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Clever

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clevererraptor6

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374 comments

  1. bairdboy123
    bairdboy123
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    Hey I'm just wondering if anyone would know how to adjust the position of this weapon on the hip. It's a pretty minor thing but I just want to have a small waist and not have the weapon out of whack. If anyone has tips please let me know! Thanks :)
  2. Siriuslyone1
    Siriuslyone1
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    love this mod! Can we get a version with blocking, rarely use the flute buffs
  3. Stl22
    Stl22
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    if possible could you make the katana block as normal?
    1. xNFiltr8x
      xNFiltr8x
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      Seriously! I love everything about this mod and respect it but we would like a version that has normal blocking please!!!
    2. hazedgegaming
      hazedgegaming
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      Block would be awesome! Theres that mod of Sekiro's timed block that would be perfect with this entire moveset!
    3. hazedgegaming
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      A version with the flute and a version to have block available would be cool for players to choose!
  4. NEKOMATA2077
    NEKOMATA2077
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    ¿¿¿hks of two hand holding the sword stance and walking with holding sword???
  5. what did you base the parry frames off of and if you didnt could you please tell me what the stats are for the parry frames?
  6. Orpheus93
    Orpheus93
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    What’s the armor used in the stills?
    1. mvd53
      mvd53
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      Seems like the Ronin set and altered Preceptor's long gown
  7. Rpc2213
    Rpc2213
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    Anyone having issues with the second heavy attack on unsheathe attack?
  8. releptuam22
    releptuam22
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    didnt work, ?WeaponName? ?ArtsName?
    1. alanadkara
      alanadkara
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      only shows proper name when your in-game language is english
  9. Shiroyukio
    Shiroyukio
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    Please update to 1.16, really want to try it,but it look like it wont work until you update it
    1. alanadkara
      alanadkara
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      he merged all his moveset mods together and compitable with newest version, go check his page or search Clever's Moveset Modpack
  10. lillharti
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    I’ve tried to write up a guide here, describing how I removed the ”Flute” and added back ”guarding”
     
    Disclaimer: No matter the reason for Clever’s choice to disable the guard function, I respect his decision. I have little to zero experience with writing scripts and editing animations – I do however have a pretty long experience with tweaking mods for personal preference - and a stubborn mindset. Someone with more knowledge than me might look at my method and pull their hair out in frustration, for someone with little to no knowledge this might encourage you to give it a go. Do also keep in mind that writing guides isn’t something I usually do and I'm sorry for any grammatical mistakes, English is not my native language.
     
     
    REMEMBER TO KEEP A BACKUP OF THE TWO FILES – INCASE SOMETHING GOES WRONG

     
    What you’ll need:

    • DS Anim Studio
    • Clever’s Moveset Modpack – I’m copying animations from Heaven Splitter so if you are not using the modpack and instead opt to merge Heaven Splitter and this mod, I think you still are going to be fine following these steps.
    • Notepad
     
    You are going to edit the following two files:

    • c0000.anibnd.dcx (found inside the ”\char” folder)
    • c0000.hks (found inside ”\action\script” folder)


    DS Anim Studio



    • Open c0000.anibnd.dcx with DS Anim Studio.
    • Navigate to and expand the following TAEs:
    o  a92.tae (this one contains animations for the Tachikaze)
    o  a86.tae (this one contains animations for the Heaven Splitter)

    • Locate the following named IDs
    o  (2) standing block loop
    o  (1) entering block while standing or walking
    o  entering block while running (hold down button […])
    o  exiting block while moving
    o  (3) put shield down
    o  walking block loop


    • For each and every one of the above named IDs inside a86.tae:
    o  Mark and copy all entries
    o  Find the corresponding ID inside a92.tae
    o  Mark and delete all entries
    o  Paste the copied entries from a86.tae
    o  Go back to the ID inside a86.tae, mark it and press F3 (or navigate to Edit->Edit Animation Properties)
    o  Copy the ID inside the field named ”Override KHX ID”
    o  Back again to a92.tae, mark the ID, press F3 and replace the Override HKX ID with the one we just copied.


    • Repeat this step with ALL the above named IDs.
    • Save

    Notepad
     

    • Open c0000.hks with Notepad
    • Press Ctrl+F and search for ”Flute”
    • Mark that entire block of scripts (I think it’s about 26 rows)
    • Delete
    • Save

    Done!
     
    Note that guard counter (R2 following a block) will still not work since R2 by default is a Parry.
    

