Elden Ring

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Last updated

Original upload

Created by

Belger

Uploaded by

nacorcb

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Safe to use

About this mod

Overall melee gameplay overhaul, improving base combat with faster animation cancels that allow new tech and weapons stats changes.

Permissions and credits
This project has two main goals:

1- Change almost all weapons animations to achieve faster, more fluid, fun, and more complex (tech wise) combat, allowing some advanced techniques only avalaible thanks to early animation cancel.

2- Give a reason to go light weight, making it being a build class on it own. Now going light weight opens new gameplay tech not avalaible if going mid or heavy.

WARNINGS:

-> VANILLA GAME GETS EASIER, due to better mobility and faster attack animations. It is advisable to merge it with other mod that adds difficulty levels.

.-> DO NOT PLAY ONLINE WITH IT, you can be banned etc etc.


NEW!!: Finally I uploaded the overall game overhaul mod, based on IMCO, called Elden Ring: Tarnished´s Edition. So, you can either use IMCO alone to play vanilla game with combat overhaul only, or go full game overhaul with the all other changes.

Link:
Elden Ring Tarnisheds Edition

Discord:
Discord Server


Detailed Changes
:

- Improved Melee Ashes of War: All AoW have been altered in consonance with the rest of the mod. Now they are faster, can be cancelled earlier, and have few added propierties like block frames or i-frames.

- Revamped Parries: Now all parries active frames windows match the parry animations. Faster start up for all of them. All start ups have been adjusted to 3 frames but the Buckler Shield one that is 4 frames. Buckler Shield has 1 additional start up frame compared with the rest of parries but it active frames window lasts longer (7 frames vs 6 frames for the rest of parries). Warning: You will probably have to relearn the timings, but once learned, you will notice the parries are easier to perform now and have more uses.

- Overhauled bows and crossbows. The scope of this mod is not range weapons, but bows felt so horrible that I felt I had to tweak it. Now they work in the same way as rest of weapons, with early cancel added propierties.

- Added basic Timed Block/Deflect mechanic. Now if you press block right before the enemy attack hits you, you will score a Timed Block that grants you some benefits: 0% stamina dmg, and reduced physical and elemental dmg. The amount of reduced physical and elemental dmg depends on the weapon you are wielding. Lighter weapons have the worse values and heavier weapons and shields the better ones. This makes you decide if you are going for a tank build blocking based, or a glass cannon dashing based with Timed Block as a clutch resource when your stamina gets drained due to constant attacking.

*PLEASE NOTE: Timed Blocks have been diched out in latest update, in order to allow easier mergeability. You can easily readd them using the provided .csv file, merging with your regulation.bin in DSMapStudio (use the Import CSV feature).

Sekiro Dash
replace Light Rolls. Additionally, added quick cancels to Sekiro dashes that allow new mobility cancel tech:

> Side stepping: lock on an enemy and dash laterally. Whilst dashing, you can cancel the side step into a quick attack at any moment during the animation.
> Double dashing: cancel the end of the forward dash or any side step into another dash or side step quickly.

- Added Weight Load feature to Sekiro Dashes. Now the timing for dash cancelling depends on your equip load. The lower the equip load, the earlier and faster you can cancel your dashes into another dash (and backsteps into another backstep or dash). It doesnt affect medium and heavy rolls, nor the timing to cancel into attacks. This means that if you want maximum mobility, you have to commit to very low weight load, although you still can use dashes even with moderate equip load if you invest into stamina and still are light weight.

Video example:

https://www.youtube.com/watch?v=6_qKPZj4kaM

- Added i-frames to Backstep and Crouch animations. Now you can use crouch animation to evade attacks. Backstep animation also grants you brief invincibility.

- Added quick cancel to Backstep and Crouch animations. Now you can both lounge forward and roll attack from idle position if you quick cancel the Backstep or the Crouch animations into it corresponding cancel attacks.

- Added Knife Throw cancel tech. Now you can cancel attacks and dash animations with a knife throw, like in Ninja Gaiden 2.

- Knife throw animation speed has been highly increased, and you can cancel the throw animation even earlier.

- Early attacks cancel. Almost all attacks animations (for the already revisited weapons, that is) can be cancelled into other actions right after the active hit frames. Depending on Weight Rate param of the weapon, It could be cancelled earlier or later. Each weapon has it own distint Weight Rate value within a range between 0 and 1. The higher the value, the slower the attack chains.

- Added free dodge cancel. Now you can dodge/dash cancel attack animations at most of it frames, being the wind up or the recovery ones. Cancelling hit frames is not allowed though, so you still have to time your attacks, but with way more leniency than when playing vanilla ER.

- Added the possibility to perform Feint Attacks. You can use the doddge cancel to feint charged R2 attacks, cancelling them during the charge animation, or any other attack, dodge cancelling it wind up.

- Quick weapon swap: Now you can swap weapons as fast as you can press the weapon swap button.

- Some attack animations have been sped up. Specially noticiable with Thrusting Swords, Curved Swords, Daggers, Katanas, small Axes, and Whips.


Installation:

Use Mode Engine 2:

http://github.com/soulsmods/ModEngine2.git
https://youtu.be/GEPtmfPOL1k

Just put the c0000.anibnd.dcx and the c0000_a00_hi.anibnd.dcx files inside the >mod>chr folder, overwriting the files that were already there. If you dont have a >chr folder inside >mod one, just create it or paste the one its already in the zip file.

If you want to add Timed Blocks: Use the provided .csv file and merge with your regulation.bin using the Import CSV feature on DSMapStudio.

Of course you can use UXM but unless you also plan to mod the files, the Mod Engine 2 method is the simplest and fastest one.



Merging with other mods:

It will depend on the mod. Some of them will be easy to merge with, whilst others will be impossible.