Dark Souls 3
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  1. Cyclolock
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    Please let me know if you encounter any bugs/issues and I'll try to fix them as soon as possible.

    You must keep in mind that I have mainly made this mod for myself, and later decided to share it so other people can enjoy it too. The point is that I'm aware not everyone will like what the mod does or how it does it, but it is a free product and must be treated as such.



    For those who find the game really that difficult with this mod installed, you can use this to tone down the NPC's HP down. But keep in mind that I really don't endorse doing that. The mod has been tailored and balanced accordingly around the HP multiplier. Poison, Bleed, Frostbite and other things that affect enemies based on their HP% won't be balanced and as useful if you reduce the HP of enemies. So, if you really want to make the game easier, using the mod I linked above, tone down the DMG received from enemies to 0.8 or so (0.8 actually means a higher decrease than 20%, DMG it's calculated in a weird way).


    The mod is meant to make players approach battles differently. Going in hard while being under-leveled or fashion-souls-style is most of the time a really bad idea. Gear resistances matter now. Your shield's damage resistances make a huge difference now. Finding the type of damage the boss is weaker to, and using an appropriate weapon can be very important also.
    The core of this mod is in the increased difficulty and the huge weapon variety and viability. You're not supposed to play the entire game using the same 2-3 different weapons like you do in the vanilla game, so don't expect to be able to do so with that much ease. Experiment and adapt.




    Pointless comments that complain about how hard the game is now or about other OBVIOUS stuff that have already been documented in the description page will be removed.
  2. smith4112
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    I spent 22 hours playing the game with the mod on my character, just finished and I'll give my quick thoughts and recall what I did throughout.

    Just as a little background for the player that I am, I love ds3 and prior to this mod have spent 600 hours on the game, mostly vanilla and the majority of it was single player. I have also beat the game with +0 weapons 3 times and various other challenge runs, like sl1, no armor, no estus levelling and so on.

    The mod is difficult, yes, 3 times more hp on the bosses didn't make a huge difference to me from having killed most with +0 weapons previously, and I memorized most of their movesets, but it was refreshing nonetheless to fight them for longer. The only boss which felt truly unfair with more hp were the demon princes, the 2nd phase took forever, though partially my fault for not using a bleed weapon on them ig.

    What I absolutely love about this mod is that it made me explore the map again, no more running to the boss while only killing 3 or 5 enemies per area like I usually do, I was exploring like it was my first playthrough and I always enjoy mods for that, this one rewarded me with more powerful rings, and getting a lot of item drops from enemies with the increase item drop, it was great, it truly turns dark souls 3 into a proper RPG.

    I used about 20 to 30 weapons during my playthrough and went with the self imposed rule of adding one more weapon level per 10 levels (although I went with +1 at lvl 0 and +10 at lvl 90) it certainly added more challenge but it didn't feel unfair to me. I also hella abused frostbite and poison, the poison rework is my favorite, I managed to get the warden twinblades and infused them with poison, 30 bleed and 41 poison in the same weapon, and it's a twinblade with l1 attacks, that was such a fun thing to hit enemies and bosses with.

    I finished the game at level 122, mostly by getting mega lucky with the first mimic and getting the symbol of avarice straight away to get more souls when killing the bosses. Lucky but it made the experience more enjoyable since I could try things out earlier.

    Late game the great weapons like ultra greatswords dominated really, and for a lot of the mid game I ended up relying on vordt's great hammer, since the frostbite effect is so strong now, also abused the hell out of poison mist, but I did end up switching between a lot of weapons, that's one of the most fun things with this mod. And equipment having less weight is also a mega plus.

    Really, really good overhaul mod, I enjoyed my playthrough. Imo this is what dark souls 3 should've been envisioned as, regenerating fp and balanced around it, more freedom on build variety on a single playthrough, lots of weapon upgrades to try things, and much more RPG focused.
    1. Cyclolock
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      And this, right here, everything that you said, is the reason why I wanted to make this mod in the first place. That is how I would've liked for the game to be right out of the box.

      I admit that at first I acted in a sort of selfish manner, not wanting to post the mod because of all the hassle of managing a mod page and the annoying bitc*ing about it that some ungrateful people enjoy doing for some reason when getting things for free. But then I realized that there's other people out there, that would enjoy having this, and so it was worth it.

