#[UNSOLVED] Changed Animations/Added VFX Won't Update In Game
85 messages · Page 1 of 1 (latest)
doing this changed nothing
Where is your game installed
And is this the Patreon version of the mod?
Wait what is your file structure
Show file path to your game
It’ll prevent further problems in the future
It’s known for breaking many a mod
And many an office employee (me)
Guh no Elden Ring folder
Idk if that actually matters
I see a bunch of other problems here
To start, anti cheat toggler breaks things
But likely unrelated
Is the vfx in common ffx?
This is a copy of the game you bought from Steam right?
It’s a spawnoneshotffx. I’m following all of the steps outlined in the tutorial
And yes, it’s the copy of the game I bought from Steam
But you can’t use certain IDs
You have to check that it’s in common sfx
See fxr id list, find your id, and confirm its common in the resources
You should also go through the troubleshooting guide
this may have something to do with it?
I have gone through the guide and I haven't found anything that would be relevant to my sitch, I don't think
FYI i'm pretty new to PC operating systems. been a near lifelong Mac user until start of this year
Oof
Yeah gonna be rough
I’ve given you all my knowledge at this point
Pro tip put [UNSOLVED] in front of your title so people still look
Ty for your patience and willingness to help!
[UNSOLVED] Changed Animations/Added VFX Won't Update In Game
@opal basin
I don't know if you figured this out already or not. If you have disregard message.
https://streamable.com/o7ihgg
This is the simplest method in my opinion to easily add visuals and Trigger Vfx on " Sheathe Motion"
[100% Param Based]
SpEffectParam+SpEffectVfxParam
[100% Value Based]
Set the Vfx IDs I wanted in Effect ID 100150 UnSheathe Motion.
Set the Sfx IDs I selected and their Dmy ID in -> Vfx Param.
The example I created took at the very most 5 mins.
3/5 mins were wasted to select the Sfx ID I wanted for the vid.
I read the whole convo you guys had and I was not sure if your issue was exclusively Sfx ID related or if it also was not activating on Sheathe Motion.
So above is the Enable on Motion part, and Below should Fix the Sfx ID issues.
If it's only Sfx related ->
Grab the files shared by Rayan in tools and ressources.
Unpack game with UXM
Replace files in Sfx folder with the ones Rayan supplies
Now that files have been replaced.
Run UXM once more and it will quickly extract and verify the replaced files.
Patch the .exe with UXM.
Launch game (Sfx IDs will be unlocked eveywhere)
I don't know if it "Has to be done"
But the result for me is apparent enough that it easily warants taking the extra 30 secs or so to run UXM the 2nd time and Patch/RePatch.
Hey! Thank you very much for the thorough response. The issue is more that what I change and save in DSAS isn’t copying over to the game itself. I was mostly using the sheathe motion as an easy test to learn how DSAS works before embarking on more ambitious ideas. I’ve also tried increasing attack speed on the two-handed twin blade light attack TAE, but that too doesn’t carry over. I’m at a loss as to why these changes arent appearing in-game
@opal basin
So there is a few last resort easy things you can try.
I'll get rid of the stupid stuff and then i'll mention what has worked for me many times.
Reasons the Game is not updating :
No1: EldenRing is up to date but the tiny little calibrations patch is not up to date or not what SmithBox wants.
If on hot reload there is alot of red lines in the message, Smithbox is not getting what it expects from those.
No 2: One of your redistributables is either not updated or from a source like Winget or Chocolatey. Even if essentially the same thing. The origin dif can be enough to make it appear as not up to date, not a identical package , etc.
To prevent this entirely always try to get everything from a single main source.
No3: Happens more often than people can think and it's differences in the Reg.bin
No4: when eldenring or steam or smithbox or something updated by windows either had a discrepency in the checksum or the hashing somewhere and did not complete 100% smoothly. This can be really stupid because often the dos window handling these is zooming by file names faster than than human eyes can read so most of the time we assume that this completed error free. Sometimes somewhere is a error message that is not critical in a way that it can stop the process from completing. But when you check windows events. This will have been noted.
@opal basin
No 5 works for me almost everytime .
If you are sure the above is all fine...
