Does anyone know if it's possible to combine this with seamless co-op? I love DoA and I really want to play with friends! I tried other overhaul mod like Age of sunlight but I failed. They change some coop item which caused invisiablity issue.
Yep, it's kinda buggy but you can do a full playthrough of it. I just finished one with a friend and we killed all bosses together. Most bugs were desync issues, but there were also weird bonfire glitches, health and humanity bugs, some quest bugs, occasional dupe bugs, lots of bugs in general. Just expect a lot of bugs in general. The worst bug happened at about halfway through where I'd lose all my souls and be unable to gain anymore if my friend ever died. We couldn't find a way to fix it, and I ended up just alt-f4ing out if he ever died to preserve my souls. In general, dying while in a boss encounter can be extremely buggy so try to not do that.
Here's a few major buggy areas to do solo if you want to try: Capracious Thrall/Capra Demon Lordvessel (receiving from Gwynevere, placing, offering souls etc) Lautrec (Have to change your savefile extension from .co2 to .sl2 and launch normally via steam to complete his invasion) Dying to Seath in the archives Jeremiah Post-Gwyn Bosses ANYTHING THAT INVOLVES HANDING OVER KEY ITEMS e.g. if you're in a coop world and one player hands over the Cthonic Spark to Vamos, it'll register it as being handed over for everyone despite only you handing it over. This bugs out everyone's save.
Note that we didn't do every quest, or Velka's Pact. If you want to do coop ensure you have a password set in your SC ini and disable invasions. You'll receive a bunch of items with broken names and descriptions but they still function. Use the White Orb to host, the Blue Orb to join as a cooperator, and the Black Orb to disconnect. Also double check your normal enemy scaling in Seamless Coop's ini, ours came at 75% extra health per normal enemy by default and it was brutal. Set it down to the recommended 35%.
可以玩(it can combine co-op and Daughters of Ash),我和我的朋友已经玩了10几个消失了,除了有一些bug。(I have played 10 hours of this two mods )。我的操作是先安装Daughters of Ash ,然后再安装 Co-op,最后用Co-op的启动器打开游戏。最后祝你游戏愉快。(My operation is to install "Daughters of Ash" first, then install "Co-op", and finally open the game using the Co-op launcher. Finally, I wish you a pleasant gaming experience.)
I truly believe that this may be the worst mod for original Dark Souls. And yes I know there are garbage mods to change skins to some meme characters etc. but they are most of the times self aware, and they did not break game in the way this mod does.
This mod introduces some many stupid things and changes that I don't even know how to being. Let's start with positives maybe. And the only positive for this mod is that it let you experience Dark Souls second (tenth, whatever) time as if you played it for the first time. The thing is, it's an inferior experience to the original in literally every single aspect. This mod really reminds me of Revision for Deus Ex, but bad. You can also argue that another positive is amount of work put into this, but since it does not impact player experience in any way, I don't count it as such.
The entire idea of rerouting progression is completely idiotic on basic level. Entire game was crafted to have that intended paths, by changing it, you admitting that you think you could do better than FromSoft in this case. No. New progression is awful, it does not make sense both from lore perspective and gameplay perspective. I don't believe there's a SINGLE PERSON who play this mod that understand that after beating Iron Golem you need go to the catacombs and interact with this one coffin, there's literally no way. Or you look for answer online, or you just stumbled there by accident. What a stupid idea is it to retract such a massive amount of road.
Changes to the bosses are annoying and unnecessary. Butterfly is best example, it's just a stat check if you can kill golem fast enough before you get bombarded from multiple different sources and stunlock to death. Fun. Titanite Demon fight is also stupid. I have a feeling that A LOT of changes in this mod we're put only because author want to show the world that he can do that things, without thinking if they are actually enjoyable. Another stupid mechanic is with gauntlets, you are forced to use certain gauntlets to get damage bonus, or you are forced to play game significantly slower and underpowered. What's the point? I don't know. Enemy placement is annoying, a lot of enemies have no reason being where they are from lore perspective, and from gameplay perspective they are just an annoyance. Item placement may be even worse. So many useless garbage laying around, especially in early-mid game.
