Hello, does anyone know if it would be possible to make the sword always look white and glowing like it looks when it is summoned? I want to edit it but im not sure how
Patch 1.14 with DLC BUG: Ash of war works even when colossal sword isn't out (throws air). Sometimes when you switch to colossal sword via hitting R2 once the Ash of war spins but does not throw the sword.
[ If you don't mind, I'll let a big post to give complete feedback and make it as readable as possible. Cheers ! /b ]
After plenty of testing, I must say this weapon is truely a gift that keeps on giving ! It completes to the perfection my dream build of a Carian Knight... hell, by this point : a Carian Lord (and a simp) ! To be able to mix magic and melee seamlessly is truely something I wanted for a long time, and this is one of the closest concept. IDK if you got any future plans to expand your work on this weapon, sir Clever, but here's all I could catch during my run with it. Hopes those info will be usefull to you, or anyone else.
-> BUGS :So far, nothing game-breaking, nothing worrysome. Just one exploit that I don't think was intended... You can keep on spamming the Ash of War despite depleating completelly your FP bar. At first I though it would affect greatly damages and maybe then endurance, hell, maybe slow the animation or make you fall like a turd on the ground, but... nope : infinite yeet, to max damage. mmmaybe for the sake of balance, this can be patched.
-> COMBAT ANIMATIONS : As detailed in the description page, there's nothing working right now on the left hand : either Greatsword, or Sorcery. Despite this information, I gave it a try to see how the mod would react, and what could be expanded on it in the future... I know that, by tradition, a wedding ring is worn on the right hand. And lorewise it would only make sence the ring's power would manifest this way only... buuut~, you know : gameplay wise, a little bit of twist is always welcome. Here's all I could repport for the animations :
Any Weapons & Shields ( Left Hand ) + Ring ( Right Hand ) : All works as intended, and demonstrated in the video ! Details that I'm particuarlly found of : when using R2 attacks( Right Heavy attacks ) with your Colossal Greatsword already equiped, you can time at your will the throw of the blade before returning to a Spellcasting function... Wether it is the 1st or 2nd animations, you can time early, or at the last moment : making it very versatile in PvE, and ( at least, I think ) a very interresting take for PvP. Minor detail, you can alsoquickly summon your Greatsord by doing Jump + R2.
Ring ( Left Hand ) + Any Weapons & Shields ( Right Hand ) : When using L1 ( Left Normal Attacks ), as detailed above, no magic or sword... you can only throw punches. When trying to use the Two-handed function for the left hand, the animation playing is the empty Arbalest.
Ring ( Left Hand ) + Empty Hand ( Right Hand ) : Nothing to fancy here. Animations plays normally, like you had two empty hands. Sole detail to note : when trying to use the Two-handed function for the left hand, as noted above, it plays the animation for the empty Arbalest... But, this time, with the sound of it.
Ring ( Left Hand ) + Colossal Greatsword ( Right Hand ) : From here, this is where it gets a bit tricky. When using L1, with a colossal Greatsword in your right hand... you perform a Power Stance Attack for Colossal Gtreatswords, as if you had two equiped ! Animations triggering for : Jump, Run, Roll, Backstep & crouch Attacks. This only works with Colossal Greatsword, and none other.
Ring ( Left Hand ) + Ring ( Right Hand ) : When using L1, you perform an attack... with your Right hand, as if you used R1 ! The animations & sounds are those of the claw's type weapon. Animations triggering for : Jump, Run, Roll, Backstep & crouch Attacks. And, finally... Using the two-handed posture, by holding R1 or L1 will allways summon the blade in your right hand.
Specific Animations for Torrent's Ride : If you summoned the Royal Blade prior summoning Torrent, you will perform all the classical Ultra Greatsword movesets available... However ! If you Summon Torrent while using the Spellcasting function, you unlock the ability to use both magic ( R1 ) and Melee ( R2 ) ! Noted, the sword remain invisible.
