IMPORTANT: 1. If you are using other mods with deflect/guarding animation (i.e Clever's modpack), please set DMN_DeflectAnimation_Mode = 0 to use their custom animation (instead of mixing with default repel animation). 2. You can use "Tools-Config" to backup/restore your options in the script file.
So i've been fighting Malenia for a while with this mod and i like it. But my only complaint is that she still heals when i deflect. Intentional, something i did with the mod, or can that be fixed in the future?
Hi, Her attacks are bound with some SpEffect that enables healing on every hit, even when we block them all. So, I think, we cannot disable it with just deflect only. Changing the SpEffect will disable the healing permanently and nerf her badly, haha :D!
I shall get to work on finding that SpEffect then! Thanks! It's not that i want her nerfed, just doesn't make sense to me that she can heal off a perfect deflect.
Thanks! I already have a prototype mod for DS3, with deflect only. However, it’s weird without proper visual effects. Finding them among a few thousand entries stresses me out T_T! I’ll be back to work on the mod when my laziness stops striking on my back, haha :D!
Custom moveset is even cooler than deflect. Changes everything to me. It would be amazing mainly in DS2. Movesets of weapons on DS2 are garbage on my opinion.
You can turn off almost everything in the script file (action/script/c0000.hks). Except a few things like left-hand block and dual attacks override for R1 button.
For the powerstate effect, you can set DMN_AccumulateDeflect_Number and DMN_AccumulateTimeout_Time to a very big number. For example: DMN_AccumulateDeflect_Number = 9999 DMN_AccumulateTimeout_Time = 9999
Could you please create a merged version that supports Convergence X Clevers? I have successfully merged regulation, but the merging of c0000.hks always fails. tools still block 5 ,i dontknow how to fix it.
Hi, The tool is for merging DMN-Vanilla version with other mods only.
Unless the authors of these mods naming their entries in the regulation file and enclose their code in the script file in a way that I can make an automation script for merging, I cannot support merging mod X with mod Y, sorry :p! For example, in my case, I name all entries as "[DMN] Bla bla bla", and enclose all codes as "-- CUSTOM: Begin" to "-- CUSTOM: End".
Bro, I am fascinated with this version of the mod, I have been using it from many previous versions, but this version for me is perfect, eternally grateful for your work on this mod.
Hello master, I wanted to make a request if you can, what happens is that I have the mod of "the garden of eyes" in its latest version and I would like to have the parry thing that you make, but in the mod mentioned and I see You upload it for many versions, but not for "the garden of eyes", if I give you the complete mod, could you make that modification?
Hi, You can try to merge it with DMN first. This way, you can always use the latest version of Garden of Eyes. 1. Download DMN_V3.0_EXP19. Make sure you keep the DMN-Vanilla folder. mod\ DMN\ DMN-Vanilla
2. Download Tools-Merge (EXP19). Rename the DMN file to ZIP and extract. mod\ DMN\ DMN-Vanilla Tools-Merge
3. Modify the Config.ini inside the Tools-Merge folder to change paths and add Garden of Eyes. This is an example. -- Location of game folder. FOLDER_GAME = [[F:\Game\Elden Ring\Game]] <---- CHANGE THIS.
-- Location of mods folder. FOLDERS_MOD = { -- DMN (Vanilla version). Must be at first line. [[F:\Game\Elden Ring\Game\mod\DMN\DMN-Vanilla]], <---- CHANGE THIS.
