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TheWideMurloc and Magsarion

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TheWideMurloc

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732 comments

  1. Magsarion
    Magsarion
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    ErdTools  + Seamless Coop can be fixed by using a fix made by aylz10

    Change
    Signature enableBossBarSig = Signature(
    "48 89 5C 24 08 48 89 74 24 10 57 48 83 EC 20 48 8B F9 41 8B F0 48 8B 0D ?? ?? ?? ?? 8B DA 48 85 C9");
    to
    Signature enableBossBarSig = Signature(
    "?? ?? ?? ?? ?? 48 89 74 24 10 57 48 83 EC 20 48 8B F9 41 8B F0 48 8B 0D ?? ?? ?? ?? 8B DA 48 85 C9");
    can fix it

    The download address of the dll repaired according to version 1.2.2.0 is here


    You can download the source code from the author's github, modify it, and then compile it. Or you can use winhex to modify the binary hex code, 1.2.2.0 is at offset 000163CC
    1. TheWideMurloc
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      I tried that fix a while back and it still seemed to crash, but i'll pin this as it may work for some people. Maybe I'll try it again with some other factors moved around
  2. TheWideMurloc
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    I'm going on a soft indefinite hiatus from adding to this mod, aside from patch compatability
    Friendship with Elden Ring has ended. Dragon's Dogma 2 is my new best friend
    Might end up making some mods for that, but for now I'm just playing it and no longer have as much interest in doing Elden Ring modding stuff.

    I still like it though, so i might come back to it at some point, but I can't really say. Anyone interested in doing their own updates to the mod, I'll still be responsive on the site and I can talk about it and maybe give editor permissions, but I just don't want the mod to exceed the scope I intended
  3. KVenomTheWolf
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    Greetings, I am trying to merge your mod with another one(Unlocked Unique Skills), and I need to know — did you changed Tae files that are linked to Ashes of War or Unique Skills of weapons? (like waterfowl dance, Golden tempering, etc.)

    Thanks in advance!

    List of TAEs that I am interested at (just in case):
    a803 - Oracular Bubble
    a804 - Bubble Shower
    a805 - Great Oracular Bubble
    a806 - Sea of Magma
    a808 - Moonlight Greatsword
    a809 - Siluria's Woe
    a810 - Rallying Standard
    a811 - Bear Witness!
    a812 - Eochaid's Dancing Blade
    a813 - Soul Stifler
    a814 - Taker's Flames
    a815 - Shriek of Milos
    a816 - Reduvia Blood Blade
    a817 - Glintstone Dart
    a819 - Night-and-Flame Stance
    a820 - Wave of Gold
    a821 - Ruinous Ghostflame
    a822 - Establish Order
    a823 - Mists of Slumber
    a824 - Spearcall Ritual
    a825 - Wolf's Assault
    a826 - Thundercloud Form
    a827 - Cursed Blood Slice
    a828 - Waterfowl Dance
    a829 - Gold Breaker
    a830 - I Command Thee, Kneel!
    a831 - Regal Roar
    a832 - Starcaller Cry
    a833 - Wave of Destruction
    a834 - Bloodboon Ritual
    a835 - Flowing Form
    a836 - Blade of Death
    a837 - Blade of Gold
    a838 - Destined Death
    a839 - Spinning Wheel
    a840 - Alabaster Lord's Pull
    a841 - Onyx Lord's Repulsion
    a842 - Oath of Vengeance
    a843 - Ice Lightning Sword
    a844 - Regal Beastclaw
    a845 - Flame Dance
    a846 - Claw Flick
    a847 - Nebula
    a848 - Ghostflame Ignition
    a849 - Ancient Lightning Spear
    a850 - Frenzyflame Thrust
    a851 - Miquella's Ring of Light
    a852 - Golden Tempering
    a853 - Last Rites
    a854 - Unblockable Blade
    1. TheWideMurloc
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      it's been a while so a lot of those details kinda blur together, but I dont recall editing any of those. Off the top of my head, any skills that are sped up, as mentioned in the mod description page, as well as the ash of war: Loretta's slash, which needed some TAE edits to allow its hitboxes to function on other weapons besides polearms, are the only TAE edits made to ashes of war
  4. imachocolate
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    Impressive. Most impressive. 