Specific Animation for Finishers / Backstabs : I was roaming in Limgrave, facing the trolls with their cart. I threw my blade at one, breakin his poise, and when I went to finish him, I realised I had no weapons, yet the backstab happened, and uh. . . Please : keep it. Since it was technically using the animation for Ultra Greatsword, but without the blade, I solemnly confirm. . . that punching a troll, in the face, with the might of Horoax Loux himself, has never, EVER. . . felt so satisfying ! Sadly, it doesn't look as good when back-stabbing, it's like your character is punching the back of a given schmuck with their full arm length... maybe a specific animation for backstabs ? IDK, might be to much to operate at the same time.
-> PERSONNAL NOTES :
Of course, I have no clue if Clever want to expand further on this mod, in the far or near future... But, with all I've seen, as noted above, I think there is some nice things that can be added on top of this very unique weapon... and I'd like to leave some ideas that could fit in the design of Caria's Knighthood. For now : I don't know if it was a bug or an incomplete feature intended, but I'd highly suggest to maintain the hybrid Melee + Magic while riding Torrent ! This is so liberating to mix both of the two worlds, without swapping gears. it would "only require" to add the summoning animation of the sword while preparing / charging an attack, and let it dissapear once its work is done. Now, In term of Power Level, the ring is strong... to strong ? Not to sure, as I tested with a character over 200 levels... Maybe reducing a bit the total damage by 10% or 15%, and rebalancing slightly the scaling : in Intelligence, by reaching S Scale only around +6 or +7... and in Strengh, by maintaining a C scale until +4 or +5 before turning into B.
Past that point, I... well, I also though about the left hand, and how it could be extanded with possibly a new play style. The idea would be to spellcast by default ( L1 ), and, since we can also use it two handed, adding a specific moveset, following this concept... If the right hand summoned weapon provides a powerfull, and slow playstyle, the left hand could be a more "Defensive" or "sharp" counterpart. Here's some options that crossed my mind while play testing, they're all to take with a grain of salt, as I have no clue how it could work, or be implented : - Aegis : Summon a carian Sword & Shield, for an agressive moveset. ( use the shield's combat moves, as in right hand, but combined with a blade ) - Carian Bow : Summon a magical Bow, shooting with different style per attack moves. ( Volley, Aerial, Defensive AoE, Poise damage ) - Magic Dagger(s) : Summon one (a pair of) throwable Dagger(s), combining close & mid-ranged attacks. ( Crystal or Glinstone model )
Finally... And this is really personnal, so... hope you won't take it bad. But I would love to see some sort of Follow-up to the Ash of War. And my dreamed follow-up would be something like the mighty Axe Throw of Godfrey ! A 2nd attack, that would cost double, if not triple the initial ammount of FP, as well as a good chunk of Stamina... but allowing you throw your blade from the skies to do some extra AoE damage on the target(s), broken or not by the initial blade throw... And catch up the fight as you plundge toward your blade, ripping it off the ground, and return to slashing survivors. ( depending of stamina remaining after the jump )
-> CONCLUSION / TL ; DR :
This weapon, and I sh*t you not, deserve legit to be in the base game, by default. It has something so unique that, to me, fit perfectly well with Fromsoftware's style and previous work : lorewise, gameplay, animation... it feels right ! Unlocking it at the end of Ranni's questline makes it even more satisfying, surprisingly, even more that obtaining the Moonlight Greatsword. BTW, I've seen some people asking why not using the Moonlight GS as base model and honestly, I do prefer the colossal over it. Moonlight is by itself to unique to be mixed to the ring, it needs to remain its own thing.
If you wanna Sim... I mean, play as a Mystical / Magical Knight to your heart contant, I can only recommand this weapon. I still have to test it with "101 Sorcery", my must have in term of Magic Rework so far, to see if both can run along without problem, but I got fair hope. Once I learn the process, I'll update this post to say if it worked... or not.
thank you for the feedback :D love big writeups like this. the reason it doesn't work in the left hand is a technical issue - I would do it if I knew how. thanks for the bug callout for the AOW, and yeah, I'll see if I can fix the horseback heavy attacks
Not just yet, I finished the understanding process, and started to use DSMapStudio, got some extra work this weekend.
I'll update this thread once its done, probably by tomorrow.
