A message to the creator: will the mod ever get an update? I've noticed that you're online quite frequently, but i can't help but to ask. Are you working on a big update, is it discontinued, or are you just incredibly busy? The mod is amazing and probably the best mod i've ever used, so i really hope it doesn't go down the drain.
I just started modding.. I Have no fuckin' clue how to install this, should I just put the parts in the "Mod" folder? along with the other sfx and msg folders? should I put the folders inside the parts folder? I really need help cus I wanna spice up my 4th playthru of this game
Nope.. Tried it multiple times, hoping it is just a bug from modengine but all i got is frustration as this mod is superbly perfect.. Whelp, lets just wait for this mod to be updated, fingers cross.
I am wondering about this too. The method of installation requires us to replace regulation.bin files in the mod folder. Both AC6 Armoury and Ibis had the same files.
I don't want to experiment as I was afraid the mod might mess up. So I tried both independently for quite some time (I had used the All Part Unlock mod before which caused both Ibis Weapons and AC6 Armoury's to all appear regardless of where I am in the story), and later decided to keep Ibis Weapons and removing AC6 Armoury.
It would be great if someone can explain to me how they can run two mods that both uses different regulation.bin? Just copy paste above the previous files? Won't that removes the file?
Hello everyone, I love this mod but am having some trouble with getting it to work with the AC6 Armory mod. I am trying to merge the regulation.bin files as was claimed to be done successfully by other commenters below, but whenever I try to open a DSmapstudio project with the AC6 Armory mod, the application crashes with an error. This doesn't happen when I open the IBIS weapons mod file, so i am at my wits end in what to do to play both mods. I know other people have successfully merged the mods, but none of them have been kind enough to share how they did so. Thank you all for your time, any help would be greatly appreciated.
it's me again,guys. I've found how to merge both of mods almost,but there was something weird problems. 1.this mods "overdrive" doesn't trigger. 2.armourys some special parts doesn't work(floating mine,anti-missile flares issue was on me). that two problems happend I solved one,and I couldn't fix both of them. if you say "okay but i need it anyway", I will write in new comment.
@UnderstoodShilage I'll take your merged mod! If you ever figure out how to fix the rest let me know! are there any directions for using your merged mod like taking the IBIS msg, parts, or sfx folders and moving them into the existing armoury matching folders along with a merged regulation.bin? putting ibis parts into the armoury parts folder doesn't cause replacements, but the sfxbnd_commoneffects.ffxbnd.dcx are the same between the sfx folders and the item.msgbnd.dcx in the msg-engus folders are also conflicting. Sorry to get into the details of it but hoping to help others like us looking to get this right! You're amazing for doing all that work already.
okay,I'll talk to you about how to.before started,English isn't my first language,so sorry about bad English. 1.How to merge reguration.bin file In here, Use to This Tool and UXM(In Elden Ring Mods page).Please read How to use Carefully. Here is how to Export and Inport,and "DSMapstudio"="Smithbox". 2.How to merge other files as fun fact,".dcx" files are compressed files. Then, Use This Tool to unpack them. parts texts is in "msg" files, so step is"Unpack Both mods with tool" "Copy All(reguration is not inclueded) files from IBIS mod","Paste them into Armoury mod","Skip duplicate file when system massage say so","check up difference unpacked msg file","Repack merged mod". it should be work as we want,but I couldn't edit sfx file. this is not perfect merge, but I hope you guys get some help. EDIT:It may be resolve overdrive mode issue,for after first step. In Param Editer,serch "Bullet" params,then find row number 70000100 "EXPANSION - ASSAULT ARMOR (Coral)",param is "Shooter SpEffect ID",change value to "800000000".It applies overdrive when you triggered AA.
@SilvertongueRED,answer to your questions personally,if you need parts text,unpack msg file and do step 2.parts files are standalone as each parts,so it's enough just copy&paste and skip. about sfx folder,I still not found to merge tool. edit:everything resolved.
