Thanks you all for playing ELDEN VINS! 0.9 UPDATE OUT NOW, HOPE YOU ENJOY
shitpost trailer with some cinematics of the new 0.9 stuff
READ CHANGELOG TO SEE ALL CHANGES 0.9 UPDATE ADDED did some quick hotfixes with a few new things, I wanted to let the mod as less buggy as possible bc I'll be a season without time for modding. last 0.9.4 0.9.5 is really stable and has most issues fixed with a couple of some additions I had left unfinished.
Next big update on summer, when I get done with the DLC and mod tf out of it
Thanks for the incredible feedback and support, hope you guys keep enjoying Elden Vins!! (also if someone makes a video or something playing this mod, feel free to send it to me! I'll post them here)
Here's some of the great playthrough videos done by EVILxxVisionzZ in youtube! (now for the 2nd time with the update!) For those of you who want to see the mod in real action:
thanks! most of it was replacing the spellcasting animations of each individual TAE and make them fit the spell and others was messing with the "DisableAllMovement" or "LimitMoveSpeedtoWalk" jumptable events in DSAnimStudio. I then edited parameters on DSMS to edit/add bullets and behaviors. but yeah most of it is animation TAE edits
ohh, that makes sense, i was editing some parameters but could not find any parameter that limited movement while casting. Awesome, def going to try something with this. Thanks for the reply!
ohh you mean to use the 2h movement while 1handing you'd have to edit the anibnd with DSAS, go to the daggers TAE which is 20, and copy the ID of the 2h attacks you like and use Ctrl+I in the 1h animation you want to replace and paste the ID of the 2h attack. If you start like that, and if you never touched DSAS that may be the first step of you making your own movesets so don't be afraid
i know some people did, but it has conflicts in some weapons or so they told me. I think if you use this as the base mod and import the CSVs of clever's in my regulation.bin file and then copy/replace the .tae and .hkx of his movesets and be checking everything goes good. but merging is a pain tho I'll have to make some cool movesets for the next update so people can refrain some more from merging with other big overhauls and end up with a messy mod merge hahaha
Hello look I have a problem I install the mod and I get q the save file is damaged do you know how to fix them and I looked everywhere and I can not find answer thank you in advance the mod looks amazing but I've been a couple of hours trying to make q work and I can not.
this may happen if you are using saves from other mods or using multiple regulation file versions or for many reasons, so idk. The thing I did when this happened to me is to backup my saved game folder and then delete the folder from the save files directory, then open the game vanilla no let it create a clean save file. That should fix your problem, at least did it for me. If you ever want to switch back to your old saves just change the save folder with the one you had the backup
Is there a way I can play this with the normal version of Sekiro Deflection and dodge without the edits? Vins is fantastic at what it does, but I prefer the way the original Sekiro Deflect mod handled things
download the previous 0.9.4 version and copy the 3 regulation.bin files to the 0.9.5 mod folder I assume you have and that would be the easiest way to do it. It makes the game very easy tho because that mod makes all weapon have 100% blocking for every attack, but whatever you like do it, just to explain why I changed it to 50%
you can go medium load or open c0000.anibnd with DSAnimStudio and replace the ninja running animations (around a00_020200 or somthing like that), you look for it and copy the medium load run animation ID, then go to the ninja one and Ctrl+I and paste the other run anim ID so it copies it to the light load one
lol, This is a rabbit hole. now I also merged. these moveset to your mod too. Take a bit of time to know all the tools I needed. DASD, DSMAP, ERCLIP, WITCHY, UXM.
Next if I learn how to use blender I might be able to adjust the Ninja run form to not lower the upper body that much.
thanks! glad you enjoyed it and managed to get it to work with that merge :) btw if you get the ninja run edit working please send it to me hahaha I'd also want the upper body not be as low
the throwing daggers and consumables animations are all in a00, yes. that's why that cannot be merged with most mods because movement and consumables are both tied to a00.tae
if you Would be willing, i would appreciate the Taes altered. or perhaps maybe condsider a merge file with clevers. i know one exist however you loose the base weapons attack animations.
Jeez i was just expecting spells animations changes and what i got is that plus spell change (i love scarlet adonia and the new elden star), moveset edit for weapons, various animations edit (healing, dodge, block, etc) and some consumables changes.
Usually i'm not into those kind of change but frankly i have a lot of fun. It's so satisfying to throw a giant fireball with those animation, and the charged canon of haima is really good too. In fact i love almost all of them.
it all started with spell and consumables animation changes, and it has a lot of things now hahaha (did so many changes that cannot fit in a quick description) Thanks you for those words, I really appreciate that <3
185 comments
shitpost trailer with some cinematics of the new 0.9 stuff
READ CHANGELOG TO SEE ALL CHANGES 0.9 UPDATE ADDED
did some quick hotfixes with a few new things, I wanted to let the mod as less buggy as possible bc I'll be a season without time for modding. last
0.9.40.9.5 is really stable and has most issues fixed with a couple of some additions I had left unfinished.Next big update on summer, when I get done with the DLC and mod tf out of it
Thanks for the incredible feedback and support, hope you guys keep enjoying Elden Vins!!
(also if someone makes a video or something playing this mod, feel free to send it to me! I'll post them here)
For those of you who want to see the mod in real action:
you'd have to edit the anibnd with DSAS, go to the daggers TAE which is 20, and copy the ID of the 2h attacks you like and use Ctrl+I in the 1h animation you want to replace and paste the ID of the 2h attack. If you start like that, and if you never touched DSAS that may be the first step of you making your own movesets so don't be afraid
diy
I'll have to make some cool movesets for the next update so people can refrain some more from merging with other big overhauls and end up with a messy mod merge hahaha
or open c0000.anibnd with DSAnimStudio and replace the ninja running animations (around a00_020200 or somthing like that), you look for it and copy the medium load run animation ID, then go to the ninja one and Ctrl+I and paste the other run anim ID so it copies it to the light load one
Take a bit of time to know all the tools I needed. DASD, DSMAP, ERCLIP, WITCHY, UXM.
Next if I learn how to use blender I might be able to adjust the Ninja run form to not lower the upper body that much.
https://www.nexusmods.com/eldenring/mods/3401
https://www.nexusmods.com/eldenring/mods/4118
btw if you get the ninja run edit working please send it to me hahaha I'd also want the upper body not be as low
Usually i'm not into those kind of change but frankly i have a lot of fun.
It's so satisfying to throw a giant fireball with those animation, and the charged canon of haima is really good too.
In fact i love almost all of them.
Great job, really !
Thanks you for those words, I really appreciate that <3