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Zander

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zanderb25

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About this mod

A vanilla enhanced experience designed to improve offline play for less grinding and buff underpowered builds

Permissions and credits
This mod is a personal edit of the Dark Souls Single Player Tweak mod as well as merged with the More Uses of Spells mod. I am uploading this because the original mod appears to be dead and there were several bugs as well as huge balance issues that I wanted to fix.

Full credit goes to YNC and izumi2296 for the original mods and much of the changes.

Recommended mods to go with this:
Better rolling - Higher breakpoints for fatrolling + Bloodborne dash.

Disclaimer:
This mod is not intended for a first time experience of Dark Souls 1 or a first time experience of the series in general. It is intended for those who, like me, have played this game countless of times and wish to just have a fun time playing the game without having to grind for hours to farm covenant items or resort to cheatengine. As well as to play with builds that weren't so viable in the vanilla game, such as a miracle or archer build.
While the original mod was focused on NG+ this mod is intended for NG experience.
Some things might be unbalanced and some parts of the game might be way easier or harder than intended.

Monsters have slightly increased HP so as to not make it a cakewalk for experienced players. It might still be too low for some, and others might be too high now for certain builds. This mod assumes you know the map layout and have knowledge of enemy placement, attack patterns and behaviour as well as being familiar with character movement and weapon movesets. There are no changes to enemy placements or attacks or anything like that. It is also not intended to be a hardcore super difficult experience. The intention is just to slow the advanced player down a notch.

That being said this mod should be considered BETA and the HP changes to monsters and defence values of armor are still work in progress. I'd really like some feedback on some of the changes and I hope you will enjoy it.

Now for the changes I made:

First of all I merged it with most of the features of the More Uses of Spells mod. Contrary to what you might think judging from the name, this mod does more than increasing spellcasts and also adds damage to the Force miracle as well as increases the projectile speed, tracking and area of effect of many spells.

The following are only changes compared to the original mod. There is much more to the mod than what is listed below.
For a full changelog I recommend first reading the original mod description

Note that any menu/text changes are only visible on the ENGLISH game language!


General Changes: (unfinished)
- Fixed most of the bugs/mistakes with the original mod, except probably with Darkmoon blade covenant ring, which I will get back to later if it doesn't function.
- Further Increased HP of most enemy monsters and some bosses. Reasoning being that experienced players can just blast through this game.
- Covenant items now function in any covenant.
- Removed visual effect of certain gear. (i.e cloranthy ring)

Drop Changes:
- Nerfed drop rate/availability of covenant items/upgrade materials. (buffed compared to vanilla and may be buffed more if it turns out this is too low rates)
- Sunlight medals are now dropped rarely by Balder knights.
- Droprate of covenant items that weren't dropped before are now buffed.
- Leeches now only drop 1 green titanite instead of 5, but drop them more common.

Armor changes: (unfinished)
- Nerfed defence values of all armor, still a bit higher than vanilla though. It is possibly still too high for NG and I might revert it to vanilla values
  • Heavy/medium armor is increased in physical defence and sometimes in poise. (unfinished)
  • Light armor gets a small amount of poise. (unfinished)
  • Robes gets magic/elemental resists. (unfinished)
- Some armor where it makes sense lore-wise has above average increased defence to a particular element or resistance to status effect. (unfinished)
- Increased sell prices of all armor. Most notably unique armor sets.

Weapon changes:
- Scythe is renamed to Bardiche.
- Arrows and bolts do increased damage, stamina damage and poise damage.
- All arrows and bolts now inflict bleed damage.
- Changed scaling of talismans to now have a power progression based on when you can obtain them in the game:
  • Talisman is now the starting item for cleric.
  • Canvas talisman is now 5,000 souls from Petrus.
  • Thorolund talisman can now be found in Tomb of the Giants.
  • Sunlight talisman is a slight upgrade over Thorolund and can be gotten early if you are a hollow in real life too.
  • Ivory talisman second highest scaling
  • Darkmoon talisman highest scaling
  • Velka's talisman slightly buffed.

