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Karian Combo Warriors Fanmade XXL update 1.12.4 alpha
About This Mod
Karian Combo Warriors's new experience: a thoughtful balance system with 7 levels of difficulty, including faster enemies / new set of javelin movements / redesigned straight sword movement set / some changes in other sets of movements and AoWs / new super-attack system / special weapon models / new horse attack / new idle move and more. ......
Last Updated
14 July 20248:43 AM
Date of the first download.
09 July 20248:27 PM
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Fair and balanced
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Animations - New
Animation - Edit
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New Carian Combo Warriors experience: thoughtful balance system with 7 levels of difficulty, including faster enemies / New javelin set / Redesigned straight sword set of movements / Some changes in other sets of movements and AoWs / New super attack system / Special weapon models / New horse attack / New idling and more ....
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Update 1.2.4-a.2.
- Thanks for sending updated map files for Challenge Boss Mod Pack.
- Fixed an error in katana combo chain.
- Increased player damage on all difficulties.
- Slightly adjusted speed of some katana and curved great sword animations.
- Fixed minor bug with red double blades meteorite.
This is a preliminary release, and some bugs are possible. So please enjoy it with caution. For security reasons, it will not prevent you from making a backup copy of your saves (I have never had problems with save files during the development and testing of this mod).
This mod can only be played on an authorized version of Steam.
Unfortunately, PipeSKR stopped working on Carian Combo Warriors, but I needed more of that fashion. So, after months of studying and implementing Eldenring fashion, I'm offering you a new experience of Carian Combo Warriors.
Requirements
- MOD Engine.
- Script-Data-Exposer-FS
New features.
We focused on four key tasks to improve our work with CCW
Improving stability
Extending Role-Playing
Better integration into existing game mechanics
Improving existing motion sets
Improved stability
Enemy Status:
All individual stats of enemies have been changed (most DLC enemies are now globally balanced); HP, damage, durability, and status effects have been changed. My goal was to make boring or annoying fights easier, and fun, honest fights more difficult. At the same time, I tried to make their balancing more rabid, so even if dragon fights are tedious and boring, I needed to make them a little harder so as not to spoil the laur completely.
Enemy Speed:
If you think it's unfair to be faster than all enemies, it's not. Each difficulty level has its own chr file, which increases the speed of each enemy from an average of 110% in Very Easy mode to 210% in Don't Let Me Do It Alone mode (this file is for vanilla enemies only, so it is not included in the game). This is because the tools for batch editing enemy animations have not yet been updated, and it is not known if their creators will update them).
Invaders:
All invaders have changed statuses and sets of movements. Almost all invaders now use one of their special weapons, making CCW's battles against CCW more enjoyable. Their stats also increase depending on the difficulty level you play (currently DLC Invaders are not yet edited).
Elite bosses:
After going through all the bosses in the game, we realized that there were too many copy battles in the game, so we chose the ten most interesting enemies and created an elite version of each one. Elite bosses are much more complex than regular ones, have special effects and extra projectiles as well as golden eyes and give you five times as many runes as regular bosses.
MiquellaTheUnaIloyed Challenge Bosses Modpack Merge:
To increase my interest in some of the major bosses, I merged my modpack with the MiquellaTheUnaIloyed Challenge Bosses Modpack modpack. (Malenia and Radahn, as well as additional Stakes of Marika, do not work at this time, as map files must be updated for DLC. So I'll have to wait for an update from MiquellaTheUnaIloyed to fix it. All other bosses are working normally).
Translated by DeepL.com (free version)
I also made some changes to Radagon to create a more difficult final fight.
Complexity modes.
I've created seven different levels of difficulty. Each file also contains changes to the speed of enemies. If you don't need speed changes or want to slow down while maintaining more complex difficulty levels, simply download a version of God Mode (for the default speed of enemies) or a complexity file containing the speed of enemies you want to use and replace the chr folder.
God's mode
Enemy speed: unchanged
Enemy damage/HP: 75
Unlimited weight
Unlimited endurance
20 seconds of final charging time
Stunned in Disability Attacks
Crash Damage Disabled
Very easy
Enemy speed Medium 110
75% Damage/Adversary's KP
Weapon weight reduced to 10
Unlimited endurance
40 seconds of final charging time
Crash Damage Disabled
Easy
Enemy speed 130 average
100 enemy damage/HP
Weapon weight reduced to 10
The cost of stamina is only to escape.
60 s final charging time
Crash Damage Disabled
Normal
Enemy speed 150 medium
Enemy damage/HP 130
Weapon weight reduced to 30
The cost of stamina is only on the run.
