That's actually a great idea! I've never done tutorials before, but if it helps, I can just link you to a video in which I show you the most important entries.
But keep in mind that the descriptions of the weapons do not correspond to reality for a strange reason. As an example, [Blood] is actually [Simple], which is easy to see in "Effect 1". (129000500 = passive fp regeneration coming from simple equipment)
hey idk if youre still active but nice mod. question tho, can you tell me how i could disable the frost effect on the vordts greathammer? its very annoying to see it on the screen all the time so is there a way to disable this effect from being on all the time? ig the opposite of your mod but i figure i surely could edit some params in the file or something but idk what to edit or what to put the values at
The game seems to crash every time I open it. I overwrote the data0 just like the doc asked. Am I missing something or doing it wrong? Yes, I downloaded the DS3 Mod Engine.
Yes, you'll have to manually merge the modified params from different mods. Now, as long as they don't modify the same params in the Data0.bdt file, they can coexist.
Could you possibly tweak the mod so that your weapon appears to be infused by consumables ( like gold pine resin), while actually being a regular +10 ? I think it could be interesting to a lot of people
I haven't changed any boss weapons or unique weapons in general; just generic weapons, BUT it could be done.
If you (and the 2-3 people in the future who have asked the same question) still wanted a more comprehensive answer with some of my thought processes, here comes another long answer:
I actually thought about doing this with some boss weapons as well, but I don't think many would agree with that since they look pretty unique and special and on top of that can partially buff themselves with Weapon Arts and in the "worst" case even have two different skins per weapon like the Dancer's Enchanted Swords.
My main thought in creating this mod / (mod kit as I'll explain in a moment) was more to satisfy as many people as possible who were looking for something like this, but at the same time I also wanted to encourage the few who had special requests to modify something themselves, since it's actually pretty easy and self-explanatory thanks to the tools provided by other people like "TKGP" for "Yapped" in my case. Of course it's a bit time consuming, but I think more people can do it than they think. They just have to really WANT to do it. I don't even actually use my own mod, and I've changed a few things that would probably look ugly or out of place to a lot of people.
Take for example the Ringed Knight Paired Greatswords, which does some fire damage. All you would need to do to put a permanent effect on this sword is: 1 - Install/run Yapped 2 - File -> Open 3 - Choose the correct path to MY "Data0.bdt" file if you want to use it as template 4 - Choose "SpEffectParam" 5 - Edit -> Goto Row "1000003" (1000001-1000009 are the new effects I created) 6 - Copy the best fitting effect row for this example "1000003".
7 - Select "EquipParamWeapon". 8 - Search out the weapon you want (This part can be time consuming at times, as not all weapons have a name and you have to find them out from stats first, like I did with my version with the Ringed Knight Paired Greatswords. 9 - In the 3rd column under Effect 1-3 replace the value "-1" with "1000003".
That's it.
Sorry my answer is a bit late but I figured better late than never! Maybe someone else can do something with the info.
is it possible to have the effect show on dual wielded weapons? currently, only my right hand weapon will display an effect, while the left hand weapon remains normal. (if i equip/re-equip a left hand weapon while holding a right hand weapon, the right one will take on the infusion effect of the left one which still has no effect on it)
I am aware of this bug and have tried to fix it, but I have no idea how to address this problem, sorry. Nonetheless, the intended "sets" for dual weapons, such as the Gotthard Twinswords, should work as intended.
33 comments
Could you make a video/tutorial showing which lines you changed on Yapped so we could merge this with other mods?
I've never done tutorials before, but if it helps, I can just link you to a video in which I show you the most important entries.
But keep in mind that the descriptions of the weapons do not correspond to reality for a strange reason.
As an example, [Blood] is actually [Simple], which is easy to see in "Effect 1". (129000500 = passive fp regeneration coming from simple equipment)
Good luck!
I'll be trying this in a few mods, cheers.
its very annoying to see it on the screen all the time so is there a way to disable this effect from being on all the time? ig the opposite of your mod but i figure i surely could edit some params in the file or something but idk what to edit or what to put the values at
The game seems to crash every time I open it. I overwrote the data0 just like the doc asked.
Am I missing something or doing it wrong? Yes, I downloaded the DS3 Mod Engine.
Could you possibly tweak the mod so that your weapon appears to be infused by consumables ( like gold pine resin), while actually being a regular +10 ?
I think it could be interesting to a lot of people
Thanks
I haven't changed any boss weapons or unique weapons in general; just generic weapons, BUT it could be done.
If you (and the 2-3 people in the future who have asked the same question) still wanted a more comprehensive answer with some of my thought processes, here comes another long answer:
I actually thought about doing this with some boss weapons as well, but I don't think many would agree with that since they look pretty unique and special and on top of that can partially buff themselves with Weapon Arts and in the "worst" case even have two different skins per weapon like the Dancer's Enchanted Swords.
My main thought in creating this mod / (mod kit as I'll explain in a moment) was more to satisfy as many people as possible who were looking for something like this, but at the same time I also wanted to encourage the few who had special requests to modify something themselves, since it's actually pretty easy and self-explanatory thanks to the tools provided by other people like "TKGP" for "Yapped" in my case. Of course it's a bit time consuming, but I think more people can do it than they think. They just have to really WANT to do it.
I don't even actually use my own mod, and I've changed a few things that would probably look ugly or out of place to a lot of people.
Take for example the Ringed Knight Paired Greatswords, which does some fire damage.
All you would need to do to put a permanent effect on this sword is:
1 - Install/run Yapped
2 - File -> Open
3 - Choose the correct path to MY "Data0.bdt" file if you want to use it as template
4 - Choose "SpEffectParam"
5 - Edit -> Goto Row "1000003" (1000001-1000009 are the new effects I created)
6 - Copy the best fitting effect row for this example "1000003".
7 - Select "EquipParamWeapon".
8 - Search out the weapon you want (This part can be time consuming at times, as not all weapons have a name and you have to find them out from stats first, like I did with my version with the Ringed Knight Paired Greatswords.
9 - In the 3rd column under Effect 1-3 replace the value "-1" with "1000003".
That's it.
Sorry my answer is a bit late but I figured better late than never!
Maybe someone else can do something with the info.
Nonetheless, the intended "sets" for dual weapons, such as the Gotthard Twinswords, should work as intended.