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  1. irockdude554
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    Sticky
    Is this mod compatible with the randomizer? I recently made my own merge of a bunch of mods but I saw your mod which basically does nearly everything I did aside from a few changes which I had no problem merging myself, however now I'm trying to use it with the randomizer and I keep on getting this error. I'm not really sure what causes it but if i had to guess, i'm going to assume its the related to the new weapons you added?

    Edit: it seems to be caused by the map edit scripts in the event folder, as soon as i removed them the seed was able to be generated. bummer because i assume those scripts are what allow quest items to be picked up regardless of choice?

    System.Exception: Stale flag 1047387700 in Event 65810 in common: item not found to be accessible
       at RandomizerCommon.PermutationWriter.<>c__DisplayClass20_0.<Write>g__getFlagEdit|72(String type, Int32 flag, String debugId, Int32& targetFlag, ItemKey& item)
       at RandomizerCommon.PermutationWriter.Write(Random random, Permutation permutation, RandomizerOptions opt)
       at RandomizerCommon.Randomizer.Randomize(RandomizerOptions opt, FromGame type, Action`1 notify, String outPath, Preset preset, ItemPreset itemPreset, Messages messages, String gameExe, MergedMods modDirs)
       at RandomizerCommon.EldenForm.<>c__DisplayClass74_0.<randomize_Click>b__1()
    1. Bereskarn
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      The script edits govern the enemy respawn changes and Maliketh's health returning to full on his second phase. The quest item changes are all part of the regbin file.
      Aside from that, I would assume that the mod is compatible with the randomizer. I don't use it myself, so, support for it is not a factor for the development of this mod. I'll pin your post however, just in case anyone else tries to use the mod together with the randomizer and runs into the same issue.
  2. Prodigyriot1337
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    God you're the best. Especially after putting in so much time into Nightreign already, I needed something with more player agency in regards of flushing out builds and min-maxing. Thank you, I remember when this mod first came out and it was already a life changer. Thank you for updating it and continuing to work on it. 
    1. Bereskarn
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      Thanks a lot for your kind words. I'm glad so many people enjoy my mod.
  3. sedanmage
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    Is it possible to merge this with Denumber Elden Ring? It only changes the names of upgrade materials. However the merging tool only functions with regulation.bin files. Thank you for your work with this awesome mod btw.
    1. Bereskarn
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      Yes.
      Create separate Smithbox Projects for both this mod and the other one, load this one, then import/merge the other mod's changes in the Text Editor.
  4. MONODODEDOS
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    Do you intend to add the prime bosses mod?

    1. Bereskarn
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      The what?
    2. MONODODEDOS
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      I asked if you think about putting mods that change the bosses

    3. Bereskarn
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      No. That goes beyond the scope of this mod.
      Feel free to merge this with your favorite boss mods, though.
  5. Bowser3656
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    i love the mod, makes elden ring less vanilla since spells suck in range and effect, and weapons and armor adding extra effects makes the building a character more interesting in creating specific builds, but, i have a problem with the spirit ashes, they just refuse to attack and instead ignore the enemy in some cases or just walk away in a corner completely not joining the fight, fighting margit the summons just walk into the corner near the entrance of the tunnel and refuses to fight. also happens in a lot of areas where the summon just walks the opposit direccion and gets stuck in whatever decoration is in the way.
    1. Bereskarn
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      Does this happen with spirits you've had summoned before starting the boss fight, or did you summon them after starting the boss?
  6. Woah, damn, this sounds very extensive and right up my alley. However, I just installed a couple of your other mods, as well as the talisman tweaks one you recommended in one of their descriptions. It seems like I'll have to redo everything from scratch again, lol. Would I be right in assuming it contains your other tweaks, like the fixed awful range on spells and the more balanced buff duration? 