Ulta charging time 80 sec.
Crash Damage Disabled
Hard
Enemy speed Medium 170
160% enemy damage/HP
Weapon weight 100
Avoidance wastes endurance, and each attack reduces endurance by 10.
The recharge time is 100 seconds.
Crash Damage Disabled
Very difficult
Enemy speed 190 average
200% enemy damage/HP
Weapon weight 100
Avoidance consumes endurance, and each attack reduces endurance by 20.
The recharge time is 120 seconds.
Crash damage is disabled.
Don't leave me alone
Enemy speed 210 medium
300% enemy damage/HP
Weapon weight 100
Avoidance consumes stamina, and each attack reduces stamina by 50.
There is no independent ultrasound with FP bottle.
Crash Damage On
If you can win the game on this difficulty without making mistakes or repeating the same attacks, please send us proof of this.
Role-playing enhancements
Changes in special effects:
All the special effects of the weapon were replaced with brighter and similar colors. This means that all the effects of fire and blood have been replaced by the magic of Carian, Glintstone, and Ice Lightning. However, we have also started adding red magic versions of the weapon, as we know that some people prefer red special effects. Currently, a fist (Star Fist) and double swords (Twin Night Swords) have a red version of the special effect. In addition, evasion, jumping, and some object-interaction animations have additional special effects depending on the type of magic the current weapon possesses.
Weapon models are adapted to the legend:
Each set of moves has its own weapon model, which is a modified and retextured version of the original weapon. A magical blue weapon can be obtained instantly from a merchant in the castle, and a red one from a traveling merchant (West Rimgrave). This weapon is designed for use in this mode and has perfectly balanced stats, creating an even balance regardless of the stats distribution.
If you want to change the models, simply rename the following partsbnd.dcx file in the parts folder and replace the weapon:
Spear (Glacialus) → Short Spear [wp_a_0923.partsbnd.dcx].
Straight Sword (Malysia Sword) → Dagger [wp_a_0199.partsbnd.dcx].
Greatsword --> Greatsword of the Lordsworn [wp_a_0607.partsbnd.dcx].
Greatsword -> Golden Troll Sword [wp_a_0608.partsbnd.dcx].
Curved Sword —> Tooth of Hounds [wp_a_0453.partsbnd.dcx].
Katana → Clube Sword [wp_a_0550.partsbnd.dcx].
Fist (blue magic) → iron ball [wp_a_1164.partsbnd.dcx
Fist (red magic) → star fist [wp_a_1166.partsbnd.dcx
Double Blades (blue magic) → Double Blades [wp_a_1100.partsbnd.dcx
Twin Blade (Red Enchantment) → Twin Night Blade [wp_a_1105.partsbnd.dcx
New Idle Animation:
Have you noticed the cool idle animation that is unique to Twinblade? That's what I thought. Therefore, these two inactivity animations were added, as well as ten more animations for the entire weapon. Eight of these animations are sex-dependent, meaning there are four special animations for each sex and four unisex animations.
Gender Motion Modification
If Scriptextender.dll can be successfully executed, rest in grace changes the walking animation according to the player's gender. By default, the male animation is used, and once you rest in grace as a female character, the animation becomes female (fists and giant swords retain their unique walking style for proper work).
Game Integration and Extras
Change of speed and status for other abilities:
We tried to make the other game mechanics, independent of the set of moves, more viable and suitable for this mode. Other abilities of Ashes of War, Weapon Arts, Spells, Bows, Item Use, and Player Stagger increased the animation speed (160%) and no longer cost FP, but their damage was also reduced. Ash showers live longer, but their damage is reduced.
Ultimatum Attack System:
FP is no longer reduced from conjuring spells, objects, and conjuring spirits. Instead, the FP is a continuously decreasing strip of Ultimate Attack that allows the use of special attacks used by Battle Ashes specific to each weapon type (by default, each weapon type is equipped with a corresponding Battle Ashes). Activate it with the following actions:
-Greatsword (Colossal Sword) button.
-AOW button + light/heavy attack (katana, curved sword).
-AOW button + right click when you approach the enemy (spear, straight sword, double blade, fist).
Kalian Filigreed Crest must be equipped to activate the Ultimate Attack system. 'Flying abilities' with AOW on a straight sword, double sword and spear reset the ultimate attack scale.
Changes in mascots and FP bottles:
In order to properly integrate the Ultimate Attack system into the real game, all FP-related mascot and FP-bottle effects have been modified so that they do not break the system:
FP-Bottle: FP is now reduced.
