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VulGyren

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VulGyren

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  1. VulGyren
    VulGyren
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    ER-Fps mod(needs updated unfortunately) is required for all first person functionality.(not a hard requirement my mod works fine in 3rd person, I just prefer first person)
    Spellbinds, focus spells, and dash dodges all work well in first person when using Dasaav's mod.

    I also recommend the Free Lock-On Camera mod, it works well with the fps mod and makes the game feel better in my opinion.

    As of 1.09.1 I recommend setting grass to medium, vanilla or modded, I have noticed it hurts fps more than most other settings on my system and medium still looks good without as much impact
     
    THIS MOD IS NOT COMPATIBLE WITH EITHER VERSION OF THE UNLOCK FRAMERATE MOD
    (that mod instigates issues with certain systems based on frame rate, certain things break at low fps in base game and unlock makes things start breaking at higher frame rates, though usually it affects intricate or short lived things like bullets, visuals, or special effects)
  2. user12df1
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    Hi, could you explain what you changed to allow spells to be cast mid-air? I have looked both in smithbox and DSAS and haven't been able to figure it out in my testing so far.
    1. VulGyren
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      Casting spells in air requires a few things, you have to add the appropriate animation and id to every spell you want cast able in the air and then you have to register the spell properly in your hks file, basically I made many spells use the same animation 'structure' of the named dragon breath incantations with dsas and then had to register them with clip generator and set the corresponding spell cast id in hks with the other jump cast spells
    2. user12df1
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      Got it, thank you!
  3. DH181x
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    Firstly, thanks you very much for your hard work, can you teach me how to make things cast spells when use interact and others button ? I want to modified it myself.
    1. VulGyren
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      Are you familiar with modding elden ring? You would need to modify the code in c0000.hks, which I believe is lua based. The main things are coding the keys you want in execmagic (and fall/jump magic if you want air casting) and the appropriate on_update functions for magic/casting. Though this is not very simple especially if you are unfamiliar.
  4. spence10dun
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    Really dig the parts I can get to work. Not sure what I'm doing wrong. I've tried both modengine and modloader. This and the merchant mod are all I've been messing with.
    I can't for the life of me get the venting mechanic to function. Best I get is holding my left hand up. I also can't figure out how to switch to 2hand without doing a combo into it. 
    I can't figure out the universal casting either. I can get button combinations to cast but it's always the first spell. 
    I was originally interested in possibly finding out how to edit the jump count or changing wall climb/jump to unlimited. But at this point I'd be happy if I could just get this mod to work as intended. 

    At this point any help would be appreciated, I'm mostly dried outta ideas. I've started messin' with config toml file (thinkin' maybe the dll isn't clickin') but whatever I put in the enable dll causes this mod to completely stop working. 
    M&k vs controller didn't seem to change anything either. 

    Edit: I finally got part of the universal casting to work. Only the up dpad slots though. Now all the other castings just do a weapon inspect type animation. Still can't get venting or switching to 2hand to work. 
    I tried the previous mod version without universal casting and got everything to work except the venting. 
    1. VulGyren
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      Is the script expose .dll being loaded? Alot of things will not work without it, but not everything,  and how/ where are the files installed? If I remember correctly venting requires you to hold block and use the channel AoW, though it might be crouch,  I can't remember off hand, did you install the previous version and the 'working'version the same way? I haven't checked these posts in a while,  I have been rather busy and am focusing on bug fixing my modular mods and trying to work on my upcoming class over haul when I have time.
    2. Gomorian
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      I'm getting the same issues. I'm using Mod Engine 2. I put the files in the mod folder into the mod folder for Mod Engine 2, then put the dll in the mods folder in the same directory as the Mod Engine 2 folder. Afterward I put the name in the external dlls section of the config_eldenring folder. However, after running I'm getting the same issues as the original poster.
    3. yunganim
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      Im also having the same issue, installed correctly afaik the scrip dll file is placed in the modengine2 folder and added it to external dlls in config_eldenring.

      I also cant run for some reason? Unless im doing something wrong here.
      Would love some help.
  5. G00seLover073
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    Cool mod but I'm not a fan of the increased aggro range since it incentivises more the use of ranged than melee; how do I change that? Is it a script or a param? Also is it normal that enabling the dll file nerfs my stats and fp regen compared to not using it?
    1. VulGyren
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      The aggro range is a combination of enemy sight and hearing increases some through npc ai params and either enemy or game common param, and yes the effects that give bonus stats are set higher by default so when reloading it doesn't knock hp or fp lower when scale properly
  6. Lordofthedamned92
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    Thank you for the cool mod, I love the air dash, dodge and double jump. I do have 2 questions. Is there a list for what spell etchings do? And how do you do the universal castings? I'm playing on a controller, so dpad up and down, and the y button should be the modifier keys. All three allow me to aim and use my selected spell but r1, r2, and l2 all cast the same spell. Is there a trick to it that I am missing?
    1. VulGyren
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      I do not think I have a list right now unfortunately but spell etchings can be used twice and a third time will produce a spell effect depending on the etchings used, you can use the same one twice or and of the 4 can be 'combined' and then using any etching will cast your spell, and that is odd, are spells still cycling? the spell display should update in groupings instead of cycling at all, and you have the right keys they should be casting different spells, do you have any other mods installed? are you noticing anything else odd? and are you using elden mod loader or mod engine 2s dll loading to load the fs script exposer .dll?
  7. ShoahKahn
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    Is there any reason that "Prince of Blood Staff" has had upgrading removed?... Does it scale with player level now or something?

