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Aikeutuido

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  1. Aikeutuido
    Aikeutuido
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    IMPORTANT:
    1. If you use other mods with custom movesets (Clever's, McKenyu's,...), please turn off Custom Movesets and Custom Timing options.
    DMN will replace them with attacks defined in the table of custom movesets.

    2. You can use ER HKS Hotloader to reload the script without restarting the game.
    However, It will not reset the permanent SpEffects that already applied (i.e HP regen/Item discovery,...) and will stacks them up every time you reload the script.
  2. Aikeutuido
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  3. tpewmactep
    tpewmactep
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    How do I make it only work for katanas and nothing else?
    Btw, there's no flashing effect with ERTE version?
    1. Aikeutuido
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      How do I make it only work for katanas and nothing else?

      Replace the function Game_IsPlayer() with this.
      function Game_IsPlayer()
      if env(IsCOMPlayer) == FALSE then
      local WP = env(GetEquipWeaponCategory, Hand)
      if WP == WEAPON_CATEGORY_KATANA then
      return TRUE
      end
      end
      return FALSE
      end

      Btw, there's no flashing effect with ERTE version?
      Make sure that you install DMN properly. I just tested and it's working fine.
      You can copy all files/folders from DMN-ERTE and replace the ones in /mod folder.
  4. MasterLance
    MasterLance
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    Does this work with all weapons or just katanas?
    1. Aikeutuido
      Aikeutuido
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      DMN works for all weapons.
    2. tpewmactep
      tpewmactep
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      Is it possible to make it work with katanas only?
  5. admiral8901
    admiral8901
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    Thank you for the great mod! While trying to apply the DMN mod to ERR version 1.47, I got stuck 
    1. admiral8901
      admiral8901
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      I think I managed to merge it successfully without any errors myself.
      Though I'm not sure if it actually works properly, haha.
    2. admiral8901
      admiral8901
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      It might be a hassle, but I’d really appreciate it if you could upload your work for the latest version of ERR. :)
  6. soy1requiem
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    ERR 1.4.5B update please( i tried using the old one just for the sake of it lol , i get error window in game which cannot be closed.)

    welp its 1.4.6 now
    1. Sephirxt
      Sephirxt
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      +1 welp its 1.4.7 now hahahahahha xD
    2. Aikeutuido
      Aikeutuido
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      ERR obfuscated the script file and changed the BEH to prevent people from merging with it.
      While it's not difficult to merge, I have to take extra steps to convert these files (and I don't like it).
      I'll add support for it after some time or only after a major update.
    3. Sephirxt
      Sephirxt
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      Nice to hear ! Im also updating my setup only when a big update is releasing that really add content and new stuff like 1.4.2 next 1.5 etc... You're an absolute legend for this. If you can tell me or explain how you do merges like this with ERR i'm in !
    4. Aikeutuido
      Aikeutuido
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      Here are the steps to add DMN to other mods.

      1. regulation.bin.
      - Download DMN-Vanilla, get CSV files and import into other mod.

      2. chr/c0000.anibnd.dcx
      - Unpack and copy a66.tae from any DMN version.

      3. chr/c0000_a6x.anibnd.dcx
      - Unpack and copy all a066_XXXXXX.hkx files from any DMN version.

      4. chr/c0000.behbnd.dcx
      - Use ERClipGeneratorTool and import other mod's TAE entries into DMN file.

      5. sfx/sfxbnd_commoneffects_dlc02.ffxbnd.dcx
      - Unpack and copy all FXR files from ID f000900010-f000900280.

      6. sd/cs_main.bnk
      - Use Rewwise to unpack and copy DMN sound files, from ID 665000000-665000660.
      - Most mods don’t use this file, so it’s safe to copy it from any DMN version.

      7. action/script/c0000.hks
      - Use VSCode or Notepad++ to copy DMN codeblocks (-- CUSTOM: Begin to -- CUSTOM: End) to the similar locations of the other mod's script file.

      To merge with ERR, we need to do extra steps:
      1. Deobfuscate the c0000.hks.
      - There are many tools to do this, both offline and online.
      - You can use this online tool: Lua Beautifier Online to beautify Lua code (the webpage will freeze for a while because the file is big).

      2. Because the script file is totally different with the community one, we need to change the variables and parameters for each function that we use. This way, we do not need to change our code. You can check DMN-ERR for similar code.
      Example:
      function ExecAttack(a, b, c, d, e, f, g, h, i, j, k)
          -- Define the variables.
          local r1, r2, l1, l2, b1, b2, is_guard, blend_type, artsr1, artsr2, is_stealth_rolling = a, b, c, d, e, f, g, h, i, j, k

          -- Use DMN code from here.

