Someone sent a video saying Howl of Shabriri was overpowered. By the looks of the video, it seems like I forgot to tweak the damage numbers to an appropriate level when I did some major updates for v1.0.
Howl is very strong when combined with the The Eyes of Frenzied Clarity head armor, which is what broke the interaction.
I will try to get an update to this out sooner rather than later, but I'll leave it as an optional update when I do for anyone who prefers to play with Howl as it currently exists.
Hello there, I have just installed the mod, but I am just getting ?goodsname? for all of the new additions. the rest of the mod is working fine. I am on an english copy of the game so I am not sure of the issues.
This could be a conflict issue, but I'm not sure. I don't want you to have to uninstall the lord of frenzy flame mod, but it might be worth checking to see if that fixes the problem.
Someone else in the comments was saying they had a similar issue, but it was resolved by using the Mod Engine 2 "mod" folder that comes by default to put all of the contents of The Frenzied Flame in there. That could be something to try also. Keep me updated and I'll try to help you through it to the best of my ability.
I'm not sure, sorry. I included every param I've edited in a document available as a download if you can check. You can try merging them, with the Lord of Frenzied Flame mod overwriting parts of this one (or vice versa), but I have no clue which files it will overwrite in the process without knowing the params used in that mod.
I have used Rayan's visuals as part of this mod, but not in the ways Rayan has offered them since I only took the effects and not any of the parameters they might have been attached to. So depending on what you were after from Rayan's mod, you might not need both? But I would try merging them first to see if that produces the result you're after.
for me its just the torrent model and some of the vfx alterations, so if you've included those I don't think i need to worry about the other one for now
Thanks for bringing this to my attention! I'm not sure what happened there, but you should still be able to get the +1 ember from its primary location in the meantime until I can put out a fix.
And while I don't have the frenzied torrent, I do have all of the updated frenzy spell effects, as well as the updated effects for Nanaya's Torch and the frenzied lord head. If Torrent is all you need, you should be able to merge the two mods with just the torrent update and be fine. Hope that helps!
I think the hand, while cool, lacks much range and using frenzy skills makes your meter fill up quick. maybe like a longsword of some kind might be worth adding as well?
Also it seems the enemies are very tanky against frenzy and I really can only get a proc off on bosses, otherwise the regular enemies die too slowly. it might be too much to give enemies variable frenzy resist but it might be a good idea
I can't get the mod to work at all. I look at previous posts and followed it but still nothing. :( EDIT: Nvm got it and I have a question: Would it be possible to add Midra's moveset to the mod? It would be perfect.
Hey there! Sorry you had trouble, but I'm glad you were able to get it to work. Hopefully it didn't give you too many issues. May I ask what the problem was, just in case anyone else runs into the same thing in the future?
And funny enough, one of the goals I had for the mod for the 1.0 release was a new weapon with a moveset that took elements from Midra and Romina's polearm ash of war. But my real life workload started to get intense, so I haven't had time to learn how to do all of the moveset splicing needed to make that work. Maybe someday I'll be able to make that happen.
Until then, I hope you enjoy what's already in the mod! People have been merging this with other mods, so you might be able to do that if you find specific weapons or movesets that you like. I included a download for all of the params I've edited to make that process smoother.
Oh no! I'm sorry to hear that. If you could check a few things for me, I'll see if we can get it running for you:
1. After downloading, when you extract the mod folder named "The Frenzied Path v0.5", it will create an extracted folder with the same name "The Frenzied Path v0.5". Inside is another folder named "thefrenziedpath". The folder that goes into Mod Engine 2 is "thefrenziedpath" and NOT the containing folder "The Frenzied Path v0.5".
2. In the Mod Engine 2 file "config_eldenring.toml", make sure you're putting "thefrenziedpath" edits on Line 40. On line 32-34, this looks like the place to put the mod, but these lines have "#" at the beginning of them, designating them as comments and not code. So be careful about that. If you can't see line numbers, downloading Notepad++ will make this super easy.
3. Do you have any other mods installed currently? Some might conflict due to the values in the code that are being used.
4. Make sure you're launching the game with the "launchmod_eldenring.bat" file inside your ModEngine 2 folder, otherwise the mod won't load, even if it's installed correctly.
ModEngine2 Folder Setup This is a link to a picture of my folder setup for mod engine 2. Hopefully this will be enough information to show what I'm doing and perhaps for you to help me figure this out. Thanks regardless! I did have a mod installed through vortex but I have since deleted it, it was just one to use a ps4 controller setup so I doubt there would have been a conflict but I'm not sure honestly.
Thank you for sharing that. The config file looks correct! So that isn't the issue.
EDIT: After I posted, I saw you also gave another screenshot of your Mod Engine folder. That looks correct. So the only things left would be checking thefrenziedpath folder and launching via launchmod_eldenring.bat. Instructions below.
The next place to double check would be your Mod Engine 2 folder, just to make sure everything in there is correct.
Please be sure that thefrenziedpath folder looks like the one shown below:
When you go into thefrenziedpath folder, it should look similar to this (you won't see the .smithbox folder or project.json file. those are for me as I work on the project):
If you check those and those look good, the only thing left to do is to launch the game. In your ModEngine 2 folder, double click launchmod_eldenring.bat to launch the game. DO NOT use Steam to launch the game, or the mod won't load. This screenshot of my ModEngine 2 folder shows what you should click to launch the game:
Please feel free to send me more screenshots of your ModEngine 2 folder or thefrenziedpath folder if there's a problem. Good luck!
