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TheWideMurloc and Magsarion

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About this mod

Extensive overhaul focused on maintaining the developer-intended experience while smoothing out its rougher edges

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Elden Ring is great. Fantastic, I would say. That doesn't mean it's perfect, though. There's plenty of things that are fucked up about it, and not just in the way that some mechanics are intentionally obtuse for the friction it creates. Some things detract from the experience without adding anything in return. Lets call them "little fuckenations".

Where most overhaul mods seek to introduce a new experience to the game, I sought to take Elden Ring as the game was intended to be experienced, and make that experience more palatable. I wanted to make a mod that simply take's the wheel that is Elden Ring, and give it tires, not to reinvent the wheel entirely. content and mechanics changes are minimal, and most of the changes are found in balance, quality of life, fixes, and reverting negative changes that were adopted by the series as it grew.

I took the little fuckenations...and I defuckenated them...BWAAAAAAAH *roll credits*

Throughout the process of making this mod, I tried to keep the new player experience in mind. That means this mod is friendly to new players, so encourage your friends who you wanna get into souls to play this mod with you through seamless coop.

WHATS THAT MEAN??
scroll down to where it says this to see the full features list!
  v v
Full List of Changes:
For spoiler free changelog, read only the yellow text. The white text is an elaboration of the listed change, and its reasoning

Testimonials

"The single greatest mod for a video game ever devised in our history as a species. Elden Ring Defuckenated changed my life forever, and I can never go back"
-Abraham Lincoln 10/10

"My wife contracted cancer last month, and the doctors gave her less than a week to live. We sat down together and played Elden Ring Defuckenated in Seamless Co-op, and the cancer miraculously disappeared. I can not thank Elden Ring Defuckenated enough"
-Noah, the guy who built the ark 10/10

"This mod is a gift from the heavens. Blessing us with somehow superior game quality in a game that already blew everyone away."
-Keanu Reeves 9/10

"It's pretty good"
-Napoleon Bonaparte 9/10

"I loved the part where the tarnished went 'its defuckening time' and defucked all over malenia"
-Asmongold 10/10

"I'm the master chief, and this is my favorite mod on the nexus"
-Doom slayer, 9/10



About Multiplayer:
I recognize that this mod forcing you into the offline or seamless coop pool is a turn off that may not be offset by a mere "vanilla +" mod. As such, I think it would be a good idea to decide on a password here for use with seamless coop, to allow people using the mod to play together in random co-op. Follow the instructions for installing Seamless Co-op with Modengine linked below to use this mod in seamless coop, and set your password to the following:
Defuckenated
Simple, easy to remember, could even be guessed if you don't read this part of the description. Perfect for trying to get a "random coop" thing going. Granted, the way seamless works, it's more queue based than it is random, so opening your world to wanderers might take quite a bit longer than joining another world, but it's a hell of a lot better than nothing.
You can also, of course, set a private password for private lobbies as well. I just wanted to put forward a suggestion for random coop.


Installation:

For Current version:

Install modengine2 anywhere on your computer

Download ER defuckenated and,
if you're using seamless co op, the seamless coop config file as well.

Extract ER defuckenated to your modengine folder, so the "mod" folder from the download is in the same place as the "mod" folder provided by modengine


If using Seamless Co-op: Make sure the contents of the Seamless Co-op FOLDER (which contains all the dlls and settings) are copied or moved out into the base
modengine folder alongside all the other dlls, if they aren't already. Extract the Seamless Co op config file to the same location, and click "yes" when it asks to replace files

Launch the game through modengine2's bat or exe when you want to play with the mod on.


For versions prior to the DLC update (1.12):
Recommended:
Follow the instructions in this link to install seamless coop alongside modengine 2 and Elden Mod loader. Seamless coop only works with mods if installed via the method detailed in the link.
https://www.nexusmods.com/eldenring/articles/94
Then drop the contents of the "mod" folder into the same location your Mod engine's "mod" folder was placed
And drop the contents of the "mods" folder into the same location your Mod Loader's "mods" folder was placed


Just the mod please:
If you change your mind on seamless coop later, you will need to uninstall the game, clean the game folder out, and reinstall, so I recommend just doing the above, but if you're set on just the singleplayer Defuckenated mod:
Install Modengine 2 and Elden Mod Loader (yes, both):

https://github.com/soulsmods/ModEngine2/releases
https://www.nexusmods.com/eldenring/mods/117
Then drop the contents of the "mod" folder into the same location your Mod engine's "mod" folder was placed
And drop the contents of the "mods" folder into the same location your Mod Loader's "mods" folder was placed



Known issues:
All features tied to Erd Tools (currently just Crafting in combat, and Map Scroll speed changes) will not function alongside Seamless co op.
When I see an update to either 2 mods that fixes this issue, I'll add it to this mod so it can all work again.

