Dark Souls
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Mildred_s Hour

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mildredshour

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INSTALLATION
1. Unpack Dark Souls with Unpack Dark Souls for Modding.
2. Backup your DrawParam and GameParam folders for ease of uninstalling.
3. Replace vanilla DrawParam and GameParam folders with modded ones.
UNINSTALLING
Replace DrawParam and GameParam folders with backups.

####PYROMANCIES####

-Poison Mist uses increased to 5
-Toxic Mist uses increased to 2
-Acid Surge now deals a modest DoT to enemies standing in the cloud in the style of Pestilent Mercury from DS3. Uses increased to 4
[It's a charming spell with absolutely no effect in PvE. I used it as an opportunity to make something a little unique that retains the original spell's general character.]
-Iron Flesh restored to its original pre-patch strength (phys damage reduction increased to 70% from 30%, fire and magic reduction increased to 70% from 0%) but now slows stamina recovery
[I think powerful things are fun and would rather Iron Flesh be a little overtuned than never worth equipping. The minor stamina penalty is noticeable, but functionally more a touch of flavour than a genuine nerf.]
-Fire Surge deals slightly more damage
-Undead Rapport affects a broader variety of enemies:
-Undead Rat (all varieties)
-Black Knight
-Undead Attack Dog
-Armoured Boar
-infested Barbarian
-Cragspider
-Flaming Attack Dog
-Egg Carrier
-Silver Knight
-Sentinel and Royal Sentinel
-Darkwraith
-Mass of Souls
-Undead Dragon
-Bounding Demon (they're called "demons", but the look like the legs of Undead Dragons to me...)
-All hostile hollow NPCs
-All originally affected enemies
[I acknowledge all tweaks to Undead Rapport are arbitrary and the products of my own discretion. Omissions of traditionally "undead" enemies like the New Londo ghosts and the Catacomb skeletons were intentional for lore and gameplay reasons.]

####MIRACLES####

-All miracles capable of miracle resonance boosts (except for great heal and replenishment, see below) are at level three miracle synergy by default. The Ring of the Sun Princess can be used to boost these miracles to level four.
[There are four levels of miracle synergy boost; ordinarily reaching level four would require standing near 10 resonance signs. Offline, it is only possible to reach level one (equivalent of standing near 1 resonance sign), and that is by using the Ring of the Sun Princess, making it impossible to ever unlock the full potential of these miracles. I feel this change also makes Ring of the Sun Princess a more legitimate ring to consider in a build. The complete stats for all miracle synergy boosts can be found on darksouls.wikidot.com/miracle-synergy. TL;DR: miracle synergy effectively only has two levels (on/off) instead of four levels of which three are unattainable.]
[This is not my ideal solution; I would have preferred to keep all four levels of synergy and give the player more ways of increasing resonance. Unfortunately miracle synergy seems to be too hopelessly hardcoded for this to be plausible.]

-Soothing Sunlight and Bountiful Sunlight are more powerful than Great Heal and Replenishment respectively. Soothing Sunlight cures status effect.
[Replenishment starts at level 2 synergy (14 hp/s) and can be boosted to level 3 (16 hp/s). Bountiful Sunlight starts at level 3 synergy and can be boosted to level 4 (20 hp/s—honestly quite considerable!). Soothing Sunlight restores 9x-10x talisman's MajAdjust compared to Great Heal's 8.5-8.75x.]

-Emit Force has a slightly larger explosion radius at all synergy levels
[I just like Emit Force and want to give it a little somethin'-somethin'.]

-Tranquil Walk of Peace now briefly applies a severe damage reduction to all entities within the AoE, affecting both caster and their enemies (verify affects stone greatsword 2hr2?)
[TWoP's description makes it clear that the miracle was intended to flee situations peacefully; oddly, its only real use was to murder other players in PvP in a brutal and unfair fashion, and it is next to useless in PvE. I feel this change restores the miracle's character as a purely defensive spell with some creative applications, but with no offensive potential.]

-Gravelord Greatsword Dance inflicts toxic buildup scaling with devotion to the covenant, consistent with the Sword Dance miracle Nito uses during the bossfight

####SORCERIES####

-Slightly increased durations of Magic Shield and Strong Magic Shield

-Dark Fog now inflicts bleed build-up instead of poison build-up
[Dark Fog was essentially just a third Poison Mist clone, differentiated primarily by having more restrictive requirements for its use. I wanted it to feel like a unique spell with different applications and strategies.]

-Resist Curse now sacrifices humanity to cure the player of the curse status, as implied by its item description

-White Dragon Breath has a different cast animation (it lives up to its name now!). Now inflicts slight curse buildup on the caster. Can be cast only a stark few times with low curse resistance.
[I've wanted it to look like this for over ten years, but the new animation is considerably shorter than its vanilla animation, with the unpleasant side-effect that an otherwise well-balanced spell (in my opinion) can now be spammed much faster for unreasonable damage. The curse build-up feels like a lore friendly way to remediate this.]

####ARMOUR & RINGS####

-Witch's Hat shares the effect of the Dusk Crown (increased spell damage given, increased magic damage received)

-Tiny Being's Ring restores health extremely slowly as implied by character creation screen

####WEAPONS####

-Slightly adjusted the scaling and base damage of various weapons. In most cases, actual potential damage output is largely unchanged:
-Stone Greataxe has slightly lower weight, better strength scaling and lower dex scaling
-Giant's Halberd is a strength weapon
-Dragonslayer's Spear is a dex/faith weapon
-Stone Greatsword is a strength/int weapon
-Crescent Axe is now a great axe as in Demon's Souls and has slightly higher base damage and scaling as appropriate
-Hand axe and four pronged plow have slightly higher strength scaling and lower dex scaling
-Weapon changes which substantially change potential damage output:
-Crystal Ring Shield has improved intelligence scaling
-Astora Straightsword have improved base damage
-Dagger, Priscilla's Dagger, Bandit Knife, and Mail Breaker have slightly higher base damage
-Hammer of Vamos and Morningstar have improved base damage and scaling
-Ghost Blade and Jagged Ghost Blade have improved scaling
-Dragon Bone Fist has improved scaling
-Crystal Greatsword has improved base damage, scaling, and a delightful greatsword/straightsword hybrid moveset
-Crystal Shield has parry instead of shield-bash
-Other weapon changes:
-Channeller's Trident r2 buff now affects the player as well as allies (previously only affected allies)
-Bonesheel Shield inflicts bleed
-Blacksmith's Hammer (Andre's hammer) deals slightly extra poise damage
-Certain previously unbuffable weapons can now be buffed
-Manus' Catalyst and Tin Banishment Catalyst deal slightly more melee damage (dark magic spell damage is unaffected)