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.
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.
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?
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.
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.
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?
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?
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.
Weird thing: my dude won't dash and only rolls?! It worked perfectly the first time I installed it, but after doing a fresh install by clearing the Mod folder it doesn't anymore :(
yeah, some other players prefered the vanilla rolls so I reverted them to vanilla. I can upload an alternative file for the dashes though if you prefer them.
No problem, I will upload an alt file later. The cancel properties of othe dashes will be the same as the rolls though, but the animations will be different.
Ooooh, I thought my game install was breaking down...
Yes please! It would be greatly appreciated if there was an Optional download. Also, if it isn't too much to ask could you add another with Perfect Parry activated?
Hey, Im trying to merge only the attack animation cancel with instant dodge feature from IMCO to Clever's movesets but i can't seem to find which file/tae is responsible just for that feature, i tried to unpack both .anibnd.dcx from these mods and play around with TAEs swapping but no luck because im quite a dummy when it comes to modding.
Would be great if you can help me figure this out, Thanks :)
Unfortunately the earlier cancel is something that has to be done in every single animation tae, and it will conflict with any other mod that alters animation tae.
In other words, it is possible to merge with Clevers Modpack, but the amount of time and effort needed is just too much.
Greetings again. As far as I know, the Tainted Edition implemented the work of a deviation by pressing, and not holding the block. And how could i realize something similar myself?
You mean Deflecting? Its similar to how it works in IMCO (if using the provided csv), but in Tainted Edition I used the Deflect Hardtear effect instead, making it to work all the time from the start instead of a limited duration that depends on getting the item and activating it.
The hardtear effect is better because it is literally done by FS, so you can for example deflect quick hits sequences flawlessly. The IMCO deflect system (timed blocks) is more rough on the edges.
So, I suggest to use the Deflect Hardtear effect, editing it to be everlasting. If you want to make it active from the very beguinning, you can add a simple emevd instruction in the common.emevd.dcx file using DarkScript3.
Just write
SetSpEffect(10000, 102000);
in the
$Event(0, Default, function() {
...}
Of couse set Duration for that 102000 spEffect = -1
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!
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.
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?
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.
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.
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
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 :)
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.
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?
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.
811 comments
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.
[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?
Yapped is completely outdated and unsupported anymore.
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.
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.
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?
You can also open the provided regulation.bin with SBox, and then SpEffectParam > Search for Timed Block rows > Data > Export
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.
Weird thing: my dude won't dash and only rolls?! It worked perfectly the first time I installed it, but after doing a fresh install by clearing the Mod folder it doesn't anymore :(
Yes please! It would be greatly appreciated if there was an Optional download. Also, if it isn't too much to ask could you add another with Perfect Parry activated?
Cause I don't get how to do it with Smithbox.
Would be great if you can help me figure this out, Thanks :)
In other words, it is possible to merge with Clevers Modpack, but the amount of time and effort needed is just too much.
The hardtear effect is better because it is literally done by FS, so you can for example deflect quick hits sequences flawlessly. The IMCO deflect system (timed blocks) is more rough on the edges.
So, I suggest to use the Deflect Hardtear effect, editing it to be everlasting. If you want to make it active from the very beguinning, you can add a simple emevd instruction in the common.emevd.dcx file using DarkScript3.
Just write
SetSpEffect(10000, 102000);
in the
$Event(0, Default, function() {
...}
Of couse set Duration for that 102000 spEffect = -1
There will be many things that will work also though.
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!
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.
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.
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.
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.
after im done with that i'll jump into your Tarnished version mod.
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.