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
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
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
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.
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
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
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
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
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...
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
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
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
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
That's very kind of you to offer, though even if I own it i still might not be able to actually play it for a while still. Bear in mind, though, this is currently compatible with the DLC, it's just missing DLC specific changes like boss/loot tweaks, though every broad feature like the deflecting, weapon infusions, arrow tracking, etc. will work in the DLC. It's mainly the dlc content itself that isn't altered yet.
I won't turn down the offer if you still want to, but it wouldn't really speed up a big DLC update by much so I just don't want to take advantage of your generosity for free games.
In my current play (fresh chara with the latest version), I've noticed that the Tree Spear name bugs out to [ERROR] when infusing it with anything but Standard infusion. Everything else seems to be in perfect working order, just the name is bugging out. Just wanted to drop the bug report for you.
The mod's feeling like it's in a pretty damn good place, currently. I haven't played it since just before the DLC dropped, and the work that's been put into the special weapon infusions since then is very noticeable.
oh that is strange. The text entries required are present where they should be for the treespear, though it is a strange case where the correct text entries are surrounded with unused entries that simply read [ERROR] like you describe is showing in game. This might take some troubleshooting to get fixed, but I'll take a look!
I found the problem and have a fix working on my side. I'm debating whether or not to release it now or just have it included in the next major update since it isn't really causing any severe issues, but certainly next update it will be fixed
Late as f*#@ reply, but it's way too small of a thing to bother doing a full update for.
Unrelated, I'm almost done with base game content for this faith build run (faith/dex, I suppose), and just starting into the DLC stuff. I'll post notes if I notice any weird things as I go. I did notice that Cipher Pata and Coded Sword seemed unusually bad in their infusion options. This was before I reached high Faith values though, so I should probably check on them again and see if it's still just plain worse to infuse those guys.
Worth noting that Cipher Pata and Coded Sword do, while at +10 upgrade, just lower the faith scaling when infusing any faith-based option, on top of dropping the base damage by about half (this happens for all infusions except for sacred, where it drops to roughly 70% of its base damage instead). It's almost as if the infusions are reverting these weapons to their basic state, prior to upgrading, and then applying the infusion bonuses.
Doing some comparisons with other naturally faith-scaling special weapons, Black Knife Blade, Golden Epitaph, Inseparable Sword, Winged Scythe, and Magma Whip Candlestick also share this oddity of massively under-performing, but those are the only ones that I've come across so far. I've been selling off most non-faith weaponry for this run, so I don't have the larger breadth of weapons on hand to test at the moment, but hopefully this helps iron out some of the few remaining wrinkles.
grr, this is quite a troubling problem. Why can't fromsoft weapon upgrades just work normally lol. I sadly don't really have the time or energy to look into it myself right now, but I'll see if anyone else who's been helping with the updates can find out what's wrong
726 comments
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
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
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
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
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
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...
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
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
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
Bear in mind, though, this is currently compatible with the DLC, it's just missing DLC specific changes like boss/loot tweaks, though every broad feature like the deflecting, weapon infusions, arrow tracking, etc. will work in the DLC. It's mainly the dlc content itself that isn't altered yet.
I won't turn down the offer if you still want to, but it wouldn't really speed up a big DLC update by much so I just don't want to take advantage of your generosity for free games.
So I can cancel my attack into a dodge .
The mod's feeling like it's in a pretty damn good place, currently. I haven't played it since just before the DLC dropped, and the work that's been put into the special weapon infusions since then is very noticeable.
Unrelated, I'm almost done with base game content for this faith build run (faith/dex, I suppose), and just starting into the DLC stuff. I'll post notes if I notice any weird things as I go. I did notice that Cipher Pata and Coded Sword seemed unusually bad in their infusion options. This was before I reached high Faith values though, so I should probably check on them again and see if it's still just plain worse to infuse those guys.
Doing some comparisons with other naturally faith-scaling special weapons, Black Knife Blade, Golden Epitaph, Inseparable Sword, Winged Scythe, and Magma Whip Candlestick also share this oddity of massively under-performing, but those are the only ones that I've come across so far. I've been selling off most non-faith weaponry for this run, so I don't have the larger breadth of weapons on hand to test at the moment, but hopefully this helps iron out some of the few remaining wrinkles.