v1.03 - Messmer’s Rain of Fire now lasts throughout the rest of his fight. - Messmer now can only use his Rain of Fire twice. Once during Phase 1 and once during Phase 2. - Big nerf to the damage dealt during the bare handed flaming dash attack. - Messmer’s Barefist pseudo phase now has more randomized patterns. - Added a script that forces Messmer to phase transition and do the scripted serpent attack during the correct HP thresholds. - Upon reaching 0 HP, Messmer now does a new last hurrah attack, summoning a mixture of Messmer fire and his serpents. After finishing the last hurrah, Messmer will perish within his flames.
Those files are absolutely necessary to get the new effects working properly during the fight (c5130 being Messmer’s ID and c5140 being Messmer’s Serpent Form ID)
Sorry for misunderstanding, but I mean files in sfxbnd_commoneffects.ffxbnd.dcx. I merged everything correctly, but I can't figure out what was modifed inside the sfxbnd_commoneffects.ffxbnd.dcx file? I think I merged incorrectly and the boss doesn't have the explosion after death, and the second and 3rd phase he has only 1 snake attack, without multiple snakes, but the spear attack in 1st phase looks faster than vanilla. Regulation.bin merged without any conflicts, other files exept sfxbnd_commoneffects.ffxbnd.dcx is not used, so I just drag and drop them, but I have troubles with sfxbnd_commoneffects.ffxbnd.dcx. Can you please help me to find what was modified in sfxbnd_commoneffects.ffxbnd.dcx? I'm really sorry to trouble you too much you.
You can try overriding the common effects sfx and see if that works. Cuz I only used it as a precautionary measure in case the DLC or base game effects didn’t load properly.
Fantastic mod! I love that you preserved some of the pacing of the fight, he has some defence against rushdown but it's still very much a fight that benefits from playing aggressive and opting to risk a few trades to squeeze more damage in. Took me a bit more than an hour all in all.
The pacing of Messmer’s fight is one of the main reasons I love his fight so much, which is why I kept it. Also about the aggression and all, playing aggressive is one of the strats though you can exploit some of his moves like strafing some attacks or jumping over them for a counterattack.
If there is one piece of feedback I can give, his fireball barrage spell currently has no sound. Would it be possible to add some kind of fiery SFX to it?
What is the intended method to dodge the alternate version of Messmer's Assault in Phase 3 with the multiple summoned snakes and the Base Serpent explosion at the end? I always end up having to either brute force with HP and panic-rolling or insta-die. The rest of the mod is super intuitive to dodge but I simply cannot figure out what the intended dodge method on that attack is.
Roll early, right after Messmer transforms, so that you can avoid the first snake summon. The 2nd snake summon isn’t as difficult to avoid using the same method
The 1.2 update officially cemented this mod as my favorite of your three. Not too difficult, boss's movements are never too annoying (though I struggle when he does thrice Serpent Lunge with a second serpent), lots more diversity to his movement, and even added to the lore.
My three favorite boss overhauls, in order: Vanilla Plus Morgott (I play with Convergence, though it undoes the Leyndell rework thanks to the event and Mapstudio files), Inner Messmer (completely mergeable), Vanilla Plus Radahn (also surprisingly merged well).
Awesome work! Small question though, Messmer's recovery from a riposte is faster only in phase 1. Is that intentional?
I'm having trouble dodging the phase 3 attack where Messmer bursts out of the ground beneath you as a Firey Serpent. Even when I manage to get out of the purple smoke, I still get caught by the fire. Tips?
There are some lingering hitboxes from attacks that are already finished, it doesn't happen a lot maybe 2 or 3 times per 100 attacks for example. they usually happen in his second phase, another issue with his AI that he can do the same exact sequence of attacks for a long time, like 4 or 5. don't know if my luck makes him do it or not lol, but the mod is really good and I love all the different new mixups and attacks. PS I have a couple of clips showing both issues if you want them
Hi i found new bug when you parry him and hitting him without taking riposte his AI froze like orphan of kos until you take riposte here a link for that
Ah yeah, about that bug I don’t know why that happens but I’ve done an attempt to minimize the bug so if that happens, Messmer will be forced to transform back.
41 comments
v1.03
- Messmer’s Rain of Fire now lasts throughout the rest of his fight.
- Messmer now can only use his Rain of Fire twice. Once during Phase 1 and once during Phase 2.
- Big nerf to the damage dealt during the bare handed flaming dash attack.
- Messmer’s Barefist pseudo phase now has more randomized patterns.
- Added a script that forces Messmer to phase transition and do the scripted serpent attack during the correct HP thresholds.
- Upon reaching 0 HP, Messmer now does a new last hurrah attack, summoning a mixture of Messmer fire and his serpents. After finishing the last hurrah, Messmer will perish within his flames.
sfxbnd_c5140.ffxbnd.dcx
Those files are absolutely necessary to get the new effects working properly during the fight (c5130 being Messmer’s ID and c5140 being Messmer’s Serpent Form ID)
Regulation.bin merged without any conflicts, other files exept sfxbnd_commoneffects.ffxbnd.dcx is not used, so I just drag and drop them, but I have troubles with sfxbnd_commoneffects.ffxbnd.dcx. Can you please help me to find what was modified in sfxbnd_commoneffects.ffxbnd.dcx?
I'm really sorry to trouble you too much you.
https://docs.google.com/document/d/1NNBZcPXwPhwqaEEBmNk0FqlOi_JO7m2CSAaxggzMVlc/edit?tab=t.0
My three favorite boss overhauls, in order: Vanilla Plus Morgott (I play with Convergence, though it undoes the Leyndell rework thanks to the event and Mapstudio files), Inner Messmer (completely mergeable), Vanilla Plus Radahn (also surprisingly merged well).
Awesome work! Small question though, Messmer's recovery from a riposte is faster only in phase 1. Is that intentional?
When his hp reach the final third he gets bugged and stop moving and doesn't go to phase 3, happened to me a lot
PS I have a couple of clips showing both issues if you want them
https://www.youtube.com/watch?v=Qbu8nnHIGDs&ab_channel=daeeda
https://www.youtube.com/watch?v=MY4AMOks04U&ab_channel=daeeda
thank you for making this mod i really enjoy it
But yeah, the bug can happen in vanilla too:
https://youtu.be/Xw-j9Ta03nw?si=ECxMNnSYtOsS6gNY