Intro:
Many mods contain animation changes stored in the chr folder. The main file changed is the c0000.anibnd.dcx file, containing all the info for what happens during all player animations. This tutorial will show you how to merge different c0000.anibnd.dcx files together. This is much easier than regulation.bin merging and should take around 5 minutes once you get the hang of it.
NOTE: Unfortunately this merge process relies on the mod author saying what they edited inside the file. Creators, please list your edited TAEs in the nexus description!
Yabber Setup:
Yabber is a simple tool that allows you to unpack many Elden Ring game files into folders. (Not to be confused with Yapped, an old regulation.bin editing tool!)
- Download Yabber from this link: https://github.com/JKAnderson/Yabber/releases. Always download the "Yabber.X.X.X.zip", do not download the source code. Extract it to a folder.
- Open the folder you extracted it into.
- Copy the oo2core_6_win64.dll file from Elden Ring's directory(same folder that eldenring.exe is in), and put it into the Yabber "lib" folder.
- Run Yabber.Context.exe to register Yabber to your right-click menu for files. (if you don't want to keep it in your right click menu, just re-run the Yabber.Context.exe and unregister after you're done merging.)
Merging:
1. Now that you're ready to go with Yabber, you need to go to your main mod that you want to merge the new mod into. Go into the chr folder of the main mod and right click the c0000.anibnd.dcx file, and in the right click menu, select "Yabber". This will "unpack" the file and create a new folder called c0000-anibnd-dcx.
2. Now, go to the new mod's chr folder and right click that c0000.anibnd.dcx file and select "Yabber". This will create a c0000-anibnd-dcx folder here too.
3. Now that both files are opened up, you need to identify what .TAE(animation files) were changed in the new mod. This part takes some detective work. Look in the mod's nexus description for what TAEs were edited, check the comments, or ask the author if you can't find anything.
4. Once you've identified what TAEs were changed in the new mod, go to the new mod's c0000-anibnd-dcx folder and click into it until you get to c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae. This is where all the TAEs are stored. Copy all the ones that were changed, and paste them into the main mod's c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae folder. Click yes to overwrite.
5. Now that the new mod's TAEs are in the main mod's c0000-anibnd-dcx\GR\data\INTERROOT_win64\chr\c0000\tae folder, go back to the main mod's chr folder. Right click the c0000-anibnd-dcx folder and click on "Yabber" to "repack" that folder back into the c0000.anibnd.dcx file.
6. You should be good to go! Basically, what you just did was open up the new mod's c0000.anibnd.dcx, find the changed .tae files, and copy them into your main mod's c0000.anibnd.dcx. Nice job!
Things To Note:
- If both mods edit the same moveset, they cannot be merged. For example, Unbound Sword of Night and Flame and Lightblades are both edits to the straight sword moveset (a23.tae) so they cannot be merged together.
- There are sometimes other files to merge in the chr folder, such as c0000_a9x.anibnd.dcx. These contain barebones animation data. They're merged similarly but I'll make a different tutorial for them.
Thanks for reading, and please feel free to suggest improvements.
-Clever
19 comments
every time I right click on anything it shows up and I want to remove it
Unhandled exception: System.IO.FileNotFoundException: Could not load file or assembly 'SoulsFormats, Version=1.1.7093.26284, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'SoulsFormats, Version=1.1.7093.26284, Culture=neutral, PublicKeyToken=null'
at Yabber.Program.UnpackFile(String sourceFile)
at Yabber.Program.Main(String[] args)
WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
As far as I know there isn't a way to open dcx files.
And I need to copy other files in ur mod in ERR folder - and replace them?
However, there is this one particular mod that I can't seem to make my yapped working. For example I want to merge the PS5 icon support with this mod, and try to decompress the file in menu. I got the following prompts:
Decompressing DCX: 01_common.sblytbnd.dcx...Unhandled Exception: System.FormatException: Unknown DCX format.
Similar mistakes occur with all other dcx files from the same mod too, including c0000.anibnd.dcx. Is it possible that the mod author had some additional encryted format that forbids unpacking? (I made sure that the oo2core dll file is in the lib folder.) Thanks again!at SoulsFormats.DCX.Decompress(BinaryReaderEx br, Type& type) in C:\Users\Nord\source\repos\CSharp\SoulsFormats\SoulsFormats\Formats\DCX.cs:line 157
at SoulsFormats.DCX.Decompress(String path, Type& type) in C:\Users\Nord\source\repos\CSharp\SoulsFormats\SoulsFormats\Formats\DCX.cs:line 68
at Yabber.Program.UnpackFile(String sourceFile, IProgress`1 progress)
at Yabber.Program.Main(String[] args)