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Weapon Catalysts
About This Mod
Allows the following weapons to cast spells if they are applicable: - Sword of the Carian Knight (spells) - Sword of the Michelan Knight (spells) - Sword of the Lapis Lazuli Glintstone (spells in R1) - Staff of the Omniscient (spells and enchantments) - Order's Golden Seal (spells and enchantments) - The Carian Magic Sword is still superior, but slightly lacking in damage. This mode is changing the situation. Fashion version will always be my updated ER version. Installation is probably the easiest with Mod Engine 2. After installation is complete, copy the WeaponCatalysts folder to<mod engine 2>/mod/ and edit the config_eldenring.toml file to include the following parenthesized lines. When installing other mods, make sure that each line is followed by a comma, and note that for mods that modify the same file, only the top one will work as expected. mods = [ { enabled = true, name = "WeaponCatalysts", path = "modWeaponCatalysts" }, ]. Changed tl;dr EquipParamWeapon SpEffectParam (SwordArtsParam) Player Havok script Weapon model (dummy poly added) Item description Souls mods are a bit hard to access, so I want to tell you where I started and what I fixed. I started by checking to see if there is anything unusual about Carian Sorcery Sword (CSS) in EquipParamWeapontable using Smithbox. It adds two passive effects to the player, but they do not seem to be used (5025300 and 20018694). There is nothing unusual in the parameters except a special entry (293 - Carian Sorcery Sword) in the special movement category (spAtkcategory). The special movement category settings are used to undo some basic weapons movements. However, this was confirmed in the Rodan's Juicy Elden Ring Dock dock. Since no custom animations or triggers were used, my next stop was compiling the Havok script repository from Ividyon, which I found by searching 293: ....... There was one more thing: It turned out that CSS has a special script that catches R2 and turns it into magic. I have attached the original script so that it is easy to see which lines have been changed. My plan was to have some catalysts in R1, some in R2 and some in the special Ash of War. This meant that special categories of movement could not be used. Instead, each catalyst now adds a passive effect (residentSpEffectId is defined in spEffectParam 40000[0-2]00). The c0000.hks Havok script that handles player input has been modified to validate this effect ID, with additional checks where necessary. However, Ashs of War does not work. This is because the game does update the selected spell only in certain situations, and Ashs of War is not one of those situations. ElaDiDu has written a mod that allows you to forcibly update spells from Havok, but it hasn't been updated yet for 1.16, and if you want to use an AOW memory address, you can, but spells only update after you use the weapon. When casting spells with a weapon, divine seals and particle effects are usually not displayed. However, after watching the spells animation in DSAnimStudio, I saw that all spells generate VFX on bogus policies with ID 181; when I added them to the weapon model in Smithbox, the seals appeared and I was happy. Finally, I have made some changes to the catalyst description.
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