I tried those as well, but I still couldn't get it to launch but I think I might have screwed myself a bit here. I forgot about it, but I did have metis mod launcher and I'm not certain if it caused issues or not. I've since deleted it, but I still couldn't get the mod to show up even after using the ".bat" executable to start the game. I think I'm going to try a fresh install and only download this and mod engine 2 and see if that fixes things, after following the install instructions of course. I hope it works! This mod seems like a really cool idea at least, I've often complained about why madness didn't affect the majority of enemies in the game. Thanks for all your help though! I'll let you know how it goes if I manage to get the mod working properly.
Ok so I was able to get it to work but I don't believe it's supposed to function like this. So I followed the instructions again after the fresh install but it didn't seem to work again so I decided to put the regulation.bin of the mod itself into the mod folder of Mod Engine 2's main folder, or root I guess. That got it working but the class showed up as "?MenuText?" also all of the items in the inventory are missing proper names replaced with "?WeaponName?" or "?ProtectorName?". This only seems to apply to items modified in the mod but I only just started up a new character so I don't know if it is on all items which were modified. Placing the "thefrenziedpath" folder into the mod folder of ModEngine2 doesn't seem to help it find the correct information, and placing the regulation.bin inside "thefrenziedpath" folder and then putting the whole thing inside the "mod" folder of the ModEngine2 root make it seem like the mod vanishes as well. Perhaps I'll figure out how to fix this later but for now I'll just try out the mod, it seems to be functioning aside from the weird names.
That's really weird that putting the regulation.bin into Mod Engine 2's mod folder worked... I'm not sure why or how it's working, but I'm glad at least part of it was able to work! Are you playing the game in English by chance? If not, I only have added descriptions for the English and Italian versions, which might be why you're not seeing the correct text.
I would hate to ruin anything if you're getting it to work in this alternate route, but you could technically try copying/pasting all of the contents from "thefrenziedpath" folder into Mod Engine 2's mod folder as well. Since the regulation.bin was working in there for you, technically the rest of the items in thefrenziedpath folder should too.
I can't guarantee this will solve the problem, but it might work? If you don't feel like doing risking that, I don't blame you, and the images tab here on Nexus includes screenshots of every item's description, so at least you won't be totally without those details.
Good luck and if everything's working, I hope you enjoy what's there! More updates to the mod coming soon.
I'm playing in English but yeah what you suggested did work though! I basically just copied all the contents in the "thefrenziedpath" folder and put those in the mod folder alongside the regulation.bin file and now the item descriptions are there as well. So far I've enjoyed the mod! Thnaks again for all the help!
Hey dude thanks for your continued work on the mod!! Also congrats on getting mod of the month for February :D Just wanted to tell/ask about 3 things in the new update: 1. Compared to the intial version, vykes warspear seems very weak suddenly. Is this intentional? I could deal very well with DLC enemies with the Warspear before but on the newest update it seems almost unusable in terms of damage. *Found out why, explanation below* 2. Is there a way to disable the light effect on the frenzy flame seal? It causes a lot of artifacting for me for some reason :/ 3. Similiar to 3, is there a way to get back the fingerprint shield we had before? I know the mod focuses on lore, maybe have an optional folder or something like that? :P
Edit: I see what happened in general now, for some reason when updating mid playthrough certain things break. For example my vykke warspear +10 has the same dmg values as an unupgraded one. This does not affect my upgraded fingerprint shield intererstingly, it even still has only strenght scaling. Maybe this is also why the lights effects seem to act up.
Is it possible to somehow only get the new spell balancing with reduced madness factor by replacing only certain files? I rolled back my changes now and things work again for now :D
Thank you! And thanks for sticking with the mod, your input really does help.
I just released v0.8 to address the issues you mentioned, and I included a new Talisman to enhance the playstyle even further. Just delete the old Frenzied Path folder and replace it with this new one.
The locations to the extra Vyke's War Spear and Fingerprint Stone Shield are listed in the README.txt, as well as the upgrade material locations you'll need to get your new War Spear and Shield up to the levels you need. I also removed the shadow effects from Spark of Frenzy and Frenzied Flame Seal, which should fix the lighting issue you were experiencing.
Thanks for bringing this to my attention, and I hope v0.8 is the experience you were after. While this update should solve any issues you had, please let me know if you find any more and I'll try to address them as soon as possible.
Hey there, unfortunately it seems that the items are not being sold by their respective merchants for me. I just checked the mountain tops merchant and he was selling the failed lords ember but not the talisman, same for the north liurnia merchant and the vyke spear :/
The fix for the light effects on the frenzied seal work perfect now however!
I also have one more thing I would like to bring up, since I acquired it for the very first time, is midras flame, I think compared to the charged burst and the unending frenzy, this attack is actually very weak. Not sure if you buffed it in later builds but if you didnt, I think it would be cool if that one could receive some love. Probably a noticeable dmg buff would be good or a very very high madness proc.
Can I somehow edit the dmg in one of the csv files? If so in which and how?
I uploaded v0.9 now. I don't know what happened with v0.8, but all of the fixes to the merchants were just...gone, as if I never did them. They SHOULD be working now, however. Sorry you had to deal with shuffling around your versions like that, I know that's not the experience you wanted to play, nor the one I wanted to offer.
