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About this mod
Ashen Blood is a single-player focused, Bloodborne-adjacent overhaul mod that alters gameplay, weapons, enemies, map design, visual effects, and soon to be more! After the initial demo, I will release an update when I have a large amount of content and updates prepared to make it worth another playthrough. Thanks for playing the demo! :)
- Permissions and credits
Note: If you get a save error after doing a fresh install, set useOverrideDirectory = 0 in modengine.ini, make a vanilla save on the alt save file, then set it equal to 1 again to make a mod save. Be careful setting useAlternateSaveFile=0 in modengine.ini as you will have a ban-able save file!
Another Note: Despite what clickbait may state, this not meant to be "Bloodborne on PC," but is instead its own amalgam of elements from the soulsborne franchise and other adventure games that I enjoy, hopefully culminating in something unique. Purchase Bloodborne on PS4 and thanks again for playing! :)
Relevant Links:
Ashen Blood Discord: For updates and socializing, you can report bugs here too
YouTube: I will upload videos here to be posted on Discord and Nexus
Gameplay Changes:
- Estus & Blood Vials: Each restore 40% HP throughout the entire playthrough, keeping your healing on par with your character's level, nixing Bone Shards entirely. You start with 1 Estus, making Estus Flask Shards more significant and rare. There is a max of 10 Blood Vials which drop from most enemies (some with guaranteed drops). With this system, heals will be a consumable without you ever having to be stuck without any when resting. I also hope this encourages players to engage in enemy encounters more often and complement the other gameplay changes.
- Rallying: Attacking enemies within a fixed time window from getting damaged restores HP on hit; this window resets upon taking more damage. I will also implement a superior rally heal for doing it on a riposte in the near future.
- Trick Weapons: Two-handing trick weapons changes the weapon's model and moveset; 4-attack combos as in Bloodborne will release next bigger update. In addition to the current tweaks to Bloodborne's trick weapons, I plan on making my own in the future!
- Sidearms: In addition to traditional bows, all crossbows will be replaced by gun weapons. These have a slightly larger parry window than the small shield, but are a limited resource. You may also ready your shot like a crossbow before a parry-able attack, making use of this larger window. Currently, they can only parry larger foes like the Corvian Knights and bosses that aren't staggered by the bullet with appropriate parry hitboxes, but I hope to fix that soon. Most weapons are right-hand only, and others are meant to be sidearms in the left hand such as the Spotted Whip or Hunter's Pistol. The Flamesprayer, Rosmarinus and other new sidearms will be added later.
- Overall Combat Changes: This mod focuses mostly on melee combat, but will include spells in the same capacity as Hunter Tools, being an augment to combat. There is a passive FP regen to make spells and Weapon Arts viable without allotting tons of Ashen Estus (now called Deep Estus). With the removal of most shields and addition of rally, I hope to incentivize aggression. To that end, I have altered the bare fist parry to be that of a small leather shield to encourage riposting, and all right-hand weapons can use the Parry weapon art when one-handed.
- Level Design: More shortcuts, less bonfires, with an emphasis on exploration and enemy encounter design. I want to create tension in finding the next shortcut back to the (sometimes singular) bonfire in the immediate area, with the inclusion of rally and blood vials encouraging you to keep pushing onward. There are significant changes to enemy locations, map pieces, and treasures. I also have some very hidden items to trade with Snuggly that reward thorough exploration (a full trade table to be implemented soon!).
- World Design: While this demo only includes two areas, I plan on there being less linearity in the overworld in a sensible manner. I plan on implementing an insight-like mechanic that will cause world changes and areas to open up sooner along with the night progression of Bloodborne. I hope my aesthetic changes also resonate with the Bloodborne fans, too!
- Gems: I hope to make gem allotment less of a chore by either making gem drops less rare or implementing permanent gems that are more rare akin to Blood Gems (or like Estus Shards or Coals). I also want to make Frost and Toxic (and maybe more) infusions in the future, with the ability to have multiple elemental damage types.
- Enemies: I currently have altered the aesthetics, sounds, AI, and movesets of a few enemies, including mini-bosses and bosses. I plan to do much more of this in future updates. Hope everyone gets to the end of the DLC! :)
- Lore & Other Changes: I intend to make significant lore changes to tell a new story in the souls universe that connects Dark Souls III and Bloodborne. This will mostly be done in a "show, don't tell" fashion, using environmental storytelling supplemented by item descriptions. New NPC quests will be added in the future. All the art and music changes are either done by myself (sometimes using Creative Commons assets) or taken from existing FromSoftware material (such as the theme song or the Ariandel Chapel paintings).
Special thanks to the creators of DSAnimstudio, DSMapstudio, FLVER Editor, FLVER Material Studio, Darkscript, Dantelion FXR3 Editor, HKS Lua & ESD Decompilers, and to all the generous advice from members of the ?ServerName? modding discord. Also credit to The12thAvenger for advice and configurations for Havok Content Tools, the Bloodborne resources for DS3 here on Nexus by Mayhem, and NamelessHoodie for c0000.hks examples on trick weaponry. If I missed you and you want your name in the special thanks, let me know :)