Many mods contain animation changes stored in the chr folder. The main file changed is the c0000.anibnd.dcx file, containing all the info for what happens during all player animations. This tutorial will show you how to merge different c0000.anibnd.dcx files together. This is much easier than regulation.bin merging and should take around 5 minutes once you get the hang of it.
NOTE: Unfortunately this merge process relies on the mod author saying what they edited inside the file. Creators, please list your edited TAEs in the nexus description!
Yabber Setup:
Yabber is a simple tool that allows you to unpack many Elden Ring game files into folders. (Not to be confused with Yapped, an old regulation.bin editing tool!)
- Download Yabber from this link: https://github.com/JKAnderson/Yabber/releases. Always download the "Yabber.X.X.X.zip", do not download the source code. Extract it to a folder.
- Open the folder you extracted it into.
- Copy the oo2core_6_win64.dll file from Elden Ring's directory(same folder that eldenring.exe is in), and put it into the Yabber "lib" folder.
- Run Yabber.Context.exe to register Yabber to your right-click menu for files. (if you don't want to keep it in your right click menu, just re-run the Yabber.Context.exe and unregister after you're done merging.)
Merging:
1. Now that you're ready to go with Yabber, you need to go to your main mod that you want to merge the new mod into. Go into the chr folder of the main mod and right click the c0000.anibnd.dcx file, and in the right click menu, select "Yabber". This will "unpack" the file and create a new folder called c0000-anibnd-dcx.
2. Now, go to the new mod's chr folder and right click that c0000.anibnd.dcx file and select "Yabber". This will create a c0000-anibnd-dcx folder here too.
3. Now that both files are opened up, you need to identify what .TAE(animation files) were changed in the new mod. This part takes some detective work. Look in the mod's nexus description for what TAEs were edited, check the comments, or ask the author if you can't find anything.
4. Once you've identified what TAEs were changed in the new mod, go to the new mod's c0000-anibnd-dcx folder and click into it until you get to c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae. This is where all the TAEs are stored. Copy all the ones that were changed, and paste them into the main mod's c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae folder. Click yes to overwrite.
5. Now that the new mod's TAEs are in the main mod's c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae folder, go back to the main mod's chr folder. Right click the c0000-anibnd-dcx folder and click on "Yabber" to "repack" that folder back into the c0000.anibnd.dcx file.
6. You should be good to go! Basically, what you just did was open up the new mod's c0000.anibnd.dcx, find the changed .tae files, and copy them into your main mod's c0000.anibnd.dcx. Nice job!
Things To Note:
- If both mods edit the same moveset, they cannot be merged. For example, Unbound Sword of Night and Flame and Lightblades are both edits to the straight sword moveset (a23.tae) so they cannot be merged together.
- There are sometimes other files to merge in the chr folder, such as c0000_a9x.anibnd.dcx. These contain barebones animation data. They're merged similarly but I'll make a different tutorial for them.
Thanks for reading, and please feel free to suggest improvements.
-Clever
30 comments
I know that just putting one in the merged folder when there's already an existing one will overwrite it, but is there a way I can like... either combine these or change the tae number to something else?
I know that the tae files themselves are just, essentially, folders with xml files in them. The xml files are able to be edited, but I've never seen anyone suggest: "So what you wanna do to merge tae files with the same number is to take the xml files from one and put it in the other or add the data in one xml script to the other."
The easiest option would likely be just changing the tae number to something else, but I... have not found a means to do that just yet. And with elden ring modding... it's never truly that easy, is it?
I'm trying to use the moveset mod with the map for goblins mod at the same time but they both have this file
Now, I was trying to merge your "Bloodstarved Spear" mod (taking it as the mod to add) with the "Graven Ax and Giant's Hand - Custom Trick Weapons" mod (This being the main mod) however at the time of using Yabber To unzip the c0000-anibnd-dcx file I get this error:
"
Decompressing DCX: c0000.anibnd.dcx...
Unhandled exception: System.FormatException: Unknown DCX format.
at SoulsFormats.DCX.Decompress(BinaryReaderEx br, Type& type)
at SoulsFormats.DCX.Decompress(String path, Type& type)
at Yabber.Program.UnpackFile(String sourceFile)
at Yabber.Program.Main(String[] args)
One or more errors were encountered and displayed above.
Press any key to exit.
"
I tried using Yabber with other mods to perform the same task and it worked without problems, do you know if there is any reason why it doesn't work with the "Graven Ax and Giant's Hand - Custom Trick Weapons" mod?
every time I right click on anything it shows up and I want to remove it