I'm not sure which version you reverted back to, but I did update Midra's Flame of Frenzy once before, but after doing a quick test on it again, I agree it could've used some buffing at the higher end of things. I doubled the damage and increased the Madness to hopefully make the power a little more noticeable.
In addition to the fixes, the Talisman from v0.8 has been reworked and there's a new head armor to pick up that might make the experience more exciting in the end game. In my opinion they have a really fun impact on the core loop, but let me know what you think if you try them out.
Thanks again for the support, and I hope this version fixes the experience for you!
Wow thanks for updating this so fast!!! The new headgear is AMAZING! It really changes the gameplay loop in a very cool way. I will do further playing and report back. One thing I have realized, that may be annoying to some players, is that the flaming eye effect (so cool :D) makes a flaming sound constantly. Not sure if its intentional or due to attaching a flame as a special effect to the head? Im not that deep into the modding knowledge.
Unfortunately (or fortunately, I guess, depending on how you look at it), FromSoft's animations and VFX have the sound actually put into the effects themselves, so the Frenzy eyes have that sound attached to them by default! On one hand, it makes some modding jobs easier, since all of the sounds come perfectly working and ready to go on the animations. On the other hand, for more customized projects, having to go in and remove sound files is another extra step, especially when there's not enough documentation to know where to find the animation you need to remove sound from. Modding this game is difficult. lol
I do plan on making an alternate version of the Eyes that only activates the frenzied eyes during the 30 second immunity window for the people who want the effects but not the frenzied eyes the whole time, so maybe that will be a compromise to avoid having the fire sound effect constantly running.
So, you mentioned it not being super balanced, and I think I can now weigh in on this after going from 1-60 with the mod purely seeker.
The issue is Focus. This mod is not usable without your starting items 100+ focus stat. Just not happening, any use of a charged frenzy skill is going to cause the player to [and has] go mad. The issue then becomes that the player is locked into this particular top for the entirety of the main game until they can either pick up the fire priests gear, the solitude gear, or big chungus gear, meaning that for meaningful armor options, its either the seeker base top or nothing. This heavily restrains the player early and mid game, if you're having trouble with a boss, and want to go heavier your options are to not use frenzy at all, it becomes a huge liability, you just cannot afford, especially early game to trigger a madness animation, which without the heavily weighted focus top, you will do. In addition, access to focus increasing gear is also heavily limited, to 3 shields, two of which you get around Liurnia, and one that is post game, and similar issues with armor.
I think that the solution here is to rework what focus does a little bit, I think the premise of limiting the 'spamability' of the frenzy skills is a very valid balancing lever, but unfortunately leaves the player in a bind when working with their equipment.
I think the better solution is to have focus increase your cap at its current level, which is I think fairly fine, and have a secondary focus attribute affecting decay rate of madness, so that while increasing focus does increase your arsenal access for a short duration, the decay rate makes frenzy abilities more accessible in overworld, travel, and as you level up bosses.
Across the board I think Madness gain needs to be cut in half.
in short I think this mod is fine, if purely used as a NG+ ready, or NG+ file, but struggles to find its footing in its restrictions for a new save, and would benefit from some adjustments to how focus as a stat interplays with the build.
As a ballpark suggestion, perhaps per 100 focus madness decay is increased by 25%
Edit: I want to state that you have done a fantastic job creating this, and this labor of love should be enjoyed by as many as can get their hands on it, I just feel that the balancing choices made currently are too heavy handed and have somewhat broken the early to mid incantation economy. When you make a cool thing, and the solution to the cool things problem is to just, not engage with it until you're able to get more things online, that we've run into some problems, but those problems ARE solvable, and I hope that you consider my suggestions when you make your decision.
Totally valid criticisms and some well thought-out input, so thank you for taking the time to do that, it actually helps out quite a bit!
You're absolutely right that the current balance has the player almost locked into using the armor given to them at the start of the game. I made it so the player could take armor pieces and items that double the Focus stat over time, and of course they could dump levels into Mind to increase Focus faster, but that doesn't address the early game and having upward mobility for a more natural gear progression, or being able to play with other armor pieces or items.
That was an oversight on my part, and one I intend to fix now that you've brought it to my attention.
I really like the idea of increasing the decay rate of madness through some type of upgrade that players can get on, say, a Talisman. I'll get started on adding one, just to add some extra mechanics and lore to tie into it all.
But a new talisman won't solve the core issue here, which is the ability to use other armor that doesn't have as much built-in Focus, particularly in the early game. So, I think the safest bet will be lower the Focus on the starting gear to a slightly-below-average value (compared to their current values which are on the higher end), and changing the madness buildup to accommodate those new values. This way, the player will have a lot more freedom with their early gear, while also having a ton of room for growth. Not only should this help out the player overall, but it's a better fit for vanilla Elden Ring's progression as well.
This will be my top priority for the next update. If you're bringing this to my attention now, I can only assume others have experienced similar frustrations with the early levels of the game.
Thank you for playing with the mod so thoroughly, and for putting in the effort to write up all of your thoughts——it really is extremely helpful!
Not at all friend, and thank you for taking the time to respond, I very much expected this to land on the floor.
As I said before, you have made an excellent mod, and it should be played by more people, and accessibility, and flexibility on your part are going to be huge pillars to making that happen.
