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Ninjar

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RealFyr

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About this mod

Adds passive effects to every Crystal Tear, activated when a Tear is acquired, giving more benefit to collecting them.

Requirements
Permissions and credits
Similar to Blabla456456's Great Rune Overhaul mod, this adds passive effects to Crystal Tears in addition to their normal active effects.

Passives are always active when you have the Tear in your inventory.
The passive effects are mostly weaker versions of the active effects, unless effects are not scalable (like Crimson/Cerulean/Ruptured Crystal) or too hard for me to implement (Deflecting/Glovewort).
Exception Tears have effects that either complement the active Tear, or help balance passive effects amongst themselves.

Effect List

- Crimson Crystal Tears
- Increases HP restored by Crimson Flasks by 2% each
- Crimsonspill Crystal Tear
- Increases max HP by 2.5%
- Crimsonburst Crystal Tear
- Regenerates 1 HP per second
- Cerulean Crystal Tears
- Increases FP restored by Cerulean Flasks by 2% each
- Greenspill Crystal Tear
- Increases max Stamina by 3%
- Greenburst Crystal Tear
- Increases Stamina regen by 2
- Strength-Knot Crystal Tear
- Increases Strength by 2
- Dexterity-Knot Crystal Tear
- Increases Dexterity by 2
- Intelligence-Knot Crystal Tear
- Increases Intelligence by 2
- Faith-Knot Crystal Tear
- Increases Faith by 2
- Opaline Hardtear
- Increases all Damage Negations by 3%
- Speckled Hardtear
- Increases all Resistances by 20
- Leaden Hardtear
- Increases Poise by 5%
- Magic-Shrouding Cracked Tear
- Increases Magic Damage by 3%
- Flame-Shrouding Cracked Tear
- Increases Fire Damage by 3%
- Lightning-Shrouding Cracked Tear
- Increases Lightning Damage by 3%
- Holy-Shrouding Cracked Tear
- Increases Holy Damage by 3%
- Stonebarb Cracked Tear
- Increases Stance Damage by 5%
- Spiked Cracked Tear
- Increases Charge Attack Damage by 3%
- Thorny Cracked Tear
- Increases Consecutive Damage by 2/3/5%
- Twiggy Cracked Tear
- Increases Rune gain by 5%
- Winged Crystal Tear
- Increases Equip Load by 5%
- Windy Crystal Tear
- Increases Damage by 2% while at full HP
- Crimson Bubbletear
- Increases Magic Damage by 2%
- Crimsonwhorl Bubbletear
- Increases all Damage Negations by 2%
- Opaline Bubbletear
- Increases Lightning Damage by 2%
- Cerulean Hidden Tear
- Reduces all FP consumption by 2%
- Purifying Crystal Tear
- Increases Damage by 5% when Blood Loss occurs in the vicinity
- Ruptured Crystal Tears
- Increases Holy Damage by 1% each
- Viridian Hidden Tear
- Reduces Weapons' Stamina consumption by 2%
- Crimsonburst Dried Tear
- Heals allies by 2 HP per second
- Crimson-Sapping Cracked Tear
- Regenerates 0.15% of max HP on hit
- Cerulean-Sapping Cracked Tear
- Restores 1 FP on hit
- Oil-Soaked Tear
- Increases Fire Damage by 2%
- Bloodsucking Cracked Tear
- Increases Physical Damage by 2%
- Glovewort Crystal Tear
- Increases all Damage Negations by 3% for 3 minutes when summoned Spirit dies
- Deflecting Hardtear
- Increases non-Physical Damage Negations by 5% while guarding

VFX vs no VFX
There are two versions of the mod, with and without most visual effects.
As there are 40 different Crystal Tears, many with their own VFX, it visually clutters your character quite a lot when all Tears are acquired.
The normal version of the mod leaves most VFXs active (shown in mod images), whereas the "No VFX" version only includes visuals for temporary / conditional effects (full list below).
Windy Crystal Tear
Purifying Crystal Tear Buff
Thorny Cracked Tear Buff
Crimson-Sapping Cracked Tear
Cerulean-Sapping Cracked Tear
Glovewort Crystal Tear Buff
Both versions are installed the same way.

Installation
  • Download ModEngine2
  • Place the contents of the "Files" folder into ME2's "mod" folder
  • Launch the game using ME2's "launchmod_eldenring.bat"

Merging (optional)
If you already have a modded game, the downloads also contain files needed to merge.
CSV files are applied to your regulation.bin using Smithbox, DSMapStudio or similar.
If your mod files already have an "event/common.emevd.dcx" file, "common.emevd.dcx changes.js" includes all changes the mod makes. They can be merged using DarkScript3.
Add lines 2-44 to the first "$Event" constructor (below "$InitializeEvent(0, 1700);")
Add lines 49-491 to the bottom of the file
When merged, the mod should be compatible with most mods, presuming there are no overlapping IDs for the new emevd events, or the new regbin params (conflicts can likely be resolved by changing the conflicting IDs using a param editor / DarkScript)