Carian Filigreed Crest (REQUIRED EQUIPMENT): Allows you to launch ultimatum attacks, reduces fall damage to 0, and reduces stagger from enemy attacks on low difficulty.
Cerulean Amber Medallion +0 - +3: increases the ultimatum charge by 0.15% / 0.25% / 0.5% / 0.8% per second.
Primal Glintstone Blade: Gains immunity to status effects (acknowledged to be OT, but I think it significantly reduces unnecessary frustration in some areas).
Assassin's Cerulean Dagger: Critical hits reduce FP by 25%.
Ancestral Spirit Horn: Reduces FP by 8% for every murder.
Amulet of Blessed Blue Dew: Recovers HP twice as fast as vanilla Amulet of Blessed Dew.
Scourges of Sharibis Debug Cheat
Torrent Attack and Speed:
During the ride, each set of moves has a unique attack. Torrent also runs faster.
Magic Shield:
If you hit security without a left weapon, create a magic bubble that serves as a powerful shield that reflects all the spells and projectiles reflected (it will be useful for you in battles with elite bosses).
Unlimited jumps and air jumps:
With sdfwersdf, air jumping and multijumping are now possible. You can freely jump and make air jumps (press the evasion button in the air).
Motion Set Changes
Weapons
Spear:
A completely new set of javelin movements was created from the existing small basic set of PipeSKR movements, 50% of lance attacks, 50% of unarmed lightning attacks.
Straight Sword.
The straight sword's set of movements has been completely redesigned. The elegant set of movements inspired by Marenia has a much wider range of movements than the original set of movements.
Greatsword and Colossal Sword.
Several moves were added to unused animation slots, and some tweaks were made to the animation.
Katana, Twin Blades, Curved Greatsword, and Fisto:
In addition to the new special effects, the sets of movements have barely changed. Minor changes were made to the combo chains and single-shot animation only.
AOW for specific weapons:
Lances, straight swords, and fists were given almost entirely new, more sophisticated AOWs with combo chains similar to the step of the two-bladed Bloodhound.
The colossal swords have a brand new AOW animation and the same combo chains as before.
The Curved Sword has a new ultimatum attack: The AOW + Heavy Attack is an ultimatum attack that deals normal damage, and the AOW + Light Attack button causes an overshoot state, increasing damage by one minute and adding a new visual effect to the animation.
AOW for Twin Blade, Katana and Greatsword remained the same.
Known issues.
The unalloyed versions of Malenie and Radan cannot proceed to the second stage because the map file for Challenge Boss Mod Pack has not been updated. If MiquellaUnalloyed doesn't update these files or I don't find a way to update them in the next few weeks, I'll go back to the vanilla version.
Weapon-specific AOWs deal damage only against different sets of movements. In theory, I know how to fix it, but it's going to take too long and not worth it.
Before DLC, the Eldenbies always used the attack, but after the DLC we didn't have time to check if it really was.
(I lost all the text files explaining it. Therefore, Talisman's changes are not mentioned in the in-game description, and the name of the weapon and the text of the lore-description are no longer included).
Description of the file.
This information is intended for modders who want to merge this file or delete/edit some mod elements; if you are not familiar with mods or have basic knowledge of DS Anim and DS Map Studio, it is not recommended to combine or separate some mechanics. Some files require other files, and you need to understand the relationship between them.
Regulation.bin (requires param folder)
Settings changed:
ActionButtonParam: to merge call bosses into modpac.
AssetEnvironmentGeometryParam: for merging call bosses modpacks
Atkparam: contains information about enemy attacks for all Elite Boss and Challenge Boss modpacks combined.
AtkparamPC: contains attack information for all players, focusing on damage and hit boxes for all moves. Also includes spell damage settings.
BehaviourParam: Contains all behavior files for all merged Elite Boss and Call Boss mods.
BehaviourParamPC: contains all the behavior files for the player.
Bullet: Contains all magical bullets for enemies and players.
CharaInitParam: Required to balance the changing starting class against player-based enemies (invaders).
ChrModelParam: to merge call bosses into modpac.
EquipMtrlSetParam: for merging call bosses modpacks
EquipParamAccessories: used to balance player-based NPCs, added for mascots that cannot be used by players.
EquipParamCustomWeapon: Used to modify the weapons of invaders.
EquipParamGem: Reduces FP requirement for all AOW and Sword Arts to 0.
EquipParamGoods: Sets FP requirement for all consumables to 0.
EquipParamWeapon: Determines which type of movement to use for different types of weapons. Changed the VariationID of all types of weapons so that all weapons use the correct attack behavior. The balance of specialized weapons has been adjusted.
