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        <dc:date>2025-02-26T18:52:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding Interactable Points</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ac6-adding-interactable-points&amp;rev=1740595933&amp;do=diff</link>
        <description>Adding Interactable Points

Authors: Vawser

This tutorial will explain how to add new interactable points to AC6 maps. These are places where the player can use the F key to start a &#039;connection&#039; and after the connection is complete, something may occur. In vanilla, these are normally the ACCESS points that you interact with.</description>
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        <dc:date>2025-02-26T01:12:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding a Moveset</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:adding-a-moveset&amp;rev=1740532328&amp;do=diff</link>
        <description>Adding a Moveset

This tutorial is for Dark Souls III specifically, although some aspects may be similar or the same in the other games.

Tools

To complete this tutorial, the following tools are needed:

	*  HKXPack
	*  DS Anim Studio
	*  Yabber
	*</description>
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        <dc:date>2025-02-26T01:10:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding a Weapon</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:adding-a-weapon&amp;rev=1740532211&amp;do=diff</link>
        <description>Adding a Weapon

This tutorial is for Dark Souls III specifically, although most aspects are similar or the same in the other games.

In order to follow along, you will need to use DSMapStudio and Yabber.

Adding a Weapon

You first need to find where the weapons are defined. In DSMapStudio go to</description>
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        <dc:date>2025-02-27T00:49:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding Havok Variables</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:adding-havok-variables&amp;rev=1740617354&amp;do=diff</link>
        <description>Adding Havok Variables

Authors: Vawser

This tutorial is for Dark Souls III.

The same concepts can be applied with Elden Ring and Sekiro behavior files, however HKXPack does not currently support these two games.

For Elden Ring, you can use  HKLib, this however will require a C# program to make use of the library and is not covered in this tutorial.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:51:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Apply an sfx permanently to a weapon</title>
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        <description>Apply an sfx permanently to a weapon

Authors: JeNoVaViRuS

Tools

	*  DSMapStudio

Apply it to a point on the blade

The “easy” way to permanently add an sfx to a weapon is to set a “residentSfxId” of an existing one and set its “residentSfx_DmyId</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-04-02T22:11:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Basics</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:basics&amp;rev=1775167914&amp;do=diff</link>
        <description>Basics

Authors: JeNoVaViRuS

Preamble

Before you try to start with any tutorials on modding you should read this.

Unpacking the game with UXM

Before you can even use tools to modify content you need to unpack every FromSoftware game (except Dark Souls Remastered because it&#039;s already unpacked).</description>
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        <dc:date>2025-02-24T21:27:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Anatomy of a Boss Fight: Iudex Gundyr</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:boss-iudex-gundyr&amp;rev=1740432426&amp;do=diff</link>
        <description>Anatomy of a Boss Fight: Iudex Gundyr

Souls games are well known for their boss fights. Acting as the gatekeepers for many areas in the games, boss fights challenge players with a myriad of attacks, effects, and set pieces. It&#039;s not surprising then that boss fights are rather complex, with elements that touch almost every element in the game engine. In this article, we will examine the tutorial boss fight of DS3: Iudex Gundyr, and examine all the systems used to implement this fight including m…</description>
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        <dc:date>2025-02-24T23:15:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Cheat Engine: Common Functions</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:cheat-engine-common-functions&amp;rev=1740438937&amp;do=diff</link>
        <description>Cheat Engine: Common Functions

Authors: Challenger Andy

Content

Common Cheat Table functions for Dark Souls 2. Similar to other FromSoftware games as well.

 View Google Document</description>
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        <dc:date>2025-02-24T23:16:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Cheat Engine: The Basics</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:cheat-engine-the-basics&amp;rev=1740438969&amp;do=diff</link>
        <description>Cheat Engine: The Basics

Authors: Challenger Andy

Content

How to install, setup, and operate Cheat Engine for FromSoftware games.