-- Other mods go here. [[F:\Game\Elden Ring\Game\mod\ER-GardenOfEyes]] <---- CHANGE THIS. }
-- Name of DMN versions. NAMES_VERSION_OUTPUT = { "DMN-GardenOfEyes" <---- NAME OF DMN VERSION FOR GARDEN OF EYES. }
-- Name of output script files. NAMES_SCRIPT_OUTPUT = { "c0000-dmn-gardenofeyes.hks" <---- NAME OF OUTPUT REGULATION FILE. }
4. Run all CMD files, from 0 to 4. 5. You should have a new folder DMN-GardenOfEyes in mod\DMN\.
1. Power State You can set DMN_AccumulateDeflect_Number and DMN_AccumulateTimeout_Time to a very big number. For example: DMN_AccumulateDeflect_Number = 9999 DMN_AccumulateTimeout_Time = 9999
2. Enemy Confusion You can set DMN_EnemyConfusion_Level = 0 to disable it. It's the chance to confuse enemy on perfect deflect.
Is there anychance this mod make colosal,straight,crurved,... sword crounching attack bug? it wont work anymore, im now using your mod and Swordmanship with timed blocking function, i already set DMN_DeflectAnimation_Mode = 0 for the Custom moveset. im just using your mod for the Poise damage when perfect blocking and it really good.
then i try to remove ur mod and everything work fine. dont think that cause by Swordmanship mod.
1. When Dual-wielding attack with R1 take abit delay when perfomce. 2. Dual-wielding jump attack when press with charge attack make the attack become normal jump attack
Hi, I have downloaded and run Swordmanship alone without any mod to test. The crouching attack for colossal sword seems to be broken in the latest ER (V1.10). All other weapons are working, except colossal swords.
Are you using the latest ER version?
1. Somehow, the game does not send signal for other buttons as fast as L1. Please use Custom Timing as a temporary solution. 2. I'm not quite understand this part. Could you please explain more? Is it something like, press R2 during jump?
That weird , after my tesing, it happen on many types of weapon including colossal.
yep, then it mightbe the case, im now runnin at 1.07.1 version ( not the latest ER version yet). dont know what exactly the changes that make the mod having this issue huh, do you know how to fix that ? im not a controller gamer so maybe it abit confuse tho xD. I think when jumping then press and holding R2.
They may changed the ID of animations, i'm not sure. The character will stop moving for a while whenever an invalid ID of a animation is called. It's better if you update to V1.10
There is only 1 jump attack when dual-wielding, with L1. R1 and R2 is for right hand weapon. I have changed the code for R1 only. It will replace normal right hand jump attack with dual jump attack.
So if i update to V1.10 the problem only occur on colossal sword now right ?, do u think is there any chance or solution to fix that ?, maybe in another update DMN :D ? I think i found out why now , on keyboard, the sprint key and charge attack using the same keybind (SHIFT) and (SHIFT+LEFTCLICK) so when i runnin and jump attack, holding shift will perfomce charge attack R2. lol
Could you make an option to get the R2 jumping become the dual jump attack. attack too ?
So far, only the Colossal Swords are not working in my case. You can watch some tutorial on youtube about replacing animations. They are hard-coded and cannot be changed by the script file. So, I will avoid doing that =))!
In my case, using default key binding, F = jump, SPACE = Run, Left-Click=Light attack, Shift-Left Click = Heavy attack, Right-click=guard. So, I have no problem with the jump attack at all. Currently, I can hold SPACE to dash, then F to dash jump and then left-click or right-click for dual jump attack.
OMG, how could you play this game with keyboard. Your skill must be over 9000 =))!
So sad, everything was almost perfect ( down to minute details ) :((( been searching around but seem like none of thems fit my taste and they also changes alot not just that the colossal moveset so -> MERGING PROBLEM ~~! .
p/s : just found out that the problem might not cause by the animations it self. i was try to reverting back to the original moveset that Swordmanship mod have changes ( a23.tae - Straight Sword Animations a25.tae - Greatsword Animations a26.tae - Colossal Greatsword Animations a29.tae - Katana Animations) and the crounch attack still dont work ( it might be causing by the Timed Attack mechanic )
Haha, been 200+ hours on this game and beatin malenia the first time took me bout 30 minutes, i think it is nothing much when you get use to something xD
-----------
BTW, Thank you alot for all the hardwork you have been through, been seing you go around for all the community requests (including me :D) . Big respect sir :)
if it's not too much trouble, could you tell me which lines I should modify/remove in c0000.hks to revert to that previous deflection VFX style - the one without the black orb thingy popping up?
