Hello! I'd like to know if you give your permission for other modders to borrow animations and resources from this mod to port over to mod overhauls or the such.
So am I just super bad, or is the timed block not working at all?
I copied the "chr" folder of "Square Off Guard Stance" (normal version) into the ModEngine 2 "mod" folder and I copied the regulation.bin from the "Timed Block" into the "mod" folder as well.
The animations all work but I can't get the Timed Block, even though I'm pretty sure i got it within 5 frames of the attack hitting. Slowed the game to 0.1 speed to see if it was me. Nope, still doesn't work, I still take stamina damage.
download*! ^ otherwise I'd strongly suggest you take 5 minutes to sit down and get yourself familiar with the program required to merge and update old mods on Elden Ring.
EXPLANATION I used randomizer first to install this, so each time you'd make a new run, you'd have to merge the regulation.bin files to make it work together.. ANY mod containing param changes such asFP cost, spell rebalances etc. you needto mergethe regulation.bin files. I can't stress this enough. The square off animation is easy to install and won't require merging.
Short explanation to update old mods; it's the same program for merging mods nowadays so all custom "regulation.bin" files must have their parameters or 'params' merged to work together, or it'll only read 1 file.
Ok here we go.
TUTORIAL Now first you must download https://www.nexusmods.com/eldenring/mods/4262 (This is not a mod). Swordmanship, this mod is 1.04.2, so open "ER Regulation Archive" and find "1.04.2 (10420097)". Keep this open in the background.
Then get DSMapStudio(github) and make a new project, select the directory of your mod where the regulation.bin of our Timed Block is. Succes! You have imported the old mod you're almost there.
On the top of your screen init should say update params, when on the param editor tab. (see top left next to map editor, etc.) Then you must select your older 1.04.2 regulation.bin file to update the changed params automatically.
Note: The next step will overwrite the old (Timed Block) regulation.bin without warning! Now press Ctrl+S to save, or go to the top left and select File > Save Params. All done, now put the new regulation.bin in our Elden Ring ModLoader 2 mod and all should work fine!
All this information is readily available on https://discord.gg/servername and this image is taken from there, so got to give credit where credit is due. And you can find information on how to merge multiple regulation.bin files using this software on their discord.
I've tried using Yapped, and now DSMapStudio based on your comment, to alter weapon movesets and nothing seems to be working. Seems like all the information out there is out of date. I've also downloaded weapon moveset altering mods (along with some others) via Vortex and they aren't working at all. I've manually edited the parameters with both programs, saved and updated my regulation file, and nothing happens.
If there's an updated guide somewhere, then it's just simply unfindable. All I want is a faster Zweihander that doesn't feel like I'm wielding something 10x heavier than it is. :(
Isn't vortex available for literally everything you download? But anyways, mod works with modengine or elden mod loader, if you don't download any of those the anticheat will pop up saying you modified some game files and game won't launch.
I don't know how Vortex works but technically you should give it a path to save your mods, no? If that's the case, you could use elden mod loader, disable the anticheat, create a folder called "mods", make that the default folder for mods in Vortex and you should be able to do everything through Vortex.
Not all mods are built with Vortex in mind, even though Vortex is made for Nexus Mods.
As for Swordsmanship mod, I ran it through vortex, the game launched as normal and I played it in offline mode. Once in the game I tested the weapons showcased in the mod videos and nothing changed. The weapons had there standard move-sets. Then I tried to give the mod a Directory Folder to see if that would work, but unfortunately it ended in the same result.
Therefore I've concluded the mod doesn't work for Vortex, is not meant for Vortex and should not have the option to download this mod through it.
In short, Vortex works on Directory folders. These tell Vortex what needs to be modified in the game. If there's no Directory built into the mod's files, Vortex has no idea what to do with it; leaving the mod inert.
(Edit)
Ignore the stuff that I scored out above. It appears I was wrong about it not working with Vortex. It does work, but requires extra steps.
Vortex installs the mod, but Modengine2 is what runs it. If that information had been in the mod's description, there would have been no confusion.
