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  1. BelgerMod
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    New update compatible with latest Elden Ring 1.12 SOTE patch.

    From a pair updates ago, I have kept the possibility to early cancel the attack animations, but I restricted the possibility to cancel during the active hit frames for the fine tuned weapons. This reduces the freedom a bit, but avoids few oddities when cancelling some attacks. It also keeps the "attack commitment" a bit, so you still have to calculate when to attack, although not in a so rigid way as in vanilla.

    New features added: Timed Block mechanic and Weight Load added to light weight dashes.

    ****** INSTRUCTIONS FOR MERGING WITH OTHER MODS ******

    In order to merge IMCO modifications with other mods, you will have to merge:

    Animations files: These files are the TAE files you can find when decompressing the anibnd.dcx animations file with Yabber. They modify the speed of all attacks chains combos and the speed of some animations itselves, and also modify basic mobility actions.

    - TAEs from 00 to 16: Changes in basic mobility animations, like rolling, crouching, throwing daggers, blocking, etc. DO NOT MERGE THESE TAEs with mods that also use them for basic mobility actions, like ERReforged.

    - TAEs from 20 to 852: Changes in weapons attacks. Each TAE is a regular weapon category (some weapons share same attacks animations) or an special weapon one (some weapons have their own specific animations).

    Params files: There files are the.CSV files you can find when exporting params data with DSMapstudio after loading a regulation.bin. The params files control multiple aspects of the game.

    - SpEffectParam: this .CSV file sets special params, and in IMCO is needed for the Timed Block feature.


    Merging process:

    You will need both Witchy and DSMapstudio programs.

    For the animations:

    - Download Witchy from Github and paste it in your hard drive, no need to install anything. You can install it though for faster decompress process using integrated windows right click menu.

    - Go to your mod folder where the file anibnd.dcx is. If you are using Mod Engine 2, it will be inside the folder >chr.

    - Drag and drop this anibnd.dcx file into Witchy executable, or use windows right click menu integrated Witchy. Once the anibnd.dcx file is unpacked, you can erase it/move it elsewhere.

    - The new created folder c0000-anibnd-dcx is where all the TAE files are. Navigate into it until you can see the TAE files.

    - Now, go to the IMCO TAE folder you downloaded from Nexus. Copy the TAE files you want to replace with, and paste them over the previous generated TAE files. TAE from 00 to 16 are basic player movements animations, the rest are for the different weapons. Depending on the mod, you will replace all of them or just a few. For example, mods that only focus on magic attacks animations can have all the TAE provided replaced, but mods that also changes basic player mobility animations will need to keep the TAEs from 00 to 16 intact.

    - Once TAE are replaced, repack that c0000-anibnd-dcx folder with Witchy (drag and drop over witchy.exe or use right click menu) into a new anibnd.dcx file. That new anibnd.dcx file will have both mods TAE merged and compressed into it. Now you can also erase the uncompressed folder created with Witchy and just keep the new anibnd.dcx file.

    Dont forget to add the c000_a00_hi.anibnd.dcx (Sekiro Dash add on) in the same >chr folder as this new anibnd.dcx file is.

    For the params CSV files:

    - Download DSMapstudio from github or discord ?ServerName? server and paste it in your hard drive, no need to install anything. 

    - Open DSMastudio executable and create a new project (>File >New Project). Select the same folder as your merge regulation.bin is. Select game executable.

    - Go to >Param Editor and in the params sections (the one in the left) select the param that matches the name of the CSV you are going to merge. For IMCO you will have to select spEffectParam.

    - Go to >Edit >Import CSV >From File... >All and select the provided IMCO SpEffectParam CSV file. Make sure you selected the correct delimiter ";" in Import options.

    Done, you have merged both mods.
    1. Shibooo
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      Hello, how do I import the csv file for time-blocked feature, when I do that, it said "CSV has wrong number of values" even though I choose the right Param (SpEffectParam). I use smithbox instead of dsmapstudio because it hasn't been updated yet.
    2. BelgerMod
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      The old spEffectParam csv files dont work anymore, I have included new updated ones in the updated IMCO zip file, inside \mod folder.
    3. SotiCoto
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      Is this DSMapStudio thing a replacement for Yapped Runebear?  I mean does it edit regulation.bin?

      [Edit]:  The Github page for it (this one) says it isn't compatible with the latest version of Elden Ring yet...   so... do you have a special version that is compatible?  
    4. BelgerMod
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      Yeah, DSMS is still not updated, but there is a DSMS fork called Smithbox that already works with ER 1.12.

