#How to force Elden Ring to load sfx\sfxbnd_c5220.ffxbnd.dcx on game start [SOLVED]

13 messages · Page 1 of 1 (latest)

worn forum
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Im making a mod that allows various visual effects to be applied to player and weapons cosmetically and permanently

Effect that I want to apply is Miquella's sigil that appears above player head after first Radahn grab attack. I identified its spEffectParam to be 19681, which references vfxId = 20050560 which have midstSfxId = 652295

Problem is - when spEffectParam is applied to the character outside of the boss arena it is invisible. After warp to boss arena it becomes visible, also applying it directly in the boss arena also renders it visible, so it is not a script bug

I also identified that ladder in a screenshot is a breaking point for sigil visual data. It is last ladder before lift after the Leda fight. Quitting out and reloading the area while going forward to the lift direction does not remove sigil, while going to the Leda fight arena and reloading area removes sigil visuals

Mod Engine 2 debug logs confirmed that this ladder is a trigger for resource loading. I think only valuable info in the logs are these lines as these are only 2 sfx bundles that are loaded on this trigger

[2025-12-05 10:29:13.297] [modengine] [trace] Searching for sfx\sfxbnd_c5181.ffxbnd.dcx in C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\mod
[2025-12-05 10:29:13.297] [modengine] [trace] Searching for sfx\sfxbnd_c5220.ffxbnd.dcx in C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\mod

Package sfxbnd_c5181 doesn't seem to exist in my sfx game folder for unknown reason, while sfxbnd_c5220 exist. I extracted all FXRs from sfxbnd_c5220 and found f000652295.fxr which matches midstSfxId of the spEffectVfxParam, suggesting it is Miquella's sigil that I need

So the question now is how to load this sfx bundle on the game start so this sigil visuals are available everywhere and not only around boss arena

dusty belfry
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The reason you only see it near the arena is because that's when the game loads the file.
You'll have to copy the sfx to the commonsfx file to be able to use it globally.

worn forum
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I get that I need to do that, I don't get how

dusty belfry
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Unpack both files with witchy, then copy the ffx, tpf and flver, then edit the witchxml and add these filenames too, then repack with witchy

worn forum
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I was missing witchy.xml config part, but it doesn't fixed it

There is only .fxr and resource list for the sigil effect. Resource list reference 4 .tif files. 3 of those files already present in the commoneffects, I've added the missing one. Reference all of this in the witchy.xml config with unique ids, repacked and still nothing

I've unpacked repacked file again to make sure repack was done right and it was all 3 new files are there and in config also, but game just doesn't see them for some reason. I have no idea what could be wrong here

dusty belfry
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Does vfxId 20050560 only reference that one sfx? Sfx 652295?

worn forum
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it is

i've found that fxr 652295 is not loaded into elden ring memory as expected via fxr-playground hot reload integration, i don't know why

dusty belfry
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Hmm, then I'm out of ideas. I guess you could try renaming ..c5220.ffxnd.. to the common filename. It will probably break a lot of stuff, but just to see if the game loads the sfx early then

worn forum
worn forum
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I've got it working

Seems like order of loading of resources into memory is determined by the placement of the <file> in the _witchy.xml file not by its id. And for some reason placing miquella's sigil fxr at the start of the the <file> list stops its loading, but placing it at the end of the file has no effect, so I placed it at the end of the fxr files before first tex <file> reference and seems to work. Very strange behaviour

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Only 19 hours
Simple
puddingcat

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How to force Elden Ring to load sfx\sfxbnd_c5220.ffxbnd.dcx on game start [SOLVED]

grave compass