EDIT (1) : Progress has been made, unfortunately I'm facing a difficulty with the merge concerning the Ash of War, in SwordArtsParam... an Error message appear saying : "CSV has wrong Number of Values"... Gotta find the meaning of this error and how to fix. Otherwise, all seems compatible so far, at least in term of CSV files.
GREAT NEWS . . . It WORKS ! I was sucessfull into casting, and using the spells of "101 Sorcery" with the Dark Moon Ring. it's painfull to work around, but if you have enough organisation, you can dissect the file in order and see which one is missing, which one may conflit and need to be fused. Technically, for these two mods only, there's "not much" conflict to merge them, and the TAE that are to manually be added via Yabber... BAD NEWS : At this moment, the blade function is now incomplete, to not say broken. The Ash of War is no more, and the magic blade is gone / invisible, though you can still combo with it, but with the moveset of a classic Colossal Greatsword. Currently, there is two files that I left untouched in my process... the first is an "item.msgbnd.dcx" I have no clue what it modifies, and both of the aimed mods share this common file : I didn't want to take further risk. As for the second, it's the same as noted above, and I'm still completely unable to solve the CSV problem. I highly suspect this is the root that broke the core feature of the weapon, and I will need guidance to unroot it.
TL ; DR : the merge is possible ; the sorceries are recognized as magic and no miracles, but I am clearly lacking experience and knowledge to go further... at least, for now. I'll keep on documenting myself and find a workaround for this. If anyone have intel, pls contact me. I'd love to see them both combined, and I'll do all I can to see it thourgh... There is no greater satisfaction for a spellknight than feeling blades in your hands. Not through a stick !
I've been messing with merges myself, and it's the duplicate dcx files that cause the problems, because these seems to contain things like menu strings and animation data. Meaning whichever has higher priority will keep its full functionality, while the other will come up short.
How I found this out that I did the csv merge the other way - I imported sorcery values into Dark Moon Ring (this gives no errors) and messed with load order - whichever came last was the one with broken bits. Therefore, someone would need to merge the duplicate dcx files, which is currently beyond my skillset.
Welp . . . I'm at complete loss here. After your share of info Valleriie, I went for some extra attempts, and it only got weirder and weirder each tries, no matter which mod I attempted to put as main, and graft the second on top ( or under ) of it... to the point, in the end, my character was in a "T-pose like" state : as trying to use the ash of war or magic ended up with my character being paralysed from all the top, screeming in madness casting ! x'D
I took it back from zero, saved a copy of each steps, organized it all so I can persue my laboratory tests on the long run... And I went back to my previous state, as described in the upper post : magic working ; blade broken. Overall, I think there is only 3 clone files that are a "threat" to the full merge procedure : Item.msgbnd.dcx ; Anibnd.dcx ; Behbnd.dcx. The others don't face any risks of crushing pre-existing files in the other mod ( at this point, I'd believe it doesn't mean they may be compatible : just there is no appearant conflicts ). Following the process for the "Ani" was easy, since we had the details by Clever, and following his tutorial, TAE moved and grafted... I left aside the "Item", as apparently it's not a core problem... but the "Beh" ? If there is also a merge of some sort to do on this one, have have no clue where to begin with. and trying to dig into those files with a notepad opened a page in what I can only describe as cthulhian poetry ! °_°
If, by any miracle, I find a way : I'm willing to share an article to add on this mod page, with even a full tutorial for those willing to have both of these mods together. In the meantime, if anyone read this comment, I can only hope you'll find a solution that you could share it with me / us. I clearly lack the understanding and practice to merge them at the moment... my appologies. :(
L a d i e s & G e n t l e m e n . . . . W e g o t i t !
After some long ass digging, and maddening unducement, I finally found the step that I was missing ! And with this, I am ready to post an "article" on this mod page to explain the full merge procedure of "101 Sorcery" with the "Dark Moon Ring" ! As soon as I have the authorisation from Clever to give share with everyone a full tutorial. ( fingers crossed he's cool with it )EDIT : Authorisation granted, already working on the Article. SOON™ !
136 comments
Heads up for everyone wanting to use this mod in the DLC... it won't work for awhile :(
The DLC completely nuked most mods, and it will be some time until all the modding tools work again and let me fix stuff.