Hi, You can set DMN_ActionCancel_VFX = 0 to disable the VFX of jump and evasion actions. Also, you can set DMN_DeflectEscape_Mode = 0 to disable the escape action and its VFX.
You can do that by removing the last line of code in function function Special_DeflectRepel(). Effect_AddByID(GC_VFXIDS.ABSORPT_BODY_WHITE) P.S. Just notice that deflect is pretty cool without that effect, lol :))! Back to earlier version, there were no particles effect yet, that's why I keep the body effect until now.
that worked perfectly, thank you! edit: yeah, it definitely looks much cleaner IMO - maybe there could be a toggle like for action cancelling? just a thought of course, it's fairly easy to remove it as it is so no pressure.
389 comments
1. If you are using other mods with deflect/guarding animation (i.e Clever's modpack), please set DMN_DeflectAnimation_Mode = 0 to use their custom animation (instead of mixing with default repel animation).
2. You can use "Tools-Config" to backup/restore your options in the script file.
Her attacks are bound with some SpEffect that enables healing on every hit, even when we block them all.
So, I think, we cannot disable it with just deflect only.
Changing the SpEffect will disable the healing permanently and nerf her badly, haha :D!
I already have a prototype mod for DS3, with deflect only. However, it’s weird without proper visual effects.
Finding them among a few thousand entries stresses me out T_T!
I’ll be back to work on the mod when my laziness stops striking on my back, haha :D!
Except a few things like left-hand block and dual attacks override for R1 button.
For the powerstate effect, you can set DMN_AccumulateDeflect_Number and DMN_AccumulateTimeout_Time to a very big number. For example:
DMN_AccumulateDeflect_Number = 9999
DMN_AccumulateTimeout_Time = 9999
tools still block 5 ,i dontknow how to fix it.
The tool is for merging DMN-Vanilla version with other mods only.
Unless the authors of these mods naming their entries in the regulation file and enclose their code in the script file in a way that I can make an automation script for merging, I cannot support merging mod X with mod Y, sorry :p!
For example, in my case, I name all entries as "[DMN] Bla bla bla", and enclose all codes as "-- CUSTOM: Begin" to "-- CUSTOM: End".
You can try to merge it with DMN first. This way, you can always use the latest version of Garden of Eyes.
1. Download DMN_V3.0_EXP19. Make sure you keep the DMN-Vanilla folder.
mod\
DMN\
DMN-Vanilla
2. Download Tools-Merge (EXP19). Rename the DMN file to ZIP and extract.
mod\
DMN\
DMN-Vanilla
Tools-Merge
3. Modify the Config.ini inside the Tools-Merge folder to change paths and add Garden of Eyes. This is an example.
-- Location of game folder.
FOLDER_GAME = [[F:\Game\Elden Ring\Game]] <---- CHANGE THIS.
-- Location of mods folder.
FOLDERS_MOD =
{
-- DMN (Vanilla version). Must be at first line.
[[F:\Game\Elden Ring\Game\mod\DMN\DMN-Vanilla]], <---- CHANGE THIS.
-- Other mods go here.
[[F:\Game\Elden Ring\Game\mod\ER-GardenOfEyes]] <---- CHANGE THIS.
}
-- Name of DMN versions.
NAMES_VERSION_OUTPUT =
{
"DMN-GardenOfEyes" <---- NAME OF DMN VERSION FOR GARDEN OF EYES.
}
-- Name of output script files.
NAMES_SCRIPT_OUTPUT =
{
"c0000-dmn-gardenofeyes.hks" <---- NAME OF OUTPUT REGULATION FILE.