    At least for the ME files, it seems like there would be only a conflict in the msg, since none of the event or maps conflict with what I have, and since that one is responsible for descriptions and the like, I guess I'll just live with wrong descriptions. I don't much care for merging .dcx files through Lutris, and I don't even know exactly which mod mine belong to at this point.
    I've been adding mods to my ME2 folder for a very long time, and tracking down everything I have is gonna be even more of a pain, so. 

    But on a brighter note, most or all of these changes are exactly what I've been wanting. Deflecting as a base mechanic, Maliketh at full HP in phase 2, backstep i-frames, less useless holy damage... It's all fantastic stuff. 

    Whenever the next version comes, I think I will wait for that and install it and add anything from my old mod collection that you haven't tweaked! 
    Just a thought, though - did you put the casting as an AoW on compatible weaponry or as a strong attack, and is it possible to put it as an AoW even? Greatspear and rapier R2s are really good and it's a shame to lose them.
    1. Bereskarn
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      Would I be right in assuming it contains your other tweaks, like the fixed awful range on spells and the more balanced buff duration? 
      Yes. That's why this mod is linked in the descriptions of every one of my mods that are included in this one.
      At least for the ME files, it seems like there would be only a conflict in the msg, since none of the event or maps conflict with what I have, and since that one is responsible for descriptions and the like, I guess I'll just live with wrong descriptions.
      I would suggest against doing that, as the updated descriptions are necessary for understanding what this overhaul changes and improves without keeping the mod description or .txt file open in your background 24/7.
      Msg files are very easy to merge with Smithbox. Recent versions of Smithbox even have a tool built-in just for doing that, I believe.
      Just a thought, though - did you put the casting as an AoW on compatible weaponry or as a strong attack, and is it possible to put it as an AoW even? Greatspear and rapier R2s are really good and it's a shame to lose them.
      I don't think it's currently possible to add a spellcasting function as an AoW, even though it would be extremely cool and should've been the way FromSoft did it. My mod turns the Barbed Staff-Spear into a catalyst for incantations, and strengthens the Carian Sorcery Sword so you actually want to use it as a catalyst.
      Adding more weapon catalysts, I feel, would infringe on the uniqueness of the existing ones, and strongly overshadow regular catalysts, as a weapon catalyst is more convenient to use. Plus, a lot of the weapons that it would make sense to turn into catalysts have unique strong attacks that could no longer be used if their strong attacks were replaced by casting.
      I have a mod that turns the Carian Knight's Sword into a catalyst, though, and you can merge it with this one. Otherwise, I prefer the system of combining specific weapons with specific spell types for the sake of buffing those spells, as it encourages my preferred style of play: battlemage.
    2. Oh nah, I didn't mean make the casting available as an ash/option for ANY weapon. I am not asking for more weapons to cast with than what your mod and the game offer. I definitely agree that a hybrid catalyst should be weaker and lose some utility, as opposed to a dedicated one, and I love playing battlemage myself. I only hoped there was a way to not lose the strong attacks on those two particular catalysts, Jori's Spear and the Carian Rapier, because their ashes of war, I can live without.
      I'll definitely get the other mod for the Carian Sword. The whole lineup of Carian weapons was a missed opportunity in many ways.

