Dsanimstudio/Time Act Editor Merging ~~god save us~~ ALWAYS BACKUP YOUR FILES!!
This guide and most guides will assume you have most of the usual tools for modding in general but the ones you will always need are - 
-Dsanimstudio For ER
-Dsmapstudio(is used for the paramstudio for any params needed)
-Yabber 1.3.1
//
-TGA/the grand archives table is VERY useful for testing https://github.com/The-Grand-Archives/Elden-Ring-CT-TGA/releases/download/v1.1.7/ER_TGA_v1.1.7.zip

incase you don't have cheat engine https://www.cheatengine.org , this is generally safe and is only a problem if you download and use untrustworthy tables
and the like, during installation there may be an add or something like that YOU CAN IGNORE THIS and install as per usual.

First few things to note what can be merged without much issue ,here is a small list to so you can find out what to know first so you can find out what's needed to know to try to merge -

Usually tae/animation authors will tell you in the descrption of a mod what is edited which can also tell you the difficulty of it
but incase they don't you will need to find outwhat tae the moveset is using and where to find it.

The example i will use is my mod moveset animation remix with the dragonscale blade.
I myself have placed the tae number in the comments and in the description for an easy find but if that doesn't happen there are three ways to find out.

1.-Dsmapstudio through params with my regulation.bin file
2.-Cheat engine with TGA/the grand archives or any other table that will let you see the animation id used by that weapon while ingame
3.-Debugmenu which i have no personally used but is most likely the easist to find what you need through it

In order of knowing the the exact moveset id it's using following this will get you through - WITH CHEAT ENGINE
>Open elden ring and cheat engine and be ingame controlling your character
>Once ingame go to cheat engine and press the monitor looking button
>procces list will be there, click elden ring and press open
>Table will show up, click the open button(pop ups can usually be ignored)
>Go the the hero tab, third from the bottom is the animation tab
>Once the animation tab is open you can now have it on your other monitor to check the animation id it uses when your character plays that animation AKA do an attack or whatever
>if an animation goes by too fast to check if you're having to alt tab to see then slow down your character by double clicking the the 1 number next to the animation speed row
>You will then need to change the number to 0.5 to halve the speed or go lower if need be


WITH DSMAPSTUDIO - this one will only tell you the moveset a weapon uses, not any tae a magic or aow uses
\\This part assumes you have the necessary regulation file needed or even just the base game one in a mod folder or wherever you have it placed to modify the params with.
>Open Mapstudio and click file then new project, name it whatever
>Open the project directory pathing(the file looking icon)and find the reg bin you need to look into and click onto it
>Open The game executable and click onto the elden ring.exe
>Once this is done you should be able to go to the param editor page on the top(below the game tab)
>go to EquipParamWeapon and find the weapon you need look for(you can using hte search option for both)
>Once there - example - go to dagger and there will be wepmotionCategory for the base moveset it uses(in this case 20 since it's a dagger)
>for special moveset overrides type at the top of the search bar "spAtkCategory" and see if it's using a special moveset id
>the number there will direct you to a special tae if it's using one, if it isn't it will be 0


Debugtool will be here as an option since it can do the same thing as cheat engine but i don't know how since i've never used it
https://github.com/Nordgaren/Elden-Ring-Debug-Tool


Once you find out what you need you should be able to proceed.
Generally Tae edits that ONLY touch the taes and nothing else are completely fine to merge without much issue, 
unless it's an all encompassing mod like err and the mod you want to merge
is using a base moveset slot such as 23(straight sword)then it would need to be manually edited to have the functions of that mod.
Just to make certain that you want to do this, just know that it merging for taes is probably the most varied in difficulty depending on your knowledge but it never hurts to try.
(just make sure to always make backups)

A slight reiteration and list for this on the difficulty from easiest to hardest -
-Tae edits by themselves meaning nothing but dsanimstudio
-Edits/Additions using unused movesets slots from fromsoft
-Edits that need reg bin edits but are generally hard to conflict with base game or other modded params such as unusual Row numbers or high row numbers
-Edits that make a huge swathe of changes or additions and needed to be edited to manually to get working both from tae and regulation.bin
-Edits that are being covered by other mods and will need to edit plus pick and choose what you want
Next part will give be an example and tutorial on how to merge a tae with yabber alone (this example is using cleverraptors sekiro interior ministry moveset) -
1. Download Yabber 1.3.1 from this link: https://github.com/JKAnderson/Yabber/releases
    put it in its own directory
2. Open the folder you put Yabber in
3. Copy the oo2core_6_win64.dll file from Elden Ring's directory, and put it into the Yabber "lib" folder. 
4. Navigate to your modded c0000.anibnd.dcx file and copy it to the same folder containing Yabber.exe. Afterwards, drag this copy over the Yabber.exe file. This will "unpack" this file and create a new folder in the Yabber directory called c0000.anibnd.dcx. 
5. In that new folder, dig into it and get to the file path c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae.
6. Navigate to the Interior Ministry TAE folder(from the optional download) and copy the TAE and paste them into step 5's \tae folder. Click yes to overwrite. 
7. Now drag the c0000-anibnd-dcx folder over Yabber.exe. This will "repack" that folder back into a single c0000-anibnd-dcx file.
8. Simply put the c0000.anibnd.dcx file generated in step 6 back into your chr folder in Mod Engine 2's mod folder.
Here is a link to the list of taes made by vawser and updated by clever (we think) https://www.nexusmods.com/eldenring/articles/208

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darkangel115