So, thank you, for both your time, consideration and effort. I certainly dont have the know how to pull anything close to this off, and seeing you take that effort and make something awesome is inspiring.
as a request: I would like to have other weapon type options for madness buildup during cooldown periods, could we get say, a madness wetstone added as well in say, Vykes church? While I like the maddening hand, its extremely limited range made engaging with multiple standard mobs an absolute nightmare.
Thanks for the kind words! I just released update v0.7.5, and I hope (for you, especially) this solves all of the issues with v0.5.
I wanted to implement a whetstone to allow for Frenzied Scaling, but let me tell you... that is going to be some very difficult work. The way FromSoft coded their Whetstones is unlike anything else I've worked with thus far (I don't understand how FromSoft works like this...), and requires a lot of extra event scripting, which I'm unfamiliar with.
So in the meantime I created an all new Ash of War that you can attach to any melee armament. When you use the follow-up attack, it will give whatever weapon you have 40 seconds of Frenzied Flame that inflicts bonus Fire damage and Madness buildup. I know this is still somewhat limiting in the sense that the weapon has to have the Ash of War rather than the Frenzied Flame scaling bonus, but I hope it at least gives you some versatility in your weapon selection.
I also did a rebalancing pass on the Madness Overhaul to allow for a variety of armor to be used. I hope you'll give it a try and let me know what you think, and I hope to earn your endorsement! The full detailed list of changes are in the download's README.txt.
(I put link for screenshots because I can't upload them in the comments on this site)
I tried all the possible solutions, I tried to remove the other mods from "config_eldenring.toml", and I also tried to change the language of the game.. I don't understand what the problem is, I have been using mod engine 2 for years with many mods and I know how to do it. this mod does not load correctly
I'm sorry that's happening to you! I tried accessing your links to see what the problem is, but the links have restricted access to them.
https://postimages.org/ is a free upload site you could use to upload your images and attach them to this post. But really anything you use to let me see the screenshots works fine. I'll try to keep tabs on this post to help you out ASAP.
Alright, so it looks like you're using the Italian version of the game. When I did all of the descriptions, I only implemented them for the English US language setting. Give me a little time and I'll make sure to implement all of the extra descriptions for the Italian language option. Also, I don't know if there's differences between versions of the game that might prevent you from seeing the changes I've made, so just keep in mind that my update might not fix things, but I'll definitely try.
Also, these will be the English descriptions from the base version of the mod that you can see in the Images section here on Nexus. I can use Google translate to make Italian translations if you'd like that better to match the language of your game, but it's Google Translate, so there may be some weird grammar issues since I'm not an Italian speaker to make it sound nice. Please let me know which you'd prefer and then I'll implement that for you.
That might have to do with the region version of the game, maybe. There's technically two areas for English Text descriptions in the item settings. I think one of them is for English US, the other, default, might be for International English. I did not add descriptions for the International English sections, so that might be why. I'll try adding them there and create an update.
Alright, I've updated an optional file with Italian support. Let me know if it solves your issue. Also, I've translated everything for Italian language support, so please let me know if anything sounds funky if you play with this language option. As a non-Italian speaker, I can only hope the auto translations sound correct.
Thank you for bearing with me, and I hope you enjoy the mod!
As much as I love the idea of your mod. I really do not like how you just wanna force your way of enjoying the game onto others. I mean.. if it is easy for you to add some stuff to make it a bit spicy, why not? you do not have to play using it if you don't want to right? but you will make people enjoy you mods even more. it kinda just sucks man.. some people just wanna do some cool s#*! and not care about lore. we already played this game and prob is NG10+ at this point, we know the lore and it gets boring after a while..
Sorry you feel that way. If you don't like what I've made, that's totally okay! There's thousands of mods for Elden Ring that you can choose from, and I hope you find one that gives you the experience you're looking for.
I made this mod because it's how I enjoy playing, and because I didn't see anything on Nexus that accommodated what I wanted from the game. I shared it here on Nexus to contribute to the larger mod community for people who might want what I wanted. But I get that's not to everyone's taste. I totally encourage you to do the same thing if you can't find a mod that satisfies what you want from the game.
I'd be open to creating an optional version of the mod to make the frenzied incantations deal more damage or the weapons be stronger if you just want to blow up enemies with frenzied flame while also keeping the madness overhaul gameplay; I just need to know what things you like about the mod and what things you don't... and unfortunately "some people just wanna do some cool s#*!" doesn't really help me narrow down what you want from my mod. The more specific you are, the easier it will be for me to determine if it's something I can do or not.
Thank you for saying that. The main reason I left this comment is this part from the descreption: "Feel free to reach out to me. PLEASE KEEP IN MIND: I am looking to compliment the vanilla game experience. I am not interested in any feature that significantly alters or "breaks" the game experience in a way that detracts from the lore."
Actually I was thinking to myself, After the tarnished gets "blessed" by the 3 fingers and burns the erdtree, It makes more sense that he is no longer affected by the frenzy. I mean.. midra wasn't really being affected by the frenzy during the fight right? he was spamming frenzy spells without feeling anything.
So it kinda make sense that at certain part of the story, the tarnished should be able to do the same thing. and probably even get the lord of the frenzied flame head (maybe after killing the elden beast). all bunch of ideas, that i feel can be fun. Up to you though. just some suggestions on a playthrough that I think would be very interesting with a sense of progression to become the lord of frenzied flame by the end of it.
I definitely want to keep any additional features I add to the mod grounded in the lore and vanilla experience, but tweaking what I already modded to be easier/harder or give people an optional update to have every frenzied flame item at the start of the game is something I could do if people ask for it.
