First of all, awesome mod ! Love it ♥ Second : how to switch between R1 and incantations with ordovis sword ? I can only cast and never R1 :/// never mind I find my way
No worries, I was wondering if a list of the combo possible with curved gs was up ? Cause I am trying to do the same as the exhibits but it doesn't go as stylish as you do it
I overall really loved this mode, but I think that carian knight sword should have same parry heavy attack feature as greatsword and also I think that this violet effect is too distracting and loud.
I purposefully left the parry out since that would make the Carian Knight Sword quite powerful. Also, you mean on the Starscourges right? I'll see what I can do about that.
I don't think so, block damage negation is very weak with all straight sword and carian sword is weak even among them. I think adding parry would be interesting and fitting, while also not being overpowered, because if you mistime it block would not be as strong as with greatsword
Unfortunately kick relies on the fact that analog sticks can be pushed to certain values. KBM won't be able to work, but I'll try to add an alternative that both types of inputs can use.
Hi still me, the one who is merging parts of people's mods (movesets to be specific) for his own enjoyment and learning experience
This time i'm trying to import the new moveset for ghiza wheel, i managed to get the sound and the movement working but the blades don't spin. I noticed that they don't spin even while loading your mod in DSAnimStudio, idk if i'm missing something to merge.
Thanks in advance for your time and keep up the awesome work
Another thing i encountered is that after merging tae a198 and the corresponding hkts the jump attacks (both light and strong) start mid air as normal but when the character hits the grond the animation restarts.
I don't think i have anything editing a207 wich is where the jump attack animations come from (i think), so idk what causes it. If you have an idea why it happens i would love the help, thanks
Edit: it's the issue of "Jump attacks trigger again when landing", the fix can be found on ERClipGenerator github page
Would love to know which .tae's do what with this mod. I'm merging with Swordsmanship and Elden Ring Reforged. a25, I found, changes the greatsword 1/2-handed heavy attacks, dodge attacks, sprint attacks, and backstep attacks, as well as the 1-handed light attacks but not the 2-handed light attacks which I was most interested in :(
Unless something is overriding the 2-handed light attacks somehow?
Edit: It was because I was using the Knight's Greatsword which has a special 2-handed light attack chain LMAO
A list of the tae and hkx files would still be nice though
Hey man, any chance you could provide the merged files here? I'm sure people would LOVE to be able to run this with ERR or Convergence.
This mod single-handedly solves my biggest beef with FROM games - the two-handed sword movesets, and I pretty much consider it essential to a proper gameplay experience but I have no idea how to merge it with the bigger overhaul mods.
if you want just the movesets you could use yabber to unpack c0000.anibnd.dcx from ERR and put in the base tae of the apprpriate weapon category from the mod you want, not just this one (https://www.nexusmods.com/eldenring/articles/208 for the list of tae)
you also need to unpack c0000_a2x.anibnd.dcx (a3x for colossal weapons and a4x for curved GS) and copy over the hkx files with the same name of the tae you imported earlier (eg. the files a26_numbers.hkx for ultra GS)
this should work, you may get some strange behaviour but i can't help you there
Hi, i wanted to merge your base moveset for the ultra GS weapon category (yours is really cool) to the mods i'm currently using for my personal enjoyment, but after porting over the a26 tae and all the corresponding hkx files from c0000_a2x.anibnd.dcx i found out that the two handed moveset works but the one handed one does a weird jump instead of the attacks that could be seen in the video.
Edit: i checked a026.tae with DSAnimStudio and found out that a260_030000.hkt, a260_030010.hkt and a260_030020.hkt are the problems. In your folder everything works fine, when i move the files over the tae reads those animations from another tae/hkx (a178, which i believe is added by one of the other mods). I have no clue why that happens, I'm stumped.
Edit number2: from what i understand a260_030000.hkt, a260_030010.hkt and a260_030020.hkt refer to the same attack in the hkt from a178 which in the base game has the BKGA moveset from DS3 but gets edited by Clever's modpack for marais dancing sword. Luckily he only needs the other attacks (for that mod, idk if they are needed for something else) so i changed the light attacks back to the BKGA ones
I'll leave this comment anyway so that someone may benefit from (or have a laugh at) my learning experience
Btw your mod looks really cool, i'll use it in its entirety on my next playthough
49 comments
That's code for: Merging is as time consuming as making this mod and I ain't tryna do allat.
First of all, awesome mod ! Love it ♥
Second : how to switch between R1 and incantations with ordovis sword ? I can only cast and never R1 :///never mind I find my wayThanks !
This time i'm trying to import the new moveset for ghiza wheel, i managed to get the sound and the movement working but the blades don't spin.
I noticed that they don't spin even while loading your mod in DSAnimStudio, idk if i'm missing something to merge.
Thanks in advance for your time and keep up the awesome work
I don't think i have anything editing a207 wich is where the jump attack animations come from (i think), so idk what causes it.
If you have an idea why it happens i would love the help, thanks
Edit: it's the issue of "Jump attacks trigger again when landing", the fix can be found on ERClipGenerator github page
Unless something is overriding the 2-handed light attacks somehow?
Edit: It was because I was using the Knight's Greatsword which has a special 2-handed light attack chain LMAO
A list of the tae and hkx files would still be nice though
This mod single-handedly solves my biggest beef with FROM games - the two-handed sword movesets, and I pretty much consider it essential to a proper gameplay experience but I have no idea how to merge it with the bigger overhaul mods.
you also need to unpack c0000_a2x.anibnd.dcx (a3x for colossal weapons and a4x for curved GS) and copy over the hkx files with the same name of the tae you imported earlier (eg. the files a26_numbers.hkx for ultra GS)
this should work, you may get some strange behaviour but i can't help you there
Edit: i checked a026.tae with DSAnimStudio and found out that a260_030000.hkt, a260_030010.hkt and a260_030020.hkt are the problems. In your folder everything works fine, when i move the files over the tae reads those animations from another tae/hkx (a178, which i believe is added by one of the other mods). I have no clue why that happens, I'm stumped.
Edit number2: from what i understand a260_030000.hkt, a260_030010.hkt and a260_030020.hkt refer to the same attack in the hkt from a178 which in the base game has the BKGA moveset from DS3 but gets edited by Clever's modpack for marais dancing sword. Luckily he only needs the other attacks (for that mod, idk if they are needed for something else) so i changed the light attacks back to the BKGA ones
I'll leave this comment anyway so that someone may benefit from (or have a laugh at) my learning experience
Btw your mod looks really cool, i'll use it in its entirety on my next playthough