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It seems as though the tool I use to develop the mod (DSmapstudio) has not yet been updated to support the new DLC, so I am unable to begin troubleshooting issues at this time. According to comments and my own initial launching of the game, the DLC may cause issues with this mod possibly including but not limited to: messed up character faces; incorrect footprint patterns and sounds; anything else pertaining to the regulation.bin file (almost everything). Uninstalling and reinstalling ModEngine and this mod's files themselves may or may not resolve some issues / introduce new ones. I can make no promises.
As far as I know, there is no ETA on when DSmapstudio will be uptated, but I will be keeping tabs on its status and begin updating this mod as soon as possible.
As always, I thank you all for your patience and your support for my work :)
My hope is that I'll find the motivation to update the mod after the new DLC comes out. But that's what I said last time, and, well.... Here we are.
Basically, what you gotta do (in theory) is take the .csv files for this mod, load up a fresh copy of the game into smithbox or mapstudio, then import the .csv files. Save your work, then export the new regulation.bin file and replace the one from my mod with it. Then install my mod normally (but with the new regulation.bin file you made) and it should just work.
The problem is, when I tried to import the .csvs, it wouldn't let me do it and gave me some sort of "invalid parameter count" error or something.
Meaning the only way to patch the mod at that point would have been to go back and spend hours MANUALLY re-entering all the changes I made the first time. Which I really didn't wanna do.
All fun stuff to discover for myself which I am sure was already known.
Thanks!!!!
if anyone knows the method to get this mod working on 1.16, please let me know.
Is it possible if you could make a guide as to how you went about doing this mod as I may be interested in doing this myself (or at least, make changes for a few particular leg gear that I like and change the 'dirty feet' texture, wherever that is).
Best wishes!
Then you're gonna need a program to edit the game registry. The tool I used was DSMapStudio. However that is not updated to support the DLC, and the alternative tool Smithbox was throwing weird errors when I tried to import my CSV files to update the mod. This step is the reason progress stopped dead in the water. Cus my enthusiasm for the project died after like a month (and these tools still have not been updated to this day as far as I know)
Now, you're gonna need Yabber+ to unpack the individual model files into their component parts (meshes, textures, etc.), and FLVEReditor to actually edit those files. You will need some weird program called BloodBorneModelV3 to convert the FLVER files into SMD files that can be loaded into Blender. I couldn't find this program on the internet, so the best I can do is tell you to look on the ?ServerName? discord server, or I can send you the .exe file directly if you add me on discord. Tho it is just a lonely .exe file so it can be kinda sus. Finally you will need Blender to produce the fine-tuned, clipping-free edits I made, and a plugin that will enable Blender to load the smd files you converted with the weird program.
For the rest of this you may wanna join that discord server and watch some tutorials, cus I cant type up the ENTIRE process here. I'll just give you the main bullet points.
Find the armor you want to edit via its ID. Unpack it with yabber, load the flver into flver editor, go into the textures tab and copy every texture field to the clipboard. Take the flver and convert it to SMD. Load the SMD into Blender. Go to the UV Texture maps (I think thats what its called), mirror it along its Y axis and line it up to the bottom left corner of the canvas (I think its the bottom left anyway, memory hazy.) After that, go into mesh mode and make any deletions / morphs to the mesh you want, but whatever you do **do not add anything new to the mesh whatsoever or you will break the textures.** After that, save the SMD and load up a blank FLVER file. Import the SMD into the flver file, and paste all the texture entries you copied earlier back in. Save the FLVER, repack the model with Yabber, then drop the modded file into the "parts" folder of modloader like you would install any mod.
I may have missed some details but that's the gist of it. If you end up trying it and hit a snag, feel free to ask me any questions. I may not be making progress on the mod but I log in and respond to comments fairly often.
Have not played the dlc yet because of this mod, would love to do so since its been quite a while from the dlc update :P
If I'm being 100% deadass, progress has been slow (non existent) because I've been absorbed in other games as of late.
As for the param modification magic, basically all you need to do is download UXM to unpack the game files, then download DSmapstudio or Smithbox, then download this mod's CSV files, import them into their respective places, save your changes to generate the regulation.bin file, install this mod, then replace this mod's regulation.bin file with the one you generated by importing CSVs.
The problem I ran into was the fact that Smithbox was unable to read one of the CSV files, and I simply did not (and currently do not) have the energy to go in and manually redo everything I already did.
As for a fixed version... I'd love to be all professional and say "a fix is on the way ASAP" like I used to say, but realistically, a fix will probably come as soon as I get hit with the craving to play Elden Ring again. Which only god knows how long that will be. Especially with my work being way crazier than it was back when I initially developed this mod.
Or if an update rolls out for Smithbox or DSmapstudio. If I can finally import my CSVs and not have it slap me with an error code, It should only take me like 20 minutes to patch the mod to work with the DLC.
When I typed this, I just tried it again with the latest version of Smithbox. It still spat out an "incorrect number of fields" error when trying to import the CharaInitParam.CSV file.
If you wanna take a crack at patching it tho, I'd be more than happy to answer any questions you have to the best of my ability.
And I should emphasize just how much of an undertaking that would be. For editing the armors, all you have to do is edit the *armor* mesh and delete the shoe part. Then copy paste the existing textures back onto it (which is infinitely simpler than applying textures to NEW material). Simple as. All player characters and human NPCs use the same base model, so editing the armor for one works for all.
Enemies and NPCs that don't use the base human body are different. They have completely unique models. There's nothing under their clothes because they don't have a base body like player type NPCs do. So, not only do you have to delete the shoes off the mesh in blender, you also have to copy paste the feet from some other mesh, paste them into the mesh, line them up with the rest of the leg, resize them so they're a reasonable size for how big the person is, tie the mesh to the existing bones of the model so they actually move with the animations, and finally bring in a completely new texture file (copy pasted from wherever you got the feet from) and apply it to this new data within the mesh, and pray that it A: recognizes the new textures at all and doesn't appear as chrome or bleach white, and B: pray it doesn't cause the rest of the textures to go all haywire and busted. This last part is where I failed at.
And you would have to do this entire process for every. single. last. entity you wish to make barefoot. As far as I'm aware, some of the spirit ashes use the base body, so making them barefoot would be as simple as tweaking some things in the param files. But the rest of them use unique models. Iunno about any of the DLC NPCs and enemies tho. I have not played it yet. No clue if they use the base body or not.
tldr: yeah its possible but it would take weeks and be a complex, donkey-kick level headache to make work. And I straight up lack the skill to pull it off.
Imean sheeeit... If you've gotten the mod to work with the dlc, you've made more progress than I have. I should be the one asking you for advice. I admit my ass has been slacking hardcore lately.
I doubt whether the DSMapstudio is gonna update, seems Smithbox'll take it's place.