There's an interesting thing happening with Midra and his storyline which was the basis for this mod. The Frenzied Flame covenant seems to be a horror story twist on Buddhist and Christian philosophies, and Midra (when we meet him) is a sage who is enduring endless pain and suffering as punishment for his people studying the frenzied flame. Nanaya seems to hope that through Midra's suffering, he will reach a state of equanimity with it and transcend it(similar to asceticism practices).
Midra is essentially a Bodhisattva, someone who is on the path to enlightenment, and taking on all of his peoples' suffering himself so that through enduring (like Nanaya wishes him to do), he becomes a worthy lord of frenzied flame. But he failed, which is why he apologizes to Nanaya as his final words.
The reasons why he becomes a lord of frenzied flame as he pulls out the Greatsword of Damnation is open to interpretation here, but we do see that despite his failings, he still becomes one (if only temporary), gaining the iconic black hole head and wielding his suffering against the world. But, he was too weak to truly be worthy of that status of lord, as his Flame of Frenzy incantation describes, which is why we can defeat him and why he doesn't bring about the end of ages.
Was he a failed lord because he wasn't embraced by the three fingers? Was it because he failed to transcend his suffering? Or maybe it was because he succumbed to the suffering in his final moments just like all the others mentioned in item descriptions. We can't be sure.
What matters here is that becoming a lord of frenzied flame is what defines that transcendence of suffering, or rather, becoming a lord of frenzied flame is to wholly EMBODY suffering——to become one with it.
That doesn't happen for our tarnished, though, until we beat the game. When we're blessed by the Three Fingers, we're marked as worthy to become a lord, but our journey isn't done yet, and we haven't truly ascended.
Here's where I want to say that I like your suggestion, and I've wanted to do something along those lines for the mod, creating a new head armor of frenzied eyes (like those see in in frenzied NPCs) that constantly emits a madness aura effect, building up madness in any nearby enemies while boosting the attack power of all frenzied flame incantations while wearing it. This would be given to the player after being blessed by the Three Fingers. This wouldn't eliminate the madness build up, however, but I think I could add a significant stat increase to Focus, giving the perception of being on the way to enlightenment.
The problem is, I am still very new to souls modding and haven't figured out how to make this head armor yet.
I also wanted to create a couple incantations, with one called Frenzied Equanimity, which would only be usable if your madness bar was high enough, creating a circular burst like Radagon's Rings of Light, but for Frenzied Flame. However, I'm running into technical issues here, because the game doesn't allow madness as a requirement for casting a spell. I'm trying to find a workaround, but it might be clunky, so I'm weighing my options on how to proceed.
I ask for some patience here; I'm still learning how to do a lot of the more ambitious things I'd like to do for the mod, which is why I haven't set the version number for the mod to v1.0 yet. I'm also doing this in my limited spare time. But truly, this is one of the more difficult games I've tried to make a mod for. While the modding community is really helpful with this, the tools we have are incomplete and can be hard to use.
I am looking for some help, so if you can or know someone who would be willing to work on this with me
Would it help if, in the meantime, I made a roadmap on the description page for things I'd like to accomplish going forward?
Wow, you just blew my mind. I can't wait and def you get an endorse, and I will be tracking this mod! I think your best bet with heads would be RayanWasTaken. He allows merging his mods with others with no issues.
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Howl is very strong when combined with the The Eyes of Frenzied Clarity head armor, which is what broke the interaction.
I will try to get an update to this out sooner rather than later, but I'll leave it as an optional update when I do for anyone who prefers to play with Howl as it currently exists.
Thanks for your understanding.
Someone else in the comments was saying they had a similar issue, but it was resolved by using the Mod Engine 2 "mod" folder that comes by default to put all of the contents of The Frenzied Flame in there. That could be something to try also. Keep me updated and I'll try to help you through it to the best of my ability.
I have used Rayan's visuals as part of this mod, but not in the ways Rayan has offered them since I only took the effects and not any of the parameters they might have been attached to. So depending on what you were after from Rayan's mod, you might not need both? But I would try merging them first to see if that produces the result you're after.
However you choose to proceed, good luck!
And while I don't have the frenzied torrent, I do have all of the updated frenzy spell effects, as well as the updated effects for Nanaya's Torch and the frenzied lord head. If Torrent is all you need, you should be able to merge the two mods with just the torrent update and be fine. Hope that helps!
I think the hand, while cool, lacks much range and using frenzy skills makes your meter fill up quick. maybe like a longsword of some kind might be worth adding as well?
Also it seems the enemies are very tanky against frenzy and I really can only get a proc off on bosses, otherwise the regular enemies die too slowly. it might be too much to give enemies variable frenzy resist but it might be a good idea
EDIT: Nvm got it and I have a question: Would it be possible to add Midra's moveset to the mod? It would be perfect.
And funny enough, one of the goals I had for the mod for the 1.0 release was a new weapon with a moveset that took elements from Midra and Romina's polearm ash of war. But my real life workload started to get intense, so I haven't had time to learn how to do all of the moveset splicing needed to make that work. Maybe someday I'll be able to make that happen.
Until then, I hope you enjoy what's already in the mod! People have been merging this with other mods, so you might be able to do that if you find specific weapons or movesets that you like. I included a download for all of the params I've edited to make that process smoother.