Thanks for the directions! I'm not sure I'll have the time to follow them though tbh. Just checking, but does your fix take care of merging everything perfectly? Like effects and all? Curious if you squashed those bugs!
I totally get not wanting to upset the mod authors...but tbh given they have been offline for so long and the Armoury author doesn't have any intention to create a compatibility patch between these two mods...I'd say you're within your rights to share things privately! I'm on discord at silvertonguered if you change your mind @UnderstoodShilage. Really want my perfect mod setup before committing to a solid playthrough :)
I have access to a fusion mod made by a friend that successfully fused the armory and ibis mods a while ago the armory mod may be somewhat outdated but the ibis side is using the current release its mostly functional and even works on the multi-player mod if your curious about the mod send me a direct message on nexus about it so I can talk it over and let you know what my discord is
Such a good mod. I think this is the best mod for this game, considering we have limited mod to begin with but why this mod isn't updated? The weapon icon is missing and it can hardly merge with other mod as well. Overall, superb mod but the downside is equally frustrating.
I spend half a day figuring out how modding works on AC6, to avoid wasting the same few hours of your time, here’s a guide on how to mod AC6. Note that this is tested under v1.07.2 base game and only a few mods I installed for myself, if it didn’t work by the time you read this then Good Luck!
Read this guide if one of these situations fits you: a. Never modded AC6, wants to start your modded game b. Have an outdated mod that uses regulation.bin but the author seems abandoned the project (IBIS Weapon https://www.nexusmods.com/armoredcore6firesofrubicon/mods/146 for example) c. Wanting to change the look of some base game parts with mods (replacing EPHEMERA model with IB-07 SOL 644 https://www.nexusmods.com/armoredcore6firesofrubicon/mods/143, or whatever GUNDAM mod that does similar things. In the meantime perhaps you don't want your enemy piloting the Nu GUNDAM like you do.) d. Trying to buff/nerf some base game / new mod parts for yourself, or replacing their model e. Replacing the audio (such as Ayre as my COM https://www.nexusmods.com/armoredcore6firesofrubicon/mods/210)
On top of all, be noted that: a. Mod at your own risk! Make backups of your saves / base game files etc. in case things break. b. Modded game cannot go online! That said achievements seems still enabled. (Not sure about this, the only achievement that’s left for me is the S rank for all missions, and I’m not getting it soon.) c. Respect FS/Modders’ work! Do not distribute things without the authors’ permission, or do whatever that may violates the rules.
And finally, here's how to mod AC6: What you need is: Modengine2 to run the modded game without EAC, UXM-Selective-Unpack to unpack the game file, and Smithbox to modify the regulation.bin and other in-depth modding works.
0. Make copies of your vanilla saves (dir: AppData\Roaming\ArmoredCore6) and regulation.bin (dir: SteamLibrary\steamapps\common\ARMORED CORE VI FIRES OF RUBICON\Game), turn off the online feature in the TAB menu, and disable the Steam Cloud save backup.
1. Unpack the aforementioned 3 tools, follow their instructions on Github. Not sure about the versions, I just picked the latest release and it worked for me. I strongly suggest putting them in a separate folder named AC6_ModTools and not just dump them into the Steam folder.
2. Run the UXM-Selective-Unpack to unpack your game. Then run launchmod_armoredcore6.bat in Modengine2 WHILE STEAM IS ALSO RUNNING. If things worked you should see the game running without EAC. Of course, you cannot go online with it. (BTW if all you want to do is to replace some model in game then you don't need the Smithbox part coming next.)
3. Now run the Smithbox, you'll need to create a project first by setting the dir of the Modengine2 and the UNPACKED game. Check the import row names box so you don't have to do it later. After creating the project, click the Param Editor page on top left. In the list shown here, white text means nothing changed between the modded version vs the original, green means the mod altered something. You only need to create project once, unless you are merging multiple mods like in Step 8.
