Sooooooooooo, I managed to make this wonderful mod work with Reforged! I was at a boss getting my ass handed to me time after time and, for whatever reason in the Reforged mod the Ashes are hyper weak. I was getting very frustrated then I remembered this mod and decided to check back and there we had files to merge. I was happy. I thought I would not be able to merge them, that they would be too complicated and stuff like that for my little brain. Turned out that it was more tiresome than hard. If I did that, anyone else can too!
So, about the boss, now with the help of the summons, as a test, the fight was so much more fun this time around! FUN! YES! In Elden Ring! Can you believe that? The summons held their s#*! together, they buffed, they healed, they cast spells, they rolled, and they got beaten too! The best part was that I wasn't the main and exclusive focus of the boss, and I could try something other than dying within a few seconds!
I am in love with his mod xD Now it's 5:20 am and I need to sleep, but tomorrow i will try again with my backup save and rebuy the items to summon them and, this time, I will not upgrade them so much, I don't want them so very strong!
Dweet! Thank you for making this game better for me! You made a mod that I love, Reforged, to not stress me. Yes, I love Reforged, but I don't like some of their decisions there, but the mod is great even so...
Glad to hear you're enjoying it haha, I don't think I've ever gotten such an enthusiastic comment before. Also glad to see that it works well for ERR. Other commenters told me it worked alright, but I never got any proof of that until your video here.
After that, I went and fought this boss again without the mod and, this time, I got him. I guess I needed to sleep. But even so, this mod is awesome! It's like Dragons Dogma within the limitation of what can be done with the tools available.
Imagine if this was official... Having a companion NPC that you could evolve and tell how to behave in combat, to change their gear and stuff. Everything to not deal with people online lol
It's funny that you mention Dragon's Dogma, because it was actually one of the main inspirations for the mod. I started working on this not long after the DD2 reveal trailer came out.
I loved the pawn system in DD1, so I thought it would be interesting to try something similar for ER. The customization and tactics aspects sadly aren't feasible (to my knowledge anyway), but it was still fun figuring out how to make companions that progress with you in some way.
I know it's too much, but do you think you could document the building of this mod? Don't think too much about it, tho. It's wonderful that we have what we have with the tools available.
Ah yeah writing a guide's been on my to-do list for a while, I just haven't really had the time to commit to making one yet. I've been out of the modding scene for a bit though, so I sort of need to re-learn how I made the mod myself first lol
Might be an incompatibility with the Convergence. I've never tested it so I don't know how their altered spirit ash system works, but that could be breaking this mod.
so i think they despawn when i either go from one location to the other (on foor) or maybe when i get out of the zone they ca spawn? dunno but it's not as bad
Hi, I love the idea of your mod and am trying to merge it with a bigger pack, but when I use Smithbox, it eventually tells me that there's an incorrect number of values when I get to the FaceParam.csv file. Looking into it, it might be because the merged files need to be updated from a newer regulation.bin. Alternatively, would importing the lines from FaceParam as additions rather than trying to line the files up work given that this isn't really touching vanilla summons at all?
I'm able to import FaceParam.csv without any errors, so it seems to be something going wrong on your end. By "trying to line the files up", do you mean you're manually merging CSV files in a text editor before importing them? You can directly import most of the CSVs from this mod without worrying about them overwriting vanilla stuff, the only param where I modified vanilla rows is BuddyStoneParam.
I think I got it figured out up until the text/.json merging lmao. For some reason, my Smithbox's text editor is completely empty and not giving me any options to merge the files included in the download with anything in the game or project I'm working on. I have Smithbox pointed at my game directory and everything else taken care of. I have no idea why Smithbox isn't displaying any text from the game or project directory, though.
You probably need to unpack your game's msg folder using UXM first. For some reason it's not really mentioned anywhere, but if you don't do that then the text editor will just display nothing.
Extracting the msg folder with UXM let me view the text in Smithbox, but not actually import any new fmg entries or edit any of the current ones for some reason. That being said, I see Kale selling two items with bugged out text and an HP/FP cost, so I'm assuming that's them. If they work with bugged out text, that's totally fine, I'm a function over form guy, lol. Modding ER is very arcane (pun intended) compared to anything else I've tried.
Can't blame you for feeling that way lol, but this one is actually on me. I guess at some point Smithbox updated the format of text files again, so mine are outdated but don't give an error for some reason. I just uploaded a new version of the merge files that should work, if you still want to do it.
Ahh, I'll do it as I edit the appearance of my new friends (they work great by the way). For anyone that wants to get really granular in Smithbox since these folk could be with you for the entire game, this site has a bunch of character presets with the slider information: https://eldensliders.com/preset-category/character-presets/ (Gonna have Ludger be played by Ewan McGregor, lol)
Edit: Works like a dream, now. I have Alendra and Ludger looking like fellow paladins on a quest to stop the magipocalypse. Just out of curiosity, and it's way above my pay grade, is there any way to give them combat dialogue? If there's a way to apply the same system the game uses when bosses attack you to the fearsome four you've provided, I'm sure you could find VAs pretty easy. Hell, I'd even throw my hat into the VA ring if it was possible. Or you could use (completely synthetic to not break Nexus policy) AI voices, but that's pretty hit or miss.