}
4. Run all CMD files, from 0 to 4.
5. You should have a new folder DMN-GardenOfEyes in mod\DMN\.
You can set DMN_AccumulateDeflect_Number and DMN_AccumulateTimeout_Time to a very big number. For example:
DMN_AccumulateDeflect_Number = 9999
DMN_AccumulateTimeout_Time = 9999
2. Enemy Confusion
You can set DMN_EnemyConfusion_Level = 0 to disable it. It's the chance to confuse enemy on perfect deflect.
Is there anychance this mod make colosal,straight,crurved,... sword crounching attack bug? it wont work anymore, im now using your mod and Swordmanship with timed blocking function, i already set DMN_DeflectAnimation_Mode = 0 for the Custom moveset. im just using your mod for the Poise damage when perfect blocking and it really good.
then i try to remove ur mod and everything work fine. dont think that cause by Swordmanship mod.
(DMN_V3.0_EXP18)
1. When Dual-wielding attack with R1 take abit delay when perfomce.
2. Dual-wielding jump attack when press with charge attack make the attack become normal jump attack
I have downloaded and run Swordmanship alone without any mod to test.
The crouching attack for colossal sword seems to be broken in the latest ER (V1.10). All other weapons are working, except colossal swords.
Are you using the latest ER version?
1. Somehow, the game does not send signal for other buttons as fast as L1. Please use Custom Timing as a temporary solution.
2. I'm not quite understand this part. Could you please explain more?
Is it something like, press R2 during jump?
yep, then it mightbe the case, im now runnin at 1.07.1 version ( not the latest ER version yet).
dont know what exactly the changes that make the mod having this issue huh, do you know how to fix that ?
im not a controller gamer so maybe it abit confuse tho xD.
I think when jumping then press and holding R2.
It's better if you update to V1.10
There is only 1 jump attack when dual-wielding, with L1. R1 and R2 is for right hand weapon.
I have changed the code for R1 only. It will replace normal right hand jump attack with dual jump attack.
I think i found out why now , on keyboard, the sprint key and charge attack using the same keybind (SHIFT) and (SHIFT+LEFTCLICK) so when i runnin and jump attack, holding shift will perfomce charge attack R2. lol
Could you make an option to get the R2 jumping become the dual jump attack. attack too ?
You can watch some tutorial on youtube about replacing animations.
They are hard-coded and cannot be changed by the script file. So, I will avoid doing that =))!
In my case, using default key binding, F = jump, SPACE = Run, Left-Click=Light attack, Shift-Left Click = Heavy attack, Right-click=guard. So, I have no problem with the jump attack at all. Currently, I can hold SPACE to dash, then F to dash jump and then left-click or right-click for dual jump attack.
OMG, how could you play this game with keyboard. Your skill must be over 9000 =))!
been searching around but seem like none of thems fit my taste and they also changes alot not just that the colossal moveset so -> MERGING PROBLEM ~~! .
p/s : just found out that the problem might not cause by the animations it self. i was try to reverting back to the original moveset that Swordmanship mod have changes
( a23.tae - Straight Sword Animations
a25.tae - Greatsword Animations
a26.tae - Colossal Greatsword Animations
a29.tae - Katana Animations)
and the crounch attack still dont work ( it might be causing by the Timed Attack mechanic )
Haha, been 200+ hours on this game and beatin malenia the first time took me bout 30 minutes, i think it is nothing much when you get use to something xD
-----------
BTW, Thank you alot for all the hardwork you have been through, been seing you go around for all the community requests (including me :D)
. Big respect sir :)
You can set DMN_ActionCancel_VFX = 0 to disable the VFX of jump and evasion actions.
Also, you can set DMN_DeflectEscape_Mode = 0 to disable the escape action and its VFX.
this shows up on successful deflects.
Effect_AddByID(GC_VFXIDS.ABSORPT_BODY_WHITE)
P.S.
Just notice that deflect is pretty cool without that effect, lol :))!
Back to earlier version, there were no particles effect yet, that's why I keep the body effect until now.