Hey I definitely likes your mod Can u add more some future mod for Dante? Quick Drive (fast animation) And Million Stab (damage increase) You know alot people still struggling with Dante when he fight group enemy on Bloody Palace
How would you want it anyway? I think it's a lazy implementation from the devs using universal mechanics, best I could do would be to just turn off the refloat value honestly but not now.
I'll make an adjustable framework for all moves in summer, the current speedup procedure could've been done better. There is one for animation itself and another for dante in general which can make pandora missiles fly faster. But ye some of those are alright suggestions
Did you use some lmt editor for these changes? I wanted try a few things myself but just ended up learning how the cheat tables work, love the Pandora and Lucifer changes btw
I used 010 editor, I left some templates down below I think in the comments. In the future ill just leave all values editable within a cheat engine table so people can adjust it more easily, it's all based on an offset anyway
Would it be possible to add a function to CE that increases jump canceling hitboxes across the board? That's my biggest issue with DMC4. NVM LOL it's there.
Gonna be honest, no idea how to use the cheat engine. Utterly alien. Barely much instructions on how to use it either, but amazing progress either way^^ Good work
Need some help? I can update the tutorials by a ton, over all what I'm planning is instead of an simple file install with static changes. I'm thinking of a full on customizable experience, so you can adjust all animation speeds/recoveries/damage and move parameters such as floating height among other things.
But it will have to wait sadly lol, also new moves such as gilgamesh air slam being charged mid air and reworked lucifer gameplay. Such as being able to prime all pins so you can make map hazards and bounce enemies around in a infinite amount of ways most likely lol, so yeah sorry if I made instructions bad. Needs a bit of cheat engine experience. Point is I want this mod to evolve from just a naive implementation so people can have fun with it and adjust things however they like, it can't be denied that the game is simply unfinished with a lot of tacked on things. Hopefully this mod can address that
I would maybe request the input system be somewhat changed, plus the lock on certain moves. Like how some inputs just are not working at all since something else canceled it or you're in the middle of an animation. It is annoying to deal with since it wasn't in the previous games and just makes dmc 4 really tedious to play with.
and that might be pushing it so apologies if that isnt possible.
But as for the height limitations, is it possible to remove the height limitations on certain moves? Like on full house, and rebellion air rave.
You cant use the air attacks close to the ground when you first start the combo yet when near the end of it you can somehow just reach near the ground just fine? Its annoying to deal with especially when Dante's other weapon, lucifer's air attack doesn't seem to have a height limitation or as bad as a height limitation as badly as rebellion does.
Plus with full house, Vergil's killerbee pretty much Ignores the height limitations and it's pretty much just the same move.
Another request would probably be to make royal guard be able to cancel some moves early.
I see what you mean, I think it's a value that doesn't let you act for a certain amount of time until the jump completes. Ill have to check what you actually mean later though, Ive never experienced that one with the input issues though.
As for royal guard, it's cancels depend on the moves themselves. I'd have to go and adjust some values or just do a big patch for all moves lol, like there are 3 sets of values for each move. Perhaps the 3rd one was for royal guard cancels so yeah ill go do that, I'm just really low on motivation (vergil wouldnt approve) and busy with school assignments lol. Ill spend some more free time with it when i can.
Alright so I did some adjustments, can you tell me what moves do you wish to cancel with royal guard? I haven't implemented the air combo thing that you mentioned off the ground exactly, only for helmbreaker as of now. I will do it once I get the hang of editing speed parameters of animations however
Ah I see. Excellent work. The only few moves off the top of my head I would want to royal guard out of really quickly would probably be Splash. Lucifer's air attack.
Since it has such a weird hit hit box with jump canceling. Really hard to pull it off, and if an enemy dares to even move while you're attempting it, like a Faust or Memphiso moving away. You're kinda a sitting duck for any attack. Often get hit alot because it, they just move at the last second. And I can't cancel out of the animation.
Another move would probably be opening pandora's box or the other pandora moves that take up so much time to do. Like the useless boomerang move, and summoning the chair.
It's annoying to accidentally use it when you don't want to. And end up getting hit for it.
It actually costed me my entire bloody palace run when I went up in the final stage against Dante xD
Accidentally got pandora to activate into that opening box animation and got killed because of it.