Guard counters can be kind of finnicky
due to the deflect addition. It seems more consistent when you let go of block before doing the heavy attack, which may help if you are having problems.

Some people report that the Posture Bar is not working properly for them
I can't replicate the issue to know of a certain fix, but others have reported success in the following methods:
Installing Elden Mod Loader, and loading posturebarmod through that instead.
Adding in a longer load delay in mod_loader_config.ini (I.E. Changing it from 5000 to 7500



Full List of Changes:

For spoiler free changelog, read only the yellow text. The white text is an elaboration of the listed change, and its reasoning

Gameplay and Quality of Life:

Deflects from Sekiro (Timed blocking) has been added to block startup frames.
When pressing the block button at the same time the enemy's attack lands, it will reduce the stamina cost of the block, and negate the chip damage from a weapon block, while dealing posture damage to the attacker, contributing towards a stagger riposte. Deflecting while out of stamina will also prevent you from being guard broken, but missing the timing will leave you vulnerable. A posture bar now shows up under enemy health bars to accompany this new addition
This was done for 2 reasons:
1. A few bosses, mainly malenia, feel very specifically made to be bosses you counter using deflects...it's just malenia, I'm adding deflects because of malenia.
2. The Deflect system in sekiro was fun as hell. To be clear though, this does not replace parrying, and serves its own niche as a lower risk but lower reward version of parrying.
The guarding tutorial has also been edited to explain deflections for new players
(an unintended side effect is that deflecting an attack counts as a rally with malenia's rune active. I see this as a happy little accident. I like how it feels and probably wont fix it)

The changes behind the scenes end up making guard counters harder to pull off since the reeling animation can be interrupted to perform another block, which is where the flags for changing a heavy attack into a guard counter are found. The time frame for doing a guard counter has been increased to compensate for this. It's more consistent when you let go of block before doing the heavy attack.



FP regenerates slowly

The old system was severely detrimental to early game pure casters, moderately problematic for hybrid casting/melee builds, and even still, annoying at best for endgame casters needing to sacrifice heals to continue casting. Now a pure caster can attack their enemies without completely relying on flasks, which are in very short supply in early game, and cost a lot of your red flasks in late game, while hybrid (and even physical) builds can use their weapon skills in moderation without running out of FP. The blue flask is still useful as a quick emergency FP restore if you don't manage your FP efficiently.

Leveling the Mind stat also slightly increases the rate at which FP will regenerate.

The downside of this change is that, now healing and cleansing spells can effectively be used endlessly, while your FP simply comes back to use it again. To offset this, all healing and cleansing spells or ashes cost twice as much FP to use. This still allows these spells to be used endlessly, but no longer on repeat without consequences, and, in the case of heavier heals, require some extra investment in Mind to use.
Now you've earned it if you meet the requirements to use these spells

Perilous Attack warning
Sekiro had a system that clarified which attacks were unblockable to the player very well. Elden Ring, despite having very similar types of attacks, like jumpables, undodgeables, grabs, and unblockables, did not carry the same system over. Now these attacks are forewarned by an ominous red rune next to your character, and an accompanying warning sound

Perilous attacks include:
Straightup unblockable or undodgeable attacks that MUST be either dodged or moved away from
Grab attacks that lock you into an animation to receive damage, even if the attack is blocked
Attacks that deal SIGNIFICANT stamina damage versus guard, and could easily blow through your guard even when deflected correctly
Attacks that are difficult to dodge or deflect conventionally, but can be easily jumped over

The poise stat actually means something
Increase poise effectiveness. Dividing all NPC poise damage values by 2.5, like other dedicated "poise works now" mods. This keeps poise the same against playermodel characters, like pvp duels, and NPC invasions, while making it actually work in other pve scenarios.

First pass at NG+ scaling changes
Base game scaling is unchanged. In NG+, however, changes have been made to the scaling of health, damage, and runes across the board, but with a higher focus on early game areas.

All enemies given * 1.1 to the modifiers for health, and runes dropped in NG+ for all cycles, with MAX CYCLE being * 1.54 hp (vanilla is * 1.4) and * 1.403 runes dropped (vanilla is * 1.275)

NG+ scaling works by using 2 scaling factors, though. One is the dynamic clearcountcorrectparam that increases EVERY ng cycle, which is what is edited above, and a flat scalar for each NPC that is much larger, and applied as a binary on or off factor based on whether the current playthrough is a new game, or any level of NG+.

