i have a suggestion for something to add to your mods or the carian knight sword though I'm not one hundred percent sure if it is doable as a dodge but if you use the ghost dodge like the headless knights use I seen you had a ash variant one the banished knight swords which is what gave me the idea either way just wanted to give a idea but love the mod having a blast with it so fair keep up the great stuff
Have you, and if not can you, list Tae. i would like to merge with clevers..... nevermind, i see a post with Taes. however, have you considered a merge file?
Dual Banished Greatswords - dropped by most banished knights that wield two. IT IS SEPARATE WEAPON. IT IS NOT 2 BANISHED KNIGHT SWORD FOR 1 IN EACH HAND. IT IS SINGLE WEAPON FOR TWO HANDS.
For some reason the game crashes whenever Melina shows up, I just beat Margit in Stormveil, which would have led to Melina showing up to take me to the Roundtable Hold but the game crashes when she shows up, this even happened earlier when I was at the Church of Elleh and decided to hear what she was going to say before the game crashed again.
Verify game files. Reinstall ModEngine, Mod Loader and SeamLess Co-op if you have those. Delete the whole Game folder and reinstall Elden Ring. Check you GPU and CPU settings. It's definitely not the mod problem.
Did the 1st and 2nd steps, just checked if it was fixed, and this time the mod isn't being enabled (and I did enable it in ModEngine's config), so now I'm going to try deleting and reinstalling the game.
Edit: Found out the cause was the dlls on Mod Engine was the problem due to them being loaded twice due to ModLoader.
Hello. I haven't been able to figure this out on my own; do you know how I can apply the Royal Greatsword's (Blaidd) moveset to the regular colossal Greatsword?
Open regulation.bin with Yapped and go to EquipParamWeapon. Find weapon which moveset you want to copy from. Copy Special Motion Category number. Find weapon which moveset you want to be replaced. Paste Special Motion Category there. Profit.
P.S. If you want to do mass replacement of numbers, then Excel is a great tool for this.
Yup, it worked just like you said! I tried it before, but I confused the Royal Greatsword's category as 826 rather than 825. Not sure how I made that silly mistake, but thank you for the recommendation.
You need to merge regulation.bin too and all other tae, which these tae files use as reference. You need to press F3 in DSAS and look on reference animation. And copy all those animations too.
How to remove annoying stance when use halber,spear and other long weapon?i tried delete c0000_a0x.anibnd.dcx and replace default idle in request folder as your solution from comment below but it still showing weird stance.
Both mods use the same tae files. You can't merge it without broking. In theory you can merge it if you copy paste all animations as separate animations and make them as reference for other tae. And make the second copy for <mod_name>. You also need to copy paste regulation.bin rows and modify all parameters for all csvs for new rows. It's like may be 500k+ rows. Lot of work you can't automate and must do manually. So it's impossible(because time, nerves, etc), but in theory you can merge it.
Easy 5 step guide how to merge 2 global mods: 1. Make a 2 copies(1 for each mod) of a20, a21, a22, a23, a24, a25, a26, a27, a28, a29, a30, a31, a32, a33, a34, a35, a36, a37, a38, a39, a40, a41, a42, a43, a44, a45, a46, a47, a48, a49, a50, a51, a52, a100, a101, a103, a104, a110, a111, a112, a113, a117, a120, a121, a125, a126, a127, a128, a129, a130, a135, a136, a137, a138, a145, a146, a147, a150, a151, a161, a170, a171, a172, a215, a216, a220, a221, a225, a226, a227, a230, a231, a232, a233, a234, a236, a240. And all tae from 600 to 999 tae files(my mod modify these tae files, other mod can modify more). You must use numbers that are not taken. 2. Make a copy of every line that <animation_name> using Yapper/DSMap. TL;DR: summ of lines will be near 500k+ 3. Open them in DSAS. Check every animations parametr in every animations in c0000. Change numbers for both mods to those which you are copied. Do same with regulation.bin. 4. Exctract csv and tae files from <any_other_overhaul_mod> and put it using Yabber in different c0000 files. 5. Profit. Easy-peasy. Just a little work with 800 animations files and 500k+ rows.
Oh if you found a bug during merging, don't forget to recheck everything again.
According to Rodan's Juicy Elden Ring Doc, these tae files are linked with Albinauric Bow and Harp bow. But those bows now are using the default bow moveset. But may he this changes in the future with DLC release. I will update the mod as soon as possible after DLC release, so I tried my best and wrote this guide for future versions too. Maybe I shouldn't have done that. May bad. I tried to make sure that future users could read the message and that it was relevant. As for now, I don't recommend you to copy other tae files, which in the end will have a230 and a232 names.
Short answer: Both mods use the same tae files. You can't merge it without broking.
Long answer: In theory you can merge it if you copy paste all animations as separate animations and make them as reference for other tae. And make the second copy for <mod_name>. You also need to copy paste regulation.bin rows and modify all parameters for all csvs for new rows. It's like may be 500k+ rows. Lot of work you can't automate and must do manually. So it's impossible(because time, nerves, etc), but in theory you can merge it.