      Yapped is completely outdated and unsupported anymore.
    5. genepoz
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      The new csv file doesn't work either, its giving me that same error "CSV has wrong number of values"
    6. BelgerMod
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      Ill take a look and upload later
    7. SotiCoto
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      Do old CSV files generated from Runebear in past versions of the game load correctly into Smithbox? 

      I had that mod which makes arrows fly faster and whatnot, and I extracted a CSV of the relevant table before updating the game. 
      In case it doesn't work, I've backed up the entire old Elden Ring v1.10 folder to an external drive and should be able to check things manually.   I definitely want to try and transfer my old regulation.bin values from 1.10 to the current version. 
    8. BelgerMod
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      From Yapped Runebear, most probably not, its outdated long time ago.

      But it will depend on the param category, some categories have not changed over time. Others got changes that make old csv not compatible with new one.

      Smithbox has an upgrade tool, iirc, so you can load an old regulation.bin and make it up to date, but incompatible cvs files will just be rejected.

      I also increased arrows & bolts speed in ERTE mod, so you can take ERTE regulation.bin and export all players arrows & bolts bullets in Bullet param category, in case your old mod doesnt work.
    9. SotiCoto
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      Neat.  I'll have to recheck the old arrow mod.  I think it also had sneak attack modifiers on ranged attacks or somesuch.   
    10. sd9099
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      I still got the old  "CSV has wrong number of values" error when using Smithbox.
    11. SotiCoto
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      I think if you're getting CSV has the wrong number of values, you have the wrong param section selected. 
      You have to click SpEffectParam and have it highlighted before trying to import the CSV. 

      That said, I've realised that the arrow speeds and stuff were in the Bullet section, and the CSV for this only covers SpEffectParam...  isn't that right? 
    12. BelgerMod
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      Yeah, the bullet thing is on my other mod, the big overhaul ERTE (ER Tarnished Edition).
    13. BelgerMod
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      Check the separator for the csv values selected (Data > Import > ; or , )
    14. MT92RPGLVR
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      The updated timed block CSV still doesn't work for importing, I'm using Smithbox and your most recent upload. Rest of the mod works fine. Could you possibly make an optional download version of the mod with the timed blocks already integrated?
    15. BelgerMod
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      Did you check the Data > Separator > ; thing?

      You can also open the provided regulation.bin with SBox, and then SpEffectParam > Search for Timed Block rows > Data > Export 
    16. MT92RPGLVR
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      Thank you very much, that did the trick. My delimiter was set to comma by default
    17. BelgerMod
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      Try checking the selected Delimiter in the import menu, it needs to be ; for the provided csv file.

      If it still gives you same error, it could be that the csv is outdated. You can use the latest IMCO regulation.bin to export the updated spEff, just do a search for Timed Block and export all returned rows.
  2. Sasha48alfa
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    I do not know why, but for some reason zweihender does not have animation of light attacks when combined with Reforged.
    1. BelgerMod
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      Reforged is not merging friendly at all, you will get many issues when trying to combine with any other mod, even with IMCO.

      There will be many things that will work also though.
    2. Sasha48alfa
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      Thanks for the answer. Where i can find the zwaihander animations? I want try fix this.
    3. BelgerMod
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      Zweihander unique anims are in tae 135 in vanilla, dont know if Reforged changed this.
    4. Sasha48alfa
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      thanks
  3. coolwhipcool
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    Hey Belger,

    Great work with this mod, definitely enjoy it more than vanilla ER.

    I've removed the Sekiro dash animation file and reverted back to dodge rolls, but the distance is still increased by about 25% compared to base game dodges. Do you know what could be causing this and how I might go about changing it? Thanks mate!
    1. BelgerMod
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      Ah you are right, I added a root motion boost to those anims to match the vanilla travelled distance.

      To reverto to vanilla, you will need to use Dark Souls Anim Studio. I think the free version will work just fine.

      Download it from Github, open the c0000.anibnd.dcx file inside \mod\chr folder, go to the very first tae category a000 and edit the tae anims 27101, 27102, and 27103 (light rolls), deleting the events BoostRootMotionToReachTarget.
    2. coolwhipcool
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      I will give this a go later, thanks so much! Did you add the root motion boost to medium rolls as well? Because that's the build dodge that I was referring to as having added distance. Do you know the tae anims for medium rolls?
    3. BelgerMod
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      Yeah indeed I forgot I also added BoostRootMot to med and heavy dodges. Anims tae Ids are 27110 to 27113 and 27120 to 27123
    4. coolwhipcool
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      Thanks so much mate!
  4. mzcc1227
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    嗨,我一直在找这个功能【部分攻击动画已加速】终于找到了!您能告诉我这个功能是怎么做到的吗?它快了多少?如果我想加速所有武器的攻击,我需要更改哪些文件?或者你会单独制作一个功能?哈哈!我想一个人做这个,非常感谢!
    1. BelgerMod
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      Hi, they way I used was to edit manually each one of the Time Action Events (animations TAE) using Dark Souls Animation Studio (DSAS Beta 5) to open the unpacked c0000.aninbnd.dcx file.

