I suspect there is possible conflict with the 'dinput8.dll hooks' mod , If you are using this mod and encounter whatever problem or not encounter any problem at all, kindly put a comment here, I appreciated all the data whether it can be fix or not. Update: dinput is likely to mess with some skill's animation files, in this mod case it'll probably make the "Dash" mod not working properly, I'm unsure if this is something that can be fix.
The counter enchant is a brilliant idea but unfortunately it seems that once you already got the enchantment, further perfect blocks give the enchant also to your pawns, making it way too powerful imo
I really like your mode, it's awsome. I really enjoyed the counter + enchant, holy furor ( Now is actually viable and almost useful) and i LOVE the new abyssal anguish. I play with WD so isnt unbalanced at all. The only cons is dash, i really cant stand it, can you upload a version of the mod without it if isn't too much trouble? Or if you can just point me to the other skills file in the .arc so i can use only them. Thank you a lot, also i love you MA mod.
Would love to see a version for enchanting weapon as you cast the riposte skills (no perfect counter required) for setting up sigils and cannons. Theres also a bug in which the mod enchants all nearby weapons(including enemy NPCs) when you preform a deflect.
Looking to start up DDDA again on PC sind DD2 is coming. Your mod looks awesome to make MK better/ have QoL improvements
Would there be any possibility of getting a file version without the AA changes but everything else? If not that's okay. I'll just need to figure how to merge files then somehow
Either way thank you for making and uploading it in the first place
Thank you for the time and effort you've put into this and your other skill mods!
I went ahead and tested with dinput8.dll hooks and all of this mod's skills work flawlessly with zero issues, including the MK Dash. I even tested merging it with other mods such as "Extended Mystic Knight Enchantments" and "Mystic Knight Shieldskill Tweaks" -- both can be safely merged into this mod and they all work fine with zero issues (though the process to do so is annoying and time-consuming but hey, longer enchantments and AA!)
That said, I was wondering if we could get a variant without the AA changes if at all possible (Or a standalone download just for the MK Dash). I love the dash and it makes a useless skill into something really fun and effective, but the AA changes take an already strong skill and turn it into a complete monster. Even with World Difficulty the AA changes were making things die in seconds and it's just not really my cup of tea.
I did some tinkering with the xml file, and I was able to edit the duration of the skills from this mod directly. If you have ARCTool, you can do it too!
Comment from Mizuumi18 (in the Longer Lasting Weapon Enchants mod page)
"I'm working on modding enchantments to my own personal preferences, but this mod has been an invaluable starting point in locating the correct files and figuring out values. I may be posting my own personalized version at some point but for the time being here's the stuff I've found that you were looking for:
The sections that define durations for shield enchants all start with <classref type="1758512158"> and the duration is defined by the variable effectiveFrame" rather than "enchantTime" like the weapon enchants are - with one exception, Holy Wall/Fortress, which I'll get to in a bit. Additionally, that number is measured in frames (at 30 FPS) instead of seconds. So an effectiveFrame value of 300 translates to 10 seconds.
The sections for the Anguish skills' duration begin with <classref type="181981545"> but this time instead of "effectiveFrame" the duration is set by "dieFrame". All the other skills have a dieFrame value as well, but it doesn't seem to have any impact on the duration of enchants (shield or weapon), and the default value for dieFrame is different from the default effectiveFrame in most of them. It seems that dieFrame most likely tells the game when to "kill" an object created by a skill, such as the aura created by Anguish, which has its own hitbox and properties unlike weapon enchants which merely alter an existing object's properties.
Now, the really weird one is Holy Wall/Fortress. It seems that it counts as both a weapon enchant, AND a separate object (because of the energy shield it summons) so to change its duration you need to alter BOTH effectiveFrame AND dieFrame. If those 2 values are different the effect will only last as long as the lowest between them.
For navigating the file more easily I'd recommend using Notepad++ if you're already not, and collapsing all the <classref> sections. Then the overall structure and groupings will become much more clear and you can tell more easily what skills you're looking at.
The first 5 major groups are the basic counter/riposte skills grouped together by element, in order of fire, ice, thunder, holy, dark (you can also tell what element's what by looking at the value for the sound files location above each group). The next 5 groups are for weapon enchants, which you've already figured out. The next group after those is for Holy Glare/Furor/Retribution, and then after that is the section for Dark/Abyssal Anguish. Next group is Holy Wall/Fortress, then Demonswrath/spite, and finally Holy Aid/Grace. There is one more section but I'm not sure what it correlates to since all the skills are already accounted for, but nonetheless all the skills you might want to edit the duration of are located now.