1. After downloading, when you extract the mod folder named "The Frenzied Path v0.5", it will create an extracted folder with the same name "The Frenzied Path v0.5". Inside is another folder named "thefrenziedpath". The folder that goes into Mod Engine 2 is "thefrenziedpath" and NOT the containing folder "The Frenzied Path v0.5".
2. In the Mod Engine 2 file "config_eldenring.toml", make sure you're putting "thefrenziedpath" edits on Line 40. On line 32-34, this looks like the place to put the mod, but these lines have "#" at the beginning of them, designating them as comments and not code. So be careful about that. If you can't see line numbers, downloading Notepad++ will make this super easy.
3. Do you have any other mods installed currently? Some might conflict due to the values in the code that are being used.
4. Make sure you're launching the game with the "launchmod_eldenring.bat" file inside your ModEngine 2 folder, otherwise the mod won't load, even if it's installed correctly.
I hope this helps!
Ok so this is a link to an image of my Elden Ring configuration file in the mod engine 2 folder.
This is a link to a picture of my folder setup for mod engine 2. Hopefully this will be enough information to show what I'm doing and perhaps for you to help me figure this out. Thanks regardless! I did have a mod installed through vortex but I have since deleted it, it was just one to use a ps4 controller setup so I doubt there would have been a conflict but I'm not sure honestly.
Thank you for sharing that. The config file looks correct! So that isn't the issue.
EDIT: After I posted, I saw you also gave another screenshot of your Mod Engine folder. That looks correct. So the only things left would be checking thefrenziedpath folder and launching via launchmod_eldenring.bat. Instructions below.
The next place to double check would be your Mod Engine 2 folder, just to make sure everything in there is correct.
Please be sure that thefrenziedpath folder looks like the one shown below:
When you go into thefrenziedpath folder, it should look similar to this (you won't see the .smithbox folder or project.json file. those are for me as I work on the project):
If you check those and those look good, the only thing left to do is to launch the game. In your ModEngine 2 folder, double click launchmod_eldenring.bat to launch the game. DO NOT use Steam to launch the game, or the mod won't load. This screenshot of my ModEngine 2 folder shows what you should click to launch the game:
Please feel free to send me more screenshots of your ModEngine 2 folder or thefrenziedpath folder if there's a problem. Good luck!
I would hate to ruin anything if you're getting it to work in this alternate route, but you could technically try copying/pasting all of the contents from "thefrenziedpath" folder into Mod Engine 2's mod folder as well. Since the regulation.bin was working in there for you, technically the rest of the items in thefrenziedpath folder should too.
I can't guarantee this will solve the problem, but it might work? If you don't feel like doing risking that, I don't blame you, and the images tab here on Nexus includes screenshots of every item's description, so at least you won't be totally without those details.
Good luck and if everything's working, I hope you enjoy what's there! More updates to the mod coming soon.
Just wanted to tell/ask about 3 things in the new update:
1. Compared to the intial version, vykes warspear seems very weak
suddenly. Is this intentional? I could deal very well with DLC enemies
with the Warspear before but on the newest update it seems almost
unusable in terms of damage. *Found out why, explanation below*
2. Is there a way to disable the light effect on the frenzy flame seal? It causes a lot of artifacting for me for some reason :/
3. Similiar to 3, is there a way to get back the fingerprint shield we had before? I know the mod focuses on lore, maybe have an optional folder
or something like that? :P
Edit: I see what happened in general now, for some reason when updating mid playthrough certain things break.
For example my vykke warspear +10 has the same dmg values as an unupgraded one. This does not affect my upgraded fingerprint shield intererstingly, it even still has only strenght scaling. Maybe this is also why the lights effects seem to act up.
Is it possible to somehow only get the new spell balancing with reduced madness factor by replacing only certain files? I rolled
back my changes now and things work again for now :D
I just released v0.8 to address the issues you mentioned, and I included a new Talisman to enhance the playstyle even further. Just delete the old Frenzied Path folder and replace it with this new one.
The locations to the extra Vyke's War Spear and Fingerprint Stone Shield are listed in the README.txt, as well as the upgrade material locations you'll need to get your new War Spear and Shield up to the levels you need. I also removed the shadow effects from Spark of Frenzy and Frenzied Flame Seal, which should fix the lighting issue you were experiencing.
Thanks for bringing this to my attention, and I hope v0.8 is the experience you were after. While this update should solve any issues you had, please let me know if you find any more and I'll try to address them as soon as possible.
The fix for the light effects on the frenzied seal work perfect now however!
Can I somehow edit the dmg in one of the csv files? If so in which and how?
I uploaded v0.9 now. I don't know what happened with v0.8, but all of the fixes to the merchants were just...gone, as if I never did them. They SHOULD be working now, however. Sorry you had to deal with shuffling around your versions like that, I know that's not the experience you wanted to play, nor the one I wanted to offer.
I'm not sure which version you reverted back to, but I did update Midra's Flame of Frenzy once before, but after doing a quick test on it again, I agree it could've used some buffing at the higher end of things. I doubled the damage and increased the Madness to hopefully make the power a little more noticeable.
In addition to the fixes, the Talisman from v0.8 has been reworked and there's a new head armor to pick up that might make the experience more exciting in the end game. In my opinion they have a really fun impact on the core loop, but let me know what you think if you try them out.
Thanks again for the support, and I hope this version fixes the experience for you!