      At any rate, thank you for the response. If you are planning a new update anytime soon, I'll hold off until then, and if not, I'll get this and merge the few other tweaks I need, plus the mod files I have to whenever I have time. I can't wait!
      Just a thought, btw - have you thought about also giving Hoarah Loux a full HP bar, too? I LOVE fighting him so much!
    3. Bereskarn
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      I only hoped there was a way to not lose the strong attacks on those two particular catalysts, Jori's Spear and the Carian Rapier, because their ashes of war, I can live without.
      I wish there were a way to do that as well, as it really does make more sense for casting to be bound to L2 instead of R2. I looked up how it works and apparently the game only internally updates what spell you have selected (when you change it) for the attack inputs, but not for the weapon skill input, so if you bound it to L2, you'd have to swing your weapon every time you change your spell for it to cast the currently selected one. There's a script mod that forces the game to update for weapon skills as well, but it's not updated for game ver 1.16.
      I'll definitely get the other mod for the Carian Sword. The whole lineup of Carian weapons was a missed opportunity in many ways.
      I actually don't play with that mod because the Carian Knight's Sword has a unique R2 that gives you block frames during the windup. It's definitely one of those weapons that would've benefitted from casting being L2 by default, but I think a good compromise in my overhaul is letting you change its weapon skill; same with the Carian Sorcery Sword.
      At any rate, thank you for the response. If you are planning a new update anytime soon, I'll hold off until then, and if not, I'll get this and merge the few other tweaks I need, plus the mod files I have to whenever I have time. I can't wait!
      I am planning an update soon, but I can't say how soon, as I've been busy with other projects recently (playing playing Ace Combat and Command & Conquer).
      Just a thought, btw - have you thought about also giving Hoarah Loux a full HP bar, too? I LOVE fighting him so much!
      I HAD thought of doing that, but I decided against it because Godfrey/Hoarah Loux is an incredibly difficult boss, at least with the 2.5x boss HP mod I play with.
      Also, unlike the other bosses that restore HP on phase 2 like Malenia, Mohg, and Maliketh, I don't view Godfrey's transformation as an inherently divine power (it is that as well, just not as much as the others), but rather him entering a berserk/rage mode specific to him. Maybe his life energy is linked to Serosh, who he has to kill in order to trigger this.
      But mostly, he's already an extremely difficult boss and I feel he was properly balanced for the amount of HP and damage negation values he has in the base game, unlike Maliketh.
  7. Fenrirgodeater
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    Are there any intentions to add support for the mod Great Rune Overhaul by Blabla456456? Their mod includes the same change to Malenia's great rune, but also gives each great rune a passive effect after you've activated them at their respective divine towers. I run both your mod and theirs and unfortunately they don't like to merge in a way that allows for your mod's changes to equipment to be read in game. There could be a method to merging them more effectively that I'm not aware of, but I wanted to bring it up.
    1. Bereskarn
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      I mean, I think you can just merge this mod with that one and it should work fine.
  8. acoderthatgames
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    I tried to follow the instructions for merging Boss Resurrection (Full) and I'm running into an "Unsupported Conflict" issue, specifically with "event\m20_01_00_00.emevd.dcx".

    To recreate:
    - Add the overhaul
    - Add Boss Resurrection (Full) below the overhaul
    - Merge

    I don't think the msg files fix that, right?