Speaking of useless moves lol, i would really want to make boomerang and air pandora formation a part of dante's combo tool kit. Like imagine being to able to go into air formation almost instantly and fire a few rockets, exit and keep doing air attacks while rockets home in eventually.
Problem is I need to find out how to modify the animation speed multiplier on the go, I found the location that's being accessed before it starts but Ill it will need a lot of digging to do exactly just that how I imagine it. If you download and install DDMK for dmc 4 se you can get an idea how animations would look like at 5x speed, pandora flying chair looks really good when it goes really fast as a matter of fact. Anyway exam period is coming for me so probably no more updates until next month, if anyone reports something terribly wrong with the dmc4 or SE version ill could do a quick patch but yeah have fun for now the way it is.
Thanks for the hard work either way. I am having so much fun with the mod.
I can imagine a few add ons to your idea and perhaps another few ideas to help flesh out Dante and his other useless moves.
Like the Pandora like you mentioned. There's just so many redundant moves.
First off, yes I did notice some pandora rockets locking on to enemies but not exactly hitting them. It sometimes takes some time to hit them which is really cool. I'd imagine once you fire, you can instantly jump out to do a combo again. Would make for something unique.
As for the boomerang. That move, I have no idea why they made it like it was. It does so little damage at all its pathetic xD
But an idea I had was for some way for some way for it to stay.
Like as long as you're holding onto your circle button, the boomerang stays where it is, or whatever enemy it's locked onto. So you have your gun, and melee options still open to use whole the boomerang stays up.
I figured that must have been it's old concept. Since the boomerang deals so little damage compared to the other pandora attacks. Plus it uses so little of the disaster gauge as well.
Another version of it, which may be easier to execute. Would be to just let out the boomerang and it just stays in place. While you can jump of the animation and do whatever you want. Circle button free, although it still drains disaster Guage.
But to end the boomerang, you must use the same input as you do to launch it, in the first place.
But that's so far all the ideas I had for boomerang. It's such a cool concept. But just so terribly executed in game.
But for other useless moves. I was also thinking of the triple rocket launcher. Why not make it like a shotgun. It launches out rockets in a wide ark to sorta be an aoe blast instead of it just being a reskined but faster normal bow rocket. Would make it more unique of a role. Since there would be the long range sniper. The rocket blast. And the rocket shotgun. It's already balanced in a way. Since you have to take the time to transform pandora.
But that should be it for Pandora. Another massive change I might ask.
Just for the dang luficer rose to stay even if you switch weapons. This one may not be even possible since out of every massive mod and mod creator I've seen work on dmc 4. None of them ever fix this issue of the rose disappearing.
It's so weird. You would think it would be easy to fix no?
And another weird change to add to the backlog of ideas.
Back Shot. The gunslinger move for shot gun. I was wondering if it may be possible to make it similar to dmc 5, where Dante doesn't immediately turn around when you use back shots. It made the move alot more useful and cool to use to be honest.
And for some more I guess? Simple changes for the backlog.
Probably making throwing the rebellion animation for rebellion a bit faster. Since even in dmc 3, it was quite fast. The move where you throw the rebellion at the enemy.
It has comparable damage too, meaning it barely does much. So I don't know why it was nerfed to launch so slowly in 4.
And also maybe a buff to beast uppercut. That Gilgamesh sword master move. Extremely specific circumstances to use it as a launcher. Best used on a fallen or busy enemy.
But as the normal uncharged version. It kinda sucks. Sure it deals more damage than rebellion but it lacks range, speed, and hitboxes.
If it's possible. I guess making it have a more unique role other than being the useless or stylish launcher.
Like maybe it's an aoe launcher. As a trade off for the range and speed being lower than rebellion it can launch way more enemies?
Or maybe it can just launch enemies way farther than rebellion? Not sure. Anything to just make it a bit unique, since Rebellion just has it beat.
That should be it for a backlog. You font have to do any of these. Just some ideas that could help in case you need them.
You know I haven't thought about making boomer stay in place or let you do more moves, i'd have to test out how it works (if it's even possible anyway lol). Not gonna lie I didn't check a lot of the things you mentioned, like that rose thing for example
I've changed the rev rate of the red queen, see how you like it because atm I don't know how to adjust the timings. However I'm not sure if it's a good idea to do anyway, the timings is something you can learn eventually. You can try out the current changes and let me know
dude, the changes feel absolutely amazing. I think I actually prefer this, you get some value out of it even if you can't hit the rev every time, although I am starting to get way better at that. on a side note, is there any way to get his gun to function like how it would on automatic? like it'll slowly build up the charge without you having to hold the gun attack button, and then you just press it once to shoot? I changed the shoot button to a bumper, but its messing with my muscle memory.