I do plan on making an alternate version of the Eyes that only activates the frenzied eyes during the 30 second immunity window for the people who want the effects but not the frenzied eyes the whole time, so maybe that will be a compromise to avoid having the fire sound effect constantly running.
The issue is Focus. This mod is not usable without your starting items 100+ focus stat. Just not happening, any use of a charged frenzy skill is going to cause the player to [and has] go mad. The issue then becomes that the player is locked into this particular top for the entirety of the main game until they can either pick up the fire priests gear, the solitude gear, or big chungus gear, meaning that for meaningful armor options, its either the seeker base top or nothing. This heavily restrains the player early and mid game, if you're having trouble with a boss, and want to go heavier your options are to not use frenzy at all, it becomes a huge liability, you just cannot afford, especially early game to trigger a madness animation, which without the heavily weighted focus top, you will do. In addition, access to focus increasing gear is also heavily limited, to 3 shields, two of which you get around Liurnia, and one that is post game, and similar issues with armor.
I think that the solution here is to rework what focus does a little bit, I think the premise of limiting the 'spamability' of the frenzy skills is a very valid balancing lever, but unfortunately leaves the player in a bind when working with their equipment.
I think the better solution is to have focus increase your cap at its current level, which is I think fairly fine, and have a secondary focus attribute affecting decay rate of madness, so that while increasing focus does increase your arsenal access for a short duration, the decay rate makes frenzy abilities more accessible in overworld, travel, and as you level up bosses.
Across the board I think Madness gain needs to be cut in half.
in short I think this mod is fine, if purely used as a NG+ ready, or NG+ file, but struggles to find its footing in its restrictions for a new save, and would benefit from some adjustments to how focus as a stat interplays with the build.
As a ballpark suggestion, perhaps per 100 focus madness decay is increased by 25%
Edit: I want to state that you have done a fantastic job creating this, and this labor of love should be enjoyed by as many as can get their hands on it, I just feel that the balancing choices made currently are too heavy handed and have somewhat broken the early to mid incantation economy. When you make a cool thing, and the solution to the cool things problem is to just, not engage with it until you're able to get more things online, that we've run into some problems, but those problems ARE solvable, and I hope that you consider my suggestions when you make your decision.
You're absolutely right that the current balance has the player almost locked into using the armor given to them at the start of the game. I made it so the player could take armor pieces and items that double the Focus stat over time, and of course they could dump levels into Mind to increase Focus faster, but that doesn't address the early game and having upward mobility for a more natural gear progression, or being able to play with other armor pieces or items.
That was an oversight on my part, and one I intend to fix now that you've brought it to my attention.
I really like the idea of increasing the decay rate of madness through some type of upgrade that players can get on, say, a Talisman. I'll get started on adding one, just to add some extra mechanics and lore to tie into it all.
But a new talisman won't solve the core issue here, which is the ability to use other armor that doesn't have as much built-in Focus, particularly in the early game. So, I think the safest bet will be lower the Focus on the starting gear to a slightly-below-average value (compared to their current values which are on the higher end), and changing the madness buildup to accommodate those new values. This way, the player will have a lot more freedom with their early gear, while also having a ton of room for growth. Not only should this help out the player overall, but it's a better fit for vanilla Elden Ring's progression as well.
This will be my top priority for the next update. If you're bringing this to my attention now, I can only assume others have experienced similar frustrations with the early levels of the game.
Thank you for playing with the mod so thoroughly, and for putting in the effort to write up all of your thoughts——it really is extremely helpful!
As I said before, you have made an excellent mod, and it should be played by more people, and accessibility, and flexibility on your part are going to be huge pillars to making that happen.
So, thank you, for both your time, consideration and effort. I certainly dont have the know how to pull anything close to this off, and seeing you take that effort and make something awesome is inspiring.
as a request: I would like to have other weapon type options for madness buildup during cooldown periods, could we get say, a madness wetstone added as well in say, Vykes church? While I like the maddening hand, its extremely limited range made engaging with multiple standard mobs an absolute nightmare.
I wanted to implement a whetstone to allow for Frenzied Scaling, but let me tell you... that is going to be some very difficult work. The way FromSoft coded their Whetstones is unlike anything else I've worked with thus far (I don't understand how FromSoft works like this...), and requires a lot of extra event scripting, which I'm unfamiliar with.
So in the meantime I created an all new Ash of War that you can attach to any melee armament. When you use the follow-up attack, it will give whatever weapon you have 40 seconds of Frenzied Flame that inflicts bonus Fire damage and Madness buildup. I know this is still somewhat limiting in the sense that the weapon has to have the Ash of War rather than the Frenzied Flame scaling bonus, but I hope it at least gives you some versatility in your weapon selection.
I also did a rebalancing pass on the Madness Overhaul to allow for a variety of armor to be used. I hope you'll give it a try and let me know what you think, and I hope to earn your endorsement! The full detailed list of changes are in the download's README.txt.
https://drive.google.com/file/d/1WZrQDV4CAIyzI66Ke2YYPH2JiYxLWd2t/view?usp=drive_link
https://drive.google.com/file/d/1_nI6G-fvNYU5UHUrlH3KeEh6n4U3jPat/view?usp=drive_link
(I put link for screenshots because I can't upload them in the comments on this site)
I tried all the possible solutions, I tried to remove the other mods from "config_eldenring.toml", and I also tried to change the language of the game.. I don't understand what the problem is, I have been using mod engine 2 for years with many mods and I know how to do it. this mod does not load correctly
https://postimages.org/ is a free upload site you could use to upload your images and attach them to this post. But really anything you use to let me see the screenshots works fine. I'll try to keep tabs on this post to help you out ASAP.