I will get it up and running as soon as possible. Thanks for waiting :)
Thanksss
BUG:
Ash of war works even when colossal sword isn't out (throws air).
Sometimes when you switch to colossal sword via hitting R2 once the Ash of war spins but does not throw the sword.
After plenty of testing, I must say this weapon is truely a gift that keeps on giving ! It completes to the perfection my dream build of a Carian Knight... hell, by this point : a Carian Lord
(and a simp)! To be able to mix magic and melee seamlessly is truely something I wanted for a long time, and this is one of the closest concept. IDK if you got any future plans to expand your work on this weapon, sir Clever, but here's all I could catch during my run with it. Hopes those info will be usefull to you, or anyone else.-> BUGS : So far, nothing game-breaking, nothing worrysome. Just one exploit that I don't think was intended... You can keep on spamming the Ash of War despite depleating completelly your FP bar. At first I though it would affect greatly damages and maybe then endurance, hell, maybe slow the animation or make you fall like a turd on the ground, but... nope : infinite yeet, to max damage. mmmaybe for the sake of balance, this can be patched.
-> COMBAT ANIMATIONS : As detailed in the description page, there's nothing working right now on the left hand : either Greatsword, or Sorcery. Despite this information, I gave it a try to see how the mod would react, and what could be expanded on it in the future... I know that, by tradition, a wedding ring is worn on the right hand. And lorewise it would only make sence the ring's power would manifest this way only... buuut~, you know : gameplay wise, a little bit of twist is always welcome. Here's all I could repport for the animations :
-> PERSONNAL NOTES :
Of course, I have no clue if Clever want to expand further on this mod, in the far or near future... But, with all I've seen, as noted above, I think there is some nice things that can be added on top of this very unique weapon... and I'd like to leave some ideas that could fit in the design of Caria's Knighthood. For now : I don't know if it was a bug or an incomplete feature intended, but I'd highly suggest to maintain the hybrid Melee + Magic while riding Torrent ! This is so liberating to mix both of the two worlds, without swapping gears. it would "only require" to add the summoning animation of the sword while preparing / charging an attack, and let it dissapear once its work is done. Now, In term of Power Level, the ring is strong... to strong ? Not to sure, as I tested with a character over 200 levels... Maybe reducing a bit the total damage by 10% or 15%, and rebalancing slightly the scaling : in Intelligence, by reaching S Scale only around +6 or +7... and in Strengh, by maintaining a C scale until +4 or +5 before turning into B.
Past that point, I... well, I also though about the left hand, and how it could be extanded with possibly a new play style. The idea would be to spellcast by default ( L1 ), and, since we can also use it two handed, adding a specific moveset, following this concept... If the right hand summoned weapon provides a powerfull, and slow playstyle, the left hand could be a more "Defensive" or "sharp" counterpart. Here's some options that crossed my mind while play testing, they're all to take with a grain of salt, as I have no clue how it could work, or be implented :
- Aegis : Summon a carian Sword & Shield, for an agressive moveset. ( use the shield's combat moves, as in right hand, but combined with a blade )
- Carian Bow : Summon a magical Bow, shooting with different style per attack moves. ( Volley, Aerial, Defensive AoE, Poise damage )
- Magic Dagger(s) : Summon one (a pair of) throwable Dagger(s), combining close & mid-ranged attacks. ( Crystal or Glinstone model )
Finally... And this is really personnal, so... hope you won't take it bad. But I would love to see some sort of Follow-up to the Ash of War. And my dreamed follow-up would be
something likethe mighty Axe Throw of Godfrey ! A 2nd attack, that would cost double, if not triple the initial ammount of FP, as well as a good chunk of Stamina... but allowing you throw your blade from the skies to do some extra AoE damage on the target(s), broken or not by the initial blade throw... And catch up the fight as you plundge toward your blade, ripping it off the ground, and return to slashing survivors. ( depending of stamina remaining after the jump )-> CONCLUSION / TL ; DR :
This weapon, and I sh*t you not, deserve legit to be in the base game, by default. It has something so unique that, to me, fit perfectly well with Fromsoftware's style and previous work : lorewise, gameplay, animation... it feels right ! Unlocking it at the end of Ranni's questline makes it even more satisfying, surprisingly, even more that obtaining the Moonlight Greatsword. BTW, I've seen some people asking why not using the Moonlight GS as base model and honestly, I do prefer the colossal over it. Moonlight is by itself to unique to be mixed to the ring, it needs to remain its own thing.