Per-NPC NG+ scaling has 29 tiers in the code based on the game's intended progression route, but I altered them based on my own made up 4 tiers decided by the sharp cutoffs in rune gain modifiers (IE, Tiers 13-29 all have * 2.0 rune drops in vanilla, while tiers 8-12 all have * 3.0)

T1 (real tiers 1-4)
(Stranded Graveyard <-> Stormveil Castle)
enemies have * 1.6 higher modifier for HP, * 1.4 for Damage, and * 2 for Runes on top of the dynamic changes

T2 (real tiers 5-7)
(Tougher early Bosses like Godrick/Night's Cavalry <-> Liurnia)
enemies have * 1.4 higher modifiers for HP, * 1.3 Damage, and * 1.5 higher Runes on top of the dynamic changes

T3 (real tiers 8-12)
(Caelid <-> volcano manor)
enemies, have 1.2x higher modifiers for damage from vanilla in addition to the dynamic changes

T4
(Forbidden lands -->)
enemies have nothing added, except for the sweeping dynamic changes

HP and damage values are gradually eased through, to avoid sharp drops and spikes in difficulty levels. The above values represent the start of each arbitrary tier, since each of those contain several ACTUAL tiers, I just didn't want to type out the different changes for all 29 tiers. You get the idea.

THE TLDR END RESULT:

Early game has much higher HP, Damage, Runes
Mid game has slightly higher HP, Damage, Runes
Late game has slightly higher HP, Runes

Let me know if these numbers feel right.

This is an easy feature to change, but I was reticent to try it because it's math heavy, and I'm not goodly numbers brain

Torrent runs faster in full gallop
Torrent's dash move now triggers a 1.3x movement speed bonus over the standard, which decays over several seconds back to standard. Keeping full speed means you gotta spur him on every once in a while when traveling

Parry frames start at the beginning of the animation like it was in ds1,
rather than being delayed like they keep doing since ds2, which im sick of.
Frames increased for curved swords to be equal to that of shields,
frames increased for buckler parries since the frames themselves were actually the same before just less delayed, and making them all the same delay made buckler parry the same frame data as regular shields, thats now been resolved.
Dagger parries now have SLIGHTLY more frames than buckler parries since that category is supposed to be a highly specialized parrying tool that can't block



Many weapon skills can now be applied to weapon types that previously couldn't equip them,
as long as it makes sense. You can't, for example, put rain of arrows on a sword, obviously, but you also can't take weapon skills so obviously designed for slashing weapons, such as Unsheathe, and put it on, say, a flail, or a rapier. Many weapon agnostic skills, however, such as roars, butt slams, etc. are now equippable to almost anything


All weapons  can now have their weapon skills swapped and receive buff spells and grease, and all except torches and casting tools can have affinities swapped.
(Weapon combos mixing frostbite and fire damage properties will negate eachother, and change the weapon's description to warn you to pick a new affinity.) (This is not because i thought it was funny, it's because fire damage actually removes frostbite buildup by From's design. Making that apparent seemed fair)
(Crossbows, in the spirit of them remaining an unscaling weapon with high ease of use, their infusions provide special effects instead of scaling, listed below)
(Heavy provides more stamina/poise damage)
(Keen reduces stamina consumption and item weight)
(Quality increases Weapon Skill effectiveness)
(Fire adds...fire damage)
(Flame art adds a hybrid of fire and quality's effects with lesser effectiveness)
(Lightning...adds lightning damage)
(Sacred...yeah you get it)
(Magic...the non scaling infusions)
(Cold...do the same exact thing)
(Poison...that they did before)
(Blood...but without scaling changes)
(Occult Raises your Arcane stat for more item discovery)
To emphasize, these additional effects are only for crossbows, not every weapon, as a measure to offset the fact that they dont gain any scaling

Power Stance now uses Paired Weapon controls
FINALLY fromsoft fixed dual wield controls so r1 is the actual main dual wield attack! FINALLY fromsoft brought back power stance...but...why does power stance have a different control scheme from paired weapons? why go back to l1 when its power stance but r1 for paired weapons?

Big thanks to Kirnifr and ividyon, the creators of Elden Ring Reforged for letting me look at their code for how they did this, and copy their homework, so to speak. Unlike reforged, this is not a toggle. I don't think there should be any reason to go back to the old control scheme, especially when the base game had such a delay between attacks if you tried to swap from dual wield to single weapon attacks mid combo. if there's any demand for it I will release an optional file for the script that doesn't include this change, which I still have as a backup.

With the addition of deflecting to the game, this change now also means you can deflect while using power stanced weapons.