4. If you haven't give Modengine2 anything now is the time to do it. (You'll see no green text in Smithbox whatsoever.) You can follow instructions from the modders but usually it's just move all unpacked file into the mod folder in Modengine2. (e.g. tpf.dcx and partsbnd.dcx files goes to ModEngine-2.1.0.0-win64\mod\parts) You can basically see the Modengine2 as a way to "override" the vanilla game files, which is why the folder structure will be similar to what you see in the SteamLib folder. If you choose to separate different mod files just follow the guide on Github and modify your .toml file.
5. Additional notes about installing mods that replaces models (Such as replacing the EPHEMERA set with IB-07 SOL 644) 5.1. Check the mod file you want to install. What you should be seeing is a set of file with names: xy_z_1234.partsbnd.dcx and xy_z_1234_l.partsbnd.dcx, then the mod is for replacing AC parts or thrusters, or wp_x_1234.partsbnd.dcx and wp_x_1234_l.partsbnd.dcx if the mod is for weapons. 5.2. This brings us to the naming system of AC6 parts:For all *.partsbnd.dcx, if there is a ‘_l’ appended in the file name, that means this file is used by the npc, and the file without ‘_l’ means it’s used by the player. By only installing ones without ‘_l’ you can change only the look of your own AC, even though your enemy is using the same parts. And the digits ‘1234’ for each file is actually pointing to a set of parts that you want to replace. Check the AC6 Parts ID reference.For AC parts xy_z_1234: xy_z tells what this file is used for. ‘xy’ here can be ‘am’, ‘bd’, ‘hd’, ‘lg’ (Means Arm, Body, Head, Leg), and ‘z’ is always ‘m’ in AC6. (This is because in other FS games, male/female characters wearing the same item can look differently, but we don’t have that for AC6.)For thrusters: file name will look like ‘bs_a_1234’, they work the same way like AC frames.For weapons: file name will look like ‘wp_x_1234’, here the x in middle can be ‘l’ or ‘r’, making it a left/right weapon. The rest is pretty much the same. 5.3 To install the appearance mods, you should create a folder ‘parts’ in your Modengine2 directory if you haven't done that so, and inside is where you put the *.partsbnd.dcx mod files. Now your directory should look like this:
Rename *.partsbnd.dcx files to the part ID you want to replace (see reference above). Don’t mess up the types. Take the example for replacing the player's EPHEMERA set with IB-07 SOL 644. I grab the am_m_8060.partsbnd.dcx from the "Arm Part with no Cannons" folder and the bd_m_8060.partsbnd.dcx, hd_m_8060.partsbnd.dcx, lg_m_8060.partsbnd.dcx, bs_a_8020.partsbnd.dcx file from the extracted mod. Put them under the mod/parts folder in Modengine2, now because I want to replace the EPHEMERA set and not the ALBA set, I rename all 8060 in file names to 8020. 5.4 Run launchmod_armoredcore6.bat again, this time you should be seeing models being replaced. If you didn't install the NPC version (files with '_l') then you'll not be seeing any changes to your enemy. (You can try arena to make sure, that said it's still different when you check their models from saved ACs.)
6. Back at the launchmod_armoredcore6.bat, this time you should be seeing things differently in-game. If your mod replaces the models and you followed the instructions in Step 5 correctly, they should look different now. If the mod has new parts (that are not replacing an vanilla part), the shop should be reopened and you can just buy them right away. If you didn't see any new parts but expecting them, check the description for your mod and see if they have any unlocking conditions. If the mod has an outdated regulation.bin, your saved ACs will also be effected, just like when FS buff/nerfs some parts and you have to fix them after an update, this is just the revert of that. Don't just delete them as I'll talk about how to fix this in step 7. If it's an audio replacement mod (such as Ayre as COM) then the voices should be replaced too. (A side note about the Ayre voice mod, the author was right about renaming the sd.bdt to something like sd.bdt.DISABLED in vanilla game, but it's actually OK to install the modded files in Modengine2 under dir mod\sd\ja and not replacing the vanilla ones.)