    EDIT: I think it has something to do with Belurat Settlement and Enir-Ilim?
    1. Bereskarn
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      Thank you for reporting this. I hadn't noticed that both my overhaul and Boss Resurrection edit some of the same map script files. Until I put together specific script files for Boss Resurrection, you can just use its script files, as those are responsible for resurrecting bosses, whereas mine are only responsible for making a couple of enemies respawn when killed.
  9. Jackal528
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    So dunno if this is intentional or a bug, but when I killed Morgott he gave his Great Rune and his Sealed Sword, but not his Remembrance. Aside from this small thing, which I would enjoy clarification on, I have greatly enjoyed this overhaul. 
    1. Bereskarn
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      Oh, no, that's definitely not supposed to happen. Thanks for reporting it. I'll look into it and put out a fix ASAP.
    2. Jackal528
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      Very nice, very nice. Also, a small amount of feedback, I noticed that while ancient dragon stones and the like, other limited items, are now available from a renewable or infinite source, Great Grave/Ghost Gloveworts are not and are still limited. Now, this could be intentional on your end, but I did find it a weird discrepancy.
    3. Bereskarn
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      I thought about that when I was working on adding consumable items to vendors, but decided not to bother with it because the game already offers a lot of Great Gloveworts of both kinds, and I don't feel there's a great enough need for them since the pool of actually good Spirit Ashes isn't that large.
    4. Jackal528
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      Fair enough, I suppose. Either way, I eagerly await the next update
  10. ThePlayer1000
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    Looking through the armors now, and I honestly think you nailed it with the set bonuses. I wish there was a more elegant way of making the armors hit the PVE poise cap without making the majority exactly 51 poise, but I guess you gotta make concessions somewhere. As much as we may not like the stats on something, their variance does help to offer some variety and personality to the gear. I'm curious, considering you reduced the poise of enemy attacks by 60% in a prior update, what the new PVE poise cap is. My criticism regarding the weapons remains the same. Giving the Bolt of Gransax a bonus to dragon cult incantations is nice, but without faith scaling it's hard to justify running such a stat-heavy weapon with a dragoncult build. If you ever do a big pass over the actual weapons, I think they can benefit a lot from either having their scalings changed, or adjusted to scale higher with a different stat, such as the death knight weapons. 
    1. Bereskarn
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      I'm curious, considering you reduced the poise of enemy attacks by 60% in a prior update, what the new PVE poise cap is. 
      There is no "cap". It's a median value for ignoring stagger from a majority of enemy attacks. The new value would be 81.6. Huge enemies like dragons and Runebears will still stagger you on every hit regardless of if you have 51 or 81 or 99 Poise. But a character wearing heavy or superheavy armor will be more capable of resisting attacks from things like Soldiers and Knights, even the ones wielding greatswords.
      Giving the Bolt of Gransax a bonus to dragon cult incantations is nice, but without faith scaling it's hard to justify running such a stat-heavy weapon with a dragoncult build.
      It's literally a miniature version of a weapon wielded by an Ancient Dragon. It wouldn't make sense for it to not boost Dragon Cult Incantations.
      If your build doesn't benefit from using a Dex weapon and casting Faith spells, just level up more. Bolt of Gransax is a very high-tier, endgame weapon, one of the best in the game even without a heavy Dex investment, and having 60 points in both Dex and Faith is completely reachable for characters over level 150, which you probably will be by the time you're in Farum Azula/Miquella's Haligtree/the DLC.
      If you ever do a big pass over the actual weapons, I think they can benefit a lot from either having their scalings changed, or adjusted to scale higher with a different stat, such as the death knight weapons. 
      I feel like almost all the weapons are in a very good place in terms of balance, both in the base game and in the mod. I've made plenty of tweaks and buffs to weapons I felt were underpowered or lacking uniqueness, but Bolt of Gransax is definitely not one of them. As far as the Dragon Cult stuff goes, wearing Dragon Cult armor sets will boost Bolt of Gransax's weapon skill. Same with plenty of Lightning Ashes of War which have no inherent Faith scaling or requirement. This is all consistent with the game's internal logic. Lightning Affinity on weapons adds Dexterity scaling.
    2. ThePlayer1000
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      There is no "cap". It's a median value for ignoring stagger from a majority of enemy attacks. The new value would be 81.6. Huge enemies like dragons and Runebears will still stagger you on every hit regardless of if you have 51 or 81 or 99 Poise. But a character wearing heavy or superheavy armor will be more capable of resisting attacks from things like Soldiers and Knights, even the ones wielding greatswords.