Easy 5 step guide how to merge 2 global mods :1. Make a 2 copies(1 for each mod) of a20, a21, a22, a23, a24, a25, a26, a27, a28, a29, a30, a31, a32, a33, a34, a35, a36, a37, a38, a39, a40, a41, a42, a43, a44, a45, a46, a47, a48, a49, a50, a51, a52, a100, a101, a103, a104, a110, a111, a112, a113, a117, a120, a121, a125, a126, a127, a128, a129, a130, a135, a136, a137, a138, a145, a146, a147, a150, a151, a161, a170, a171, a172, a215, a216, a220, a221, a225, a226, a227, a230, a231, a232, a233, a234, a236, a240. And all tae from 600 to 999 tae files(my mod modify these tae files, other mod can modify more). You must use numbers that are not taken. 2. Make a copy of every line that <animation_name> using Yapper/DSMap. TL;DR: summ of lines will be near 500k+ 3. Open them in DSAS. Check every animations parametr in every animations in c0000. Change numbers for both mods to those which you are copied. Do same with regulation.bin. 4. Exctract csv and tae files from <any_other_overhaul_mod> and put it using Yabber in different c0000 files. 5. Profit. Easy-peasy. Just a little work with 800 animations files and 500k+ rows.
Oh if you found a bug during merging, don't forget to recheck everything again.
Hey, I did exactly as you mentioned on other commentary to try and remove the weird idle pose on polearms/twinblades (deleting c0000_a1x, using the request folder one) but the problem persists.
Deleting a0x gives you default polearm 2h and 1h idle. Elden Ring will read default a0x file from Game folder in steam directory. I can't include the original unmodified game file in archive, because this can representet as 'illegal distribution'. So please understand. You need to remove file by yourself self. Replacing a1x from requests folder gives you default 2h idle for swords.
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Edit: Found out the cause was the dlls on Mod Engine was the problem due to them being loaded twice due to ModLoader.
Find weapon which moveset you want to copy from. Copy Special Motion Category number.
Find weapon which moveset you want to be replaced. Paste Special Motion Category there.
Profit.
P.S. If you want to do mass replacement of numbers, then Excel is a great tool for this.
*Sorry for my bad english
In theory you can merge it if you copy paste all animations as separate animations and make them as reference for other tae. And make the second copy for <mod_name>. You also need to copy paste regulation.bin rows and modify all parameters for all csvs for new rows. It's like may be 500k+ rows. Lot of work you can't automate and must do manually. So it's impossible(because time, nerves, etc), but in theory you can merge it.
Easy 5 step guide how to merge 2 global mods:
1. Make a 2 copies(1 for each mod) of a20, a21, a22, a23, a24, a25, a26, a27, a28, a29, a30, a31, a32, a33, a34, a35, a36, a37, a38, a39, a40, a41, a42, a43, a44, a45, a46, a47, a48, a49, a50, a51, a52, a100, a101, a103, a104, a110, a111, a112, a113, a117, a120, a121, a125, a126, a127, a128, a129, a130, a135, a136, a137, a138, a145, a146, a147, a150, a151, a161, a170, a171, a172, a215, a216, a220, a221, a225, a226, a227, a230, a231, a232, a233, a234, a236, a240. And all tae from 600 to 999 tae files(my mod modify these tae files, other mod can modify more). You must use numbers that are not taken.
2. Make a copy of every line that <animation_name> using Yapper/DSMap. TL;DR: summ of lines will be near 500k+
3. Open them in DSAS. Check every animations parametr in every animations in c0000. Change numbers for both mods to those which you are copied. Do same with regulation.bin.
4. Exctract csv and tae files from <any_other_overhaul_mod> and put it using Yabber in different c0000 files.
5. Profit. Easy-peasy. Just a little work with 800 animations files and 500k+ rows.
Oh if you found a bug during merging, don't forget to recheck everything again.
As for now, I don't recommend you to copy other tae files, which in the end will have a230 and a232 names.
Long answer: In theory you can merge it if you copy paste all animations as separate animations and make them as reference for other tae. And make the second copy for <mod_name>. You also need to copy paste regulation.bin rows and modify all parameters for all csvs for new rows. It's like may be 500k+ rows. Lot of work you can't automate and must do manually. So it's impossible(because time, nerves, etc), but in theory you can merge it.
Easy 5 step guide how to merge 2 global mods
:1. Make a 2 copies(1 for each mod) of a20, a21, a22, a23, a24, a25, a26, a27, a28, a29, a30, a31, a32, a33, a34, a35, a36, a37, a38, a39, a40, a41, a42, a43, a44, a45, a46, a47, a48, a49, a50, a51, a52, a100, a101, a103, a104, a110, a111, a112, a113, a117, a120, a121, a125, a126, a127, a128, a129, a130, a135, a136, a137, a138, a145, a146, a147, a150, a151, a161, a170, a171, a172, a215, a216, a220, a221, a225, a226, a227, a230, a231, a232, a233, a234, a236, a240. And all tae from 600 to 999 tae files(my mod modify these tae files, other mod can modify more). You must use numbers that are not taken.
2. Make a copy of every line that <animation_name> using Yapper/DSMap. TL;DR: summ of lines will be near 500k+
3. Open them in DSAS. Check every animations parametr in every animations in c0000. Change numbers for both mods to those which you are copied. Do same with regulation.bin.
4. Exctract csv and tae files from <any_other_overhaul_mod> and put it using Yabber in different c0000 files.
5. Profit. Easy-peasy. Just a little work with 800 animations files and 500k+ rows.
Oh if you found a bug during merging, don't forget to recheck everything again.
Replacing a1x from requests folder gives you default 2h idle for swords.