Hey I make dark souls modding tools and stuff with no income other than d0nations from the community. I'm also one of the devs of Dark Souls: Nightfall mod.
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(btw the reason words are censored is because twitter algorithm)
in bloodborne, the enemy bullets have realistically sized hitboxes but the player bullets have giant bullshit hitboxes, which is the opposite of what i expected ngl
Saw this footage floating around. Bleak Faith: Forspoken is 100% using animations ripped directly 1:1 from Elden Ring.
I do NOT condone people using my DS Anim Studio software to aid in exporting animations to include in commercial products or sell them on Epic Games Store.
lol, ac6 has so much bullet hell spam they had to add a new macro function to spawn an entire list of bullets at once to make it easier.
In typical FromSoft fashion they immediately made a mistake on the new system and spawned 2 of the lists on the same row in this Balteus move
PIXEL SOULS DEMASTERED RELEASE
This mod for Dark Souls Remastered changes all in game visuals in to pixel art! Additionally, the sounds and model quality also have been lowered to give a fresh, somewhat cursed, experience.
Download here:
Sekiro's prosthetics work a lot like Bloodborne's trick weapons, suddenly swapping models and snapping to a specific place on the player model so quickly that you'd never pick up on it in gameplay
Even the most absolute tryhards I know are saying Elden Ring's balancing is completely broken lategame so I'm hoping FromSoft actually patches it. It honestly seems like they are using placeholder values or something.
Elden Ring accidentally left small bits of cut content here and there in the Japanese text specifically like this yes/no prompt reading
"痩せ馬のラダーンとの戦闘を開始しますか?"
which translates roughly to
"Begin battle with Radahn of the Scrawny Horse?"
I posted this on Youtube back in early beta days of my app but here's a better look at From Soft's typo that made the end of one of Ebrietas' tentacle hitboxes follow her wing instead of the end of the tentacle, oops. So if you ever got hit while standing there now you know why.
DS1R NIGHTFALL MOD NOW HAS THE BLENDED OMNIDIRECTIONAL DODGING FROM DS3 I FUCKING DID IT I FINALLY DID IT IM SO PROUD OF MYSELF
(it also has extremely high tracking on dodges but thats just a nightfall specific change to make the faster attacks not miss all the time lol)
To make it clear I don't have any issues with devs being very inspired by fromsoft (like Nioh, Mortal Shell, new Lords of the Fallen)
None of those games use the literal assets from inside fromsoft games' data, they are just big fans of From Soft and heavily referenced.
Bloodborne weapon transformations are immediate model swaps that are cleverly obscured by either abusing the choppiness of 30 FPS or, for some weapons such as Holy Moonlight Sword, spawning very dense particle effects all over the weapon.
Proud to announce that Nightfall has the Rally mechanic from Bloodborne. Took almost a year for me to come up with the extremely bizarre method of implementation in this engine. Enjoy.
If you like what I do, consider subbing on patreon I don't have a job
@king_bore_haha
imo, They couldn't have put Abyss Watchers slam in their game without recognizing it.
They're making a Dark Souls clone of course they played the Soulsborne games.
Hell even Lies of P, which has some extremely extremely similar animation to FromSoft stuff is actually different animations, not reused assets like Bleak Faith.
in Nightfall if you two-hand your weapon you enter the Bloodlust state. Your attacks hit much harder. So much harder, in fact, that you can deflect/parry by clashing with an enemy's blade using R1. But anyone tapping into such great power must be sacrificing something...?
After rewriting lots of the weapon equip handling code in DS Anim Studio, I have Bloodborne weapons working properly for the player character, including transformation attacks.
I just wrote the single greatest piece of custom Dark Souls code in the history of Dark Souls modding. When you play the Nightfall mod, you will know when you get to the part that uses this code that it is exactly what I'm talking about.
ingame in DS3 they accidentally mapped some twigs to the fucking face texture on Darkwraiths (shown on left). I found out the texture they're supposed to map to and here's what they are supposed to look like! (shown on right)
as your roll direction in ds3 approaches diagonals it loses roughly 0.01421356237 meters of its distance
this is because they use 1.4 instead of the actual value of square root of 2 (which is roughly 1.41421356237)
It's unfortunate that Nightfall is delayed but it's necessary for it to be as good as we want and to be proud of it.
Here's some bonus content: the (almost completely) finished 2H ultra greatsword moveset from Nightfall
(with infinite stamina enabled for showcasing)
Saw this footage floating around. Bleak Faith: Forspoken is 100% using animations ripped directly 1:1 from Elden Ring.
I do NOT condone people using my DS Anim Studio software to aid in exporting animations to include in commercial products or sell them on Epic Games Store.
Godrick arm cut animation doesn't have an ending because it's guaranteed to go to a cutscene. His yell does fade out though, so when the cutscene one fades in it acts like a crossfade kinda.
Dark Souls III
high wall of lothric, undead settlement, road of sacrifices, farron keep, cathedral of the deep, catacombs of carthus, irithyll, irithyll dungeon, lothric castle, grand archives, painted world of ariandel, dreg heap, the ringed city
The devs used an Epic Games store asset and probably recognized the DS3 and ER moves, being Souls fans, but I'll give them the benefit of the doubt.
I'm mostly mad at the person who uploaded the assets, which can be found here
Saw this footage floating around. Bleak Faith: Forspoken is 100% using animations ripped directly 1:1 from Elden Ring.
I do NOT condone people using my DS Anim Studio software to aid in exporting animations to include in commercial products or sell them on Epic Games Store.
Been playing Lies of P demo. The devs clearly actually understand why fromsoft games are fun instead of just blindly imitating in hopes of being good. It's hard to explain in words the amount of love and care put into this game, just give it a try, the demo is free on steam.
This right here is the literal first ever SFX/FFX/vfx/particle edit anyone ever did to any game in the soulsborne series, aside from maybe some people experimenting with brute force hex editing. I'm proud to have taken part in such a cool advancement in the modding scene.
With the literal year of ongoing research done by
@loosepolygon
and with HotPocketRemix helping tons with understanding that research, I spent all week making progress with serializing and editing Dark Souls visual effects files.
Here's a test edit:
benzoingum has been looking through ds2 network test animations and many are different than in the final. for example, the decapitation gesture was a lot more rude and aggressive in this version
Finished a lot of the Azure Knight (Lance) custom enemy's moveset, sounds, and visual effects. His AI is just random equal chance of each pattern right now but I'll make him pick patterns more interestingly some other time I'm T I R E D
There is now a more sluggish blink dodge for if you're not fast roll tier. Also, new graphics and more player moveset polishing. I've been working on this stuff quite a bit
Saw this footage floating around. Bleak Faith: Forspoken is 100% using animations ripped directly 1:1 from Elden Ring.
I do NOT condone people using my DS Anim Studio software to aid in exporting animations to include in commercial products or sell them on Epic Games Store.
The devs used an Epic Games store asset and probably recognized the DS3 and ER moves, being Souls fans, but I'll give them the benefit of the doubt.
I'm mostly mad at the person who uploaded the assets, which can be found here
King of the Storm is a single character model with the king working like an extra appendage. Also I found it funny that Nameless King is slightly smaller in this model than he is in his standalone model. I guess they wanted the bird to feel larger than it actually was.
i swear i wasnt even trying to mess it up on purpose for a funny tweet this time this was a legitimate state machine editing accident and i almost spit out my drink