About this mod
The purpose of the mod is to modernize the gameplay by touching iframes and cancel anim of roll, stagger, humanity item and estus animations.
- Requirements
- Permissions and credits
- Changelogs
So I edited the animations to change some conditions regarding the Iframes and the "anim cancel".
I specify that I have not touched the draw of animation or made them faster, but I have been abbreviated the anim cancel, the frame in which you can erase the anim with another, making gameplay more fluid, modern and enjoyable.
What I changed:
Roll:
-Iframes: Now the Light and Medium Roll have 13 Iframes and no more 11 (yes, there are no 13 as many people believe for DS1) and the Fat Roll has 12 instead of 11. The "Ninja roll" now has 15 Iframes instead of 13.
-Anim Cancel: the light roll was at the 24° frames, the medium roll at 33°, and the Fat roll at the 48°. Now they correspond to the 21°, 25° and 36° frame.
"Ninja roll" has anim cancel at 21° instead of the 22°.
This means that you can roll again with a lesser time for each type of roll.
Backsteps (1.3 news!):
-Iframes: Normally, in DS1 (and only him, not DS3 or ER for example), backsteps have 4 Iframes, and they are the same for the backstep in fast, medium and fat roll versions. However, the ninja flip backstep has 8 Iframes.
With new 1.3 version, backsteps have 7 Iframes and ninja flip backstep has 11 Iframes (like using Fine Crucible Feather Talisman, in this case).
With 1.4, backsteps have 13 Iframes and ninja flip backstep has 15 Iframes
-Anim Cancel: Reduced anim cancel of fast, medium, fat and ninja backsteps of some frames.
2 frames less for ninja backstep, 3 frames less for fast backstep and 4 frames less for medium and fat backstep. Overloaded Backstep has no changes for Iframes (it has none) and anim cancel.
So, Now the backsteps will acquire a higher tactical value in battle, as in Lords of The Fallne 2023 (which I love so much!)
Stagger Animation:
Now, all stagger animations have an anim cancel reduced by 30%.
So you will be stagged less time and gameplay will be less punitive and rigid.
Estus:
The time to absorb the cure has been reduced by 7 frames.
Here too I reduced the anim cancel from the 70° frame to the 45°, for a 35% reduction.
(yes, 70 frames to complete the minimum animation of the Estus; painful).
Humanity item:
Reduced anim cancel from 105° frame to 74° (30% reduction)
Installation:
-Put "c0000.anibnd.dcx" inside "DARK SOULS REMASTERED\chr\" and replace
-Enjoy
or (suggested)
-Install ModEngine2
-Put "c0000.anibnd.dcx" inside "DARK SOULS REMASTERED\ModEngine2\mod\chr"
-Enjoy
IF...
..you are using "Dark Souls 1 PvP Overhaul" mod (suggested), put "c0000.anibnd.dcx" inside "DARK SOULS REMASTERED\overhaul\overhaul" and replace it (make a backup of original files)
(This is independent of whether you use ModEngine2)
Compatibility:
All mods that do not use "C0000.anibnd.dcx".
You can readapt my mod to yours or others mods if you want.
Now you can kick the Knight Artorias with his own agility!
Mods suggestions:
- eden VOLITION M97 for Dark Souls Remastered for more vibrant images (a MY mod)
- Dark Souls 3 bosses soundtracks in Dark Souls Remastered Mod (a My mod)
- No more two Sanctuary Guardians Are you tired of encountering not one, but two Sanctuary Guardians? This mod is for you (a My mod)
- Maximum Tier and NG Mod for Dark Souls Remastered Maximum Tier in all areas at maximum NG+ (a my mod)
- Dark Souls Re-Remastered Mod for a very REMASTERED of the game (NOT a my mod)
- Dark Souls 1 PvP Overhaul for a lot of fix for base game and online experience (NOT a my mod)
(https://github.com/metal-crow/Dark-Souls-1-Overhaul)
Credits:
DSAnimStudio for editing tool
DSR Shader Overhaul / AltimorFP for ModEngine2 compatible with Dark Souls Remastered
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(Only for Who Want Modding)
Just a note on what I changed. So whoever wants can readapt my mod. So you can know how I did it.
I Edit with DS Anim Studio V4.9.3. (and and subsequent updates)
-The animations modified for the rolls are from the A00_0720 to the A00_0723 and then from the A00_0735 to the A00_0738.
To change Iframes, I dragged "JumpTable 8, Invincible" from the 11° frame to the 13°, 12° and 15° depending on the type of roll.
To shorten the anim cancel, I "lengthened" some JumpTable (4, 16, 11, 22, 26, 31, 29, 32), with also the ActivateJumpTableEarly, to the frames chosen.
So as to be able to cancel animation in less time.
-Backsteps animations are from A00_0680 to A00_0696 and A00_0697 for ninja flip backstep.
I dragged "JumpTable 8, Invincible" from the 4° frame to the 7° for all types of backstep, and about ninja flip backstep I dragged it from the 8° frame to the 11°
To shorten the anim cancel, I "lengthened" some JumpTable (4, 16, 11, 22, 26, 31, 29, 32), with also the ActivateJumpTableEarly, to the frames chosen.
So as to be able to cancel animation in less time. (literally like rolls)
-Stagger animations are from the A00_2000 to the A00_2057 and then from the A00_2080 to A00_2088.
In this case I only dragged the JumpTable 11 with also ActivateJumpTableEarly.
-The Estus animations are 3 plus one for when it is empty.
A00_7585: the animation of lifting the estus to the mouth. Has no changes.
A00_7586: Animation drinks. "ConsumeCurrentGoods" moved from the 8° frame to the 1°, and added some jumptables to the 26° frame
A00_7587: Animation where the Estus lowers and withdraws.
The jumptables were moved from the 16° frame to the 0 ° frame.
Always with the aim of canceling the animation in less time.
A00_7588: Empty Estus Animation. Move the jumptables from the frame 40° to the 20°, for a 50% reduction.
-Humanity item animation
a00_7501; dragged JumpTable11 from 105° to 74° frame