If you wanna
Sim...I mean, play as a Mystical / Magical Knight to your heart contant, I can only recommand this weapon. I still have to test it with "101 Sorcery", my must have in term of Magic Rework so far, to see if both can run along without problem, but I got fair hope. Once I learn the process, I'll update this post to say if it worked... or not.I'll update this thread once its done, probably by tomorrow.
EDIT (1) : Progress has been made, unfortunately I'm facing a difficulty with the merge concerning the Ash of War, in SwordArtsParam... an Error message appear saying : "CSV has wrong Number of Values"... Gotta find the meaning of this error and how to fix. Otherwise, all seems compatible so far, at least in term of CSV files.
BAD NEWS : At this moment, the blade function is now incomplete, to not say broken. The Ash of War is no more, and the magic blade is gone / invisible, though you can still combo with it, but with the moveset of a classic Colossal Greatsword. Currently, there is two files that I left untouched in my process... the first is an "item.msgbnd.dcx" I have no clue what it modifies, and both of the aimed mods share this common file : I didn't want to take further risk. As for the second, it's the same as noted above, and I'm still completely unable to solve the CSV problem. I highly suspect this is the root that broke the core feature of the weapon, and I will need guidance to unroot it.
TL ; DR : the merge is possible ; the sorceries are recognized as magic and no miracles, but I am clearly lacking experience and knowledge to go further... at least, for now. I'll keep on documenting myself and find a workaround for this. If anyone have intel, pls contact me. I'd love to see them both combined, and I'll do all I can to see it thourgh... There is no greater satisfaction for a spellknight than feeling blades in your hands. Not through a stick !
[ https://cdn.discordapp.com/attachments/529805130879467530/1163607668448055457/SPOILER_20231017001000_1.jpg?ex=65403116&is=652dbc16&hm=4d658d1e237ff64bbd327aa1846fdb63c70db1c93bc1a3bb6fc74017a36bba92& ]
How I found this out that I did the csv merge the other way - I imported sorcery values into Dark Moon Ring (this gives no errors) and messed with load order - whichever came last was the one with broken bits. Therefore, someone would need to merge the duplicate dcx files, which is currently beyond my skillset.
I took it back from zero, saved a copy of each steps, organized it all so I can persue my laboratory tests on the long run... And I went back to my previous state, as described in the upper post : magic working ; blade broken. Overall, I think there is only 3 clone files that are a "threat" to the full merge procedure : Item.msgbnd.dcx ; Anibnd.dcx ; Behbnd.dcx. The others don't face any risks of crushing pre-existing files in the other mod ( at this point, I'd believe it doesn't mean they may be compatible : just there is no appearant conflicts ). Following the process for the "Ani" was easy, since we had the details by Clever, and following his tutorial, TAE moved and grafted... I left aside the "Item", as apparently it's not a core problem... but the "Beh" ? If there is also a merge of some sort to do on this one, have have no clue where to begin with. and trying to dig into those files with a notepad opened a page in what I can only describe as cthulhian poetry ! °_°
If, by any miracle, I find a way : I'm willing to share an article to add on this mod page, with even a full tutorial for those willing to have both of these mods together. In the meantime, if anyone read this comment, I can only hope you'll find a solution that you could share it with me / us. I clearly lack the understanding and practice to merge them at the moment... my appologies. :(
L a d i e s & G e n t l e m e n . . . . W e g o t i t !
After some long ass digging, and maddening unducement, I finally found the step that I was missing ! And with this, I am ready to post an "article" on this mod page to explain the full merge procedure of "101 Sorcery" with the "Dark Moon Ring" !
As soon as I have the authorisation from Clever to give share with everyone a full tutorial.( fingers crossed he's cool with it )EDIT : Authorisation granted, already working on the Article. SOON™ !