Dark Souls

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Xervous

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Xervous

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  1. deleted41094115
    deleted41094115
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    Doesn't work
  2. lordofmelon
    lordofmelon
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    I am kind of confused on how to install this, why do we need to unpack the files if your download is the packed version?
    1. Xervous
      Xervous
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      Well then I'm a potato. I didn't have a clear recollection of what files were around in a vanilla install. Removed that tidbit. If you have the bnd3 files in your game directory it should be a simple swap.
    2. Zulrah19
      Zulrah19
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      and if u dont have the bnd3 files in your game directory? bc unpacked

      Edit: unpack your bnd files then copy over?
  3. ChandraAblaze1977
    ChandraAblaze1977
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    (I have not used your mod, just read about)
    I like the concept of this mod! I especially like the concept of making Occult weapons better. One of my favorite areas to traverse is Painted World, but the items there are useless to most builds, so this will help. I suggest (if you can) that Occult weapons also be cursed weapons so they can damage ghosts in New Londo Ruins.

    I've also thought that heavy weapons had strength requirements too high, but I suggest a different change: make 40 be the highest Strength any weapon requires (one-handed), and then change all weapons with Str over 16 to a ratio (if you know what I mean). In other words, I think each heavy weapon should have specific Str values, just make them lower (say, 25 % less, or something). That way, the really heavy weapons are still "heavy", just not as much.

    When you mentioned "ascend weapons", you mean creating boss weapons, right?

    I suggest that Dragonslayer Spear not scale with Faith, and the lightning special attack scale with Dexterity (if this is possible).

    Is it possible for you to make other weapons shoot a projectiles (special attack)? If so, I suggest that Demon Spear (the Bat-Wing Demon spear) shoot lightning...just make it either not scale, or scale worse than Dragonslayer Spear. It would also be cool if Moonlight Butterfly Horn could shoot magic (like Moonlight Greatsword's one-handed strong attack).

    I suggest, if possible, for the strong attacks of the Artorias Swords be faster ("normal" speed). Either that, or make their respective Intel and Faith requiements less. I just always thought these weapons should be a little more viable due to the stat requirements they have. I also suggest that all katanas swing faster (this is just a pet-peeve, I never use them because short-swords swing faster).

    While your at it on rings, I suggest Ring of FaP not break when removed, which has always annoyed me about it. As a side note, I do think that Ring of Sac (and Rare RoS) should still break per usual.

    It would be nice if a ring could increase all magic cast counts. Maybe give ability this to Lingering Dragoncrest ring, or a more obscure ring, just not Bellowing DCR (it would become too overpowered), and not Old Witch's Ring (it is too obscure).

    Oh, I don't know if you are planning to make any changes to armor, but the only thing I suggest is that the Witch's Hat grant the same effect as Crown of Dusk (it annoys me to have or wear that ugly thing for that bonus, but the Witch Hat looks cool and is appropriate). Though, I don't want you to go crazy with other bonuses to armor the way Dark Souls 2 did, please.

    That's all I can think of right now, thank you for reading, and good luck with your mod.
    1. Xervous
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      I'll consider making that tweak to occult weapons, I'm on the fence about how it sounds thematically.

      On weapon strength requirements. When the various weapons have oddball strength requirements a decent majority of them only come into play in forcing you to have a higher STR for 1 handing. Not many people are going to be onehanding massive weapons most of the time, but for things like ripostes it is rather obnoxious to either be spending X more on STR just to 1h a riposte when you could be using a different weapon in the category, or always remembering to 2h after you riposte. Add on top of this that some weapons have disadvantageous weights (requiring stat points to be sacrificed towards END) and the build requirements for a specific weapon become even more niche. If all the weapons have a reasonable upper limit on STR requirements the main deciding factor on what your build can use becomes END.
      - Points over 28 feel wasted for people who are 2H most of the time
      - weight is a good enough limiter (Hey, it's literally heavy) on additional stat requirements that doesn't feel as wasteful to the player

      The way that stat scaling works in Dark Souls prohibits me from making lightning, fire, or magic damage scale with STR or DEX. I'm currently juggling ideas for Dragonslayer Spear. It's not a weapon I want to improve too much given it's one of the longest spears in the game, but it does need some love so it doesn't always pale beside Demon's Spear.

      I'm undecided on adding projectile abilities to more weapons. Too much and the existing ones lose their uniqueness.

      The Artorias swords are an odd bunch. They will never be getting normal swing speeds because they are longer than the other greatswords, this is a VERY strong thing they have going for them. The Cursed and Abyss swords will be getting reduced stat requirements, but the True Arty sword will probably get some reworking. Scaling with all stats makes it a tricky thing to balance, I've been kicking around various ideas like cutting off the FTH/INT scaling and leaving it with some flat magic damage, reworking it to a pure (lightning?) damage weapon scaling off FTH. It's hard to find a place for it that respects its theme. It might just end up being a weapon for use by characters of extremely high Soul Level.

      Katanas are very strong in their current state. Their oddball classification puts them somewhere in the realm of curved swords, when swung 2H they swing faster than 1H (and match straightswords for swing speed). They're slightly longer than straight swords, they have a strong running attack, and they require less stat investment to reach their peak AR - which is also higher than what straight swords get. If anything most straight swords are due for some minor buffs to put them slightly above katanas in AR (at effective (27)40 STR 40 DEX vs. a typical katanas 14 STR 40 DEX)

      RoFaP not breaking is on the list of things to implement. Parallels to the dusk crown ring (which is having its HP penalty removed) will be implemented. There's five or so rings that basically don't contribute anything to combat so I have room to introduce new effects.

      I have considered poking around armors to provide better looking sources of commonly sought after bonuses (legs with identical stats to Hollow Soldier Waistcloth being the main thing that comes to mind). You mentioning it reinforces my belief that it's a worthwhile set of changes to pursue in the interest of fashion.


      And lastly, the main issue I'm currently puzzling over with the mod. In the parameter file (think of a MASSIVE spreadsheet with the numbers for EVERYTHING each weapon does) each weapon has 3 'slots' for on hit effects and 3 'slots' for on equip effects. To make the occult weapons restore health each time you hit, or divine weapons passively heal you like sanctus, I am assigning them the respective effects. Sadly in doing this it makes the ascending menu (take a +5 weapon to andre and go through the dialogue options to make it Divine, or Raw) fail to display ANYTHING. It's just empty, no weapons found even if you have ones that qualify. Weapons can still be downgraded, weapons already existing will get the changes introduced by the mod, but you can't ascend anything. If I don't find a solution to this my concepts for Divine, Occult and Enchanted aren't likely to be implemented as is. Hopefully enough poking around the files will reveal a fix. However this issue doesn't stop me from changing stat requirements, weapon damage, scaling, ring effects and the like.