Using the Spectral Steed Whistle while torrent is dead no longer prompts you to use an estus flask.
Instead it will just automatically consume the flask and summon him

Map now scrolls at 1.7x the speed
This number was chosen because WASD input went too fast at 2x and would overshoot points of interest, and 1.5 felt too slow

Unlocked Framerate
One massive issue with Elden Ring's general performance is the framerate limit imposed by default. Unlocking the framerate not only improves fps, obviously, but also alleviates some of the frame pacing issues present by default

The animation for sprinting up ladders has been sped up.
This was cool in ds2, and they never had the balls to bring it back properly, instead opting for this limp-ass "technically there's a ladder sprint button" shit, nah man, you sprint up ladders now

Camera zooms out further when locked on to large bosses (aka camera bosses)
Well, the params were in there, they clearly tried to fix them, but erm...well they failed, so I fixed it.
However, Camera bosses that are irritating because the lock on point is somewhere that flies over your character and turns you around (deathbirds, etc.) are still irritating. I couldn't fix that.



Crafting can now be done in combat
The map makes sense to be restricted by combat so you can't fast travel away without using an item, so I left that, but there's nothing that can be crafted in that menu that would be too broken to allow crafting of in the middle of a fight. If you can manage the menuing skills required to quickly craft more arrows or firebombs in the middle of a boss, you earned it.

Plunging attack damage scales with fall distance
The addition of jump attack combos meant a drastic reduction across the board for plunging attacks in vanilla. Now you get a damage boost to your jump attack the further you fall before hitting the target. This effectively brings back plunging attacks from the old games while not effecting flat terrain jump attacks.

Spirit Ashes useable in more situations, Summons that previously spawned at the summoning stone now summon at the player, and more ashes will follow you
Spirit Ash can now be summoned almost everywhere and can be resummoned after they die without needing to rest, but costs 1.5x more fp to summon. Putrid Corpse, Giant Rat, and Land Squirt ashes are now summoned at the player's location. Putrid Corpse, Marionette Soldier, Giant Rat, and Radahn Soldier Ashes will now follow the player. Keeping up with you not guaranteed.

Twin Maiden husks now have an option to sell items
You no longer have to warp over to one of the merchants in the overworld to sell your junk. Welcome back to the days of selling your spare runes at the hub's vendor to eat them faster instead of using them from your inventory manually.

Animation for entering and exiting "dialogue" with Fia sped up 1.5x
Bury yourself in her bosom faster, and get back on your feet quicker when you're done. Also it was a real pain in the ass if you just want to talk to her to get the quest progressed that you had to wait so long just to start/end dialogue

Mimic's Veil no longer inhibits movement speed

The item now allows you to jog at regular speed while transformed, but will still break if you start sprinting. This is was how it worked in dark souls 2 and was one of the fun little gems to be found in that game, so I found out how to bring it back.


Balance

Throwing Pots have been given 1.6x more scaling
While doing an item crafting focused run, throwing pots felt underpowered even when built entirely around them. The additional scaling should make them comparable to vanilla at early levels, but stronger for builds that invest in them. The appropriate pots are now a better supplemental item for various different builds that need some easy damage of a type they don't have attuned in weapons or spells

Slow thrown items, such as pots and kukri, have a slightly faster windup before throwing
Playing as a pure pots build made it very apparent that this animation was just a touch too slow, and the only reason for it was so the character can stand there holding the thrown item for like a solid second after pulling it out before actually trying to throw it.

Lightning pots, Holy Water pots, Magic pots, and their roped equivalents now have more unified scaling
Similar to crossbows, throwing pots in general are meant as a general use, low requirement, weightless ranged alternative that supplements all builds. In a further effort to make a "pure pots" build actually viable, the scaling of various different damage types had to change, as relying on different stats meant it would take a MASSIVE stat investment to make 1 build work for all the pots, or you'd need to specialize in 1 type, leaving you incredibly weak against bosses which are resistant to your choice.
Str/Dex (the same as the fire pot) was chosen as the scaling cuz it makes sense. Stronger, throw pot harder, More dexterous, better throwing technique.

Pots that are crafted with RITUAL pots generally served the same exact role in the base game, making them kind of redundant. This change means they now serve a separate role of being the alternative for supplementing other builds. Sacred pots suit faith as a supplemental ranged item, Academy pots suit int, etc.

This way all builds still have the option for supplemental pot throwing, while a pure pot build now has access to various damage types in the event that something is resistant to fire

Explosive throwing pot variants (incl elemental explosions like magic and lightning) have drastically increased posture and guard stamina damage
It is nearly impossible to achieve a stagger or guard break in the base game using throwing pots...This feels wrong...it's an explosion. That should be harder to maintain composure when in the blast radius of a fucking bomb than a sword. Granted, it's a small bomb, so it's posture damage is now equivalent roughly to an uncharged greatsword heavy, or a charged straight sword heavy)

The Erdtree Seal now boosts Erdtree Incantations
I always wondered why it didn't. It doesn't even have its own spell category to apply effects to them, like other spell types do, so I picked its closest relative, crucible incantations, since 1. The wiki classifies them together anyways, and 2. In lore, the crucible is deeply connected to the erdtree anyways. I put all the Erdtree spells in that category, and added a boost modifier to that category on the Erdtree Seal.