      Thanks for the number
      It's literally a miniature version of a weapon wielded by an Ancient Dragon. It wouldn't make sense for it to not boost Dragon Cult Incantations.
      If your build doesn't benefit from using a Dex weapon and casting Faith spells, just level up more. Bolt of Gransax is a very high-tier, endgame weapon, one of the best in the game even without a heavy Dex investment, and having 60 points in both Dex and Faith is completely reachable for characters over level 150, which you probably will be by the time you're in Farum Azula/Miquella's Haligtree/the DLC.
      The issue isn't that it buffs dragon cult incantations but needing to aggressively level to RL +180 to actually take advantage of it to begin with. Ignoring PvP there isn't really much reason to go past RL 150 because at that point the higher you go the less of a "build" you have when you can have both 60 vigor, 40 end, 60 fth and 60 dex. There's no difficult choice because you have enough points for everything. 
      I feel like almost all the weapons are in a very good place in terms of balance, both in the base game and in the mod. I've made plenty of tweaks and buffs to weapons I felt were underpowered or lacking uniqueness, but Bolt of Gransax is definitely not one of them. As far as the Dragon Cult stuff goes, wearing Dragon Cult armor sets will boost Bolt of Gransax's weapon skill. Same with plenty of Lightning Ashes of War which have no inherent Faith scaling or requirement. This is all consistent with the game's internal logic. Lightning Affinity on weapons adds Dexterity scaling.
      I'm aware of how lightning scaling works and how awkwardly implemented it is, splitting lightning weapons and lightning incantations into 2 differently scaling categories. The weapons are largely in good spots but for hybrid builds it would be nice to have weapons that scaled better with faith and their primary stat instead of just say spear of the impaler which is just a dex weapon with a faith tax. A lot of weapons have arbitrary stat reqs or mediocre scaling and I can only assume it was done for pvp balancing, but since this mod is for offline single player anyway it would be nice to see weapons altered to have some more synergy for hybrid casters.
    3. Bereskarn
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      The issue isn't that it buffs dragon cult incantations but needing to aggressively level to RL +180 to actually take advantage of it to begin with.
      RL 180+ is a completely reasonable level to be when you finish the game or play the DLC, not to mention NG+ situations. Some weapons and tools scale better at lower levels; some scale better at high levels. You don't need to do maximum possible damage with both your weapons and your spells at all times in order for both to be good and worth bringing.
      Ignoring PvP there isn't really much reason to go past RL 150 because at that point the higher you go the less of a "build" you have when you can have both 60 vigor, 40 end, 60 fth and 60 dex. There's no difficult choice because you have enough points for everything. 
      I disagree. 60 Faith and 60 Dex is definitely a build, based around something you've chosen to specialize in. Character building in Souls games has always been a function of what weapons or spells you want to use, and Elden Ring further emphasizes this design by having an enormous amount of variety available for every offensive stat.
      I'm aware of how lightning scaling works and how awkwardly implemented it is, splitting lightning weapons and lightning incantations into 2 differently scaling categories.
      I agree, but I think the primary issue is that there's no "Flame Art" variant of the Lightning affinity that adds Faith scaling instead of Dex. Maybe the designers thought that there are too many damage type choices for Faith builds, since they get access to Holy, Fire, and Lightning (on weapons) vs Fire and a bit of Magic for Arcane and Magic for Int.
      The weapons are largely in good spots but for hybrid builds it would be nice to have weapons that scaled better with faith and their primary stat instead of just say spear of the impaler which is just a dex weapon with a faith tax.
      There are plenty of Faith and Int weapons that scale very well with those stats, and you have the option of casting the weapon buff spells on pure Physical weapons, as the weapon buff spell damage boosts scale with your catalyst's mag adjust.
      Spear of the Impaler has no "Faith tax". It's a solid Faith weapon. On my 60STR/80FTH character, I leveled Dex up to only 35 to be able to use the Spear of the Impaler, and it's one of my most powerful weapons on that character.
      A lot of weapons have arbitrary stat reqs or mediocre scaling and I can only assume it was done for pvp balancing, but since this mod is for offline single player anyway it would be nice to see weapons altered to have some more synergy for hybrid casters.
      I feel like almost all weapons in Elden Ring are good, at least at high levels, and that most of the bad ones are bad because of the movesets of their weapon classes, such as flails and whips. I don't think there's anything comparable to how it was in Dark Souls, where some weapons don't have scaling at all, or get half the AR as other weapons.
  11. Caratar
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    Finally got to play with the mod a bit after the big update.  Very much enjoying it and Surge O' Flame finally feels like it can be my go-to close range face melter.  Wonderful upgrade to the spell.  Thank you!
    1. Bereskarn
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      You're welcome and I'm glad you're enjoying it so much.
      If you have any other suggestions or requests, please feel free to post them.
    2. Caratar
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      I'm glad we had a good conversation back and forth on the suggestions I had.  I realize there are plenty you didn't like and didn't do; and that's entirely fair, it's your mod.  I'm just one of the many grateful people that you've put the effort in to rebalance and improve lesser used equipment.  I suppose a few additional thoughts on things still untouched:
      Spoiler:  
      Show