Also note that the values allegedly for hard mode in shl_param_09_he are all COMPLETELY different (Tier 2 MK enchants only last 25 seconds but give 2000 bonus magic attack instead of 110, for instance) and it seems like some tiers of skills might not be present (the enchants only seem to have two tiers in hard mode), so it's quite likely things are going to be a fair bit different overall there."
If you unpack the bld.arc file (using the xfs conversion option), bld --> param --> shl_param_09.shl.xml Open with Notepad++ recommended.
If you want to modify shield enchant durations, you can do a find for <classref type="1758512158">. From there, find effectiveFrame". The number at the end of this line is the number of frames the enchant stays active. Increasing the number increases the time, just remember you're adding frames, not seconds, so adjust accordingly. -- The first classref you'll run into is for Fire (you can scroll up in the xml doc to see). There are THREE effectiveFrame you need to adjust, for each rank of the skill. Then it goes to Ice --> Thunder --> Holy --> Dark. You'll have to adjust the three values in each skill tree to increase the duration of the skill. If you only adjust the first value, but you're using Rank 2 skill, you won't get the extra duration.
*Note that searching effectiveFrame will bring up Holy Fortress (it will come up after Dark if you're searching), but per Mizuumi's note, you'll need to do some different adjusting for that skill.
You can also see Mizuumi's info regarding how to adjust the Abyssal Anguish skill. Lots of words I typed, so best of luck! I'm not very good at this stuff, and I think I managed it.
what settings do you use in dinput8.dll? the mod does not seem to work properly for me. Stuff like the dash in MK dash is gone and Abyssal Anguish although the damage and stagger animations of the magic appears , the actual pillars do not show up.
I was trying to use the counter + enchantment but after installed seems to not work, it has to do something that the install instructions say to replace bld11 and bld14 but on the file theres no such files?
Did a run, and I do have to say this actually had me enjoying Mystic Knight. I had no crashing issues on my NG+ run (didn't do BBI), and I was using World Difficulty 2.0, so that will no doubt affect my experience over those playing in Vanilla.
I also modified the file to extend the duration of Shield Enchants and Abyssal Anguish. I extended the duration of the buffs because I hate rebuffing mid combat. I've never liked this playstyle, so I wanted to avoid having to do that. This no doubt made the game easier, with how powerful Abyssal Anguish is.
Counter Enchant: I had a lot of fun with this. Perfect blocking now had some fun offensive utility. I was using this quite often.
Holy Furor: I liked the support ability. The very long cast time really reduced it's effectiveness, but the spell is fairly powerful. The healing idea was cool, but not very useful, as a support pawn with Anodyne is much more effective. Maybe a good out of combat heal for solo runs?
MK Dash: It was fun, but I hated losing my shield buff I was using for perfect blocking. Also, with WD installed, the damage was really not there. Not this mod's fault of course.
Abyssal Anguish: Really really fun. With my extension to the buff duration, it pretty much made me unstoppable. I could keep any enemy stunlocked forever, so that was...probably not intentional. I kind of feel like the Ice Spikes were maybe too much? Maybe a weaker spell with less knockdown ability or something. It was fun, but when nothing can even get near me because of the lightning and ice, the challenge goes way down.
Overall, this was a lot of fun, and I enjoyed playing one of my least favorite vocations (this is a personal style choice, not a critique on the vocation itself). I highly recommend for anyone looking to spice up their playthrough. Great job on putting this together!
91 comments
Update: dinput is likely to mess with some skill's animation files, in this mod case it'll probably make the "Dash" mod not working properly, I'm unsure if this is something that can be fix.
Theres also a bug in which the mod enchants all nearby weapons(including enemy NPCs) when you preform a deflect.
Would there be any possibility of getting a file version without the AA changes but everything else? If not that's okay. I'll just need to figure how to merge files then somehow
Either way thank you for making and uploading it in the first place
I went ahead and tested with dinput8.dll hooks and all of this mod's skills work flawlessly with zero issues, including the MK Dash. I even tested merging it with other mods such as "Extended Mystic Knight Enchantments" and "Mystic Knight Shieldskill Tweaks" -- both can be safely merged into this mod and they all work fine with zero issues (though the process to do so is annoying and time-consuming but hey, longer enchantments and AA!)
That said, I was wondering if we could get a variant without the AA changes if at all possible (Or a standalone download just for the MK Dash). I love the dash and it makes a useless skill into something really fun and effective, but the AA changes take an already strong skill and turn it into a complete monster. Even with World Difficulty the AA changes were making things die in seconds and it's just not really my cup of tea.
I would love to know.