Daggers have had their critical rating increased across the board by (vanilla + 20) * 2
to make daggers the supreme choice for riposte/stealth builds (this may sound very high, but internally, the game adds 100 crit to all weapons in the UI. In the params all crit values are shown as whatever you see in game - 100.
Misericorde, for example, has 140 in game, but shows as 40 in the params, and ends up with 220 crit in game, while a dagger that previously had no increased crit over other weapons, now has 140 crit like misericorde did before)

Arrows and bolts have a light homing effect when locked on
to prevent missing slowly meandering targets while locked on

Bow and small bow standard attacks fire at a faster rate.
Fast enough to outpace the small bow and black bow's "jump, shoot, land, shoot" combo in dps, but not fast enough to outpace the barrage weapon skill's dps



Drawing a bow or aiming a crossbow won't slow down torrent
Spellcasting will still do so, since it's intended to be a mostly stationary fighting style

Arrows and bolts now stack to 230 in your personal inventory, while greatarrows and greatbolts now stack to 100
I don't know why they lowered this after ds2, but I hate the change, as it makes dedicated physical ranged builds much harder to manage

Crossbow base damage improved,
bow damage is, instead, improved by the merit of now being able to have keen, heavy, or quality affinities for better scaling

Mind increases cast speed, instead of Dexterity
While the stat properties are technically hard coded, nothing was stopping mefrom creating speffects that gave +1 or -1 virtual dex per mind or dex respectively that the player has. Due to code limitations, this only updates when you're in zones where ash summons are available It's not a huge problem though, cuz most items that do that dont give enough of that stat to notice in the casting speed (it takes a lot of stat investment to notice cast speed changes)

I decided to do this because FP regen made it so Mind became a much less worthwhile stat, even with the fp regen scaling it gives. This will provide an additionalincentive to level it as a caster, and also removes the need to invest in a physical damage stat as a spellcaster

Light Equipload Sprint speed raised ever so slightly
People provided feedback that there isn't enough incentive to using more lightweight armor and lowering your equip load, which I partially agree with. I don't, however, think there should be too much more of a gameplay benefit than there already is, with the better dodging at light load, so I decided sprint being 1.1x faster ticked that notch in my brain that wanted a small additional benefit for light load. It's noticeable, but not significant.

Malenia has been fixed, and is no longer a bullshit boss.
Waterfowl dance has had its initial tracking drastically reduced to allow an out for melee builds who get caught close to her when she starts it that doesn't require robotic pathing breaking precision.
The phase 2 shadow clone jutsu bullshit that was too fast for dodging to avoid completely now summons only 3 clones over the same duration (down from 4) that appear in a different order such that they now line up more predictably with other parts of the attack, effectively making it so dodge timings are now sufficient to avoid every attack in the combo
Malenia's Rally effect does not trigger on deflects. It will still happen as usual on static blocks or regular hits



Beast Clergyman Beast claw attack VFX are less tall
Did you know you can jump over Beast Clergyman's ground dragging beast claw attack in vanilla? yeah, the game's vfx don't really telegraph that well. I've altered the VFX (not the hitbox) of the attack so that it isn't as tall, and looks more clear that you are able to jump over it

Radagon's 1 annoying attack has been nerfed a bit
The Quickdraw light bolt shotgun has had its initial windup delayed slightly, so it doesn't sneak in during windows where you're unable to react.

Walled off part of Fire Giant's Arena
There was a small rocky section of the arena that had a very high likelihood of catching him in it when he does a movement heavy attack like his roll, and rendering him very difficult to fight against while he was there, and making it so he couldn't get out without baiting very specific leaping attacks that jumped out of the spot. This area had nothing in it anyways. No loot, nothin. So I walled it off with impassible fog barriers so neither the player or the boss can get stuck there ever again.

