Dark Souls 3

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StreamlineGaming101

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StreamlineGaming101

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About this mod

This is a mod that doubles most enemy and boss spawns in the game, while adding points throughout the world where NPC partners will come and join you to help fight.

Permissions and credits
Basis
This is a mod that doubles most enemy and boss spawns in the game, while adding points throughout the world where NPC partners will come and join you to help fight.

As you go through the world, NPC partners will join you and fight through the stages with you. They are positioned around most of the Bonfires, and around shortcuts. They will respawn when you rest at bonfires. Travelling through the game without resting will allow you to gather up as many as you want really so you could have a whole group. 

I tried to make sure the NPC's were one's you could summon on that map. You won't find Gael on the Lothric Wall, but you will in the Painting.


Changes
There are a number of things I've changed outside of just this.

1. Dancer Enchanted Blades were buffed by around 8-12%, and their scaling was changed to favour Dex/Int more and Faith less.

2. All Havel armour parts had their weight reduced by about 5%

3. The Life Ring is now like a casual mode ring. It now provides -10% to all damage taken, -50% fall damage, 3HP/s and 1FP/s

4. Life Ring +1 has also changed and been applied to all white ghosts / NPC Allies. It now reduces all damage taken and dealt by 35%, recovers 5HP/s and 2FP/s. Grants immunity to poison, toxic and curse effects. The idea was to make sure you're still the main damage dealer, and your allies don't die from standing in the toxic swamps too long.

5. Bosses now have their poise increased by around 2x to cope with the extra NPC's

6. Those Angels or whatever in the Ringed City DLC that shoot lasers from the sky in the swamp have been disabled.

7. The rolling balls in the Catacombs have been disabled. Yes that means there is one less Undead bone shard.

Issues
A) AI pathfinding okay at best
B) You might get clogged in small hallways
C) Only a few NPC's can use ladders
D) None can really use elevators
E) They try to hit the last dead enemy for like 5 seconds. If this is near a cliff they will fall off
F) Some boss duplicates will respawn after resting at a bonfire. I don't know why. You don't have to kill them again though and can just run away as they can't leave the boss room.
G) NPC's can't pass some areas
E) When changing between areas, sometimes NPC's won't spawn. Example is when first going through the door to the Road of Sacrifices from the Outrider knight. This is actually a different map from the room where the Outrider knight is, so the NPC's at the bonfire might not spawn. However travelling from the Bonfire to the Shrine, and back again fixes this.
F) I didn't hand place every spawn so some might fall through the map, which is why you hear souls being gathered when you enter some areas.
G) Some boss duplicates don't function like their main counterparts. The Abyss watcher clones don't go into fire sword mode (disappointing I know), Pontiff doesn't spawn a ghost, Friede won't go Blackflame mode (she also can't die for some reason)


Notes
You can probably tell most of the issues are around pathfinding for the NPC's. I've sort of remedied this by having numerous points for them to spawn. So if you get to an elevator or ladder and they can't climb or stand still. There is a good chance that another group will be waiting for you at your destination anyway.

Main and duplicate bosses have an activation range set to just a little smaller than the size of the boss room. This means that you might not see them right away (Iudex Gundyr will be the first one you notice) but they will appear when you get closer. This is to prevent the duplicate boss from just standing at the door way before you have entered a room.

Duplicates of bosses that appear after a cutscene, will be active before it has played. (Dancer duplicate will be in the room before you have actually done the steps to activate the main Dancer boss, Vordt will be around, before you first run to the door)

Not every area has its spawns doubled. The catacombs is mostly vanilla as the NPC spawns on that are buggy at best. They will still be around though. Twin Princes fight is vanilla also because I couldn't get spawns to work in the boss room. Same for the Gravetender

Installation
It's a good habit to always make a backup of your vanilla game folder before modding.

1) Copy the 'mod' folder to your Dark Souls 3 game folder (where the executable is located)
2) Copy ModEngine.ini and d8input.dll from the ModEngine folder to your Dark Souls 3 game folder
Enjoy

ModEngine.ini should have these options in it to work (the ModEngine.ini provided does)
loadLooseParams=1
useModOverrideDirectory=1
modOverrideDirectory="\mod"
It would also be a good idea to have these enabled (the ModEngine.ini provided does)
blockNetworkAccess=1
useAlternateSaveFile=1
I didn't make UXM, Mapstudio, Paramstudio or ModEngine, which is what I made this mod with.
UXM - https://www.nexusmods.com/sekiro/mods/26
modengine - https://www.nexusmods.com/darksouls3/mods/332
Mapstudio - https://github.com/katalash/DSMapStudio/releases
Paramstudio - https://github.com/Philiquaz/DSParamStudio/releases

I won't be updating this as it took me way longer than I thought it would to make in the state it is. I don't know anything really about DS3 modding so I don't know how to fix the respawning bosses, or pathfinding issues. I played through the whole game though like it is and found it to be fun and much like how I thought it would be.