Elden Ring

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ReiJr

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Aikeutuido

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  1. Aikeutuido
    Aikeutuido
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    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.
  2. kaimot2010
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    Damn... This mod is awesome. I love how I can easily adjust what I need by modifying the code parameters. 
  3. noahop5000
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    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?
    1. Aikeutuido
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      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!
    2. noahop5000
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      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.
  4. maurokt
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    Well done, this mod is amazig!!! Any chance to make a similar for DS1, DS2 and DS3?
    1. Aikeutuido
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      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!
    2. maurokt
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      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.
  5. tpewmactep
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    Sir, I love your mod but is there a way to remove everything except deflect system? I just want to parry without gaining any bonuses :3
    1. Aikeutuido
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      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
  6. fm4286
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    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.
    1. Aikeutuido
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      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".
    2. fm4286
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      I understand now, thank you anyway.
  7. shinkagamer
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    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.
    1. Aikeutuido
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      Happy to hear that :)!
  8. shinkagamer
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    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?
    1. Aikeutuido
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      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\.
    2. shinkagamer
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      It took me a lot to do it, since I had never made this type of modifications to the Elden Ring, but I did it, thank you very much for everything.
  9. Aphrodi222
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    Can you tell me how to turn off the power state, confuse enemy function in config file ?
    1. Aikeutuido
      Aikeutuido
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      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.
    2. Aphrodi222
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      Thank you :)

      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.
    3. Aphrodi222
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      Found some another bug for you :D.

      (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
    4. Aikeutuido
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      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.
      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.

      then i try to remove ur mod and everything work fine. dont think that cause by Swordmanship mod.
      Are you using the latest ER version?

      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
      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?
    5. Aphrodi222
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      The crouching attack for colossal sword seems to be broken in the latest ER (V1.10). All other weapons are working, except colossal swords.
      That weird , after my tesing, it happen on many types of weapon including colossal.

      Are you using the latest ER version?
      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 ?
      2. I'm not quite understand this part. Could you please explain more?
      Is it something like, press R2 during jump?
      im not a controller gamer so maybe it abit confuse tho xD.
      I think when jumping then press and holding R2.
    6. Aikeutuido
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      dont know what exactly the changes that make the mod having this issue huh, do you know how to fix that ?
      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

      I think when jumping then press and holding R2.
      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.
    7. Aphrodi222
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      It's better if you update to V1.10
      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 ? 
      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 ?
    8. Aikeutuido
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      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 ?
      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 =))!

      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.
      Could you make an option to get the R2 jumping become the dual jump attack. attack too ?
      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 =))!
    9. Aphrodi222
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      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 =))!
      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 )

      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 =))!
      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 :)
  10. noahop5000
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    Out of curiosity, what happens if you only replace c0000.hks file but don't change the regulation bin?
    1. Aikeutuido
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      Just try it (̿▀̿‿ ̿▀̿ ̿)!!!
  11. zerozeroxray
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    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?
    1. Aikeutuido
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      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.
    2. zerozeroxray
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      oh, I'm aware of those but that's not exactly what I had in mind - here's a screenshot of what I'm talking about.

      this shows up on successful deflects.
    3. Aikeutuido
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      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.
    4. zerozeroxray
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      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.