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tutorial:basics [2026/04/02 23:06] jenovavirustutorial:basics [2026/04/02 23:11] (current) – removed last mentioning of old tools and updated formatting jenovavirus
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 No matter which tools you use to modify content it will only take effect if you: No matter which tools you use to modify content it will only take effect if you:
   - are using ModEngine, ModEngine2 or ModEngine3 depending on the game and its version (you can download it from the [[https://soulsmodding.com/doku.php?id=tool:main|tools page]]) and put all modified files into its mod folder   - are using ModEngine, ModEngine2 or ModEngine3 depending on the game and its version (you can download it from the [[https://soulsmodding.com/doku.php?id=tool:main|tools page]]) and put all modified files into its mod folder
-  - selected "patch" in UXM and then overwrite your game files directly or copy over your project directory (e.g. from "DSMapStudio") to the game directory+  - selected "patch" in UXM and then overwrite your game files directly or copy over your project directory (e.g. from "Smithbox") to the game directory
  
 It is recommended to use ModEngine but older titles like DS1 are not supported. You can only use the second option. It is recommended to use ModEngine but older titles like DS1 are not supported. You can only use the second option.
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 ===== Backup your save files ===== ===== Backup your save files =====
-If you have existing save files then you need to make a backup of them. +If you have existing save files then you need to make a backup of them. Never, ever, go online with a save that was used with a mod. \\ 
-Never, ever, go online with a save that was used with a mod.+
 After you have played the game with a mod you need to delete or rename your current save files and restore your old save files. After you have played the game with a mod you need to delete or rename your current save files and restore your old save files.
  
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 Adding files: Adding files:
-  - If you not just edit but add files to the unpacked folders then you also need to edit the "_witchy-ffxbnd.xml" in the folder before you repack it +  - If you not just edit but add files to the unpacked folders then you also need to edit the "_witchy.xml" in the folder before you repack it 
-  - You need to look for the entries of a specific file type that already existed e.g. from the unpacked "c0000.anibnd.(dcx)" you can find ".tae" in its "_witchy-ffxbnd.xml"+  - You need to look for the entries of a specific file type that already existed e.g. from the unpacked "c0000.anibnd.(dcx)" you can find ".tae" in its "_witchy.xml"
   - Then duplicate the last entry of the same file extensions   - Then duplicate the last entry of the same file extensions
   - Then edit the ID to be the next consecutive number   - Then edit the ID to be the next consecutive number
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 ==== Characters ==== ==== Characters ====
-Characters are all entities (enemies and NPCs) with an AI. The player is c0000.+Characters are all entities (enemies and NPCs) with an AI. The player is c0000. \\ 
 The character files are in the "Chr" folder and contain the .flver model, animations and textures (need to be unpacked as well). The character files are in the "Chr" folder and contain the .flver model, animations and textures (need to be unpacked as well).
  
-The players animation file "c0000.anibnd.dcx" can be opened with "DSAnimStudio" and contains all animations from tae 00 (or 000 in later titles)."TAE" stands for time action event and is an animation + events happening at a specific point during the animation for X amount of time. This can be one frame or several seconds. +The players animation file "c0000.anibnd.dcx" can be opened with "DSAnimStudio" and contains all animations from tae 00 (or 000 in later titles)."TAE" stands for time action event and is an animation + events happening at a specific point during the animation for X amount of time. This can be one frame or several seconds. \\  
-Additional files contain taes for other ranges e.g. "c0000_a1x.anibnd.dcx" contains the taes for 10.+Additional files contain taes for other ranges e.g. "c0000_a1x.anibnd.dcx" contains the taes for 10. \\ 
 Other files e.g. "c2040.anibnd.dcx" contain the animations for enemies. Other files e.g. "c2040.anibnd.dcx" contain the animations for enemies.
  
tutorial/basics.txt · Last modified: by jenovavirus