Dark Souls 3

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Meisenbach

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Meisenbach

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22 comments

  1. Evaniscool
    Evaniscool
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    Any chance to make this mod engine compatible? Also are you thinking of implementing back in Poise?
    1. Meisenbach
      Meisenbach
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      It is Mod Engine compatible, dude. Poise is also already in the game, and poise tanking activates easy mode in PvP just like in the older games. It's just more active.

      For the mod engine thing, just pop the mod's directory into DARK SOULS III/GAME, then in modengine.ini, set the ModOverrideDirectory to Vanilla Plus and make sure setModOverrideDirectory is set to 1. Instead of doing those ini edits, though, you can just download my mod manager and tick the mod.

      For the poise thing, poise is tied to your hyper armour. More poise = more hyper armour, so if you're using a heavy weapon, you will always out-trade people with the same weapon if you're wearing heavier armour. In my next update, though, I'll give heavy attacks more poise and damage because the only current practical incentives for heavy attacks are stealth in PvE and mixups in PvP. I'm looking to put that out late this year to make sure I do everything right.
  2. skytailer
    skytailer
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    Any Chance work with Comfort Mod?
    1. Meisenbach
      Meisenbach
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      Nah, that mod edits the same file, so they would overwrite each other. Don't need the comfort mod anyways when more fun and weapon variation is more fun than less engaging gameplay.
  3. xakanex
    xakanex
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    I know this is asking for a lot, but is it possible to create powerstancing for each weapon class so you can dual-wield? I don't really know anything about modding besides how to install a mod, but would it be possible to take the Elden Ring powerstancing moveset and put it into DS3? or is that not possible?
    1. Meisenbach
      Meisenbach
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      I plan to do that in a future update. Possibly late this year or the next. Not sure if I want to import stuff from other games, though. Just don't want to bloat the scope of the mod too much. 
  4. allan705
    allan705
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    Amazing mod, I really enjoyed the changes, they remained faithful to the vanilla concept. Could you consider making a version compatible with this mod? :https://www.nexusmods.com/darksouls3/mods/1579

    Thanks!
    1. Meisenbach
      Meisenbach
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      Thanks; that's exactly what I'm going for! I'll contact the person that made the mod about that, but for now, you should just be able to throw that mod into this one's directory as this one doesn't touch textures. Technically, this mod is compatible with pretty much anything that doesn't touch params (data0.bdt)
  5. Angsaar
    Angsaar
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    Hello!

    Would you consider updating the weapon skills version? With many weapons light attacks while blocking with a shield seem to have no collision and damage!
    (I really like the parry on straight swords from the old one)

    Thank you for sharing this excellent mod!
    1. Meisenbach
      Meisenbach
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      Sorry for the late reply! I'll double check each weapon as soon as I can and fix stuff accordingly, then go through straight swords to see what parrying would fit best on
    2. Meisenbach
      Meisenbach
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      Hey, just giving you an update. I fixed the block while attacking crap, but I'm having really annoying issues with the zweihander's spin attack and the morion blade's shield splitter. I have no idea what's going on, but the hits aren't registering, so the fix is going to be a while because I don't want the zweihander to just stomp, or a weapon as special as the morion blade to just be a copy of the ashen knight sword whose only purpose is to be worn in the left hand as a second RTSR. A list of everything that doesn't work right, feels off or is inconsistent would also be super helpful because I really want to produce something good!
  6. Meisenbach
    Meisenbach
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    For OGs that have been using the mod for a while, I've made it a bit fancier and cleaner. I also updated the description to be more relevant and clear
  7. BEETLEbruh
    BEETLEbruh
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    I'd love to try this mod but I can't get it to work. I tried following the instructions in the description but when I try to launch the game on Steam it just doesn't launch at all. Is there a crucial step that I'm missing?
    1. BEETLEbruh
      BEETLEbruh
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      Okay it appears that I've figured out how to install the mod. Unpacking the game exe with UXM and then overriding the files and patching it worked. The instructions in the description are outdated.
    2. Meisenbach
      Meisenbach
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      Sorry about that; I tend to be scatterbrained. I updated the description, so I hope it works out better
  8. Meisenbach
    Meisenbach
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    Aight, cool. I'll try that when I feel like it.
  9. KoTheGuy
    KoTheGuy
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    Is there a way to make this work for the mod engine? That way we don't have to replace the core files if we don't want to.
    1. Meisenbach
      Meisenbach
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      No idea. Did you try installing it with ModEngine? I only have partial basic modding knowledge and I wish I knew more. I just changed some values in Yapped.
    2. KoTheGuy
      KoTheGuy
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      I can give it a try. Usually mod engine uses dcx files and loads them in to replace or add to the game files. If you can get it working with mod engine, you can load it in with other mods without having to overwrite the entire thing. I will try to take a look since I'm planning to get into modding anyways.
    3. Meisenbach
      Meisenbach
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      Aight, cool. I definitely have a lot more to learn as I still don't know how to work with Mod Engine, except for how to slap mods into my directory.
    4. Meisenbach
      Meisenbach
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      Just reuploaded the mod in a modengine directory. It's in a new Weapon Tweaks folder. Didn't seem to work for me, but let me know what you find. The most obvious changes would be the wolf knight sword's param bonuses and the longsword's weapon art.
    5. KoTheGuy
      KoTheGuy
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      Okay, I'm kinda learning a bit as I go but here's a basic explanation.

      Basically the data0.bdt file is kind of a directory containing information for the game. You edited a parameter library using Yapped, which is stored inside of data0.bdt. Basically what you have to do is unpack data0.bdt which will contain the parameter files that you've edited, then you can use those files with the DS3 Mod Engine by putting them into the "param" sub-folder.

      To my understanding what DS3 Modding Tool does is hijack the startup process of DS3 by making it load assets from a custom location instead of the default files located in the "/Game" folder.

      So what you have to do is likely unpack data0.bdt, find your parameter files and then create a new mod folder in the "/Game" folder where Mod Engine will load from, then create a "param" folder so that Mod Engine knows to load that parameter file, then edit the modengine.ini file so that it loads the files from that folder instead.

      Hopefully that made sense.