I am still not sure about doing commissions right now or anything yet, depending on how much work someone would want or how many little tweaks, as it is sort of like pulling on a thread with a mod like this, but if anyone wants to chat with me or hang out, I am in Nelo's Den of Evil Discord. A good place to go if just looking to expand on DMC gameplay in general.
you can have your time, its not something for today still i would need your name its not that much btw - SDT Combo A in human Form - Rising Sun - Aerial Rave Sounds interesting
I would love to do that but this mod is built on an already complex mod like Neo Vergil with my own edits to it. It would take some time make single options like that even in REFramework bhvr tree. I would consider in the future making full variants of the move list but for right now I am just going to let people play it as is.
Hi, I've tried to install your mod but it's the first time I've used any mods that required to use the behavior tree editor and I can't seem to get it to load any .json file at all (when I click "load" nothing shows up), how can I get this mod to work?
Nevermind, after a couple minutes I solved the problem on my own, this mod is by far the best one I've played that changes vergil's moveset. I've always been looking for dmc3 vergil control imitation/replication mods, and you completely managed to bring the playstyle back perfectly. Thanks for the mod!
If installing the moveset it with Fluffy doesn't work, just manually put the .json files in steamapps/Devil May Cry 5/reframework/data/bhveditor , then open the game and try to load the moveset in behavior tree editor then it should work.
This is awesome. I love the minute tweaks you've made to his kit, and how you've seemingly blended his moveset from 3 into his 5 moveset without removing anything. I can tell that a lot of effort and time went into this mods creation.
A few things I did notice was that when I used stinger/air stinger, starfall, reflection and helmbreaker, Vergil will freeze at the start of the animation, like he's stuck in the air with the vfx and hit box still going. It can be tricked out of so it's not the worst bug, but it makes all those attacks completely unusuable.
I think the air lunar phase doesn't track correctly in the way that the last kick will never land because the enemy is still juggled in the air.
When Vergil tricks backward to land the straight punch, if you only trick backwards and don't input the punch, the camera will zoom out then back in really quickly. Definitely the least of the problems.
It might seem like I'm only complaining, but I genuinely do love this mod, and wanted to give some (hopefully) constructive criticism. Thank you for your hard work. I'm excited to see if/when you release any other projects.
Can anyone tell me how to load the moveset ingame? Where do i place the file that Behaviour Tree needs and how do i load it within the game itself? Nothing seems to work for me.
purely from a 'gameplay altering mod view', i find this mod decent at best, as - IMO - there are too many things/changes that i dont really like however for a mod that tries to combine/replicate dmc3/4/reboot vergil's behaviors, i think this does an at least decent job
since you have the power to create new inputs, conditions and in general: new movesets - i'd like to see you try creating an overall enhanced moveset for vergil, one that does not focus on trying to replicate previous behaviors, but one that focuses on giving him as much immediate access to his key moves as possible
i actually have some ideas that i'd be willing to share with you, should you have any interest in that whatsoever
37 comments
Maybe we can talk about a mod commission
still i would need your name
its not that much btw
- SDT Combo A in human Form
- Rising Sun
- Aerial Rave Sounds interesting
Aerial Rave Restored
Aerial Rave B
Rising Sun
do u think you can make a can use SDT Combo A in human form for vergil
A few things I did notice was that when I used stinger/air stinger, starfall, reflection and helmbreaker, Vergil will freeze at the start of the animation, like he's stuck in the air with the vfx and hit box still going. It can be tricked out of so it's not the worst bug, but it makes all those attacks completely unusuable.
I think the air lunar phase doesn't track correctly in the way that the last kick will never land because the enemy is still juggled in the air.
When Vergil tricks backward to land the straight punch, if you only trick backwards and don't input the punch, the camera will zoom out then back in really quickly. Definitely the least of the problems.
It might seem like I'm only complaining, but I genuinely do love this mod, and wanted to give some (hopefully) constructive criticism. Thank you for your hard work. I'm excited to see if/when you release any other projects.
What is the "behavior tree addon"
I've never heard of it?
however
for a mod that tries to combine/replicate dmc3/4/reboot vergil's behaviors, i think this does an at least decent job
since you have the power to create new inputs, conditions and in general: new movesets - i'd like to see you try creating an overall enhanced moveset for vergil, one that does not focus on trying to replicate previous behaviors, but one that focuses on giving him as much immediate access to his key moves as possible
i actually have some ideas that i'd be willing to share with you, should you have any interest in that whatsoever