       - The very basic "Glintstone Staff" carried by the noble sorcerers.  They tried to apparently make their way into Raya Lucaria and were found lacking, by the description of the affiliated ashes.  Maybe consider a 10% boost to the most "basic" spells.  Going off of Sellen's merchant list (your first prospective spell merchant), that's Pebble, Arc, Stars and Barrage.  Alternative would be to give a solid decrease in the cost of spells.  It's scaling is garbage, but in the early game, one of those bonuses might give a wretch, or someone branching out, a reason to give it a second look; and it fits the lore of someone buying a fancy staff to try and force their way into the academy, just because they're a noble.  Even then, after branching out into a few more spells and picking up the demi-human's staff, it likely won't be long before they replace it.  Given it's also the starting gear of the prisoner, it also serves as a small offset for the penalty on the Rift Shield.

       - Fire Serpent feels like a horribly outclassed spell, with it's homing ability not making up for it's weak damage, especially now that Flame Sling is added to the Fire Monk spell category.  In theory, I'd suggest it hit at least as hard as Flame Sling, given it's short range single-target with homing vs. lobbed with AOE.  On the other hand, the better route might be to decrease cost and make it more spammable with a potential casting speed increase.  Turn it into an incantation version of "Swift Shard".

       - I'd again encourage to at least add "E"/very-low grade scaling to the fire damage of the non-faith/int torches.  At minimum the Steel-Wire Torch and Torchpole (technically a spear), since they're actually specifically weaponized torches, which are supposed to be their more defining feature.

       - If you're feeling particularly adventurous, delve into the uselessness of Firebreather and please consider drastically upping its damage tick-rate and lingering fire lifespan.  Sad for such a unique skill . . . which should also be a Redmane skill, since their soldiers actually use Firebreather (including the Spirit Ash Redmane Soldiers torch-bearer).

       - It'd be nice if torches could get at least the "No Skill" ash of war to be added, so it doesn't override your weapon's ashes with "torch attack".  That said, Flame of the Redmanes, Flaming Strike, Flame Spear, and a lot of the "cast a spell" or "all melee armaments" ashes (like pebble, vow, etc.) could probably go on torches.  Even if you're not a lunatic (like me), running around using torches as a primary weapon, it gives you the ability to have some better utility on your off-hand.

       - Ghostflame torch actually has INT scaling and frostbite buildup.  It could have a thematic 10% increase to cold sorcery damage to match up with nanaya and make it a bit more useful/desirable to equip.  Likewise, St. Trina's torch is faith based and could boost Miquellan incantations (it's AoW could also probably use faster tick rate to actually put things asleep inside the tiny area).  Meanwhile the Sentry Torch is also faith based and could boost Erdtree incantations and skills (Erdtree Greatshield and Sentry Torch counter-attack combo . . . very thematic given the torch's purpose).

       - If you want to go ham and make every torch special, the beast repellant torch could increase the power of Beast and/or Tower incantations/skills, the Steel Wire -besides being the actual dedicated weapon torch- could increase the power of Redmane skills, and the basic Torch could increase all fire damage 5-10% . . . because you're a mad-lad running around with a torch, fight fire with fire, and all that.  I know it's a reach, but I'm trying.

      Really, there are so many forms of fire damage vs. everything else being quite specialized, that I wish there was at least ONE weapon/shield item that just boosted fire damage across the board . . . it's why I advocated for it so hard on the smoldering shield since it's far more generic in creation vs. the Man-Serpent's Shield.  A decent shield and a dual catalyst . . . all the fire at one's fingertips with at least a modest boost.  One can dream.

