#[ER] Help Making Custom Movesets and weapons

28 messages · Page 1 of 1 (latest)

willow radish
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I'd like to make custom movesets and weapons for a mod I posted recently but I'm not entirely sure where to start, any advice would be greatly appreciated and maybe even if someone wanted to help me with the project that would be awesome

chrome bone
chrome bone
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Your mod looks interesting

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What are you looking for?

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in a moveset?

willow radish
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Well, I’m looking to make each weapon heavy hitting, brutal but fun to use, I’ll elaborate a little more in detail

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The Crimson Halberd (Black Knight Halberd) I want to have slow heavy swings, mixed with some fast pole strikes and slashes. The Straight Sword I want to have deft movements, very fast and almost aggressive, mixed with launching red lighting projectiles. The Axes I want to be a paired weapon, I just want them to be crazy with there moveset, akin to that of a berserker, the Santiers spear I want to give a very fancy and powerful moveset, something with a buncha twists and spins. And the greatsword I want to be savage and powerful, but that’s about the furthest I’ve thought so far, this will be a MASSIVE project but I have a feeling it’ll pay off

chrome bone
willow radish
chrome bone
chrome bone
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you might like this more #mods-media message

willow radish
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I also have run into another snag however, when I have a friend using my mod and he using the seamless co-op custom armor fix it doesn't work, even if we both use the mod with _l files they don't show correctly we found out, so even the armor will have to be made separately

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Unfortunately which breaks my heart a little even after I spent so much time porting the textures from the DS2 mod and getting them to not look weird

chrome bone
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That's weird. It shouldn't happen, as long as you have _l, it's supposed to work

willow radish
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Got it solved, minor issue

willow radish
# chrome bone Thank you

I followed the video to a T but nothing worked sadly, I can't figure out what I did wrong and I have been attempting this for several days, would you be willing to work with me at all to make something or figure out how to do this?

chrome bone
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Your character is in T pose?

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you need to add mod folder

willow radish
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No I mean I followed the video step by step but when I go to check for the new TAE entries nothing shows up

chrome bone
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I always make reference to the hkx and then start changing the anims

velvet garnet
# chrome bone Here's a better way

Is there a simple method to make duplicates of repository animations ( from a993-a999) in order to store them to work as exact and unique overrides for a desired tae (a80) ? Perhaps you know how to avoid the usual cases of the game crashing/ not running when custom taes are placed among c0000_a6x.anibnd - c0000_a9x.anibnd ? The reason for this is, whenever I try to register a new tae in a6x to a9x, the game fails to load. I know that, for example a specific tae from a80-a89 should go along fine in c0000_a8x.anibnd, but my usual case is that those anibnd have some kind of storage limits. I stored up to 125mbs of repository animations to c0000_a0x and c0000_a1x and any more of that results in a crash, but when it comes to a6x-a9x slots a single tae could result in er failing to load, I'm trying to get my head wraped around it and what's the cleanest way to store and make custom weapon motion ids, then there's the tae slot limit and choosing the right slots that wouldn't be used numbers from the most popular moveset mods, that's also a dillema

inland carbon
# willow radish The Crimson Halberd (Black Knight Halberd) I want to have slow heavy swings, mix...

Hey just saw your post about wanting to add projectiles. You can do that in DSAS. They're called "bullets". Can be everything from highly damaging fireballs, to harmless lightning, or anything in between. Going to be working on adding some to a weapon moveset myself over the next few days and would be happy to collab. Going to be trying it for the first time myself here so bear with me if stuff doesn't work.