Sounds like a decent suggestion, I'd have to check it out if it's possible to do that. You know initially dmc 4 had planned a training mode where you can tweak parameters on your own but it was cut out, that's why there are left overs in the files. It doesn't seem entirely impossible for just one flag to have it.
Glad you like the changes though lol. I really hope to expand it though eventually above just simple value tweaks
if I may add some other suggestions, making the Calibur/ shuffle back forward window more lenient, that would be cool, or maybe changing the inputs entirely. also, something I actually like about the reboot is that there is a designated dodge button, instead of lock on based. I have no idea if these are possible, but it would be pretty cool. Maybe make Blue Rose's regular shooting a little stronger, because there's hardly ever a reason to not be charging up a shot. hitting the parry with Royal Guard is also pretty rough, if you ever find a way to increase that window slightly. could defo just be a skill issue though. The mod is great, just a few cool ideas if you ever find a way to put them in.
Ye I can look into the input frames but it would be hard to do, get used to it it's not really that bad. As for royal guard it's 5 frames maybe there is an adjustable value but idk it's really unsatisfying setting it too high from what I've tried in dmc 4 vanilla
Yeah I can do that, honestly Nero is a really basic character. Only thing I'd change would be for charged shot to be faster and maybe ex act be a little more lenient but I dunno
Turns out there isn't a parameter for that, I will have to do some digging and actually edit the exe file to get it to work unfortunately. Again it's doable but that will have to be for 2.0v where I will speed up a few animations within the actual "engine" you could say
Well I made the changes for roundtrip coming out faster so check it out, it's really janky though because it wasn't meant to be used like say mid air enemies.
67 comments
Can u add more some future mod for Dante?
Quick Drive (fast animation)
And Million Stab (damage increase)
You know alot people still struggling with Dante when he fight group enemy on Bloody Palace
Actually check this one out, it fixes what you want
Tgere are a few ideas of I want to toy with later using your cheat table, perhaps you can consider adding it to your official mod.
1. DMC3 Vergil Trickster Input
2. Faster Lady Melee
3. Looser Royal Guard Window
4. Increase Trish's attack power
5. DMC5 Nero Input (Back for Helm Breaker instead of forward)
NVM LOL it's there.
https://github.com/muhopensores/dmc4_hook/releases
But it will have to wait sadly lol, also new moves such as gilgamesh air slam being charged mid air and reworked lucifer gameplay. Such as being able to prime all pins so you can make map hazards and bounce enemies around in a infinite amount of ways most likely lol, so yeah sorry if I made instructions bad. Needs a bit of cheat engine experience. Point is I want this mod to evolve from just a naive implementation so people can have fun with it and adjust things however they like, it can't be denied that the game is simply unfinished with a lot of tacked on things. Hopefully this mod can address that
Like how some inputs just are not working at all since something else canceled it or you're in the middle of an animation. It is annoying to deal with since it wasn't in the previous games and just makes dmc 4 really tedious to play with.
and that might be pushing it so apologies if that isnt possible.
But as for the height limitations, is it possible to remove the height limitations on certain moves?
Like on full house, and rebellion air rave.
You cant use the air attacks close to the ground when you first start the combo yet when near the end of it you can somehow just reach near the ground just fine? Its annoying to deal with especially when Dante's other weapon, lucifer's air attack doesn't seem to have a height limitation or as bad as a height limitation as badly as rebellion does.
Plus with full house, Vergil's killerbee pretty much Ignores the height limitations and it's pretty much just the same move.
Another request would probably be to make royal guard be able to cancel some moves early.
But that should be all
As for royal guard, it's cancels depend on the moves themselves. I'd have to go and adjust some values or just do a big patch for all moves lol, like there are 3 sets of values for each move. Perhaps the 3rd one was for royal guard cancels so yeah ill go do that, I'm just really low on motivation (vergil wouldnt approve) and busy with school assignments lol. Ill spend some more free time with it when i can.