      This is comment truly means a lot to me, thanks. 
  3. XiodusTyrant
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    Almost beaten the mod, and I've got to say, it's been a great challenge. Very enjoyable.
    1. Cyclolock
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      I'm happy to hear you liked it, bro. : )
  4. smith4112
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    pretty brutal forcing people to kill yhorm without the storm ruler xD, I'm used to it already but damn isn't it funny to enforce it. I love it.
    1. Cyclolock
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      Hahah. Yes, well...I've nerfed him prior to that so it doesn't feel unfair  : )
  5. TriggerSD1
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    Does this mod need both DLCs or can I play without them?
    1. Cyclolock
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      You need both DLCs
  6. akshet
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    hey i just installed it. how do i know its working because there are no physical changes. thanks
    1. FabianPEKS
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      Check the focus point regeneration
  7. FabianPEKS
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    It seems others have already mentioned it to you, but have you thought about tweaking the bonfires? Similar to https://www.nexusmods.com/darksouls3/mods/606 but with your vision and thinking about the difficulty of the mod.
  8. deleted122021763
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    Can you modify the bonfires so that there is not one every step and more tension is felt? Excellent mod 
    1. Cyclolock
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      I've looked around for a bit, but I couldn't find a way to do that, sorry.
    2. deleted122021763
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      No problem ^^, thank you so much for the reply and I need to say you this mod is awesome, definitely my favorite DaS3 mod. 
    3. Cyclolock
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      Really happy you like it. Thanks.
      And sorry for the previous late reply, somehow, I missed the notification.
  9. WindowsCreation
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    Hey cycoclock, it's a bit late but i just wanted to say that yesterday after a few hours of play i quit the mod because i didn't like that the npc's health was so high. I decided to give it another shot today and i'm in love with this mod. The variety of builds i can make is so fun and i will do multiple playthrough's with this mod. I won't lie to you, i did use the cheat engine tab to tone down the damage to 0.8 like you suggested. But that's just mainly because i've beat DS3 i believe over 20 times and i just wanted to have some fun and not bash my head in. Especially considering i just finished elden ring yesterday lol.

    Don't tell anyone i said this but, *whispers* this mod is better than cinders and champions ashes. It makes enough changes where you'll notice the difference, but it won't change the game so drastically that it becomes unbalanced. Because my god those mods make some drastic changes. And if a whole team of experts can't properly balance games like street fighter 5 or league of legends, i couldn't imagine a small team can change dark souls 3 (which in my opinion is perfect) to be different, AND balanced. This mod gives best of both worlds. I currently just beat pontiff a few minutes ago with yorshka's spear and it was really fun. I can't wait to do different playthrough's with different builds that were not viable before and now are :) 

    Thank you :^)
    1. Cyclolock
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      Woah, this was the nicest thing anyone ever said to me. <3
      Jokes aside, I'm really happy you're enjoying yourself, and it truly means a lot to me to know that. Cheers, have fun. And don't be discouraged if it gets really hard sometimes, you'll also get a lot better.
    2. WindowsCreation
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      No worries. I love spreading love to people that put in work to do things for others. And it does make me get better for sure. Like boxing. You don't just start wailing in punches and expect to get a knock out, you have to be patient and wait for an opening.
    3. Cyclolock
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      "You don't just start wailing in punches and expect to get a knock out, you have to be patient and wait for an opening." -- Exactly! And when you feel like the game's getting easier, don't be afraid to reduce the NPC damage handicap by a bit until you'll maybe get to 100% again.
    4. WindowsCreation
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      I definitely will :D I love improving at things. Eventually it would be cool to do a no hit run for every boss. By that i mean, not getting hit by a boss, i'm not doing a no hit run for the whole game lol. 
    5. Cyclolock
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      Oh, wow. Good luck with that one, hahahah. The only one I can no hit is Iudex Gundyr (I may have pulled it off with Sage once too, not entirely sure though), and I ain't even dreaming about managing to do it with other bosses. I prefer my sanity intact, thank you. Lol.
    6. WindowsCreation
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      Yea it's rough on the mind but have you seen those no roll, no heal, no hit videos? The way they play looks so satisfying. They read their every move. 
    7. Cyclolock
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      Oh, yeah. I've seen some guy doing that. That was insane.
  10. darkarchan
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    EDIT:
    Sorry, didn't mean to be rude :(
    Just wanted to show people my mod which is based on yours and was made with your initial guidance.
    Didn't think it would be an issue - we are not making money off our mods anyways.
    Anyways, sorry and I edited out my comment.
    1. Cyclolock
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      Ngl, this is a bit rude, but whatever...
    2. darkarchan
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      I edited the comment. Again, sorry.
    3. Cyclolock
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      I know you're not making money of off it. I didn't have a problem with you uploading your own modded version of my mod, after all. It's just that advertising it here, while you still can do it, is a bit in poor taste. That's all.
    4. darkarchan
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      My reasoning was the following:
      1) I don't gain nothing from advertising here.
      2) You don't lose nothing either.
      3) Updating my mod when it was was made couple of months ago won't show as a new mod and people won't see that it is changed
      4) My mod is based on your mod (with your initial help even), so people are probably going to enjoy it
      5) If it were me as a user, I would certainly like to know of other variants of mods I already enjoy
  11. darkarchan
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    Hey man, sorry for bothering you again.