Comment from Mizuumi18 (in the Longer Lasting Weapon Enchants mod page)
"I'm working on modding enchantments to my own personal preferences, but this mod has been an invaluable starting point in locating the correct files and figuring out values. I may be posting my own personalized version at some point but for the time being here's the stuff I've found that you were looking for:
The sections that define durations for shield enchants all start with <classref type="1758512158"> and the duration is defined by the variable effectiveFrame" rather than "enchantTime" like the weapon enchants are - with one exception, Holy Wall/Fortress, which I'll get to in a bit. Additionally, that number is measured in frames (at 30 FPS) instead of seconds. So an effectiveFrame value of 300 translates to 10 seconds.
The sections for the Anguish skills' duration begin with <classref type="181981545"> but this time instead of "effectiveFrame" the duration is set by "dieFrame". All the other skills have a dieFrame value as well, but it doesn't seem to have any impact on the duration of enchants (shield or weapon), and the default value for dieFrame is different from the default effectiveFrame in most of them. It seems that dieFrame most likely tells the game when to "kill" an object created by a skill, such as the aura created by Anguish, which has its own hitbox and properties unlike weapon enchants which merely alter an existing object's properties.
Now, the really weird one is Holy Wall/Fortress. It seems that it counts as both a weapon enchant, AND a separate object (because of the energy shield it summons) so to change its duration you need to alter BOTH effectiveFrame AND dieFrame. If those 2 values are different the effect will only last as long as the lowest between them.
For navigating the file more easily I'd recommend using Notepad++ if you're already not, and collapsing all the <classref> sections. Then the overall structure and groupings will become much more clear and you can tell more easily what skills you're looking at.
The first 5 major groups are the basic counter/riposte skills grouped together by element, in order of fire, ice, thunder, holy, dark (you can also tell what element's what by looking at the value for the sound files location above each group). The next 5 groups are for weapon enchants, which you've already figured out. The next group after those is for Holy Glare/Furor/Retribution, and then after that is the section for Dark/Abyssal Anguish. Next group is Holy Wall/Fortress, then Demonswrath/spite, and finally Holy Aid/Grace. There is one more section but I'm not sure what it correlates to since all the skills are already accounted for, but nonetheless all the skills you might want to edit the duration of are located now.
Also note that the values allegedly for hard mode in shl_param_09_he are all COMPLETELY different (Tier 2 MK enchants only last 25 seconds but give 2000 bonus magic attack instead of 110, for instance) and it seems like some tiers of skills might not be present (the enchants only seem to have two tiers in hard mode), so it's quite likely things are going to be a fair bit different overall there."
If you unpack the bld.arc file (using the xfs conversion option), bld --> param --> shl_param_09.shl.xml
Open with Notepad++ recommended.
If you want to modify shield enchant durations, you can do a find for <classref type="1758512158">. From there, find effectiveFrame". The number at the end of this line is the number of frames the enchant stays active. Increasing the number increases the time, just remember you're adding frames, not seconds, so adjust accordingly.
-- The first classref you'll run into is for Fire (you can scroll up in the xml doc to see). There are THREE effectiveFrame you need to adjust, for each rank of the skill. Then it goes to Ice --> Thunder --> Holy --> Dark. You'll have to adjust the three values in each skill tree to increase the duration of the skill. If you only adjust the first value, but you're using Rank 2 skill, you won't get the extra duration.
*Note that searching effectiveFrame will bring up Holy Fortress (it will come up after Dark if you're searching), but per Mizuumi's note, you'll need to do some different adjusting for that skill.
You can also see Mizuumi's info regarding how to adjust the Abyssal Anguish skill. Lots of words I typed, so best of luck! I'm not very good at this stuff, and I think I managed it.
I also modified the file to extend the duration of Shield Enchants and Abyssal Anguish. I extended the duration of the buffs because I hate rebuffing mid combat. I've never liked this playstyle, so I wanted to avoid having to do that. This no doubt made the game easier, with how powerful Abyssal Anguish is.
Counter Enchant: I had a lot of fun with this. Perfect blocking now had some fun offensive utility. I was using this quite often.
Holy Furor: I liked the support ability. The very long cast time really reduced it's effectiveness, but the spell is fairly powerful. The healing idea was cool, but not very useful, as a support pawn with Anodyne is much more effective. Maybe a good out of combat heal for solo runs?
MK Dash: It was fun, but I hated losing my shield buff I was using for perfect blocking. Also, with WD installed, the damage was really not there. Not this mod's fault of course.
Abyssal Anguish: Really really fun. With my extension to the buff duration, it pretty much made me unstoppable. I could keep any enemy stunlocked forever, so that was...probably not intentional. I kind of feel like the Ice Spikes were maybe too much? Maybe a weaker spell with less knockdown ability or something. It was fun, but when nothing can even get near me because of the lightning and ice, the challenge goes way down.
Overall, this was a lot of fun, and I enjoyed playing one of my least favorite vocations (this is a personal style choice, not a critique on the vocation itself). I highly recommend for anyone looking to spice up their playthrough. Great job on putting this together!