for dds
so u have to "pay" for one of those 🏴☠️
I see I see.
as for that list I made is their anything I should add to it. like a better way to describe a program since I don't fully know what each one does
smithbox -- allows for editing parameters, maps, and in-game text
dsas -- lets you edit tae files, which call specific behaviors/flags/special effects during an animation
blender -- edit models and actual animations themselves (if ur doing actual animation editing, and not just importing other pre-made animations, good luck)
flver editor -- mapping textures to models
paint.net/photoshop -- edit the dds files which contain icons and textures
witchy -- unpack dcx files
also i would use erclipgeneratortool
which creates CMSG files for you (registers the animations so they can actually be played in game)
damn that is one hefty list lmao
yeah little bit
i would start with adding a new aow
its the easiest thing to do imo
so which models would I extract into blender in order to make a brand new move set for a brand new weapon I just added into the game
i haven't done any completely new animations (just retargeted boss animations onto the player skeleton, so take this with a grain of salt) but you would need the player skeleton model, as well as the weapon model
oooh ok so the use the player model...that makes since with the correct weapon
also is it possible to have a dodge roll tied to a weapon?
yes
so say I wanted a daggers dodge to be Miriam's Vanishing I could do that
yes
thats cool
and with dsas I would be able to make that daggers Miriam's Vanishing look differnt?
that can be a little tedious (depending on the weapon) but its not difficult
yes
you could change the visual effects on it, make it faster or slower, change the iframes
oooooooh sweet
so what is idea for a finished product?
because i might be able to give u an idea of what would be good to start with
also ive been planning on making a tutorial for some of this anyway
could you also tie that in with equipped load? so if you are light while using said dagger you have more i frames. or would that be possible if I was changing dodge rolling as a whole
ok so each weapon can have its own rules applied to it when it comes to dodge rolling and special effects
yes, but the more unique behavior u add the more of a pain in the ass it can become
I'll most likely do this with my weapons
Light Load: Bloodhound step
Med load: Quick step
Heavy: normal roll
each one will have more iframes than the normal version. just to make it more fun
but some I wanna give special dodges too
I really like Carian Combo Warrior but the main person isnt doing it any more
and some other people are working on "Enhancing" that mod. But some of the stuff they are doing I'm not fully rocking with
So a buddy and I wanna make our own that has nothing to do with the original
ah okay cool cool
it won't be called "Carian Combo Warrior" we will figure out a different name
fsfs
I wanna ask the makers of "Elden Ring Unalloyed" if I can use their bosses for my mod
and I wanna see if I can use**"Jorb’s Greatest Runes"** as well.
If they no let me thats chill. I'll just have an extra special personal version of my mod lmao
if you want a bunch of animations that already fit the player character
theres a repository on nexus
some highlights are: malenias moveset, slave knight gael, artorias, isshin, bloodborne player animations, lady maria, ludwig, radagon, midra, promised consort, godfrey, black knife assassin
messmer as well
just name of char then moveset
whole list in the mod description
yeah. do as few original animations as possible as it will prevent a lot of headaches
If god didn't want me to have headaches he wouldn't have blessed me with Migraines
i feel ur pain bro
yo you mind if I dm you so that way if I gotta question or you do end up making some tuts you can just send em my way.
I really do appreciate all the help you've given me