    I made the changes that you gave me a guide how to do (and more).
    I would like to upload this as a separate version. Will mention you multiple times in the description and credits.
    Do I have your approval to upload it? If you need more info, tell me and I will provide it.
    1. Cyclolock
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      Yeah, go ahead.
    2. darkarchan
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      Thanks!
  12. darkarchan
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    Oh man, thank you so much for this mod. I removed the randomizing mod and am playing only with your mod. You were right it is more difficult this way.
    Died many times to Old demon king. Tried with various weapons, various armors, various number of summons. In the end I just got good and killed him solo. In his last phase I didn't know that he can move his hands, he got me to 5 hp and I got no more estus. Through profuse sweating I finally got him :D

    It was really enjoyable, I've finished every other fromsoft game without DS2 and there were bosses that were annoyingly difficult (you get lucky or not sometimes). This time it was really well made, it was difficult but I knew it was my fault not some stupid gimmick/luck.

    I only wanted to ask you about FP. I want to be hybrid with pyromancies/melee but the hard cap on FP limits me on using spells. Is there a way to increase FP or is that the design? Only being able to use 1 spell and relying on melee to not cheese or something?
    Also what does the Pyromancer hand scale off of? It says Int/Faith but isn't everything converted to Str/Dex scaling?

    I've tried every gameplay mod for DSR and DS3. Your mod and Daughters of Ash for DSR are hands down the best ones. I can't wait to get to Gael!
    1. Cyclolock
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      I'm happy you enjoy it, man.

      "Only being able to use 1 spell and relying on melee to not cheese or something?" - Exactly.

      Regarding the Pyromancer hand scaling, I don't really remember. I need to take a look.
    2. darkarchan
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      Question 1:
      Some items have changed description (like weapons with different weapon art from vanilla). Only the short description is changed, but when switching to full description - the vanilla info is displayed. So if I can't remember what the weapon art does for example I can't find out. Is that on purpose because it is too much of hassle to change the full descriptions?

      Question 2:
      Do INT and FAITH have no purpose anymore? Also, don't a bunch of the rings, staffs, etc. which are for spells lose meaning?
      I basically tried full on mage build equipment for a test and still could only do very little damage / spell usage. Kind of defeats the purpose of all the mage/pyro/saint drops, but I may be missing something.

      Question 3:
      Pyro hand, staffs, etc. are all (if not mistaken) with default scaling (at least that is what it shows on the items). Is that a bug in the item descriptions or they weren't rescaled to STR and DEX like the other weapons?

      If you don't mind, I have a few suggestions:
      1) Remove the powerful spells (Great Heavy Soul Arrow, Chaos Orb, Soul Stream, etc.)
      2) Add back the requirements of INT and FAITH for all the remaining spells so it makes sense to level those stats as well.
      3) Choose one of the following implementation for FP regen:
      ?3.1) Only specific magical covenants are to give you FP regen (and later ones are to give you more regen/other spell buffs for example get some FP back on multiple hits like the Pontiff ring)
      ?3.2) Increase FP regen when wearing full Mage/Pyro/Saint equipment sets
      ?3.3) Regen FP on multiple regular hits with specific weapons (whips, staffs, etc.)
      ?3.4) Base the FP regen on the amount of Weight (under 50% more regen or something)

      I get it that being melee only is supposed to be harder than using spells, but it is not always the case. Some enemies are WAY harder when you are further from them, which being melee negates because you are next to them and their attacks don't trigger. Also so many of the really hard to get drops and NPC quests are meaningless on a melee build. With the above suggestions, I think that being melee or mage or hybrid will be equally challenging and variability will be greatly increased.

      If you don't have the will/time can you give me or someone else guidance on how to apply the suggestions above (or your modified version of them)?