If you still wish to learn more about Vortex in general, here's a video on it.
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like this mod right [HERE]
i really like the timed block mechanics in Swordmanship but it kinda boring when i have to repel everytime after the blocked
I copied the "chr" folder of "Square Off Guard Stance" (normal version) into the ModEngine 2 "mod" folder and I copied the regulation.bin from the "Timed Block" into the "mod" folder as well.
The animations all work but I can't get the Timed Block, even though I'm pretty sure i got it within 5 frames of the attack hitting. Slowed the game to 0.1 speed to see if it was me. Nope, still doesn't work, I still take stamina damage.
Am i missing something?
TDLR; Updated params Timed Block vanilla regulation.bin (google drive), where I did it for you.
download*! ^
otherwise I'd strongly suggest you take 5 minutes to sit down and get yourself familiar with the program required to merge and update old mods on Elden Ring.
EXPLANATION
I used randomizer first to install this, so each time you'd make a new run, you'd have to merge the regulation.bin files to make it work
together..
ANY mod containing param changes such as FP cost, spell rebalances etc. you needto merge the regulation.bin files. I can't stress this enough.
The square off animation is easy to install and won't require merging.
Short explanation to update old mods; it's the same program for merging mods nowadays so all custom "regulation.bin" files must have their parameters or 'params' merged to work together, or it'll only read 1 file.
Ok here we go.
TUTORIAL
Now first you must download https://www.nexusmods.com/eldenring/mods/4262 (This is not a mod).
Swordmanship, this mod is 1.04.2, so open "ER Regulation Archive" and find "1.04.2 (10420097)".
Keep this open in the background.
Then get DSMapStudio(github) and make a new project, select the directory of your mod where the regulation.bin of our Timed Block is.
Succes! You have imported the old mod you're almost there.
On the top of your screen init should say update params, when on the param editor tab. (see top left next to map editor, etc.)
Then you must select your older 1.04.2 regulation.bin file to update the changed params automatically.
Note: The next step will overwrite the old (Timed Block) regulation.bin without warning!
Now press Ctrl+S to save, or go to the top left and select File > Save Params.
All done, now put the new regulation.bin in our Elden Ring ModLoader 2 mod and all should work fine!
All this information is readily available on https://discord.gg/servername and this image is taken from there, so got to give credit where credit is due. And you can find information on how to merge multiple regulation.bin files using this software on their discord.
If there's an updated guide somewhere, then it's just simply unfindable. All I want is a faster Zweihander that doesn't feel like I'm wielding something 10x heavier than it is. :(
is the Timed Block Client Side only? Can I use it with Seamless Co Op and First Person Souls?
If this mod only works with modengine..... Why is there a Vortex download option?!
Here I'm thinking I can install it through Vortex and it would just work. But no, it doesn't work, it doesn't run the mod at all, so I ask again...
Why have a Vortex option, if the mod does not work for it?!
I don't know how Vortex works but technically you should give it a path to save your mods, no?
If that's the case, you could use elden mod loader, disable the anticheat, create a folder called "mods", make that the default folder for mods in Vortex and you should be able to do everything through Vortex.
Not all mods are built with Vortex in mind, even though Vortex is made for Nexus Mods.
As for Swordsmanship mod, I ran it through vortex, the game launched as normal and I played it in offline mode. Once in the game I tested the weapons showcased in the mod videos and nothing changed. The weapons had there standard move-sets.
Then I tried to give the mod a Directory Folder to see if that would work, but unfortunately it ended in the same result.
Therefore I've concluded the mod doesn't work for Vortex, is not meant for Vortex and should not have the option to download this mod through it.In short, Vortex works on Directory folders. These tell Vortex what needs to be modified in the game. If there's no Directory built into the mod's files, Vortex has no idea what to do with it; leaving the mod inert.(Edit)
Ignore the stuff that I scored out above. It appears I was wrong about it not working with Vortex. It does work, but requires extra steps.
Vortex installs the mod, but Modengine2 is what runs it. If that information had been in the mod's description, there would have been no confusion.
If you still wish to learn more about Vortex in general, here's a video on it.