#[ER] Help Making Custom Movesets and weapons
28 messages · Page 1 of 1 (latest)
In this video I show the basics of getting started in moveset making.
This video shows how to create a new tae, copy animations, and create new behaviors for your animations then how to fix the jump attacks.
UXM: https://www.nexusmods.com/eldenring/mods/1651
Modengine 2.1: https://github.com/soulsmods/ModEngine2/releases
WitchyBND: https://www....
Well, I’m looking to make each weapon heavy hitting, brutal but fun to use, I’ll elaborate a little more in detail
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
Maybe this can give you some motivation. I suggest you watch that video and the others and start there. If you have questions you can ask me or if I'm not available, then I suggest asking here https://discord.com/channels/529802828278005773/948715560961728532
This is so good
I do like that moveset, throw some lightning in and maybe a few roars and It could really work tbh, also just watched the first video and boy am I overwhelmed already
Thank you
Yup, and it will take a lot of time to get good and used to, but I can tell you that when you finish a moveset. It's feels great. Like I said, there's a lot of people that can help with any questions.
you might like this more #mods-media message
Absolutely Brilliant! that's exactly the kinda idea I had for the Greatsword, that's gnarly looking!
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
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
That's weird. It shouldn't happen, as long as you have _l, it's supposed to work
Got it solved, minor issue
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?
What are you need?
Your character is in T pose?
you need to add mod folder
No I mean I followed the video step by step but when I go to check for the new TAE entries nothing shows up
Here's a better way
I always make reference to the hkx and then start changing the anims
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
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.