Fire Giant's snow fling is now jumpable
The game trains you that attacks with lingering floor effects and a larger radius or distance than normal slams are jumpable. This attack breaks that rule, and would always air juggle you unless it managed to bug out, in which case it wouldnt hit at all. Now the attack in normal circumstances is avoidable by jumping over it when it reaches you. It will still bug out like the vanilla attack when it is traveling uphill. I do not know how to fix that, but im not concerned with doing so since that happens in vanilla anyways

Malenia's Great Rune is improved .
Gives 1.5x more time to rally after taking a hit and provides higher HP recovery depending on your weapon of choice (all weapons with hp regain values above 53 increased by (2(2x-53)-53) with 53 being the hp regen value of daggers) leaving daggers with unaltered HP regen, but colossal swords with more than double HP regen.
Loved the idea of making a rune that adds rallying from bloodborne. Hated how it felt like a limpdick version of bloodborne's rallies and penalized your normal recovery to boot. The short window of opportunity to rally also didn't fit the slower pace of Elden Ring

Godskin Noble's Roll attack has half as much tracking and will stop after 1 pass,
making it more tolerable to avoid since he won't whip right back around and slam into you again and again and again.

Rykard's Ground Upheaval long range attack can now be jumped over
Previously, this attack required you to be in a total idle state, and to begin running to the side IMMEDIATELY after seeing the attack begin, then precisely iframe the edge of the hitbox to escape its lingering hitbox.
If you're actually fighting the boss, you will usually be locked in an animation when he starts doing it, leaving you unable to avoid it. I decided there needed to be an option to avoid it without getting completely out of its radius.
Since most other attacks with similar animations are jumpable, I figured it would cater to how the game trains the player to make this attack jumpable. The timing required is, however, more precise than other jumpable attacks, and it can still be avoided the vanilla way. Jumping is meant as a backup in the event that the normal method is unavailable to you.

Lifesteal Fist now regenerates some FP as well as HP.
I thought the spell sucked, and that it would be a cool alternate way for "evil casters" to regenerate FP faster

Tibia's Summons uses a faster cast animation
It's a really cool spell, but it kinda sucks with how long it takes to throw out, then it has a delay on TOP of that before the skeletons actually strike, so I sped the first part up a bit.

Items and World:

The item rarity system has been replaced with an item classification system
I didn't make this choice lightly, cuz I like the rarity system, but I think the tech for it is put to better use this way. I hijacked the game's rarity system to instead apply different colors based on what TYPE of item it is, so you are more easily able to recognize what item is in front of you before you pick it up, and help remember what items are what in repeat playthroughs:

Consumables, Ammunition, and Crafting Materials Use the small white light loot beam rarity
"Upgrade" items, which include Runes, Smithing Stones, and Glovewort use the Larger, more pronounced white loot beam
"Equipment" items, which includes Spells, Weapons, Armor, Reusable tools, Ashes of War, and Spirit Ashes use the blue loot beam
Key items, currency items, and other Major items that unlock important core mechanics, such as the flasks, and horse whistle, use the golden loot beam

This change simultaneously fixes the "rare crafting materials" jebait, where you open a chest, see a blue item, get excited, and its your 124th Arteria Leaf
 


Weapons and Armor that previously needed to be farmed from mobs are now, additionally, located in world
Farming for builds and fashion was a sore spot of the vanilla game for many. New guaranteed treasure pickups are now located around the most popular vanilla farming spots for each item, but squirreled away in a nearby dungeon, Empty Tent, blind corner, etc. I leaned more towards dungeons whenever it made sense, as a way to make side dungeons a more rewarding experience.

Single weapons that are often dual wielded are only looted as single items. Dual wielding with the same item will still require farming for the second item, but this should still drastically cut down on the necessary farming for that.

For hints on finding a particular item you want, look up the most popular farming location for it. If you give up and just want an equivalent to "looking it up on the wiki", I've made a cheat sheet for their locations

If I forgot any, let me know, there are a TON, and I noticed a couple I forgot about while I was making this change. I wouldn't be surprised if
there were more.

Maximum Cracked pots increased to 40,
with the difference in obtainable pots being made up in newly purchasable cracked pots at the twin maiden husks upon donating smithing stone bell bearings (to increase viability of "alchemist" builds that rely on thrown items for attacks)

All throwing pots have the same throwing trajectory and speed
Some apparently had awkward gravity and velocity modifiers applied which made them hard to aim when you get used to the arc of other pots, so I normalized them all.


Some specific crafting materials have been added to the Twin Maiden Husks
Items required for crafting Perfumes and Pots were chosen to be added to the vendor to increase efficacy of Alchemist builds. Some are now available by default, while others are introduced when various bell bearings are donated. You'd be surprised how much trouble this gave me, since Husk's stock, by default, is limited to 100 items. The fix was not straightforward. Thank you Fromsoft coders.

