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Andrew Creekmore

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andrewRCr

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About this mod

Enables timed-block guard parries on small/standard shields and all weapons capable of guarding. No startup delay, but a tighter window.

Permissions and credits
Changelogs
OVERVIEW
Perfectly timing your block now functions as a parry.
Activates instantly, but has less active frames than a regular parry.
This is to compensate for the lack of start-up and recovery frames.

Adds 6 parry frames to the start of the guarding animation for:
  • small shields
  • straight swords, curved swords, katanas, thrusting swords, daggers, whips, axes, hammers
Adds 5 parry frames to the start of the guarding animation for:
  • spears, pikes, halberds, reapers
Adds 4 parry frames to the start of the guarding animation for:
  • standard shields
  • greatswords, ultra greatswords, curved greatswords, great axes, great hammers
Alternate extended version also available, which adds 7 parry frames regardless of weapon class.

Additionally, the Guard Parry Plus version of the mod adds the following secondary effects to the window:
  • chip damage negation (100% physical, 75% elemental)
  • increased guard stability (all stamina damage nullified)
These effects were inspired by the Deflecting Hardtear from Elden Ring. They begin at the start of the guarding animation, the same as the parry frames, but extend just slightly longer (0.25 seconds, or 7.5 frames) and do not vary by weapon class.

Versions merged with my other DS3 mod Aldrich's Crimson Dagger are also available.
This mod updates Aldrich's Ruby to match Assassin's Crimson Dagger from Elden Ring, with critical hits now restoring 10% + 85 HP.

For offline use only; otherwise, you will be soft-banned. Also available for Dark Souls Remastered and Elden Ring.

INSTALLATION
Install with Mod Engine 2
  • Download preferred version of mod and Mod Engine 2. If using the Cinders version, skip these steps and see below.
  • Extract both and place the DS3_GuardParry (or equivalent version) folder inside Mod Engine 2's mod folder
  • Edit the config_darksouls3.toml file for Mod Engine 2 to include this mod's folder. The "mods" block should look like this (assuming the standard version and no other mods; change the path to the name of the folder for the version you're using):
    mods = [
    { enabled = true, name = "default", path = "mod" },
    { enabled = true, name = "Guard Parry", path = "mod\\DS3_GuardParry" },
    ]
  • Launch the game using launchmod_darksouls3.bat in the Mod Engine 2 folder
(Optional) If you'd like to launch the modded game directly from Steam:
  • Ensure all the Mod Engine 2 files and folders are located in the game directory (i.e., 'steamapps/common/DARK SOULS III/game')
  • Add this to the game's Steam launch options (right-click game -> Properties -> General -> Launch Options):
    launchmod_darksouls3.bat %COMMAND%
Install manually
  • Alternatively, you can unpack the game files with UXM
  • Navigate to your now unpacked game directory, i.e., 'steamapps/common/DARK SOULS III/game'
  • Make a backup of the file chr/c0000.anibnd.dcx and (if Plus version) param/gameparam/gameparam_dlc2.parambnd.dcx
  • Copy the same file(s) from the extracted mod to your game directory's chr folder, overwriting when prompted
Install with Cinders
  • Download one of the Cinders-specific versions of the mod
  • Make a backup of the file Cinders/chr/c0000.anibnd.dcx
  • Copy the same file from the extracted mod to your game directory's Cinders/chr folder, overwriting when prompted
  • Launch Cinders as instructed by that mod (it packages a pre-configured version of ModEngine in its download)
MERGING
A list of adjusted animation IDs can be found included in the archive ('DS3_GuardParry_AnimList.txt'). DS Anim Studio can be used. For the Plus version of the mod, a SpEffectParam.csv file has been included in the archive for merging with other mods that also adjust game params. DSMapStudio can be used.

ADDITIONAL MODS and SUPPORT
If you like this or my other mods and want to support my work, you can buy me a coffee.