7. To fix the outdated regulation.bin, or make custom changes to the game/mods, check out Smithbox now after putting files in the Modengine2. A green text means something was different in the mod but sometimes it was intentional (say your mod is buffing or nerfing some parts from the base game). So you kinda have to check out the parameters one by one yourself. Still back at the Param Editor page. Hit the little triangle right next to search bar (Ctrl+P to locate), you'll see "Select params..." and a little below it is a button "modified". Click that, now you should only be seeing green texts. Click anything from this params list will bring you to the rows list. Now you can select rows that are "added" if it's added by the mod or "modified" if it was changed by the mod. (Note that modified includes added.) Click some item in the rows list will bring you to the "fields" where things actually happen. Similarly select the "modified" in fields list, and the fields list will only show fields that has a difference between your installed mods and the vanilla game, or ones that are introduced by the mods. For rows that were introduced by the mods (i.e. the item doesn't exist in the vanilla game), the fields will show only one column from the regulation.bin in your mods. But if it was not a new item, you should be seeing two columns, where left is the modded value and the right is the vanilla value. If there is a difference between the two, this field will be marked green by the Smithbox. If you want to update an outdated value for your modded game, just right click that field and click mass edit > reset to vanilla. Likewise buff/nerf a part by change some value directly in the left column (so that you don't mess with the vanilla file). Be sure to press Ctrl+S often to save edits, or you can Ctrl+Z to discard a change (including mass edits). Hover mouse over field names and Smithbox will provide you with hints (Not always correct tho.)
8. To edit things efficiently you need to use search bar more often and know where things are generally located. For example: AtkParam_Pc, BehaviorParam_PC and Bullet is where you find your weapons' behavior. EquipmentLineupParam sets the store behavior of parts. EquipParamProtector is for AC frame and so is Booster, Fcs, Generator or Weapon. The model ID I mentioned in Step 5 also works here, so changing the model ID will change the look of an AC part. Take your time to explore these Params and fields, or even take a look on other editors that handles Maps, Models, Textures and more. The Smithbox is such a powerful tool when you know what you are doing. The tool window on the right side is another gem where you want to explore. To merge regulation.bin, you can check out THIS guide from Elden Ring forum, FS games works similarly.
9. Be sure to change the right fields, for example, if you want to buff the load limit of a leg in EquipParamProtector. You not only need to change the field "legs_payload" which tells the game about load limit, but also "computed_f12" so that the No.12 value is correctly displayed in menu. Respect data types, a float field should be fine with integer but things could break if you go other way around. Or perhaps a value is for a type/event flag or an ID. There's endless things to pay attention to in Smithbox, but then there's almost no boundaries to your modification, hence why you should take time to explore yourself. If you are confused about something, it's always a good idea to just check the Help module in Smithbox. When you are done with editing, Ctrl+S to save your changes, and run the launchmod_armoredcore6.bat to check if your work has been paid off. Be noted that you should not pack the game again with UXM-Selective-Unpacker (see Github page for details), just run the unpacked and modded game with Modengine2.
Hopefully it worked! If something goes wrong, try searching the internet and see if anyone has a solution. Or if you figured out yourself, don't hesitate to tell others about it. And that's about it, you could make a shortcut for the .bat file and change the icon with your own custom .ico file, or some other fancy tricks to make it look good. I changed my .bat shortcut icon to a picture of Ayre, so any time I want the modded game experience I go straight to that. Again, modded game still needs Steam running in the background. And if you run into some catastrophic failure, you can always wipe everything out and let Steam to fix your game, which is why the save backup is important.
156 comments
I Have no fuckin' clue how to install this, should I just put the parts in the "Mod" folder? along with the other sfx and msg folders? should I put the folders inside the parts folder? I really need help cus I wanna spice up my 4th playthru of this game
Is this mod compatible with AC6 armoury?
I don't want to experiment as I was afraid the mod might mess up. So I tried both independently for quite some time (I had used the All Part Unlock mod before which caused both Ibis Weapons and AC6 Armoury's to all appear regardless of where I am in the story), and later decided to keep Ibis Weapons and removing AC6 Armoury.
