Sekiro: Shadows Die Twice
0 of 0

File information

Last updated

Original upload

Created by

zpdmiller

Uploaded by

zpdmiller

Virus scan

Safe to use

Tags for this mod

About this mod

A new warrior of the Central Forces enters Ashina.

Requirements
Permissions and credits
Changelogs
A bunch of the Red Guard Samurai's animations retargeted for Wolf. This mod covers a lot, from basic attacks, to defense, various Combat Arts, and other miscellaneous animations (<1.002).

I've decided to redo every single animation for this mod, from attacks to movement, and other things. Attacks are now all timed to be exactly like vanilla attacks, so gameplay should be a lot, a *lot* better than before.
Attack speed was the biggest concern for me. Fighting in Sekiro is a lot quicker than Souls games, and Wolf is a lot weaker than his enemies. Souls games have a large variety of weapons that all move at different speeds, while Wolf has (mainly) one. He needs to move and attack fast to keep up in fights. In this mod and my others, I did try and speed up retargeted animations to better suit Wolf, but it was not good enough. I've also redone my Red Guard moveset, but I'm not sure about the status of Isshin's. I started working on Isshin's first, but after a while I was dissatisfied with it. Another key thing to focus on is the movement of the animations. They need to move like Wolf's attacks (in my opinion) to feel proper (i.e. distance covered per attack, it's another major concern I should've seen long ago).
I redid my Lone Shadow/Red Guard movesets because they're my favorite enemies in Sekiro, and I've wanted to do them for a long time. I left my previous versions unattended because I lost interest in modding, and now I think I will start working on things again. I'll probably leave up my other movesets for now, but know that I will probably redo them as well, making them fully match the speed of Wolf's original attacks and fixing some other things.

Issues
  • The game crashes on startup if too many .hkx files are replaced. Since we downgrade from 2018 Havok to 2016 with an unofficial tool instead of directly exporting to 2016, this happens. My current solution is to only replace offensive/defensive animations.
  • The Left Weapon will be active in most animations (e.g. Wolf performing a deathblow where he holds his Kusabimaru with both hands). There are a lot of animations for Wolf, and I don't feel like going through every single one of them and adjusting them to solve this. I'm glad enough to have finally solved the Left Weapon shown in Friendly areas problem that's bugged me. And adjusting the animations with the OverrideWeaponModelLocation TAE already present was time consuming enough.


Merging
Animations
  • It's probably best to open up DSAnimStudio and preview the animations for yourself; there's a lot I've changed.
    I've named many of the TAEs for easier navigation and reference.

TAEs (1.002)
  • a00 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a50
  • a100
  • a101
  • a102
  • a103 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a104
  • a105
  • a106 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a200 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a211 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a226 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a230 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a233 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a235 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a243 (Sheathed animations, search for OverrideWeaponModelLocation)
  • a245 (Sheathed animations, search for OverrideWeaponModelLocation)

Params (1.002)
  • AtkParam_Pc
  • BehaviorParam_PC
  • SpEffectVfxParam
  • WepAbsorpPosParam


Suggestions/Bugs
Leave any in the comments. I've ignored my NexusMods/YouTube pages from up to this point since I lost interest in modding, and I probably won't check old comments. If you don't feel like copying and pasting, just tell me about whatever comment(s) you made and I'll try and find them.


Some Notes to Modders
  • If you remove the Override HKX feature for an animation then pack a .hkx file with that TAE entry name, that .hkx will be used (e.g. a000_200010, which is originally overwritten by a000_201030). It's not that groundbreaking but it's something I tried and the game loads fine, since that entry is already present and it's not a new TAE entry.
  • The Mortal Blade .flver itself doesn't contain the dummies that are for the Combat Arts, SFX, etc. The dummies are instead in a blank .flver file in WP_A_0300.partsbnd.dcx. Why FromSoft did it like this is an answer I don't have, it's pretty strange to me but I'm sure they had their reasons.
  • You could have up to four weapons active (Kusabimaru, Second Kusabimaru/whatever model you chose, Mortal Blade & Prosthetic), assuming you adjust the Second Kusabimaru's position in WepAbsorpPosParam (or not, if you don't care about it being in the same position as the Mortal Blade for some reason). Keep in mind the Mortal Blade Combat Arts TAEs use the invisible Kusabimaru for the hitboxes, SFX, etc., so it will be active during the Mortal Blade Combat Arts animations.

Feel free to make make your own versions/merges. You don't have to ask for my permission before you upload here.


Tools/Resources Used
DSAnimStudio
3ds Max 2018
Unreal Engine
WitchyBND
FLVER Editor
Aqua Toolset

Credits
vcaps - Just being there
TheMysteriousPowers - Retarget Tutorials for DS3 (the process isn't too different for Sekiro)
Blubber - Unreal Engine retargeting tutorial for Elden Ring (I switched from Motionbuilder to Unreal, it's a lot better in my opinion), 3ds Max scripts, his Elden Ring Retarget Repository
lingsamuel - Havok 2018>2016 Downgrade Tool (originally made by Skyth)
BluesteveY - Telling people about the Downgrade Tool, guide to fix incorrectly positioned animations
l461 - A few 3ds Max Curve Editor tips
trollaxethrowerr - His Genichiro Moveset mod, which gave me a few tips on creating movesets
Meowmaritus - DSAnimStudio
ividyon - WitchyBND
Pear0553 - FLVER Editor
The12thAvenger - FBX Importer
Shadowth117 - Aqua Toolset
Cleverraptor6 - A Discord post that lead me to figuring out how to modify the positions of weapons
You - The player


This mod was brought to you by the