Also, these will be the English descriptions from the base version of the mod that you can see in the Images section here on Nexus. I can use Google translate to make Italian translations if you'd like that better to match the language of your game, but it's Google Translate, so there may be some weird grammar issues since I'm not an Italian speaker to make it sound nice. Please let me know which you'd prefer and then I'll implement that for you.
Thanks for bringing this to my attention!
Thank you for bearing with me, and I hope you enjoy the mod!
I made this mod because it's how I enjoy playing, and because I didn't see anything on Nexus that accommodated what I wanted from the game. I shared it here on Nexus to contribute to the larger mod community for people who might want what I wanted. But I get that's not to everyone's taste. I totally encourage you to do the same thing if you can't find a mod that satisfies what you want from the game.
I'd be open to creating an optional version of the mod to make the frenzied incantations deal more damage or the weapons be stronger if you just want to blow up enemies with frenzied flame while also keeping the madness overhaul gameplay; I just need to know what things you like about the mod and what things you don't... and unfortunately "some people just wanna do some cool s#*!" doesn't really help me narrow down what you want from my mod. The more specific you are, the easier it will be for me to determine if it's something I can do or not.
"Feel free to reach out to me. PLEASE KEEP IN MIND: I am looking to compliment the vanilla game experience. I am not interested in any feature that significantly alters or "breaks" the game experience in a way that detracts from the lore."
Actually I was thinking to myself, After the tarnished gets "blessed" by the 3 fingers and burns the erdtree, It makes more sense that he is no longer affected by the frenzy. I mean.. midra wasn't really being affected by the frenzy during the fight right? he was spamming frenzy spells without feeling anything.
So it kinda make sense that at certain part of the story, the tarnished should be able to do the same thing. and probably even get the lord of the frenzied flame head (maybe after killing the elden beast). all bunch of ideas, that i feel can be fun. Up to you though. just some suggestions on a playthrough that I think would be very interesting with a sense of progression to become the lord of frenzied flame by the end of it.
There's an interesting thing happening with Midra and his storyline which was the basis for this mod. The Frenzied Flame covenant seems to be a horror story twist on Buddhist and Christian philosophies, and Midra (when we meet him) is a sage who is enduring endless pain and suffering as punishment for his people studying the frenzied flame. Nanaya seems to hope that through Midra's suffering, he will reach a state of equanimity with it and transcend it(similar to asceticism practices).
Midra is essentially a Bodhisattva, someone who is on the path to enlightenment, and taking on all of his peoples' suffering himself so that through enduring (like Nanaya wishes him to do), he becomes a worthy lord of frenzied flame. But he failed, which is why he apologizes to Nanaya as his final words.
The reasons why he becomes a lord of frenzied flame as he pulls out the Greatsword of Damnation is open to interpretation here, but we do see that despite his failings, he still becomes one (if only temporary), gaining the iconic black hole head and wielding his suffering against the world. But, he was too weak to truly be worthy of that status of lord, as his Flame of Frenzy incantation describes, which is why we can defeat him and why he doesn't bring about the end of ages.
Was he a failed lord because he wasn't embraced by the three fingers? Was it because he failed to transcend his suffering? Or maybe it was because he succumbed to the suffering in his final moments just like all the others mentioned in item descriptions. We can't be sure.
What matters here is that becoming a lord of frenzied flame is what defines that transcendence of suffering, or rather, becoming a lord of frenzied flame is to wholly EMBODY suffering——to become one with it.
That doesn't happen for our tarnished, though, until we beat the game. When we're blessed by the Three Fingers, we're marked as worthy to become a lord, but our journey isn't done yet, and we haven't truly ascended.
Here's where I want to say that I like your suggestion, and I've wanted to do something along those lines for the mod, creating a new head armor of frenzied eyes (like those see in in frenzied NPCs) that constantly emits a madness aura effect, building up madness in any nearby enemies while boosting the attack power of all frenzied flame incantations while wearing it. This would be given to the player after being blessed by the Three Fingers. This wouldn't eliminate the madness build up, however, but I think I could add a significant stat increase to Focus, giving the perception of being on the way to enlightenment.
The problem is, I am still very new to souls modding and haven't figured out how to make this head armor yet.
I also wanted to create a couple incantations, with one called Frenzied Equanimity, which would only be usable if your madness bar was high enough, creating a circular burst like Radagon's Rings of Light, but for Frenzied Flame. However, I'm running into technical issues here, because the game doesn't allow madness as a requirement for casting a spell. I'm trying to find a workaround, but it might be clunky, so I'm weighing my options on how to proceed.
I ask for some patience here; I'm still learning how to do a lot of the more ambitious things I'd like to do for the mod, which is why I haven't set the version number for the mod to v1.0 yet. I'm also doing this in my limited spare time. But truly, this is one of the more difficult games I've tried to make a mod for. While the modding community is really helpful with this, the tools we have are incomplete and can be hard to use.
I am looking for some help, so if you can or know someone who would be willing to work on this with me
Would it help if, in the meantime, I made a roadmap on the description page for things I'd like to accomplish going forward?
I think your best bet with heads would be RayanWasTaken. He allows merging his mods with others with no issues.