     
    1. anhbang
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      can you share the file?
    2. Tauriz
      Tauriz
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      Unfortunately sharing modified anibnd files is not a good idea 'cause different people have different mods installed and sometimes there are some edits in the anibnd made by another modder. If he shared that file it'd most likely break animations for you, 'cause who knows what mod are you using and what animations are replaced in it.
    3. anhbang
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      I'm using the same moveset mod..
    4. anhbang
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      How do you mark and copy in Ds Anim studio?
    5. lillharti
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      Like this and Ctrl+C.
    6. Tauriz
      Tauriz
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      Yeah, are you using the same moveset? Well me too, but i edited my anibnd to the point that it won't be suitable for like 70% of the people. And if i, say, share my file now and it breaks people's stuff, what then? Did you think that perhaps it's the same for him? I can't edit files for everyone to fix it for them, neither i would, neither he should. The man here spent his time to write a guide for you, so don't be lazy and spend some time to follow a literal step-by-step instruction.
    7. anhbang
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      It was a question directed at him. If he can share, great. If not..meh.
      But good for you man, thanks for sharing :)
    8. hotchoco257611
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      Hey, I was just wonder if I did something wrong because when I use the guarding on my Tachikaze, no matter how perfect the timing is I don't get the Sekiro parry sound/effects on it. My Heaven Splitter still works fine
    9. comman2k
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      I did as you said but is there a way to make exact copy of heaven splitter block on tachikaze? because I have some weird clipping animations when I walk while blocking and my blocking isn't as fast as heaven splitter when I try to perfect block an attack

      edit: I did it wrong at first, dont make the same mistake I did, this works fine when you do it correctly, my mistake was that I didn't copy the things to their correct positions. After you copy the things you are suppose to make sure they are starting from left upper corner. (after you copy press ctrl+a and click and move the things with mouse cursor to the left corner so they are exactly sorted as copied from heavensplitter animations.)
    10. TheAbd
      TheAbd
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      plz can some one sharethe file of change to guard i tried to do it and get ride of the flutte but with no success plz help.
    11. kev606
      kev606
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      Broo, Thanks for your guide!!
      I managed to carry out the modification correctly, I think that with the deflect the tachikaze becomes an incredibly fashionable weapon, the only thing that would be good to change would be to eliminate the parry for a normal attack since with the deflect it is not necessary

      I take it back, combining the deflect with the parry generates an incredible gaming experience!!
    12. cjy1010
      cjy1010
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      Thank you for your guide!
      Can you also tell me how to add a guard counter?
    13. NoOne69
      NoOne69
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      Hey, is it possible to change guard motion category to Bloodhound's Step?
      if so can I have a hint ? 
    14. Darkerlanders
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      honestly can you share the file. i tried downloading it and working it out but I cant grasp how to animate or use the animator. I havent found a single youtube guide that even goes over the basic install instructions for dsanim
    15. tk5a
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      if u want tachikaze move guard, use override a720_
      this file doesnt have a730_ in c0000_a6x.anibnd.dcx so
    16. UNG398
      UNG398
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      When I try to open c0000.anibnd.dcx, it says Unknown DCX format
    17. cvbf
      cvbf
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      @UNG398 DSAnimStudio needs an update I think.
    18. UNG398
      UNG398
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      @cvbf  using the latest version 4.9.9
    19. Baphus
      Baphus
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      it worked! thank you bro ur a genius
    20. TheLozz
      TheLozz
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      @tk5a , can you elaborate here? To set the guard counter, I mean. Thank you very much.
    21. twentytwelve123
      twentytwelve123
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      Can someone who got it to work share the file please? 
    22. snowdemo
      snowdemo
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      u are an genius
    23. ringenhof
      ringenhof
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      It worked without problems, thank you so much good sir!
    24. Thepurpleshadow
      Thepurpleshadow
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      thank you !
    25. renanjc
      renanjc
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      @hotchoco257611 I didn't get either. I think it may be related to a script. But not really sure. If someone can give a insight about would be very much appreciated.
    26. SionCross
      SionCross
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      I'm gonna try to help explain a few things that were missing, and some stuff has been updated, this is mostly because I am 100% gonna forget how to do this later but also because some people are struggling with the instructions.

      Okay, so first off, the current DS Anim Studio (v4.9.9 as of writing this) DOES. NOT. WORK. WITH. THE CURRENT ELDEN RING BUILD! Or at least, it kept throwing up an error.
      So if you get it from the github, it's not gonna work. There's three options available to you now:

      1. Sit and wait for the DSAS guy to release the public v5 build. That could take days, weeks, months, maybe years or even never.

      2. Downgrade your elden ring to the last working version for the current DS Anim Studio. Currently released mods may no longer work or be bugged.

      3. Grab a beta build from Meowmaritus' patreon, now these builds are still experimental and prone to bugs, glitches, and annoyances. If you don't know what you're doing, either proceed with extreme caution and read the instructions above before messing with things. And remember to keep backups.

      I'll assume, whoever's reading this, went with option 3.

      Now, I'd recommend you grab Clever's Moveset Pack which is a compilation of all their moveset mods, save you from having to download extra mods and possibly merge more of them or repeat these same steps in the future.

      Before you do anything, make a backup save just in case. Moving on...

      If you don't know where to find TAEs, do you see this part in the left panel that has a bunch of rows and entries like a000_00000 and stuff? Those are the Taes. You're gonna wanna scroll down until you find a92 and a86. For this specific thing, you can ignore the numbers after the underscore, it's the first 4 characters you need to worry about. Now, you could keep scrolling until you find what you're looking for....
      Or you can look up at the top of the window for the edit tab, click that to open a drown down menu, click Go to TAE ID... then type in 92. All those entries there are the Tachikaze's animation files. Now... I want you to scroll down for a bit, do you see all those entries? There are hundreds of those. Look at that... and realize why modding and merging Elden Rings is a pain in the ass.....