      Sorry for the long post :D
    3. Cyclolock
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      A1: I don't know how to change item descriptions, that's why they're all the same. I wanted to change the descriptions but I couldn't find out how. Only the weapon art name is changed. If you don't know what it does, you'll just have to try it, sorry.

      A2: INT and FHT have no purpose. Reverting back to how they used to work in the vanilla game will mess up all the weapons that deal non-physical damage. It's a game engine limitation. I can't make spells scale with INT and FHT and non-physical damage of weapons to stale with STR/DEX, unfortunately. I tried.

      A3: I haven't touched catalysts scaling, only their weapon arts.



      About the suggestions:

      1/2: See A2 from above.
      3.1: Well, I designed the mod around the new FP regen mechanic, so changing that would defeat the purpose of my intention. And the effects that I can add to other covenants are already present on other items and it would either be boring or cause severe unbalance issues depending on the effect (I experimented a bit with that idea already).
      3.2: That's complicated. I wanted to do something like that to all armor pieces, but many of those items already have effects on them, and they have limited slots of effects, so if I would've tried to add more effects, I may not have the "room" to do so. It's a game engine limitation.
      3.3: Yorshka's Spear weapon art has that effect and I would prefer to keep it like that, it makes that weapon more special.
      3.4: Can't do. I don't think it's possible.


      This mod was designed to be played as melee only, with, maybe, some auxiliary spells.
      Well, teaching someone to mod DS 3 is...not easy. I used Yapped to mod the game, and I have discovered how to mod things by myself through A LOT of trial and error. You're free to jump into Yapped and play around, but explaining to you how to do things, in general, is very complicated. If you're interested in something specific though, I guess I could try and explain it to you.
    4. darkarchan
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      Hmm, then is it possible to either upload a different version or update the current version of your mod where everything is kept the same with only the following changes which I think are both doable and shouldn't take much time to do:

      1) Reverting the weapons back to default (without the shields if possible), so they can scale with INT and FAITH as in vanilla. I know that sadly this will revert the balancing you have done on the weapons already, but it shouldn't be an issue if you provide a separate version of the mod or tell me how to do it?
      2) Remove the powerful version of damage spells (I leave it to you to decide which to remove or I can create a list if you want). This is for the increased difficulty of using magic but with weaker spells. Again if you can tell me how to do it myself if you want.
      3) With Attunement increase, boost the FP regen. Maybe I am wrong, but this should be easy. If not possible or is hard to do, then can you at least boost the FP regen that is from the covenant items?

      I hope that those are sensible changes that aren't hard to implement. I have gone until the Dancer boss and feel like something is missing with only melee being viable, too many mechanics/items/NPCs feel useless now and they don't have to be.
    5. Cyclolock
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      The mod is finished. The only changes that it could eventually suffer in the future would be fixes (if there's anything to fix) or small tweaks. I don't plan on reverting anything or making separate version as it would be too tedious to keep multiple versions updated in case any more updates do arrive. But I don't play this game anymore, and until I'll start playing again, updates will likely not come. Sorry, there are others things in my life that need doing besides DS3 modding.

      1: Reverting the weapons to default would mean to mod around 600 weapons - every weapon and every weapon version (infusion) that deals non-physical damage. I don't think you would want to do that, but if you do, be my guest, I personally don't wanna go through that nightmare again, lol. To do that you must have both my modded data0.bdt and the vanilla data0.bdt, open them in Yapped so you can compare them, go to the EquipParamWeapon and revert the scaling values of each weapon to the vanilla ones. But that would most likely make the weapon either OP or underpowered depending on the case (I spent more than 300 hours of testing and fine-tuning all weapons).
      After that, you must go to AttackElementCorrectParam and revert the values of every item found there to the vanilla values.

      2: To remove a spell from the game you must do 2 things (IIRC): If it's a spell that you can buy, go to EquipParamGoods tab and then set shopID to -1. If it's a spell that drops, go to ItemLotParam find where the spell drops and replace it with something else, like an ember (ID 500) or whatever.

      3: You can't increase FP regen by increasing attunement, it doesn't work like that. If you want to increase the FP regen, go to SPEffectParam find each covenant item effect and decrease the motionInterval value from 0.375 to lower (lower number means faster regen).
    6. darkarchan
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      Thank you for the guide and I am sorry if I annoyed you with too much text/requests.
    7. Cyclolock
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      It's ok, don't worry about it.