Ring changes:

- Reverted white seance ring effect. (it was broken and exploitable)
- Nerfed defence values of stoneplate ring. (now 150 and speckled stoneplate combines all 3)
- Nerfed defence values of steel protection ring. (75, might get buffed in the future)
- Nerfed toxic resistance of poisonbite ring. (1.25x vanilla now instead of x8.00) the goal here is to allow for 1 free hit of a blowdart, might need more tweaking
- Bellowing dragoncrest ring now affects miracles, in addition to sorcery and pyromancy.
- Old witch's ring now adds +10% damage to pyromancies.
- Increased sell price of rings.

Item changes:
- Souls can now be sold for the same amount to frampt as consuming them.
- Fire keeper souls can now be sold for 20,000 souls.
- Most boss souls have increased in sell value. (consuming them for souls is now never worth it)
- Added sell value of souls and coins to their description. (might overlap with menu text)
- Nerfed value of gold coin from 50,000 to 20,000 souls.

Spell changes:
- Increased or nerfed spell casts of some spells.
- Force now deals damage.
- Projectile speed, tracking and AoE increase for many spells.
- Spells like sunlight spear and darkmoon blade can be used outside of the covenant.

Class/Gift changes:
- Classes are vanilla ones with some small changes:
  • Warrior now starts with both a longsword and a bastard sword (not enough str for one handed) and a Warrior's Round shield
  • Knight now also gets a halberd.
  • Thief gets master key again.
  • Bandit has a red and white small shield instead of spider shield.
  • Hunter shortsword swapped for a dagger and gets additional arrows.
  • Sorcerer dagger swapped for a shortsword and starts with an heavy soul arrow.
  • Pyromancer starts with both fireball and combustion.
  • Cleric now has headgear and also starts with both heal and homeward, and swapped canvas talisman for regular talisman.
- Wanderer class has been replaced by Assassin class. It starts with the shadow set, uchigatana, parrying dagger, ring of fog and 20 poison throwing knives. (imo the wanderer class was the most boring class out of all of them and I've never picked it in my whole life)
- Some classes had very small stat adjustments to enable them to equip the new gear.
- Starting gift of White Seance ring changed to Tiny Beings ring.
- Starting gift of Soul of brave warrior changed to Master key. (I do not recommend picking this though)

Shop changes:
- Rickert of Vinheim (the blacksmith) now sells 2 copies of his spells. This is to make up for the fact that non-sorcerer classes don't start with those spells. Also if you need 90 soul arrow casts as a sorcerer at the start of the game then you must be playing the game wrong.
- Removed thunder and spell stoneplate rings from crestfallen merchant shop. Because it was boring.
- Removed Thorolund talisman from Petrus/Patches shops. Because it is boring to purchase upgrades.

NPC Changes:
- Lautrec gives you 5 sunlight medals after saving him
- Laurentius now gives you fireball and combustion in addition to a pyromancy flame after you save him. For the same reason as with Rickert.
- Snuggly changes:
  • Cracked red eye orb > blue titanite chunk
  • Pendant > gold coin
  • Humanity > large titanite shard

Item placement changes:

- Added a green titanite shard to dark root garden. (replaces a soul)
- Added spell stoneplate ring to catacombs. (replaces a soul)
- Added flame stoneplate ring to ash lake. (replaces a dragon scale, which is made up by the bridge dragon now dropping 2)
- Added thunder stoneplate ring to where flame stoneplate ring used to be.
- Added thorolund talisman to tomb of giants (replaces eye of death)

I might extend this to other purchasable rings/unique items as well.

Reasoning:
Green titanite is needed for divine weapons, yet there is not a single green titanite shard on the developers intended route towards the divine ember.
Spell stoneplate ring could be useful in a few locations before sen's fortress. Buying unique items is boring.
Flame stoneplate ring is similarly useful in the early game.
Thunder stoneplate ring isn't really useful until anor londo and there was now a gap where flame stoneplate ring used to be. Buying unique items is boring.


Installation:
Extract files to dark souls remastered installation directory and overwrite everything. If you don't know where that is, rightclick the game in steam > manage > browse local files