It would be great if someone can explain to me how they can run two mods that both uses different regulation.bin? Just copy paste above the previous files? Won't that removes the file?
Will try to do so later. I will update how it goes and whether there are any conflict between Ibis Weapon and AC6 Armoury.
1.How to merge reguration.bin file
In here, Use to This Tool and UXM(In Elden Ring Mods page).Please read How to use Carefully. Here is how to Export and Inport,and "DSMapstudio"="Smithbox".
2.How to merge other files
as fun fact,".dcx" files are compressed files. Then, Use This Tool to unpack them. parts texts is in "msg" files, so step is"Unpack Both mods with tool" "Copy All(reguration is not inclueded) files from IBIS mod","Paste them into Armoury mod","Skip duplicate file when system massage say so","check up difference unpacked msg file","Repack merged mod". it should be work as we want,but I couldn't edit sfx file.
this is not perfect merge, but I hope you guys get some help.
EDIT:It may be resolve overdrive mode issue,for after first step. In Param Editer,serch "Bullet" params,then find row number 70000100 "EXPANSION - ASSAULT ARMOR (Coral)",param is "Shooter SpEffect ID",change value to "800000000".It applies overdrive when you triggered AA.
edit:everything resolved.
I totally get not wanting to upset the mod authors...but tbh given they have been offline for so long and the Armoury author doesn't have any intention to create a compatibility patch between these two mods...I'd say you're within your rights to share things privately! I'm on discord at silvertonguered if you change your mind @UnderstoodShilage. Really want my perfect mod setup before committing to a solid playthrough :)
Read this guide if one of these situations fits you:
a. Never modded AC6, wants to start your modded game
b. Have an outdated mod that uses regulation.bin but the author seems abandoned the project (IBIS Weapon https://www.nexusmods.com/armoredcore6firesofrubicon/mods/146 for example)
c. Wanting to change the look of some base game parts with mods (replacing EPHEMERA model with IB-07 SOL 644 https://www.nexusmods.com/armoredcore6firesofrubicon/mods/143, or whatever GUNDAM mod that does similar things. In the meantime perhaps you don't want your enemy piloting the Nu GUNDAM like you do.)
d. Trying to buff/nerf some base game / new mod parts for yourself, or replacing their model
e. Replacing the audio (such as Ayre as my COM https://www.nexusmods.com/armoredcore6firesofrubicon/mods/210)
On top of all, be noted that:
a. Mod at your own risk! Make backups of your saves / base game files etc. in case things break.
b. Modded game cannot go online! That said achievements seems still enabled. (Not sure about this, the only achievement that’s left for me is the S rank for all missions, and I’m not getting it soon.)
c. Respect FS/Modders’ work! Do not distribute things without the authors’ permission, or do whatever that may violates the rules.
And finally, here's how to mod AC6:
What you need is: Modengine2 to run the modded game without EAC, UXM-Selective-Unpack to unpack the game file, and Smithbox to modify the regulation.bin and other in-depth modding works.
0. Make copies of your vanilla saves (dir: AppData\Roaming\ArmoredCore6) and regulation.bin (dir: SteamLibrary\steamapps\common\ARMORED CORE VI FIRES OF RUBICON\Game), turn off the online feature in the TAB menu, and disable the Steam Cloud save backup.
1. Unpack the aforementioned 3 tools, follow their instructions on Github. Not sure about the versions, I just picked the latest release and it worked for me. I strongly suggest putting them in a separate folder named AC6_ModTools and not just dump them into the Steam folder.
2. Run the UXM-Selective-Unpack to unpack your game. Then run launchmod_armoredcore6.bat in Modengine2 WHILE STEAM IS ALSO RUNNING. If things worked you should see the game running without EAC. Of course, you cannot go online with it. (BTW if all you want to do is to replace some model in game then you don't need the Smithbox part coming next.)
3. Now run the Smithbox, you'll need to create a project first by setting the dir of the Modengine2 and the UNPACKED game. Check the import row names box so you don't have to do it later. After creating the project, click the Param Editor page on top left. In the list shown here, white text means nothing changed between the modded version vs the original, green means the mod altered something. You only need to create project once, unless you are merging multiple mods like in Step 8.
