Hi all, I'm trying really hard to get this mod to work but it just isn't working. I got a PC to mod my games but this is so hard. I have the error msg "Error: FogMod dist/DS1R subdirectory is missing". Which doesnt make sense cause I moved my DSR into the FogMod folder in the steam games folder. The location is "D:\Steam\steamapps\common\DARK SOULS REMASTERED\FogMod_v0.3\dist\DS1R\DarkSoulsRemastered.exe". Please help me.
Hi all, trying to apply Fog Gate Randomiser with other mods in PTDE and can't seem to find the right order to get everything to work together.
The mods I want to use are:
Item Radomiser Enemy Randomiser Paramdomiser Fog Gate Radomiser
The above order works fine on Remastered but on PTDE applying the additional mods seems to overwrite other mods rather than stacking. I've tried a few different orders, including enemy->item->fog as mentioned previously, but either I end up with randomised Fog Gates but normal enemies, or randomised Enemies and no Fog Gates.
Anyone able to get the above to work mods to work together with PTDE? (I've played Remastered a lot randomised but managed to get a unredeemed GFWL key on Steam for PTDE so wanted to try on that was well)
I love this mod, however, I wish it had a hint/cheat sheet for when you get lost, like with the item randomizer. That would be a massive help. Also would be nice to have additional options for enemy scaling.
not sure if this is a known issue or if there is a way to fix, but there appears to be a dark souls 2 style effect where my maximum hp decreases on death?
I should mention I have Major PvP fog gates enabled which might affect this.
I'm stuck mainly due to these areas: Quelaag's boss area, Anor Londo cathedral and start (not the middle section with the bridges), darkroot_stone, the post-gold-fog-gate area before Nito, and the phalanx area in the Painted world. I've attached a diagram of the connections to make this clear, with a more in depth explanation below. It does certainly seem like softlocking is possible: https://imgur.com/a/cQuYioM
So this is how it works: - blighttown_quelaag connects to anorlondo_start (Golden fog gate leading to Duke's Archives) from the front and to anorlondo_cathedral (To O&S) from the back. So blighttown_quelaag is only accessible from the O&S fog wall and from the gold fog wall leading to Duke's. - anorlondo_start (From Anor Londo back to Sen's) connects to anorlondo_elevator1 (After O&S on left side). However, this connection is within Gwynevere's area, not inside of O&S's boss room (all three fog walls within O&S's boss room lead to other irrelevant places. The right door just leads to itself lol.) - anorlondo_elevator2 (the other door within Gwynevere's area) leads to darkroot_stone (To Moonlight Butterfly), which then leads to paintedworld_priscilla, which is otherwise unaccessable (cannot be reached by going backwards as paintedworld_priscilla then leads to anorlondo_painting, which, when activated with the doll, takes me to dukes_prison). - The fog wall within the phalanx area in paintedworld is accessible only through totg_lordvessel (Golden fog gate), and the other fog wall to Nito leads to anorlondo_building. - The only other way to access anorlondo_building is through anorlondo_cathedral, which as stated before, cannot be accessed unless going through blighttown_quelaag or through anorlondo_start, which as stated, is locked within Gwynevere's area. - The elevator up to anorlondo_start cannot be activated unless touched, so there's no way to get there from anorlondo_main. - The painted world is the only logical starting point which then leads to all other areas but that area is blocked by a fog wall which is required to go through to be able to open the big doors next to the bonfire and 3 hollows.
I wracked my brain for 2 hours trying to figure this out after becoming totally lost. There's no way this isn't how it works considering I read through the spoiler logs top to bottom multiple times.
Anyway, thanks for taking the time to read this. Hopefully this helps future players somehow.
System.Exception: Failed to load D:\SteamLibrary\steamapps\common\DARK SOULS REMASTERED\map\MapStudio\m18_00_00_00.msb: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at SoulsFormats.MSB1.FindName[T](List`1 list, Int32 index) at SoulsFormats.MSB1.Event.SpawnPoint.GetNames(MSB1 msb, Entries entries) at SoulsFormats.MSB1.Read(BinaryReaderEx br) at SoulsFormats.SoulsFile`1.Read(String path) at SoulsIds.GameEditor.Load[T](String relDir, Func`2 reader, String ext) at SoulsIds.GameEditor.Load[T](String relDir, Func`2 reader, String ext) at FogMod.GameDataWriter.Write(RandomizerOptions opt, Annotations ann, Graph g, String gameDir, FromGame game) at FogMod.Randomizer.Randomize(RandomizerOptions opt, FromGame game, String gameDir) at FogMod.MainForm.<>c__DisplayClass13_0.<Randomize>b__0()
I even took the advice from here to install the enemy randomizer before all others. Enemy and item work together, but this refuses to work with it
I keep getting System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at FogMod.GameDataWriter.Write(RandomizerOptions opt, Annotations ann, Graph g, String gameDir, FromGame game) at FogMod.Randomizer.Randomize(RandomizerOptions opt, FromGame game, String gameDir) at FogMod.MainForm.<>c__DisplayClass13_0.<Randomize>b__0() every time no matter how many times i re randomize it
Can you create some workaround if for when you get Tomb of Giants as the initial level? Either give the player some kind off light source given if you get it, or make it so Tomb of Giants can't be the first thing you get
99 comments
The mods I want to use are:
Item Radomiser
Enemy Randomiser
Paramdomiser
Fog Gate Radomiser
The above order works fine on Remastered but on PTDE applying the additional mods seems to overwrite other mods rather than stacking.