      It took me months of work to adjust each one of the TAE, but probably there is a way to mass edit them using some kind of script. I just dont know coding so I took the brute force rute lol.
    2. mzcc1227
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      非常感谢你,兄弟。我想我也会执行蛮力规则。哈哈,多么艰巨的工作啊!
  5. woooaaaaw
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    Is there any way to only get the animation cancel, the dashes seem too strong. 
    1. BelgerMod
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      You can get rid of the c0000_a00_hi.anibnd file inside \mod\chr folder, and dodge animations will revert to vanilla. The light weight ones will keep the IMCO edited cancel properties though.
  6. HickoryChan
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    when i install the mod everything is fine aside from the sound. for whatever reason when i hit a timed block the games audio will start lagging and cutting out not sure if there is a fix for this yet 
    1. BelgerMod
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      This shouldnt happen at all, did you merge with any other mod?
    2. HickoryChan
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      no i havent just the vanilla game with mod engine 2 and imco
    3. BelgerMod
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      Weird, I have just tested latest update, and wasnt able to replicate that issue.
    4. HickoryChan
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      yeah my bad turns out it was my controller lol, thanks for taking the time anyways. genuinely one of best mods ive ever played with though and tarnished edition is super great so far. keep up the solid work :)
    5. BelgerMod
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      Nice to know!
  7. Serzet
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    Amazing mod. Adds alot of much needed mobility to the game. Just wanna report a weird bug, for some reason black flame tornado has red flames in addition to black flames too. Doesn't actually affect gameplay but it looks a bit odd.
    1. BelgerMod
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      Thanks for the feedback, ill take a look at it and fix as soon as possible.
  8. RazzeK
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    Btw did you edit every single animation by yourself or is there somekind of "mass edit" in dsanimstudio?
    Im asking this beacuse im swapping 1h weapon attacks with the 2h attacks (so the idea is that i can use spells/incants while using 2handed attacks without two handing the weapon)

    I figured everything out already but would there be a way to like mass edit or replace all of the animations faster rather then one by one? 

    just curious how you managed to make IMCO. 
    1. BelgerMod
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      I edited them manually, one by one. Yeah, its a crazy task lol.

      SmithBox has also a basic tae editor, maybe it has some kind of mass edit feature, but I cant say for sure, I just use DSAS for the animations tae.
    2. RazzeK
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      Thanks for the quick answer and also for your work. IMCO is amazing i merged it with Reforged and currently on a playthrough.

      after im done with that i'll jump into your Tarnished version mod. 
    3. BelgerMod
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      Nice to know! I didnt finish IMCO yet, there are still some SOTE weapon arts and spells that have not been edited. But Im so busy with ERTE that I didnt have the time to finish it.

      ERTE can be quite difficult and demands player to use all resources available, but if you are already used to Reforged higher difficulty levels, it will not be too harsh for you.
  9. RazzeK
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    Would it be possible to make perfect block apply a bit of stagger damage with dsmapstudio / smithbox ?
    1. BelgerMod
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      It is, but its also a somewhat convoluted process. It is better to just merge IMCO with one of those Sekiro Deflect mods that use hks edits.
  10. RazzeK
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    This includes the DLC weapons and moves aswell right?
    1. BelgerMod
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      All weapons and many Weapon Arts. There still are some unedited Weapon Arts,  I will edit them once I finish adding new weapons to ERTE mod.
  11. Kaplou
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    I'm currently trying to see if I can get Sekiro Deflection and IMCO to work together. Merging the bins was fairly straight forward, but merging the animation files is a bit more involved and I lack the info I need to do it. All I need is a list of all the animations touched by IMCO found within c0000.anibnd.dcx and c0000_a00_hi.anibnd.dcx. with that I can begin the transplanting process. If you could provide me with that I would be most grateful, and thanks for the baller mod!
    1. BelgerMod
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      basically, all weapons, weapon arts, and spell animations and many base player movements animations (crouching, dodging, blocking etc) in the c0000.anibnd.dcx.

      in the _hi one i just replaced the dodges hkx animation files 27100 to 27123