Dark Souls 2
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GrayGeorge

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GrayGeorge

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About this mod

Vanilla Restoration Project is a 'soft' mod that aims to restore some of the most notable Vanilla Dark Souls 2 spawns that were tampered with in the Scholar of the First Sin rerelease

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While SOTFS arguably improved on most of the game, some areas were left worse off than what they were in the original game. VRP for now seeks to merge the best of Vanilla and SOTFS, with a full Vanilla recreation possibly being down the line as my modding skills improve and with enough demand for it.
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           Installation
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Extract the .rar in Steam\SteamApps\common\Dark Souls II Scholar of the First Sin\Game
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                 FAQ
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Q: What do you mean by calling it a 'soft' mod?
A: VRP does NOT replace or tamper with most of the enemy placements or any of the item placements (yet), therefore most of the game will be the same outside of some minor and fewer major changes.

Q: What does this mod do?
A: Restore, replace and remove SOTFS' spawns to match what they were in Vanilla, including tweaking the AI and aggro groups to replicate the AI behaviors as close as possible.

Q: Who is this mod for?
A: People who enjoy Dark Souls 2's base game but yearn for some of the Vanilla spawns. This version of the mod is for intended for a very niche amount of players who wanted to merge the better vanilla spawns with SOTFS.

Q: Do the maps have modifications such as new detailing or new areas, like in Augur of Darkness?
A: No. My skills are not quite there yet, and me tampering with the maps according to my vision for the game would go against the spirit of the mod (as silly as it sounds), which is restoration of the Vanilla game on the "new" engine. Besides, Stayd already has that field (detailing/lightning overhaul) covered, so I'll leave it up to him.

Q: Why are you releasing VRP half-baked? Most of the spawns are still from SOTFS!
A: Several reasons:
   1. I'm unsure just how *much* I should restore vanilla spawns or how much I should demake SOTFS' more advanced changes like completely new secrets. Not every vanilla spawn is a good spawn, not every SOTFS spawn is a bad spawn, and demaking the positive changes SOTFS brought, namely new secrets and better build variety, seems counterintuitive. Yet it's hypocritical of me considering I talked about the spirit of the mod, which should be restoration regardless if it's flawed or good. I'm at crossroads, and thus I need some time to decide if I'll actually commit to this ordeal.
   2. I want to see if there's any demand for this kind of thing first. In the meanwhile, I'll be improving my mapping skills by working on an actual comprehensive overhaul of the game.

Q: Will I get softbanned for playing this online?
A: I mean, this does not tamper with enc_regulation.bnd.dcx, so maybe not? Honestly, I haven't tested it out, so I have no idea. If you're unsure, get an alternative account and use family share on it before going online.

Q: How did you restore the old positions of the enemies, aggro triggers and what not?
A: I cross-referenced the spawns by playing through both Vanilla and SOTFS areas, and reading through most of the documented SOTFS changes in this Google doc: https://docs.google.com/document/d/11k2GoXq5UVLE5qbFK4b_WhCMjqME449dqXheLIVDoGY
I'd credit the person responsible for the doc if he hadn't already deleted his reddit account.

Q: What are the changes done by the mod?
A: As of v0.1, all the changes can be found here: https://pastebin.com/4vMQhtS3
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               Credits
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katalash for Mod Engine and DSMapStudio
TKGP for Yapped