I've tried a few different orders, including enemy->item->fog as mentioned previously, but either I end up with randomised Fog Gates but normal enemies, or randomised Enemies and no Fog Gates.
Anyone able to get the above to work mods to work together with PTDE?
(I've played Remastered a lot randomised but managed to get a unredeemed GFWL key on Steam for PTDE so wanted to try on that was well)
I should mention I have Major PvP fog gates enabled which might affect this.
I'm stuck mainly due to these areas: Quelaag's boss area, Anor Londo cathedral and start (not the middle section with the bridges), darkroot_stone, the post-gold-fog-gate area before Nito, and the phalanx area in the Painted world. I've attached a diagram of the connections to make this clear, with a more in depth explanation below. It does certainly seem like softlocking is possible: https://imgur.com/a/cQuYioM
So this is how it works:
- blighttown_quelaag connects to anorlondo_start (Golden fog gate leading to Duke's Archives) from the front and to anorlondo_cathedral (To O&S) from the back. So blighttown_quelaag is only accessible from the O&S fog wall and from the gold fog wall leading to Duke's.
- anorlondo_start (From Anor Londo back to Sen's) connects to anorlondo_elevator1 (After O&S on left side). However, this connection is within Gwynevere's area, not inside of O&S's boss room (all three fog walls within O&S's boss room lead to other irrelevant places. The right door just leads to itself lol.)
- anorlondo_elevator2 (the other door within Gwynevere's area) leads to darkroot_stone (To Moonlight Butterfly), which then leads to paintedworld_priscilla, which is otherwise unaccessable (cannot be reached by going backwards as paintedworld_priscilla then leads to anorlondo_painting, which, when activated with the doll, takes me to dukes_prison).
- The fog wall within the phalanx area in paintedworld is accessible only through totg_lordvessel (Golden fog gate), and the other fog wall to Nito leads to anorlondo_building.
- The only other way to access anorlondo_building is through anorlondo_cathedral, which as stated before, cannot be accessed unless going through blighttown_quelaag or through anorlondo_start, which as stated, is locked within Gwynevere's area.
- The elevator up to anorlondo_start cannot be activated unless touched, so there's no way to get there from anorlondo_main.
- The painted world is the only logical starting point which then leads to all other areas but that area is blocked by a fog wall which is required to go through to be able to open the big doors next to the bonfire and 3 hollows.
I wracked my brain for 2 hours trying to figure this out after becoming totally lost. There's no way this isn't how it works considering I read through the spoiler logs top to bottom multiple times.
Anyway, thanks for taking the time to read this. Hopefully this helps future players somehow.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at SoulsFormats.MSB1.FindName[T](List`1 list, Int32 index)
at SoulsFormats.MSB1.Event.SpawnPoint.GetNames(MSB1 msb, Entries entries)
at SoulsFormats.MSB1.Read(BinaryReaderEx br)
at SoulsFormats.SoulsFile`1.Read(String path)
at SoulsIds.GameEditor.Load[T](String relDir, Func`2 reader, String ext)
at SoulsIds.GameEditor.Load[T](String relDir, Func`2 reader, String ext)
at FogMod.GameDataWriter.Write(RandomizerOptions opt, Annotations ann, Graph g, String gameDir, FromGame game)
at FogMod.Randomizer.Randomize(RandomizerOptions opt, FromGame game, String gameDir)
at FogMod.MainForm.<>c__DisplayClass13_0.<Randomize>b__0()
I even took the advice from here to install the enemy randomizer before all others. Enemy and item work together, but this refuses to work with it
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at FogMod.GameDataWriter.Write(RandomizerOptions opt, Annotations ann, Graph g, String gameDir, FromGame game)
at FogMod.Randomizer.Randomize(RandomizerOptions opt, FromGame game, String gameDir)
at FogMod.MainForm.<>c__DisplayClass13_0.<Randomize>b__0() every time no matter how many times i re randomize it