Go c:\Users\Your User Name\AppData\Local\ ->Delete JKAnderson Folder.
After in Either Local or Roaming I forget which -> SmithBox Folder (If you have custom themes or Fonts or anything you want to keep take it out and delete the folder afterwards. Reset your PC -> Upon Returning to Windows -> Run UXM -> Extract Data Files (Will be mostly a quick checkup) -> Patch .EXE.
Close UXM
Run EldenRing -> Load your Game and Teleport once to grace so you get a loading screen. When you appear at grace. -> Start SmithBox and check if it can update something in your param. If all is green.
Make 1 small change save this Param and Hot Reload this Param All by it's self. If it works no problem.
Make 2 or 3 small changes and attempt A complete hot reload. If it works well you are in business. So far this has alwaysworked for me personally. I only said almost in the start because there is a friend of mine for whom this does not always work.
As far as I am concerned, smithbox and the changes I made always have worked after.
Lol these are good tools, but I honestly find them wayyy to fussy and absolutly everything has to be in absolute harmony with what it wants and a dif of a single ID in one param. Will cripple this param enough to stop working. This ID in no way shape or form. Prevents function from doing it's thing. And I feel like the only reason it is so strict on this is to prevent troubleshooting people that erase entire ID lists or something like this.
(Not implying in any way that you did this, just saying why I believe it's the way it is)
He then complains and posts for help to trouble shoot when you can literally just re download the package and be just fine...and we all then have to compose with this verification 🤨
(My opinion only)
@opal basin Could we see your project set up.
- You need to add the mod directory
- I can see that you have mod\characters which is wrong. The folder needs to be called chr just like Elden Ring.
Side note: Everything you want to mod on ER needs to follow the same folders and names. Modengine overwrites those file that you put on the mod folder. That's why it needs be 1 to 1 folder naming. If you are modding weapon or armor, then the folder inside mods should parts just like ER
@feral garden hey all, sorry for the delay, haven’t had a chance to try these methods out. been a bit busy since Friday evening but am hoping to give these a try tonight!
It's fine don't worry about it. Left them simply as info check whenever your shcedule permits.
Haha yes. I was just messing around
here is my project setup
and here is my mod folder
yes, I know there is a TON of junk in my Game folder. I frankly don't know how it all got there, nor do I know what is necessary to keep and what can be removedd
I have not had any issue with changes made in Smithbox carrying over to the game. I just update the regulation.bin and drag it into my game folder and the changes I make are there. I'm only having issues with DSAS
and as you can see I updated the folder name to chr. still not seeing changes made in DSAS reflected in-game
This is what I meant on dsanim as your project setup
@opal basin Its not mods also. It should be mod
Your dll doesn't go into mods if you are using modengine. Only elden mods uses mods folder.
You don't have to put your mod folder inside you game folder
bad
consider that the effect you chose isn't showing up because it's meant to be spawned by a bunch of travelling bullets, instead of once on a spawnoneshot
you've also spawned it on dummy 260 without follow enable which means it's spawning once, under your feat and being left behind, so you most likely wouldn't see it
the whole thing is fucked, I would delete the game folder, reverify on steam and start over fresh
and don't put shit in onedrive
If that’s the case, then why does the emerchant mod work without issue? This is the mod that unlocks all items with Kale
cuz you have elden mods too right? not just modengine
Quoting again
it works either way you just have to set the paths right in the toml
just unorganised
True, but most people get lost on stuff like that. That's why I didn't mentioned it. Not to be an ass about this Kmstr, but if something like this is mentioned, then it's better to share how to do it.
no I agree
raze the fields
burn it all down
start over
I was just answering the question as to why it seemed to work despite your advice
they also seem to have a reg.bin in the mod folder but also are modifying it and moving it to the game folder???
like it's a mess
If this is your advice it would be helpful to have an idea of what these various folders should look like once I’ve started from scratch
you should follow installation guides from the file providers
mod engine should go somewhere that's not your desktop or your game folder
nothing should go in your game folder whatsoever
everything mod related goes in the modengine folder or the mod folder inside that (dlls former, mod files latter)
under no circumstances are you to replace the game's default reg.bin