So sorry everyone, I forgot to include the c0000.hks file for this mod. It has been provided in the latest file (1.1 Hotfix). Life gets in the way sometimes, and I recently got back to uploading some mods, and I neglected this a bit; again apologies.
If you choose to merge this with another mod, I have provided the following block of code to put in your c0000.hks:
if (env(GetSpEffectID, 8000600) == TRUE) then --AOW with an R1 follow-up to call aXXX_040020 r1 = "W_SwordArtsOneShotComboEnd_2" -- Weapon in 1H position, then L2 is pressed, then follow-up R1 calls this animation id: aXXX_040020 b1 = "W_SwordArtsOneShotComboEnd_2" -- Weapon in 2H position, then L2 is pressed, then follow-up R1 calls this animation id: aXXX_040020 end
As for where to place this, CTRL+F your c0000.hks file that you're merging with and search, "function ExecAttack". You should see a function that looks like:
Make sure the block of code is between the below the "act(SetDamageMotionBlendRatio, 0)" line, nested within ExecAttack
It is a rather large function, so make sure you have either Notepad++ or Microsoft Visual Studio Code to see that you have successfully nested the block of code within the above function.
Can't seem to get this working. I believe I merged everything correctly. Following up with RT does the traditional 2nd phase SLC attack like you described, but following up with RB doesn't do the sweeping attack shown in your video. Just goes into a normal slash.
If you're using DarkSoulsMapStudio (DSAS), go into the TAE for SLC and check to see if the speffect that I have put in the installation package is being actively called. That is what allows you to do an R1 and R2 input. If that doesn't work, please feel free to specify your issues to me by messaging me privately and I can try to help as best as I can. Thanks!
can you specify what row/item in DSAS and which animation in the 882 tae are we supposed to find the speffect that you're referring to. This is also the only mod that I'm not able to get working, just for the R1 attack. I have DSAS open in the 882 tae but have no idea where to find this speffect that you've referenced in the animation. If you could share the speffect and behparam_PC rows youve added or modified in smithbox that would be ideal maybe I can try to fix this R1 attack.
Hello, I haven't bought the DLC yet. do I need it in order for this mod to work? Since there are mods that requires the DLC but sometimes people forgot to add it that it needs the DLC.
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Life gets in the way sometimes, and I recently got back to uploading some mods, and I neglected this a bit; again apologies.
If you choose to merge this with another mod, I have provided the following block of code to put in your c0000.hks:
if (env(GetSpEffectID, 8000600) == TRUE) then --AOW with an R1 follow-up to call aXXX_040020
r1 = "W_SwordArtsOneShotComboEnd_2" -- Weapon in 1H position, then L2 is pressed, then follow-up R1 calls this animation id: aXXX_040020
b1 = "W_SwordArtsOneShotComboEnd_2" -- Weapon in 2H position, then L2 is pressed, then follow-up R1 calls this animation id: aXXX_040020
end
As for where to place this, CTRL+F your c0000.hks file that you're merging with and search, "function ExecAttack". You should see a function that looks like:
"function ExecAttack(r1, r2, l1, l2, b1, b2, is_guard, blend_type, artsr1, artsr2, is_stealth_rolling)
local cur_stamina = env(GetStamina)....."
Make sure the block of code is between the below the "act(SetDamageMotionBlendRatio, 0)" line, nested within ExecAttack
It is a rather large function, so make sure you have either Notepad++ or Microsoft Visual Studio Code to see that you have successfully nested the block of code within the above function.
I have DSAS open in the 882 tae but have no idea where to find this speffect that you've referenced in the animation. If you could share the speffect and behparam_PC rows youve added or modified in smithbox that would be ideal maybe I can try to fix this R1 attack.
Btw, do you have plan to merge stomp upward cut & stomp sweep into 1 ash of war? Kinda like DS3?