GameAreaParam: used to configure rune dropout for some enemies.
LockCamParam: for merging bosses in modpack.
Magic: reduces the FP spend on spells to 0 and increases the endurance cost.
NpcParam: to balance all non-game enemies, including changes to call bosses' mods.
NPCThinkParam: to merge the Challenge Boss modpack.
ShopLineupParam: Adds a distinctive weapon to nomadic traders in Rimgrave.
spEffectParam: This description is too broad. However, it is necessary, because almost all mechanics of characteristics depend on it.
spEffectVfxParam: required for visuals of player moves, visuals of elite bosses and a combination of call bosses from modpack.
TalkParam: required to combine a modpack with call bosses.
ThrowParam: for Twin Blade and call bosses modpack capture attacks.
WebAbsorpPosParam: Required for positioning certain specialized weapons.
Action Folders
c0000.hks: contains all the player's scripts for changes needed to create combo chains, idle animation, increase jump height, change movement speed, multiple jumps/air jumps, and special AOWs. For ease of assembly, all modified rows are annotated with the CCW symbol: CCW+ means that this fragment should be added as-is; CCW* means that the current record should be replaced with this string; CCW* means that the current record should be replaced with this string; CCW+ means that this fragment should be added as-is; CCW* means that this fragment should be added as-is.
c8000.hks: Easy torrent acceleration. Comments for merging have also been added.
Chr Folder.
c0000.anibnd.dcx:
Moving, inactivity, jumping, interacting with objects, and using objects:
Tae 0: Fist gun movement.
Tae 3: Men's Movement
Tae 10: Women's Movement
Tae 12: Moving with a big sword
Tae 13: Some resources for other movements
(They all need to work correctly, since they have cross-references) Weapons
Tae 23: Straight Sword
Tae 24: Twin Swords
Tae 25: The Great Sword
26 Tae: the great sword.
Tae 30+31: reference to direct swords
Tae 36: spear
40 Tae: Curved sword
Tae 42: Strike.
(Some animations refer to each other, so if you want to split them, check the DSAS overwrite and clone entries first) Special AOW
606 Strike (cut up) [Giant Sword].
611 Rotating attacks [Spear].
613 Prelate Charge [Greatsword].
614 Unsheath [Katana].
615 Challenge [Curved Sword].
712 Blow [fist].
755 Quick step [straight sword].
756 Bloodhound Step [Twin Blades].
Magical freshness [acceleration]: 500-562AOW Freshness [acceleration]: 600-937
From c0000_a00_hi.anibnd.dcx to c0000_a9x.anibnd.dcx: Contains modified animations for the following triples:
TE 0: a_00_hi
TE 2-3: a0x
TE 10-16: a1x
TE 20-29: a2x
TE 30-39: a3x
40-49: a4x
53-888 te: a9x
c0000.behbnd.dcx: contains all the changes in the player's behavior animation. It is necessary for all sets of movements and special AOW.
c0000.chrbnd.dcx: contains all the doll poles added for animation. (Unfortunately, as far as I know, this file can't be merged.) If you want to merge this mod, you need to get this chrbnd file and hope that other mods don't use puppet poly for special effects or sounds that aren't in this chrbnd.
c0100 -c8900.anibnd.dcx (behbnd, chrbnd, texbnd): all enemy animation files, including speed changes and modpack bosses changes for elite and complex bosses:
Elite boss + Radagon: c2100, c2500, c3100, c3181, c3560, c3570, c4680, 4770, 4810 + c2190
Michaela non-alloy: c2110, c2120, c2125, 2127, c2130, c3560, c3570, c4481, c4621, c4730, c4800, c8900
cutscene folder:
Contains scene files for merging with the Challenge Boss modpack.
Event folder:
Contains the event scripts for the Challenge Boss Modpack union. In addition, m16_00_00.emevd.dcx was added by me for the elite boss of Tanith's Knight, who adds the boss bar and boss music after defeating Tanit at Rykard Arena.
Menu Folder:
New menu images for special weapons. Msg Folder:
Contains new text entries for test bosses that will be merged into Modpack (currently).
Param folder:
Required for Registration.bin file.
Parts folder:
Contains custom weapon models from the original fashion and models that I added myself.
Script folder:
Contains AI changes of enemies from Challenge Boss mod pack.
The Sfx folder.
Contains PipeSKR and all the special effects I've added to this mod. In addition, sfxbnd_c2120.ffxbnd.dcx is the FFX for Challenge Boss modpack merge.
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