4. If you haven't give Modengine2 anything now is the time to do it. (You'll see no green text in Smithbox whatsoever.) You can follow instructions from the modders but usually it's just move all unpacked file into the mod folder in Modengine2. (e.g. tpf.dcx and partsbnd.dcx files goes to ModEngine-2.1.0.0-win64\mod\parts) You can basically see the Modengine2 as a way to "override" the vanilla game files, which is why the folder structure will be similar to what you see in the SteamLib folder. If you choose to separate different mod files just follow the guide on Github and modify your .toml file.
5. Additional notes about installing mods that replaces models (Such as replacing the EPHEMERA set with IB-07 SOL 644)
5.1. Check the mod file you want to install. What you should be seeing is a set of file with names: xy_z_1234.partsbnd.dcx and xy_z_1234_l.partsbnd.dcx, then the mod is for replacing AC parts or thrusters, or wp_x_1234.partsbnd.dcx and wp_x_1234_l.partsbnd.dcx if the mod is for weapons.
5.2. This brings us to the naming system of AC6 parts:For all *.partsbnd.dcx, if there is a ‘_l’ appended in the file name, that means this file is used by the npc, and the file without ‘_l’ means it’s used by the player. By only installing ones without ‘_l’ you can change only the look of your own AC, even though your enemy is using the same parts. And the digits ‘1234’ for each file is actually pointing to a set of parts that you want to replace. Check the AC6 Parts ID reference.For AC parts xy_z_1234: xy_z tells what this file is used for. ‘xy’ here can be ‘am’, ‘bd’, ‘hd’, ‘lg’ (Means Arm, Body, Head, Leg), and ‘z’ is always ‘m’ in AC6. (This is because in other FS games, male/female characters wearing the same item can look differently, but we don’t have that for AC6.)For thrusters: file name will look like ‘bs_a_1234’, they work the same way like AC frames.For weapons: file name will look like ‘wp_x_1234’, here the x in middle can be ‘l’ or ‘r’, making it a left/right weapon. The rest is pretty much the same.
5.3 To install the appearance mods, you should create a folder ‘parts’ in your Modengine2 directory if you haven't done that so, and inside is where you put the *.partsbnd.dcx mod files. Now your directory should look like this:
AC6_ModTools
-ModEngine-2.1.0.0-win64
--mod
---parts
----*.partsbnd.dcx
-Smithbox_1_0_24__2025_01_22
-UXM Selective Unpack 2.3.2.0
Rename *.partsbnd.dcx files to the part ID you want to replace (see reference above). Don’t mess up the types. Take the example for replacing the player's EPHEMERA set with IB-07 SOL 644. I grab the am_m_8060.partsbnd.dcx from the "Arm Part with no Cannons" folder and the bd_m_8060.partsbnd.dcx, hd_m_8060.partsbnd.dcx, lg_m_8060.partsbnd.dcx, bs_a_8020.partsbnd.dcx file from the extracted mod. Put them under the mod/parts folder in Modengine2, now because I want to replace the EPHEMERA set and not the ALBA set, I rename all 8060 in file names to 8020.
5.4 Run launchmod_armoredcore6.bat again, this time you should be seeing models being replaced. If you didn't install the NPC version (files with '_l') then you'll not be seeing any changes to your enemy. (You can try arena to make sure, that said it's still different when you check their models from saved ACs.)
6. Back at the launchmod_armoredcore6.bat, this time you should be seeing things differently in-game. If your mod replaces the models and you followed the instructions in Step 5 correctly, they should look different now. If the mod has new parts (that are not replacing an vanilla part), the shop should be reopened and you can just buy them right away. If you didn't see any new parts but expecting them, check the description for your mod and see if they have any unlocking conditions. If the mod has an outdated regulation.bin, your saved ACs will also be effected, just like when FS buff/nerfs some parts and you have to fix them after an update, this is just the revert of that. Don't just delete them as I'll talk about how to fix this in step 7. If it's an audio replacement mod (such as Ayre as COM) then the voices should be replaced too. (A side note about the Ayre voice mod, the author was right about renaming the sd.bdt to something like sd.bdt.DISABLED in vanilla game, but it's actually OK to install the modded files in Modengine2 under dir mod\sd\ja and not replacing the vanilla ones.)
