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.
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.
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.
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 !
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).
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.
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
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
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
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
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
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.
3030 comments
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.
https://www.nexusmods.com/eldenringnightreign/mods/204
Enjoy :)!
Btw, there's no flashing effect with ERTE version?
Replace the function Game_IsPlayer() with this.
You can copy all files/folders from DMN-ERTE and replace the ones in /mod folder.
Though I'm not sure if it actually works properly, haha.
welp its 1.4.6 now
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.
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.
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).
These things might look scary at first, but actually pretty easy. They’re just find and replace text.
@aikeutuido thank u for ur effort as always !
Will you update DMN for it?
Thanks anyway!
You can turn off these shortcuts with this option:
im using the Vanilla version with no other action mods
You can try setting this option to 2 to see if it helps...
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
How do I do this?
Or, just hold R1+R2 and press Y to toggle that option ON/OFF while in the game.
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.