The only reason why I would recommend anyone to check this out is to see how this game could look if From Software didn't know what they doing. My friend called this "Dark Souls if made by Ubi" I would not go that far, but the point is still there, it's a Dark Souls experience without that gentle From Software touch. By playing this mod I started to respect that company even more, you can see how much work goes into details in this games.
Having now played a total of about 15 hours of this, I have to sadly say that Daughters of Ash is an enormous disappointment.
The worst thing about the mod is how it completely changes the progression route in a roundabout and boring manner; having to visit Blighttown before the Lower Undead Burg is not clever, it is an unnecessary derivation from a logical and coherent story arc. It feels like these changes don't aim to make the game more interesting, but rather for the sake of changing stuff; this pretentious way of adaptation is also reflected in the completely unnecessary name change of almost all areas in the game, as well as the dumb shuffling around of NPC positions. Even worse than this is the removal of entire bosses: both the Gargoyles and Gaping Dragon are absent when the player enters their arenas. This is not a clever subversion of expectations; this is simply a disappointment, as the mod desperately needed a change in pace after making the exploration sections so much longer and more boring.
One aspect that makes exploration boring are item and loot changes, as rarely does one find anything interesting now. For example, one can only muse what the creator's thoughts on removing almost all armor sets from their 'normal' positions are, but it was most definitely not a good idea. At least I can enjoy my third poison dagger found on a corpse, thanks for that.
The one good thing I can say about this mod is that a few of the enemy and boss changes are quite inspired, for example Pinwheel is finally a minor obstacle in this mod, and the changed placement of (some) enemies is quite harmonious. And indeed, if this was the only thing Daughters of Ash changed, I would celebrate it.
I feel bad about being harsh, because I am certain that Grimrukh has poured lots of effort and time into this, but in the end all he managed to do was to make a really good game considerably worse. The point of a good mod is not changing as much as possible, it is *improving* as much as possible, and Daughters of Ash fails horribly at this goal.
I agree with a lot, if not all, of this. One thing I wanted to add though is that the gargoyles are not entirely gone forever. This is due to another weird progression change that makes zero sense. Not sure about GD since I am not that far yet
I tried to install this mod and dont work. I follow the steps, unzip the contents, open the exe of the mod and locate the exe of dark souls remastered , it says installation complete, but when i open the game the mod dont work. It opens the vanilla game.
any idea why? i tried to do it multiple times erasing the game and dowloading it fresh from steam.
Tried this mod out of morbid curiosity after reading some of these comments here, and... oh boy... It's real rough, ngl.
Hopefully y'all learned from your mistakes, because if the full release of Nightfall follows the same philosophy of this mod, then God help whoever will be the unfortunate soul that decides to play it.
565 comments
Here's a few major buggy areas to do solo if you want to try:
Capracious Thrall/Capra Demon
Lordvessel (receiving from Gwynevere, placing, offering souls etc)
Lautrec (Have to change your savefile extension from .co2 to .sl2 and launch normally via steam to complete his invasion)
Dying to Seath in the archives
Jeremiah
Post-Gwyn Bosses
ANYTHING THAT INVOLVES HANDING OVER KEY ITEMS
e.g. if you're in a coop world and one player hands over the Cthonic Spark to Vamos, it'll register it as being handed over for everyone despite only you handing it over. This bugs out everyone's save.
Note that we didn't do every quest, or Velka's Pact.
If you want to do coop ensure you have a password set in your SC ini and disable invasions. You'll receive a bunch of items with broken names and descriptions but they still function. Use the White Orb to host, the Blue Orb to join as a cooperator, and the Black Orb to disconnect. Also double check your normal enemy scaling in Seamless Coop's ini, ours came at 75% extra health per normal enemy by default and it was brutal. Set it down to the recommended 35%.
