The .csv files are for merging this mod if you already have a modded regulation.bin file, which means you wouldn't be able to use this mod's regulation file. If this is your only mod, then there is no need to use the .csv files.
I know this goes against the point of the mod, but how would I go to have a version of the mod with all changes EXCEPT the nuke ? I kinda want a better Bolt of Gransax with a more balanced version of the AoW. I know I could just not charge the skill, but I'm asking anyway.
I don't know much about mod merging, but I saw in the files that the nuke is not an optional setting. Could it be possible to port the other changes (i.e. moveset and buff) to the regular Bolt ?
Yes, I wrote "not optional" to make it clear that the nuke would not work without those changed values, but you can apply the other changes just fine. To remove the nuke, you should restore the vanilla values (using DSMapStudio) of Bullet #2941 and #4520325 which have been defined as "not optional" in the changes.txt file (AtkParam ID, Impact SFX, HitBulletID for former, AtkParam ID for the latter). The optional changes of Bullets refer mostly to graphical effects and the speed of the thrown bolts, so you can choose to keep or remove them without issue. Shooter SpEffect is what applies the Dragonbolt effects to you and your weapon, while EquipParamWeapon -> 16090000 -> Special Motion Category: 202 is what changes the moveset to the Naginata one and this can be applied independently with no other change interacting with it.
Nice Mod. Went and merged your CSV files with my current Regulation.bin file from Castle's Class Fantasy Spells Overhaul Only problem is your mod gives the Grandsax the same damage and destruction effect that Castles Mod gives to the Ancient Dragon Lightning Spear. So one disables the effect of the other. Would of been nice if I could of used both..
did you find out how to fix this?? i was in a similar situation when trying to merge the csvs from the Ancient Dragons' Lightning Spear (AKA Dragonlord Placidusax Nuke) by Aicapwn but it takes out/breaks an animations from either the spear or the weapon? how do i fix this?
im not able to even get my mod to work at all is it because i already have a save with it and i need to get another bolt? or am i installing the mod wrong i followed the instristions on the how to install section of the description
figured it out. there are 2 folders in the mod. standard damage and increased damage. you need to drag the bin file from the one you want out of the folder and into the mod folder. but only pick one.
How to fix: 1.Use regulation.bin in this mod to extract CSV. (with DSmapstudio. How to do: https://www.nexusmods.com/eldenring/articles/174) 2.Marge the newest regulation.bin in original ER with that CSV.
*The original CSV files are not available too. *You need those 3 CSV files to extract.
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I just took out a Walking Maus with this. Instantly.
I don't know much about mod merging, but I saw in the files that the nuke is not an optional setting. Could it be possible to port the other changes (i.e. moveset and buff) to the regular Bolt ?
The optional changes of Bullets refer mostly to graphical effects and the speed of the thrown bolts, so you can choose to keep or remove them without issue. Shooter SpEffect is what applies the Dragonbolt effects to you and your weapon, while EquipParamWeapon -> 16090000 -> Special Motion Category: 202 is what changes the moveset to the Naginata one and this can be applied independently with no other change interacting with it.
< Yapped Rune Bear >
Bullet
2940
HitBulletID -> 4520325
------------------------------------
Bullet
2941
Duration -> 4
clear ok~^^
1.Use regulation.bin in this mod to extract CSV. (with DSmapstudio. How to do: https://www.nexusmods.com/eldenring/articles/174)
2.Marge the newest regulation.bin in original ER with that CSV.
*The original CSV files are not available too.
*You need those 3 CSV files to extract.
It works on ModEngine2.