7. To fix the outdated regulation.bin, or make custom changes to the game/mods, check out Smithbox now after putting files in the Modengine2. A green text means something was different in the mod but sometimes it was intentional (say your mod is buffing or nerfing some parts from the base game). So you kinda have to check out the parameters one by one yourself. Still back at the Param Editor page. Hit the little triangle right next to search bar (Ctrl+P to locate), you'll see "Select params..." and a little below it is a button "modified". Click that, now you should only be seeing green texts. Click anything from this params list will bring you to the rows list. Now you can select rows that are "added" if it's added by the mod or "modified" if it was changed by the mod. (Note that modified includes added.) Click some item in the rows list will bring you to the "fields" where things actually happen. Similarly select the "modified" in fields list, and the fields list will only show fields that has a difference between your installed mods and the vanilla game, or ones that are introduced by the mods. For rows that were introduced by the mods (i.e. the item doesn't exist in the vanilla game), the fields will show only one column from the regulation.bin in your mods. But if it was not a new item, you should be seeing two columns, where left is the modded value and the right is the vanilla value. If there is a difference between the two, this field will be marked green by the Smithbox. If you want to update an outdated value for your modded game, just right click that field and click mass edit > reset to vanilla. Likewise buff/nerf a part by change some value directly in the left column (so that you don't mess with the vanilla file). Be sure to press Ctrl+S often to save edits, or you can Ctrl+Z to discard a change (including mass edits). Hover mouse over field names and Smithbox will provide you with hints (Not always correct tho.)
8. To edit things efficiently you need to use search bar more often and know where things are generally located. For example: AtkParam_Pc, BehaviorParam_PC and Bullet is where you find your weapons' behavior. EquipmentLineupParam sets the store behavior of parts. EquipParamProtector is for AC frame and so is Booster, Fcs, Generator or Weapon. The model ID I mentioned in Step 5 also works here, so changing the model ID will change the look of an AC part. Take your time to explore these Params and fields, or even take a look on other editors that handles Maps, Models, Textures and more. The Smithbox is such a powerful tool when you know what you are doing. The tool window on the right side is another gem where you want to explore. To merge regulation.bin, you can check out THIS guide from Elden Ring forum, FS games works similarly.
9. Be sure to change the right fields, for example, if you want to buff the load limit of a leg in EquipParamProtector. You not only need to change the field "legs_payload" which tells the game about load limit, but also "computed_f12" so that the No.12 value is correctly displayed in menu. Respect data types, a float field should be fine with integer but things could break if you go other way around. Or perhaps a value is for a type/event flag or an ID. There's endless things to pay attention to in Smithbox, but then there's almost no boundaries to your modification, hence why you should take time to explore yourself. If you are confused about something, it's always a good idea to just check the Help module in Smithbox. When you are done with editing, Ctrl+S to save your changes, and run the launchmod_armoredcore6.bat to check if your work has been paid off. Be noted that you should not pack the game again with UXM-Selective-Unpacker (see Github page for details), just run the unpacked and modded game with Modengine2.
Hopefully it worked! If something goes wrong, try searching the internet and see if anyone has a solution. Or if you figured out yourself, don't hesitate to tell others about it. And that's about it, you could make a shortcut for the .bat file and change the icon with your own custom .ico file, or some other fancy tricks to make it look good. I changed my .bat shortcut icon to a picture of Ayre, so any time I want the modded game experience I go straight to that. Again, modded game still needs Steam running in the background. And if you run into some catastrophic failure, you can always wipe everything out and let Steam to fix your game, which is why the save backup is important.
Edit: i figured it out
It's very kind of you to do so! Thanks a lot!