      As a note, if you're feeling kind and would consider the request, you could do it to the glorious easter-egg nod of Dark Souls Anor Londo and the seat of the Sun, for the flame that breathed life into the world.  It would even go great with this mod:
      https://www.nexusmods.com/eldenring/mods/2874


      As always, thank you for the time, consideration, and conversation, and thank you for your modding efforts.
    3. Caratar
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      Found a bug.  Aristocrat Garb (Altered) says it boosts item discovery by 25, but does not.  Just an FYI.  Again, thanks for all the efforts in improving Elden Ring.
    4. Bereskarn
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      The very basic "Glintstone Staff" carried by the noble sorcerers.  They tried to apparently make their way into Raya Lucaria and were found lacking, by the description of the affiliated ashes.  Maybe consider a 10% boost to the most "basic" spells
      It's supposed to be basic. Some things just are, and I don't think there's anything wrong with that. It makes the unique things stand out more.
      It's scaling is garbage, but in the early game, one of those bonuses might give a wretch, or someone branching out, a reason to give it a second look; and it fits the lore of someone buying a fancy staff to try and force their way into the academy, just because they're a noble
      It wouldn't; at least not for experienced players, who know where to find things like the Metorite Staff and Carian staves.
      Fire Serpent feels like a horribly outclassed spell, with it's homing ability not making up for it's weak damage, especially now that Flame Sling is added to the Fire Monk spell category
      It has incredible range and flies in a straight line without being affected by gravity like (almost) every other ranged fire spell. You can also spam-cast it, as the charged version doesn't do that much more damage than the uncharged.
      I'd again encourage to at least add "E"/very-low grade scaling to the fire damage of the non-faith/int torches
      You sure seem to like torches a lot. Sorry, but I've decided against doing that. There are several special/magical torches with Int and Faith scaling already, and giving that to all torches would bite into their uniqueness. Also, I'll be honest; it's a fair bit of work to find and change the scaling tables for the torches, as well as testing them to make sure they don't accidentally become absurdly powerful, and I just don't think it's worth the effort for something that >99% of players never use as weapons. Why not just put Flaming Strike on a Mace and use that if you like that type of moveset?
      Not all fire is inherently magical in Elden Ring. Fire-imbued weapons scale with Strength. Fire Pots have no Intelligence or Faith scaling. Fire Arrows have no caster-stat scaling, etc.
      If you're feeling particularly adventurous, delve into the uselessness of Firebreather and please consider drastically upping its damage tick-rate and lingering fire lifespan. Sad for such a unique skill . . . which should also be a Redmane skill, since their soldiers actually use Firebreather (including the Spirit Ash Redmane Soldiers torch-bearer)
      That's interesting, and I didn't know that, but I don't think being used by foot soldiers is enough to qualify as a Redmane or any other type of knightly Skill, as Redmane Knights are professional warriors. The different type of faction soldiers also use skills such as Stamp (Upward Cut) and Charge Forth, but those skills are just generic fighting maneuvers known by most in the Lands Between.
      It'd be nice if torches could get at least the "No Skill" ash of war to be added
      They already have that, even in the vanilla game.
      That said, Flame of the Redmanes, Flaming Strike, Flame Spear, and a lot of the "cast a spell" or "all melee armaments" ashes (like pebble, vow, etc.) could probably go on torches.  Even if you're not a lunatic (like me), running around using torches as a primary weapon, it gives you the ability to have some better utility on your off-hand
      It's likely I tried to give them access to Ashes of War such as Flaming Strike when I was first adding that feature to the mod, and torches simply lack the proper frame data for those Weapon Skills to be able to hit properly.
      Ghostflame torch actually has INT scaling and frostbite buildup. It could have a thematic 10% increase to cold sorcery damage to match up with nanaya and make it a bit more useful/desirable to equip
      Ghostflame has no connection to Cold Sorceries. However, it could certainly boost Death Spells.
      Likewise, St. Trina's torch is faith based and could boost Miquellan incantations (it's AoW could also probably use faster tick rate to actually put things asleep inside the tiny area)
      St. Trina has no direct connection to Miquella or Miquellan Incantations, despite St. Trina being his "other half". Its Weapon Skill is already fairly powerful at putting things to sleep, and the torch itself already has a special effect unique to it when an enemy nearby is put to Sleep.
      Meanwhile the Sentry Torch is also faith based and could boost Erdtree incantations and skills
      The Sentry Torch is not a cleric tool. It's meant to counter invisibility, which only Black Knives are capable of (to the best of my knowledge).
    5. Caratar
      Caratar
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      On the torches getting "No Skill", that's my mistake and I apologize.  I thought I had bought it on this new playthrough, and I hadn't.  I just went back to buy it and I could put it on my Steel Wire Torch.