I also need to update the dmc4 vanilla mod accordingly as well, it seems that my damage value changes didn't work in dmc 4
Since it has such a weird hit hit box with jump canceling. Really hard to pull it off, and if an enemy dares to even move while you're attempting it, like a Faust or Memphiso moving away. You're kinda a sitting duck for any attack. Often get hit alot because it, they just move at the last second. And I can't cancel out of the animation.
Another move would probably be opening pandora's box or the other pandora moves that take up so much time to do. Like the useless boomerang move, and summoning the chair.
It's annoying to accidentally use it when you don't want to. And end up getting hit for it.
It actually costed me my entire bloody palace run when I went up in the final stage against Dante xD
Accidentally got pandora to activate into that opening box animation and got killed because of it.
Problem is I need to find out how to modify the animation speed multiplier on the go, I found the location that's being accessed before it starts but Ill it will need a lot of digging to do exactly just that how I imagine it. If you download and install DDMK for dmc 4 se you can get an idea how animations would look like at 5x speed, pandora flying chair looks really good when it goes really fast as a matter of fact. Anyway exam period is coming for me so probably no more updates until next month, if anyone reports something terribly wrong with the dmc4 or SE version ill could do a quick patch but yeah have fun for now the way it is.
I can imagine a few add ons to your idea and perhaps another few ideas to help flesh out Dante and his other useless moves.
Like the Pandora like you mentioned. There's just so many redundant moves.
First off, yes I did notice some pandora rockets locking on to enemies but not exactly hitting them. It sometimes takes some time to hit them which is really cool. I'd imagine once you fire, you can instantly jump out to do a combo again. Would make for something unique.
As for the boomerang. That move, I have no idea why they made it like it was. It does so little damage at all its pathetic xD
But an idea I had was for some way for some way for it to stay.
Like as long as you're holding onto your circle button, the boomerang stays where it is, or whatever enemy it's locked onto. So you have your gun, and melee options still open to use whole the boomerang stays up.
I figured that must have been it's old concept. Since the boomerang deals so little damage compared to the other pandora attacks. Plus it uses so little of the disaster gauge as well.
Another version of it, which may be easier to execute. Would be to just let out the boomerang and it just stays in place. While you can jump of the animation and do whatever you want. Circle button free, although it still drains disaster Guage.
But to end the boomerang, you must use the same input as you do to launch it, in the first place.
But that's so far all the ideas I had for boomerang. It's such a cool concept. But just so terribly executed in game.
But for other useless moves. I was also thinking of the triple rocket launcher. Why not make it like a shotgun. It launches out rockets in a wide ark to sorta be an aoe blast instead of it just being a reskined but faster normal bow rocket. Would make it more unique of a role. Since there would be the long range sniper. The rocket blast. And the rocket shotgun. It's already balanced in a way. Since you have to take the time to transform pandora.
But that should be it for Pandora. Another massive change I might ask.
Just for the dang luficer rose to stay even if you switch weapons. This one may not be even possible since out of every massive mod and mod creator I've seen work on dmc 4. None of them ever fix this issue of the rose disappearing.
It's so weird. You would think it would be easy to fix no?
And another weird change to add to the backlog of ideas.
Back Shot. The gunslinger move for shot gun. I was wondering if it may be possible to make it similar to dmc 5, where Dante doesn't immediately turn around when you use back shots. It made the move alot more useful and cool to use to be honest.
And for some more I guess? Simple changes for the backlog.
Probably making throwing the rebellion animation for rebellion a bit faster. Since even in dmc 3, it was quite fast. The move where you throw the rebellion at the enemy.
It has comparable damage too, meaning it barely does much. So I don't know why it was nerfed to launch so slowly in 4.
And also maybe a buff to beast uppercut. That Gilgamesh sword master move. Extremely specific circumstances to use it as a launcher. Best used on a fallen or busy enemy.
But as the normal uncharged version. It kinda sucks. Sure it deals more damage than rebellion but it lacks range, speed, and hitboxes.
If it's possible. I guess making it have a more unique role other than being the useless or stylish launcher.
Like maybe it's an aoe launcher. As a trade off for the range and speed being lower than rebellion it can launch way more enemies?
Or maybe it can just launch enemies way farther than rebellion? Not sure. Anything to just make it a bit unique, since Rebellion just has it beat.
That should be it for a backlog. You font have to do any of these. Just some ideas that could help in case you need them.
Glad you like the changes though lol. I really hope to expand it though eventually above just simple value tweaks