Explosive Stones and Explosive Stone Clumps are now available to purchase with unlimited supply
from the Mt. Gelmir merchant, reflecting the same reasoning as above

Flight Pinions are now available with unlimited stock at the Twin Maiden Husks upon donating the Bone Peddler's Bell Bearing
for improved viability on archer builds without necessitating farming birds

Gatekeeper Gostock's stock of Stormhawk Feathers is now unlimited
to allow consistent restocking of the powerful stormhawk arrows without farming hawks when playing as an archery build (they are still just as expensive, however, so beware overusing these arrows)

The Purifying Crystal Tear is now found in Mohgwyn Palace,
while a certain Somber Ancient Dragon Smithing Stone that it is replacing has been moved to Eleonora's invasion loot reward. This is done because Mohg is a great fight after you have the tear, but the absolute nerve of hiding the gimmick item meant to beat the fight so far out of the way was an outright crime and spoils all the praise I have for the fight otherwise, and I knew the perfect place to put it

Once empowered, Great runes will carry over into NG+ cycles.
Great runes are cool, but it sucks that the ones you need to obtain in late game, such as Malenia's, will never get used all that much because of all the time you have to wait to reobtain them after cycling into NG+. Now you can have bloodborne rallies full time even after cycling NG+.

Ruin Fragments have a longer distance that AI targets can hear them when thrown,
matching that of shattershard arrows. Now stealth builds don't NEED a bow to do effective distractions to tease out backstabs from their targets. Shattershard arrows are still the superior option to place more precise distractions at greater distances

Fletched Shattershard arrows, and Fletched Rainbow Stone arrows are both now craftable
after obtaining the cookbook for their respective unfletched counterpart

Visual:

Renamed Fell twins
to Reflection of Blood and Reflection of Fell Curse, so the boss feels more significant in its presentation as it is in its lore, and less like a couple angry shmucks who happened to catch you walking into their favorite bar.

Left Handed Weapon Blocks use tighter animations
In vanilla, the left handed weapon blocks used for paired weapons, and now for power stanced blocking used buckler animations, which looked increasingly awkward the heavier the weapon it was used with. I've swapped them to medium shield animations that looks like it carries the weight of a weapon better.

New animations for light and heavy weapon blocks against knockback attack weights
Nicer animations taken from sekiro for weapons that aren't polearms, for blocks against attacks with heavy weights that knock you back.
(thanks to Blubber's Animation Repository)

Player model two handed idle, running, and walking animations for light weapons replaced with one handed equivalent animations
because two handing smaller weapons did that goofy impractical "hold the weapon lazily straight up in front of you" thing WHICH THEY FIXED IN DS2 BUT NOOO WE DONT TALK ABOUT DS2 ANYMORE, DS3 WE GOTTA GO BACK TO THE OLD ONE fml i miss the ultra greatsword riposte animations but thats a little harder to fix, and im rambling, only small 1h stance weapons, and shoulder rested big weapons are effected. Heavy weapons, Spears and Twinblades still use vanilla animations

Dodge animation replaced with Quickstep animation
because the dodge animation from's been using since demon's souls hasn't aged as well as they think it has

Other mods recommended, but not included:

Elden Ring - Quest Log by The Elden Ring Quest Giver (use patcher, not raw files)



FAQ

Is this compatible with x other mod?

Fromsoft games are a compatibility minefield for modding, and lots of mods need to edit the same file and are unable to compartmentalize different values within those files for multiple mods to work together. If any files are shared between this mod and the other in question, then they need to be merged to work together. If it is regulation.bin there are easy-ish ways to do that, but if it's any other file, then it can be a tedious process.

That said, anyone has my permission to merge my mod with another. You only would need to get permission from the other mod's author

Is it possible to take only one or a few features of the mod on their own, or remove a particular feature?
KEYWORDS: Dodge animation, Title screen

For the same reasons as the previous question, this is harder to do than it sounds. There is a reason, for example, that it is so rare to find a mod that is just sekiro deflects. So little is modular with the available tools that if you're editing one thing, you may as well edit everything you want changed. Otherwise, you can fix one thing, but then all the other things stay broken.

Again, if you know how to do so, anyone would also have my permission to isolate features of the mod to be standalone, though many of them already are.

As for the title screen, which gets asked about often in particular, you can remove that by simply renaming, moving, or deleting the "01_common.tpf.dcx" found inside /mod/menu/hi

I'm fairly certain that the menu is isolated to that file, but it was a while ago that I made the changes, and another part of that folder contains edited images for the new tutorials that demonstrate some of the visual cues outlined by their accompanying tutorial, so just bear in mind that it's possible those might be reverted to the default image, though the text will still explain the mechanic if it does

The Dodge animation, meanwhile, is found in "c0000_a00_hi.anibnd.dcx", from /mod/chr

I just updated to the new version, and it's saying my save file is corrupt

This can sometimes happen when the game updates.
The fix is to temporarily move the regulation.bin out of the mod folder,
load up your save without it,
quit to the menu (DO NOT ALT F4 as it needs to trigger a save),
close the game,
put regulation.bin back,
done.