    --EDIT--

    Ah...
    >"spell damage and scaling is standardized and independent of weapon or upgrade levels"
  8. 5FingahzFlo
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    Is there a way to let me Cast Spells with my left hand instead of Zooming? Other than that love the Mod
    1. VulGyren
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      Is there a particular reason to cast with left hand? It is technically possible and is done automatically for weapon spell buffs when 2 handing your left weapon to enable buffing off hand weapons,  but would either be limiting requiring a new input or a lot of work to automate for everything. 
    2. 5FingahzFlo
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      I just like alternating between left and right because i think it looks better and i dont really care for the Zoom Feature
    3. VulGyren
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      I can understand, but I feel that aiming adds functionality, and in my most recent update I have now added key combos for casting set spell slots and unfortunately setting up left hand cast keys would require me to cut the current total spell slots by a third to half and remove scope right now to set up for left hand casting, with the current setup you get up to 9 spells on binds and can still aim them too.
  9. Thanks for the mod. I like making enemies a little more aggressive and persistent, so I'm exclusively experimenting with the changes in your GameSystemCommonParam.csv. I've been using a version of silentVerge's Immersive AI that implements the changes both at the GameSystemCommonParam level and through NPCThinkParam.

    Can you tell me exactly what these parameters do:

    1. StragglerActivateDist. I've tried changing it from 33 to 0,  then to 500, and am still not clear what it does.
    2. bonfireCheckEnemyRange. Same thing, I've tried changing it from 0 to 100 and still can't tell the difference.

    Thanks very much
  10. jelmore
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    Is there a document where we can see how the numbers for the spells have changed? For example, I feel like I am dealing way more damage with scholar's armament than I would normally, but I don't have a clue if the increased damage is to be expected because I don't have any idea what the tweaked values are. Is scholar's armament more of a flat buff now that is great early (I'm level 50) and then falls off later? Right now it looks like it more than doubles my attack power, which is not what I recall it doing previously. If it is by design, that's cool. Just want to make sure something else I have running in parallel isn't adding with your tweaks multiplicatively. I would be happy to share my stats, etc. if that would help.
    1. VulGyren
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      Unfortunately, I have written any documents besides the loose description on the mod page. Scholar's armament on the latest patch should be scale like vanilla but work on all weapons. Universal casting uses scaling similar to the higher tiers of casting tools and might be why it seems stronger, though if it is a flat value or isn't scaling properly, you may need to update/reinstall the mod. If you are running anything that edits the reg.bin or hks it could cause issues too. It definitely sounds like the buff is stronger than intended, does it change when you level up your intelligence?
    2. jelmore
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      It doesn't seem like the buff is scaling with intelligence (it stayed at 280 even after I bumped my int by 10). This was after removing all mods and reinstalling a fresh copy of your mod. I just looked into the reg.bin in SmithBox and the "magicAttackPower" for scholar's armament is listed as 280 where the original was 75. The original scaled at something like 75% of the intelligence portion of sorcery scaling, so I would imagine that is where the 75 is coming from. However, I think something is going awry due to one of the other changes. Perhaps the fact that Use Intelligence Correction (bAdjustMagicAbility) is set to 0 (false?), rather than the default 1, is making the 75% of sorcery scaling turn into a flat 280.
    3. VulGyren
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      for spell buffs like scholars armament it does not use those values read in smithbox, it uses hks to rewrite those values in game based on your stats using the scaling formula, if it is not scaling then either hks or scriptexposer are not loading. If you still have double jumps that means script exposer is most likely not loading, are you using mod loader or have you configured modengine to load the scriptexposer dll included in the mods folder? 
  11. DrxVL
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    Any chance of ever making this more modular?
    Also, where in smithbox should I poke around if I want to try replicating just your dodge/crouch/sprint changes?
    1. VulGyren
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      I have plans to make atleast parts of the mod more modular where I can, though I haven't had alot of free time to work on things recently. And you would want to look into the .hks file for the majority of the control changes with some new and modified speffectparams in smithbox. 

      edit: I am not too good with hks and am struggling with modularity so I am treating it as lower priority until I have more free time to figure it out