Final Edit: For anyone looking for the same hyperspecific thing that I was, this mod is it. With a mod that lets them spawn anywhere, these are basically Pawns in Elden Ring, my hat's off to Dweet and my compliments to the chef
I've just re-tested the mod and can confirm it does still work, so it's most likely something on your end. I need more details to help troubleshoot, like if you're running other mods, how you installed it, or if you're running on an old game patch.
When I start the game on Steam, it launches normally. But when I run the game through the mod, it shows a message that the file is corrupt after entering the game, but I tried using another mod but it still works fine.
Ok, I was able to figure it out thanks to your explanation. It looks like they introduced a file size limit to mods in 1.16, and the current version of this mod is too big for the game now. I use the Alternate Saves mod, which removes the limit and was why it worked for me. I'll upload a new version with a smaller file size soon, that should fix the issue.
From what I've heard, patch 1.16 introduced a hard limit of about 2.3 MB to the regulation.bin's file size. If you try to use one over that size it always gives the "corrupted save data" message on launch. Mods like Alt Saves remove the limit (and presumably Seamless Coop? but I haven't tested it).
FromSoft also swapped to a new stronger compression format on the vanilla reg.bin when the DLC launched, shaving off something like 20% - 30% of the file size. The vanilla reg.bin also has no row names, which saves a pretty significant chunk of the size. All of my mods were using the old compression format with all of the row names intact, which could add up to 1.5 MB to the size. Thankfully Smithbox updated with a way to use the new compression and remove the row names on save.
I merged the files with my regulation bin but anytime I try to open Kales shop the game crashes. If I delete the 2 summons from his shop then his shop opens fine. Any idea what I did wrong? Thanks!
Did a quick test to make sure the mod on its own wasn't bugged, and I can say it's likely either a mod conflict or a problem that occurred when it got merged. Have you tried re-merging everything from this mod into your reg.bin? And what other mods do you have installed / merged?
I have and I have tried just using this with the included regulation bin. I think my issue is just something with the game itself and my hardware. The other mod I had installed was companion spirits. Oddly enough I did get this working by just making the spirits starting gifts (like the imps ashes). So the issue is nothing wrong with the spirits just Kale.
166 comments
Managed to merge it with convergence and its seems to work like a charm
So, about the boss, now with the help of the summons, as a test, the fight was so much more fun this time around! FUN! YES! In Elden Ring! Can you believe that?
The summons held their s#*! together, they buffed, they healed, they cast spells, they rolled, and they got beaten too! The best part was that I wasn't the main and exclusive focus of the boss, and I could try something other than dying within a few seconds!
I am in love with his mod xD Now it's 5:20 am and I need to sleep, but tomorrow i will try again with my backup save and rebuy the items to summon them and, this time, I will not upgrade them so much, I don't want them so very strong!
Dweet! Thank you for making this game better for me! You made a mod that I love, Reforged, to not stress me. Yes, I love Reforged, but I don't like some of their decisions there, but the mod is great even so...
This was hell before!
48927AA27BEEF33CE713BD15BF98729B864A35C4 (3440×1440)
Then I went to extremes to call for friends!
DF929201D651916BAE6A26401A2A56B8CCF2A8DF (3440×1440)
They held the aggor off me, but the boss also focused on me when I was being a pain in his ass!
C92B0B7EB5E5F5E6E0B7100450832EB4EB5288D1 (3440×1440)
PS: I suck at this game, but I like it.
After that, I went and fought this boss again without the mod and, this time, I got him. I guess I needed to sleep. But even so, this mod is awesome! It's like Dragons Dogma within the limitation of what can be done with the tools available.
Imagine if this was official... Having a companion NPC that you could evolve and tell how to behave in combat, to change their gear and stuff. Everything to not deal with people online lol
Again, thanks!
I loved the pawn system in DD1, so I thought it would be interesting to try something similar for ER. The customization and tactics aspects sadly aren't feasible (to my knowledge anyway), but it was still fun figuring out how to make companions that progress with you in some way.
Edit: Works like a dream, now. I have Alendra and Ludger looking like fellow paladins on a quest to stop the magipocalypse. Just out of curiosity, and it's way above my pay grade, is there any way to give them combat dialogue? If there's a way to apply the same system the game uses when bosses attack you to the fearsome four you've provided, I'm sure you could find VAs pretty easy. Hell, I'd even throw my hat into the VA ring if it was possible. Or you could use (completely synthetic to not break Nexus policy) AI voices, but that's pretty hit or miss.
Final Edit: For anyone looking for the same hyperspecific thing that I was, this mod is it. With a mod that lets them spawn anywhere, these are basically Pawns in Elden Ring, my hat's off to Dweet and my compliments to the chef
The samurai profession became weak due to switching between swords and bows.
Warrior is very trustworthy
FromSoft also swapped to a new stronger compression format on the vanilla reg.bin when the DLC launched, shaving off something like 20% - 30% of the file size. The vanilla reg.bin also has no row names, which saves a pretty significant chunk of the size. All of my mods were using the old compression format with all of the row names intact, which could add up to 1.5 MB to the size. Thankfully Smithbox updated with a way to use the new compression and remove the row names on save.