      3. Modify the BEH file.
      - The BEH file in ERR has weird format. A valid transition object ID may work for this version, but not work for another version.
      - If you have error in step 4 above or have weird animation in the game, you have to change the transition object ID for your custom entries.
      - Unpack BEH file, convert it to XML with HKLib.CLI, open the XML file and check for transition object ID of entries in Attack_SM.
      - Change these transition object ID to another number (i.e 236).
      <field name="transition">
        <pointer id="object236" />
      </field>

      These things might look scary at first, but actually pretty easy. They’re just find and replace text.
    5. soy1requiem
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      @sephirxt hahaha us 

      @aikeutuido thank u for ur effort as always !
    6. Sephirxt
      Sephirxt
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      <3
    7. admiral8901
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      GOOD!
  7. tpewmactep
    tpewmactep
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    The new version of Executor is coming out.
    Will you update DMN for it?
    1. Aikeutuido
      Aikeutuido
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      Updated!
    2. tpewmactep
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      Sorry, but I meant 1.3 version. But apparently it isn't out yet :D
      Thanks anyway!
  8. anonhan
    anonhan
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    I noticed a strange feature when using the Update 2 for DMN-Vanilla file. For some reason, on occasion if I guard an attack but miss the parry window, it will still block the attack but I'll take no chip damage and it spawns a white ring FX around my character for a second while dealing no posture damage.
    1. Aikeutuido
      Aikeutuido
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      It seems you accidentally press a shortcut button and toggle these feature ON/OFF.
      You can turn off these shortcuts with this option:
      -- Hold R1&R2 + press Y: Switch Custom Movesets modes.
      -- Hold R1    + press Y: Next list of movesets (switch to first list of movesets upon reaching the last one).
      -- Hold R2    + press Y: Previous list of movesets (switch to last list of movesets upon reaching the first one).
      -- Hold L1    + press Y: Switch Guard-Cancel modes.
      -- Hold B     + press Y: Switch Evasion-Cancel modes.
      -- Hold A     + press Y: Switch Jump-Cancel modes.
      -- Allow using a combination of buttons to switch modes.
      -- Mode 0: Disable.
      -- Mode 1: Enable.
      DMN_OptionShortcuts_Mode = 0
  9. HELIUM2020
    HELIUM2020
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    Hello, i have an issue with dodge cancel it keeps stopping randomly most of the time and i have to open the hks file and refresh it with the hotloader to fix it and then it just stops working again after few minutes. the other cancelling options seems to be ok both guard cancel and jump cancel and everything else work fine. is there anyway to fix this?

    im using the Vanilla version with no other action mods
    1. Aikeutuido
      Aikeutuido
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      it keeps stopping randomly most of the time and i have to open the hks file and refresh it with the hotloader to fix it and then it just stops working again after few minutes.
      Do you mean the character does not use evasion-cancel when you press B?

      You can try setting this option to 2 to see if it helps...
      -- Adjust behavior of action-cancel ability.
      -- Mode 0: Default.
      -- Mode 1: Disable usage while being hit or knocked down.
      -- Mode 2: Allow usage even while being hit or knocked down.
      DMN_ActionCancel_Mode = 2
    2. HELIUM2020
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      The issue was my bad actually, i had Shortcuts enabled and i didn't know so sometimes i just press it on accident and deactive the evasion cancel :D
      im playing with mouse & KB and at first i thought the shortcuts are only for controller for some reason 

      Thanks for the mod it's super fun especially the custom movesets edit feature, you're awesome dude
  10. tpewmactep
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    Works with latest ERTE version? It got reuploaded toay
    1. Aikeutuido
      Aikeutuido
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      Updated!
  11. ProfessorPipik
    ProfessorPipik
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    I installed this mod on the Sekiro Skills Mod and I want the Original moveset of mod and not the DMN one.
    How do I do this?
    1. Aikeutuido
      Aikeutuido
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      You can turn off DMN custom movesets with this option:
      -- Enable custom movesets for all weapons.
      -- Mode 0: Default.
      -- Mode 1: Use custom movesets.
      DMN_CustomMovesets_Mode = 0

      Or, just hold R1+R2 and press Y to toggle that option ON/OFF while in the game.
    2. ProfessorPipik
      ProfessorPipik
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      Thank you, it perfectly works now.
    3. ProfessorPipik
      ProfessorPipik
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      Is there a way to remove the quickstep dodge too?
    4. Aikeutuido
      Aikeutuido
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      You can check this option:
      -- Replace the default rolling/backstep actions with custom animations.
      -- Mode 0: Disable.
      -- Mode 1: Use Sekiro animations.
      -- Mode 2: Use Bloodhound animations.
      -- Mode 3: Use Lady Butterfly animations.
      DMN_EvasionAction_Mode = 0
  12. Sephirxt
    Sephirxt
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    Can you help me on porting the wallclimb function ? I have a very experimented friend on sekiro modding scene, and i know this function is also on nightreign but i want to know how much work it could be to do it? Thanks
    1. Aikeutuido
      Aikeutuido
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      Is it the wall-jump in Sekiro (and Nightreign)? For example, the character jumps near the wall, then press jump again to reach a higher place?

      I have not tried it yet but I think it's possible.
      1. Add a new falling animation with a hitbox on character's foot.
      2. When you press jump the second time, call that animation instead of the default one.
      3. If the hitbox is triggered (the foot hit something), call another animation (a climbing animation or a backflip animation).

      You can ask your friend to help with this, as I no longer work with V3.
      Maybe, I'll add this as a feature in V4.