I use a translator, so there may be something wrong. I want to ask you, what did you do with the HKX file? I put HKX in a file using yabber, but it can't be read by DSAS, how do I do it? What I want to use is the SEKIROHKX file from the Player Animation Repositories Collection
1. Change to WitchyBnd for pack/unpack 2. If you want to import an hkx, you need to decide its animation ID first, e.g. a272_030000. Rename your file as "a272_030000.hkx" 3. Unpack chr\c0000_a6x-anibnd-dcx 4. Put your importing hkx to "c0000_a6x-anibnd-dcx\INTERROOT_win64\chr\c0000\hkx\a6x_compendium" 5. Add a few rows in your "c0000_a6x-anibnd-dcx\_whithcy-bnd4.xml" <file> <flags>Flag1</flags> <id>1272030000</id> <path>INTERROOT_win64\chr\c0000\hkx\a6x_compendium\a272_030000.hkx</path> </file> 6. Pack your chr\c0000_a6x-anibnd-dcx 7. In DSAS, whenever you create tae 272 with animation a272_030000, the default animation will be the imported hkx.
there's is an error when I'm trying to merge the EquipParamProtector and ShipLineupParam csv, its says "csv has wrong number of values". this is for the kimono stuff. Will it be possible to incorporate the kimono to the moveset when uploading the mod? coz noob like me doesn't know the ins and outs when merging stuffs xD thanks. great mod btw. I also tried to rename the parts to another one, and it doesn't work; the arm and chest part of the character is invisible.
Thanks for pointing it out. I messed up the version number for 1.3.3 because the files updated in 1.3.2 and 1.3.3 happened to be completely non-overlapping.
Again great mod, having so much fun with it. I have two questions: 1) how do i change torrent's skin and revert it? 2) how do i change certain attacks damage? some attacks do a little too much or too little, like the uncharged/charged sheath r2 ( only sword, no spear) is very strong
1) delete two files "chr/c8000" 2) Use DSMapStudio to edit AttackParam. My descriptions should be self evident. By the way, the sheath R2 has the same attack parameter as first standard R2 (charge Ichimonji). Give the extra preparation time for the Jumonji, I don't find it overwhelmingly strong. You can always reject level-up or weapon upgrade. Even vanilla weapons are OP after +7 Somber hunt.
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2. If you want to import an hkx, you need to decide its animation ID first, e.g. a272_030000. Rename your file as "a272_030000.hkx"
3. Unpack chr\c0000_a6x-anibnd-dcx
4. Put your importing hkx to "c0000_a6x-anibnd-dcx\INTERROOT_win64\chr\c0000\hkx\a6x_compendium"
5. Add a few rows in your "c0000_a6x-anibnd-dcx\_whithcy-bnd4.xml"
<file>
<flags>Flag1</flags>
<id>1272030000</id>
<path>INTERROOT_win64\chr\c0000\hkx\a6x_compendium\a272_030000.hkx</path>
</file>
6. Pack your chr\c0000_a6x-anibnd-dcx
7. In DSAS, whenever you create tae 272 with animation a272_030000, the default animation will be the imported hkx.
If this is intended, please ignore this comment.
1) how do i change torrent's skin and revert it?
2) how do i change certain attacks damage? some attacks do a little too much or too little, like the uncharged/charged sheath r2 ( only sword, no spear) is very strong
2) Use DSMapStudio to edit AttackParam. My descriptions should be self evident. By the way, the sheath R2 has the same attack parameter as first standard R2 (charge Ichimonji). Give the extra preparation time for the Jumonji, I don't find it overwhelmingly strong. You can always reject level-up or weapon upgrade. Even vanilla weapons are OP after +7 Somber hunt.