When will you make DLC changes?

Short answer:
When I play it.

Longer answer:
I won't have time to play the dlc for a little while. I'm also cash strapped right now and have higher priorities to take care of before I can even buy it. I don't want to make any changes to DLC content without being informed by at least one playthrough of it, so for the time being, I'm just limiting updates to basic compatability or the occasional general change.

How can I support you?

I normally stream on Mondays-Thursdays (currently trimmed down due to IRL problems) where I take donations, with Thursday being my dedicated day for streaming the WIP build of the mod's next version
(and sometimes development of it if I get a smart idea that can't wait).
I also make videos on youtube, which you can watch to help, or just to enjoy if you're into that

https://www.twitch.tv/thewidemurloc
https://www.youtube.com/@thewidemurloc

I also have a patreon I'd appreciate support on, though I don't really offer much incentive on it since I don't know what to put there. I've always been of the mind that creating and playing mods should be free, so I don't want to paywall anything that people feel like they'd need.
https://www.patreon.com/TheWideMurloc




To-Do List (Anyone with advice on how to implement these or offers to help directly, hit me up):

Targetted for Next Patch:

Patch Released


TBD:

Deflects Rework:
I'm still avoiding spoilers for the DLC, but I've heard something about a hardtear that enables deflects. After I see what this is about, I may be reworking the deflects system as well as this hardtear

Balancing for newly infusable weapons:
some of the new affinity weapon combos added by the mod might not be balanced in a way that makes sense, due to the sheer volume of new entries I had to make to get it working. Please leave feedback for any specific scaling combos that look particularly out of place so I can narrow down out of the thousands which ones need a balance pass
Currently noted:
Bleed on natural bleed weapons overtuned

Try a twinblade build to check balance
It's been suggested to me that twinblades are a bit too slow in the base game, but changing this is the kind of change I'd need to feel out to get right, so playing through the game as a twinblade build is a priority to do list item (once I finish my current playthrough, which is a meme build to do a bit of relaxing after 5 runs dedicated to testing obscure and unorthodox builds to edit for this mod)

Try a curved sword build to check balance
A suggestion was made to give curved swords some mild innate bleed to match katanas, but for the same reasons as twinblades, I don't want to make changes without trying it myself for a playthrough, which will also need me to try katanas to give myself a point of reference


Roadblocks (HELP WANTED):

Affinity Swapping
Affinity swapping torches changes their flame color. Also changes the color of cipher pata and coded sword

Ranged Aiming
Third Person camera for aiming ranged weapons (not sure if I'll follow through releasing this change, but i wanna experiment with it to see if it feels good, cuz it the first person definitely doesnt LOOK good)

Weapon Sheathing
Show (all/most) equipped weapons on back or hip: Preferably limit it by weapon type. Anything that shares a sheath position will just show the last one that was equipped (IE Having 3 different bows, a 1 handed sword, and a greatsword equipped will only show the 1hander, the greatsword, and the last bow you equipped in their appropriate sheath positions when they aren't held)

Parrying
Bring back Greatsword Parries (I know they sucked, but it was fun, and more options for builds is always better in my eyes. Problem is the animations aren't in the game for it to look good, so I'd need an animator or someone who can get DS2 anims ported to ER)

Daggers
Give daggers a new, seperate backstab animation (something throat slitty or neck stabby) Same problem as above

Deflect animation changes
Currently, deflecting uses only animations from the base game, meaning it doesn't have a seperate animation for deflecting vs a static block. Anyone with info on how to create and add new animations to the game to accomplish this, hit me up.


Something bugging YOU about Elden Ring's base game?

Tell me about it. Maybe I agree and want to add it to the mod, but just forgot or didn't know about it because I haven't tried a certain build yet.
Balancing the metric fuckton of spells this game has will probably be done in this manner since I have not tried every spell in the game in a practical situation, and likely wont be able to for a while.

Credits:
nacorcb
Helping get Deflects working

Magsarion
Doing a lot of the work with updating the mod to be compliant with the DLC

Blubber
for the Animation Repository some new additions come from

Mordrog
Creating the Posture bars mod included in this mod

CopyistMonk
Creating the two hand animation swap included in this mod

MadRhetoric

Creating the dodge animation swap included in this mod

TNordgaren
for creating The Erd Tools customizable dll mod pack, which was used to allow crafting in combat

TechieW
For making Unlock the Framerate, which was included in this mod

Kirnifr and ividyon
Letting me look at their code for Elden Ring Reforged to add the controls change to power stance

The ER modding discord
for being a valuable resource and community for all technical problems and questions I had getting these changes working