This mod introduces some many stupid things and changes that I don't even know how to being. Let's start with positives maybe. And the only positive for this mod is that it let you experience Dark Souls second (tenth, whatever) time as if you played it for the first time. The thing is, it's an inferior experience to the original in literally every single aspect. This mod really reminds me of Revision for Deus Ex, but bad. You can also argue that another positive is amount of work put into this, but since it does not impact player experience in any way, I don't count it as such.
The entire idea of rerouting progression is completely idiotic on basic level. Entire game was crafted to have that intended paths, by changing it, you admitting that you think you could do better than FromSoft in this case. No. New progression is awful, it does not make sense both from lore perspective and gameplay perspective. I don't believe there's a SINGLE PERSON who play this mod that understand that after beating Iron Golem you need go to the catacombs and interact with this one coffin, there's literally no way. Or you look for answer online, or you just stumbled there by accident. What a stupid idea is it to retract such a massive amount of road.
Changes to the bosses are annoying and unnecessary. Butterfly is best example, it's just a stat check if you can kill golem fast enough before you get bombarded from multiple different sources and stunlock to death. Fun. Titanite Demon fight is also stupid. I have a feeling that A LOT of changes in this mod we're put only because author want to show the world that he can do that things, without thinking if they are actually enjoyable.
Another stupid mechanic is with gauntlets, you are forced to use certain gauntlets to get damage bonus, or you are forced to play game significantly slower and underpowered. What's the point? I don't know. Enemy placement is annoying, a lot of enemies have no reason being where they are from lore perspective, and from gameplay perspective they are just an annoyance. Item placement may be even worse. So many useless garbage laying around, especially in early-mid game.
The only reason why I would recommend anyone to check this out is to see how this game could look if From Software didn't know what they doing. My friend called this "Dark Souls if made by Ubi" I would not go that far, but the point is still there, it's a Dark Souls experience without that gentle From Software touch. By playing this mod I started to respect that company even more, you can see how much work goes into details in this games.
The worst thing about the mod is how it completely changes the progression route in a roundabout and boring manner; having to visit Blighttown before the Lower Undead Burg is not clever, it is an unnecessary derivation from a logical and coherent story arc. It feels like these changes don't aim to make the game more interesting, but rather for the sake of changing stuff; this pretentious way of adaptation is also reflected in the completely unnecessary name change of almost all areas in the game, as well as the dumb shuffling around of NPC positions.
Even worse than this is the removal of entire bosses: both the Gargoyles and Gaping Dragon are absent when the player enters their arenas. This is not a clever subversion of expectations; this is simply a disappointment, as the mod desperately needed a change in pace after making the exploration sections so much longer and more boring.
One aspect that makes exploration boring are item and loot changes, as rarely does one find anything interesting now. For example, one can only muse what the creator's thoughts on removing almost all armor sets from their 'normal' positions are, but it was most definitely not a good idea. At least I can enjoy my third poison dagger found on a corpse, thanks for that.
The one good thing I can say about this mod is that a few of the enemy and boss changes are quite inspired, for example Pinwheel is finally a minor obstacle in this mod, and the changed placement of (some) enemies is quite harmonious. And indeed, if this was the only thing Daughters of Ash changed, I would celebrate it.
I feel bad about being harsh, because I am certain that Grimrukh has poured lots of effort and time into this, but in the end all he managed to do was to make a really good game considerably worse. The point of a good mod is not changing as much as possible, it is *improving* as much as possible, and Daughters of Ash fails horribly at this goal.
any idea why?
i tried to do it multiple times erasing the game and dowloading it fresh from steam.
Hopefully y'all learned from your mistakes, because if the full release of Nightfall follows the same philosophy of this mod, then God help whoever will be the unfortunate soul that decides to play it.
That is, if it ever comes out at all, ofc.