Hello. I was wondering if i should made a mod with litghtning for the revenant as well and Seppuku but nothing about duchess. It isn't hard to do but I don't realy want adding another mod right now.
How did you swap the spells on the staff? I tried to do it via the custom weapon parameter; but, it doesn't work (nothing changes or the weapon disappears from inventory). I noticed that spells can have multiple I. D.'s -- the longer numbers being those assigned for weapons, and the shorter ones seemingly for the default spells in ER. Can any of the spells or Ashes of War be added to any of the weapons...?
Hello, It might be confusing but "EquipParamCustomWeapon" isn't the right place to do this modification you must look at "EquipParamWeapon" in order to change weapon. You will find duplicate version of the same weapon which are the different loot you can find in game. I used the start equipment since he's "fixed" unless you use special relic.
If you want to find Spell ID go To the "Magic" param all ID are here.
For example on that mod i change EquipParamWeapon Row 33750000 (Recluse's Staff) Under fields, "Equipped Spell : Secondary" replace 4070 (Glintstone Arc Id) with 4440 (Carian Slicer Id). (use lastest smithbox version or this fields would have "vsPlayerDmgCorrectRate_Madness" name)
Tips : If you use smithbox put a vannila regulation bin in your game folder. Then make another project where you put the mod you wanna check modification. This will show you where the change have been made in green. You can even extract csv and import into your custom mod for merge.
It save me a lot of time since I merge often mod but i don't publish it since i have no right to do so.
About your weapon i don't realy know what you want to do. If you want change weapon art you can but i don't know what will happen if you use relic that change weapon art (for starter equipment).
Weapon Art Id are in "SwordArtsParam" then you go in EquipParamWeapon i will take the "Wylder's Greatsword" example ID 3750000. Then you change the line "Sword Arts Param ID" 106 by default wich is the stamp (Upward Cut) with what you want as example 700 for "endure".
I think you can add a Ash of war to a staff and to a seal but you would not be able to put a second one on a weapon. As for adding magic to a melee/bow weapon i don't know how it will behave. It would most likely conflict with normal attack of the weapon. Due to how Nightreign work with magic (not the same system as Elden ring). You will need to enable magic and incantation on the weapon as well most likely with checkbox.
I hope it's clear and helpfull good luck in your project.
Thanks -- I got it now. I forgot that weapons needed to have their respective "enable" line checked for them to be able to use the associated magic type (e. g., "Enables Pyromancy" for flame magic). -_-
thank you for this info! Been trying to change the primary spell weapons drop with and noticed it only works on training grounds or starting weapon. I'll try editing it in both of those categories next. Seems like what you're staring is paramCustomWeapons is the loot ones and ParamWeapon is starting?
You right. EquipParamWeapon is for fixed weapon and fixed stats of it. As for lotted weapon in expedition it has to do with Loot table. I am sorry i do not master this topic. You may start with "ItemTableParam" and find how it communicate with other param to understand it. you can change rool weight for example and maximize a specific loot.
If you need help try to find the "?ServerName?" discord.
My swordArtParam just shows the IDs and not what the name of the ash of war is this same happens with my characterIntParam as well is there something that I'm missing
Hello, You need to import row name with smithbox otherwise everything is empty. If you use my mod only 1 line have a name because i didn't import name.
To do that you have a Name tab (File|Edit|View|NAME|. You open it and do import > Community Name> by index or by Id > then All.
After that you should have Name in your regulation.bin with smithbox some are still empty especialy for CharaInitParam. But what you need are ID from 50 000 to 50 760. It's the starting equipment of The player with each skin or character. SwordArtsParam would have only 2 empty line.
You can do for select param but it's not long to import name. I hope it's clear and helpfull to you.
hi this is my first time making mod for this game i am having problem now that weapon skills are not always suitable for that weapon when i change skill even same weapon type it will only have effect but no damage do you have any way to fix it
Hello, i am not sure to understand what you have done. You changed a weapon art of a weapon and this do no more damage? Or did you put a sorceries/pyromancies/incantations? Could you tell me how you did it or give the example i should try to fix?
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If you want to find Spell ID go To the "Magic" param all ID are here.
For example on that mod i change
EquipParamWeapon
Row 33750000 (Recluse's Staff)
Under fields, "Equipped Spell : Secondary" replace 4070 (Glintstone Arc Id) with 4440 (Carian Slicer Id). (use lastest smithbox version or this
fields would have "vsPlayerDmgCorrectRate_Madness" name)
Tips : If you use smithbox put a vannila regulation bin in your game folder.
Then make another project where you put the mod you wanna check
modification.
This will show you where the change have been made in green. You can even extract csv and import into your custom mod
for merge.
It save me a lot of time since I merge often mod but i don't publish it since i have no right to do so.
About your weapon i don't realy know what you want to do. If you want change weapon art you
can but i don't know what will happen if you use relic that change weapon art (for starter equipment).
Weapon Art Id are in "SwordArtsParam" then you go in EquipParamWeapon i will take the "Wylder's Greatsword" example ID 3750000. Then you change the line "Sword Arts Param ID" 106 by default wich is
the stamp (Upward Cut) with what you want as example 700 for "endure".
I think you can add a Ash of war to a staff and to a seal but you would
not be able to put a second one on a weapon. As for adding magic to a
melee/bow weapon i don't know how it will behave. It would most likely
conflict with normal attack of the weapon. Due to how Nightreign work with magic (not the same system as Elden ring). You will need to enable magic and incantation on the weapon as well most likely with checkbox.
I hope it's clear and helpfull good luck in your project.
As for lotted weapon in expedition it has to do with Loot table. I am sorry i do not master this topic.
You may start with "ItemTableParam" and find how it communicate with other param to understand it. you can
change rool weight for example and maximize a specific loot.
If you need help try to find the "?ServerName?" discord.
Good luck.
You need to import row name with smithbox otherwise everything is empty.
If you use my mod only 1 line have a name because i didn't import name.
To do that you have a Name tab (File|Edit|View|NAME|. You open it and do import > Community Name> by index or by Id > then All.
After that you should have Name in your regulation.bin with smithbox some are still empty especialy for CharaInitParam. But what you need are ID from 50 000 to 50 760. It's the starting equipment of The player with each skin or character. SwordArtsParam would have only 2 empty line.
You can do for select param but it's not long to import name. I hope it's clear and helpfull to you.
You changed a weapon art of a weapon and this do no more damage? Or did you put a sorceries/pyromancies/incantations?
Could you tell me how you did it or give the example i should try to fix?