    no literally, the most impressive overhaul i have ever seen. thank you 
  5. M7G7
    M7G7
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    Im so hyped for this "Weapon Sheathing", ever since I saw it in Nightreign, i wanted it so much in normal ER
  6. Oshtor2t1
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    is it possible to run this together with Dungeon Crawler mod, no way in hell I'm gonna waste my precious time running around the "open world" ever again in NG+
  7. kestila123
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    thank you for nerfing Soldier of God. I was stuck on him for hours last night
  8. Aitomata
    Aitomata
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    Hey! Fantastic work! Sorry if i dont notice, but you rebalance some weapons too?
    1. TheWideMurloc
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      Not for the kind of fine tuning for a lot of specifics. There's some buffs to certain underused weapon categories, spells, and skills, but when it comes to fine tuning balance, i think there's a certain charm to having some weapons work better than others, as long as they stay within a certain acceptable range of eachother. Such that it doesn't REALLY matter of you're using, say, a "bad" straight sword versus a "good" straight sword if you decide you like the "bad" one more, stylistically.
  9. SenseiGG
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    Does anyone have a merged version of this mod and Clever's moveset modpack?
  10. jethejet
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    Good mod but I'm wondering if you could revert the FP changes to spirit ashes specifically the ones with higher FP costs as they now need a pretty big mind stat for them to be used

    26 Mind for Banished Knight Oleg as an example

    You're basically locked from using spirits like these until mid-game for a non-caster build
  11. Oddless
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    you improved a 10/10 game holy f*#@
    literally the only thing I dont like is changing roll to that fuckass crawl dash, the bloodborne dodge wouldve been better imo, but this is still amazing
    1. TheWideMurloc
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      the bloodborne animation works better in bloodborne cuz of how the weapons are more specific in their use. the BB dash doesnt have different animations for the type of weapon youre holding, whether its two handed, or slung over the shoulder, etc. That's why i picked the one thats already in the ER game files, because it considers all of those in its animation
    2. Oddless
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      I completely understand, and I do think it's better than the normal roll now that I've played 40 hours of the game with your wonderful mod

      Can't wait to see how you'll defuckenate shadow of the erdtree cus it desperately needs it, will keep an eye out on your future mods and updates 
    3. succome
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      Wait, it doesn't work with the dlc?? 🥲
    4. TheWideMurloc
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      I've done some updates to ensure that it functions with the DLC, including the changes for weapon infusions (though I still find reports of some bugs introduced by the dlc's launch that need to be squashed now and then)

      Odd is talking about actually making changes to the dlc content.
      Things like boss tweaks, treasure placements for finding items instead of farming them, I'm also thinking about taking a look at the scadutree fragment system since i've heard so many complaints about it, and reworking the deflects system to utilize the smoother version of deflecting that the flask tear has.
      These kinds of things I can't competently do until I've played the DLC myself, which I can't really do right now due to life getting in the way
    5. succome
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      Ah, I see. Gotta say, this mod improved my experience A LOT! About the deflect system, I’m not sure how it works in DLC (haven’t played it yet either), but I like how it feels with your mod, I came from Sekiro/Lies of P, so it makes combat smoother as well.

      By the way, not sure if it's a bug, but when I two hand a weapon, it still looks like I’m holding it with one hand. It gets a bit confusing sometimes… is there a way to bring back the vanilla two hand animation?

      Oh, and is it possible to merge the "Map for Goblins" mod with yours? Not sure if there could be conflicts since it modifies regulation.bin, etc...
    6. TheWideMurloc
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      that's an intentional change specific to small "one handed" weapons like straight swords and the like. It's mainly done because the two handed animation for those types of weapons looks very silly and awkward. If it were in my power to change the animation instead of swapping it (IE use the low guard stance that ds2 uses for similar weapons), i would have preferred to do so, but unfortunately I don't have the skillset for that.

      if you'd like to revert it, you just need to remove the c0000_a1x.anibnd file, though this may come with the side effect of also removing some additional animation swaps like the weapon guard heavy block animation

      As for merging with map for goblins, I'm pretty sure itd take a little bit more work than just a simple param merge, unfortunately, but anyone who's willing to put in the time to merge it is welcome to, though I don't have time or willpower to do it myself
    7. Oddless
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      I just finished the dlc and every boss with this mod installed, and it really improved the boss fights by a lot
      especially the final boss, since some attacks knock you back for deflecting, it adds some more depth by making you consider which attacks to deflect and which to dodge through
      I will forever be grateful for your mod
    8. TheWideMurloc
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      the game really feels like it was built with deflecting in mind, but they scrapped it last minute. Tons of annoying bosses immediately become fun when deflecting is added
  12. Kiichi42
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    hey dude, how did you switch the dual wielding input??
    1. TheWideMurloc
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      ultimately I just copied the hks code from Elden Ring Reforged, but that sadly means it's mostly down to hks changes, which, fair warning, are a huge pain in the ass to make.
      If you aren't discouraged, you can look in the hks file for this mod to try to get an idea for how it was done. It's annotated with comments that help identify which sections of code are altered by the mod, thanks to magsarion, but bear in mind lots of the tae data is based on input, so a lot of dual wielding animations need to have their tae data altered to have the r1 and l1 inputs match with the same timings or else some attack chains get awkward delays in them