      Fortunately, this isn't too difficult to sort out. So, the same way you found a92, find a86. Now, I'll explain what your steps should be based on the original post:

      In the a86 entry, that's the heaven splitter entries. So, just do what the original post says, but I'll reorder it so it's easier for you.

      In the a86 entry, go to where it says: 
      o  (2) standing block loop
      Also, save you some time, click that and hit F3, in the box that shows up, do you see where it says override HKK ID? Yeah, go ahead and copy that string of numbers in the text box there. Then open up another text editor in a separate program (notepad for example), paste that text in the script there, write down what it's for if you think you're gonna forget it. Then go back to the DS Anim Studio's window. Technically, you can do this for the other named IDs listed in the first post if you want.

      Now, do you see in the right of that giant list where it says graph? Yeah click that, anywhere in that box. Hit Ctrl+A, and everything in the graph box should be highlighted. Hit ctrl+c to copy it. And do nothing else there. If you f*#@ up and accidentally edited that entry, ctrl+z still works to undo it.

      Now, go down to a92, and follow these instructions from the first post:

      o  Find the corresponding ID inside a92.tae <- in this example it's (2) standing block loop
      o  Mark and delete all entries in the graph <- Just hitting paste will just add to the graph instead of overriding it
      o  Paste the copied entries from a86.tae into the a92.tae named entry <- You may have to do this a few times if the placement doesn't work, dunno if that matters 
      o  Hit F3 while the relevant named entry is selected, replace the Override HKX ID with the one you copied from a86's same named entry <- In simpler terms, you're going to replace a92's (2) standing block loop's HKX ID with a86's (2) standing block loop's HKX's ID. This is why you saved the ID from before.

      So to clarify:
      - a86's named entries should remain unchanged, you are NOT going to be editing those entries. All you're doing is copying the data.
      - a92's named entries listed in the first post should resemble a86's named entries, YOU DO NOT NEED TO TOUCH ANYTHING BESIDES THOSE ENTRIES
      - by the end of this change, a92's named entries listed above, should be the exact same as a86's named entries that are listed above. Once again, you do not need to change any other entry besides those 6 unless you know what you're doing and want to change other things. 

      Okay, after you've done those steps.... now do you see the list that the first poster left?

      o  (2) standing block loop
      o  (1) entering block while standing or walking
      o  entering block while running (hold down button […])
      o  exiting block while moving
      o  (3) put shield down
      o  walking block loop

      Okay, good. Now... cross out that first entry, because you're done with that.

      Now you're going to do the same thing with those other named entries. Note that the HKX ID for each of those entries are going to be different, as is the data on the graph. You are not going to be replacing all the a92 entries with the same HKX and graph data from (2) standing block loop, the named entries in a92 should match the corresponding named entry in a86. It's boring, it's tedious, but once you get it right the first time, you should be fine for the rest.

      Once you've done that, hit save, wait... and then do nothing else. You're done there.

      Now, go to the file: c0000.hks the first poster was kind enough to tell you where the file path is, please read it.
      Once you found that, right click > Open With > select Notepad

      In the notepad window, hit ctrl+F, type in, Flute

      Do you see that block of text there? It should look something like:

      --Tachikaze flute buff functionality. 
      --checks if the weapon is tachikaze, it's two handed, and its current guarding
      if env(GetEquipWeaponSpecialCategoryNumber, HAND_RIGHT_BOTH) == 720 and c_Style == HAND_RIGHT_BOTH and is_guard == TRUE then
      --checks if you've been guarding long enough to actually start playing the flute
      if env(ActionDuration, ACTION_ARM_L1) > 650 then
      --checks if you pressed R1. if so, checks if buff is already active. then allows R1 to give you the speffect 
      if env(1108, ACTION_ARM_R1) > 0 then
      if env(GetSpEffectID, 8000507) == FALSE then
      b1 = act(2002, 8000507) 
      return TRUE
      elseif env(GetSpEffectID, 8000509) == TRUE then
      return FALSE
      end
      --checks if you pressed R2. if so, checks if buff is already active. then allows R2 to give you the speffect 
      elseif env(1108, ACTION_ARM_R2) > 0 then
      if env(GetSpEffectID, 8000508) == FALSE then
      b2 = act(2002, 8000508) 
      return TRUE
      elseif env(GetSpEffectID, 8000510) == TRUE then
      return FALSE
      end
      end
      elseif env(ActionDuration, ACTION_ARM_L1) <= 650 then 
      return FALSE 
      end
      end

      Delete all of that. I guess you could also comment it out, but you're never gonna use it. So delete.

      Hit save. Now it's the moment of truth.

      Go into the game, equip the Tachikaze, and go pick a fight with someone. Test out to see if the block and deflect works properly. If it did, great, you're all good! If it didn't, you fucked up. Try the steps again. Take it slower, don't rush, read what the first guy wrote down, he did a great job explaining it, this is just an angrier supplement.