      For the Ghostflame Torch, I'm sure death sorceries would be fine.  I was just thinking cold sorceries because of the frostbite qualities of the torch itself.

      As for the rest of the stuff, again, it's your mod and you disagree with my stances on things.  No skin off my back.  I'm just glad you actually made a rebalance mod where Surge O Flame and a few of the other lesser used items far more viable and enjoyable.
    6. Bereskarn
      Bereskarn
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      If you want to go ham and make every torch special, the beast repellant torch could increase the power of Beast and/or Tower incantations/skills
      The Beast-Repellent Torch repels beasts. It does not empower them. It's more of a reference to Bloodborne than anything; infused with incense that is hated by "beasts".
      the Steel Wire -besides being the actual dedicated weapon torch- could increase the power of Redmane skills
      There are no Redmane Knights or dedicated Redmane warriors that use the Steel Wire Torch. The Soldiers are conscripts, and function more-or-less the same for every faction, regardless of what livery they wear.
      and the basic Torch could increase all fire damage 5-10% . . . because you're a mad-lad running around with a torch, fight fire with fire, and all that. I know it's a reach, but I'm trying.
      Certainly not. That'd be like if having a Broadsword equipped gave you a 5-10% boost to all Physical damage. It would be overpowered and also doesn't make sense. There's nothing magical in a basic torch that should impact the Fire damage your other weapons or spells.
      Really, there are so many forms of fire damage vs. everything else being quite specialized, that I wish there was at least ONE weapon/shield item that just boosted fire damage across the board . . . it's why I advocated for it so hard on the smoldering shield since it's far more generic in creation vs. the Man-Serpent's Shield.
      The Fire Scorpion Charm. The reason why the only items that grant a blanket bonus to all damage of a particular elemental type also make you take more damage, and why there isn't one that applies to Physical damage, is because the effect is extremely powerful. Fire is already the strongest elemental damage type in the game, and any Physical+Fire damage weapon gains double the benefit from Flame Grant Me Strength.
      A decent shield and a dual catalyst . . . all the fire at one's fingertips with at least a modest boost.  One can dream.
      That would cut into and interfere with one of Elden Ring's core game mechanics. Elden Ring, and every other Souls game, is balanced to give significant benefits to players who take the time to swap between various different pieces of gear as their current situation suits it, and having an item that removes the need to do that would reduce the game's depth and skill ceiling. My mod benefits specializing and min-maxing, anyway. There are like 8 distinct branches of Fire damage in the game, and it's up to you to choose which one you want to focus on depending on your build, battle situation, and roleplaying considerations.
      As a note, if you're feeling kind and would consider the request, you could do it to the glorious easter-egg nod of Dark Souls Anor Londo and the seat of the Sun, for the flame that breathed life into the world.  It would even go great with this mod:
      https://www.nexusmods.com/eldenring/mods/2874
      What do you mean? Are you asking me to buff the Sun Realm Shield? I could give it 100% physical guard. Never used it, but it is interesting how it implies that Elden Ring and Dark Souls are possibly the same universe, especially with Nightreign on the horizon.