 View Google Document</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:53:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Create a paired weapon</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:create-paired-weapons&amp;rev=1740538437&amp;do=diff</link>
        <description>Create a paired weapon

Tools

	*  DSMapStudio
	*  DSAnimStudio
	*  WitchyBND

Create weapon entry

DSMapStudio -&gt; Param Editor -&gt; “EquipParamWeapon” category -&gt; Select an existing paired weapon -&gt; duplicate -&gt; change “EquipModelId” to an unused ID</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:49:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Creating a New Gracesite</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:creating-a-new-gracesite&amp;rev=1740538198&amp;do=diff</link>
        <description>Creating a New Gracesite

Authors: Lucy

What you’ll need

	*  Smithbox (&lt;https://github.com/vawser/Smithbox/releases&gt;)
	*  Unpacked Game with UXM (&lt;https://www.nexusmods.com/eldenring/mods/1651?tab=files&gt;)
	*  DarkScript3 (&lt;https://github.com/AinTunez/DarkScript3/releases&gt;)

Creating the new Gracesite

Open Smithbox and create a new Project, name it how you want and point it to a project folder of your choosing. Point to the</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:creating-and-changing-er-ai&amp;rev=1740886449&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-02T03:34:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Creating and Changing Elden Ring AI</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:creating-and-changing-er-ai&amp;rev=1740886449&amp;do=diff</link>
        <description>Creating and Changing Elden Ring AI

Authors: ElaDiDu

Source

View Google Document</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T18:55:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Creating Standalone, Retextured Assets Using AEGs and AETs</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:creating-standalone-retextured-assets-using-aegs-and-aets&amp;rev=1740423329&amp;do=diff</link>
        <description>Creating Standalone, Retextured Assets Using AEGs and AETs

DISCLAIMER: This is not guaranteed to be the fastest, easiest, or most foolproof method. This is simply the method that I&#039;ve found works, and it&#039;s sure as heck better than the old method. Your results may vary.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:56:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Debugging DS3</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:debugging-the-game-ds3&amp;rev=1740538586&amp;do=diff</link>
        <description>Debugging DS3

*Note: This is for debugging and breakpointing. For more information on Debug Menu, a different functionality, see  Debug Menu DS3.

Launching the game with a debugger

There are two problems when attempting to debug the game

First, you need to make sure the game actually launches when ran from a debugger, and second the game must be unable to detect that it&#039;s being debugged.</description>
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    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds1-bonfire-basics&amp;rev=1740886652&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-02T03:37:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Bonfire Basics</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds1-bonfire-basics&amp;rev=1740886652&amp;do=diff</link>
        <description>Bonfire Basics

Authors: Geeeeeorge/King Bore Haha

unsorted:
collisionName
DisableBonfireEntityID
type sorting dsmapstudio

Tutorial wrote for DS1, but information applies to non-ds2 games.

Components of a bonfire

Basic Components

These are accessible through</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds1-breakobj-generation&amp;rev=1740533282&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T01:28:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to Generate New .breakobj Files</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds1-breakobj-generation&amp;rev=1740533282&amp;do=diff</link>
        <description>How to Generate New .breakobj Files

What are .breakobj files?

BreakObj files are essentially a less resource intensive way of determining where broken pieces of an object should be when loading a save for objects that have been broken.

If an object has been added or removed from a</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds1-loading-screen-items&amp;rev=1740538477&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:54:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Loading Screen Items (DS1)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds1-loading-screen-items&amp;rev=1740538477&amp;do=diff</link>
        <description>Loading Screen Items (DS1)

The game chooses a random item from a subset of 62 items (10 rings, 37 goods, 9 weapons, and 5 armor pieces) to display on the loading screen. By default, these items are generally consumables or online items you find relatively early in the game, equipment belonging to assorted NPCs such as Siegmeyer, Oswald, and Logan, and some other extras like the Skull Lantern and Red Tearstone Ring.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds1-modding-with-soulstruct&amp;rev=1740438881&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:14:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modding Dark Souls 1 with Soulstruct</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds1-modding-with-soulstruct&amp;rev=1740438881&amp;do=diff</link>
        <description>Modding Dark Souls 1 with Soulstruct

Authors: Grimrukh 

Basic Setup and Map Editing

Introduction to modding Dark Souls 1 (either version) using Soulstruct, an almost-all-in-one editor program by Grimrukh. Find out how to load a Soulstruct project, the different map entry data types, and basic character edits.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds1r-downpatching-the-game&amp;rev=1740439016&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:16:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Downpatching Dark Souls: Remastered</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds1r-downpatching-the-game&amp;rev=1740439016&amp;do=diff</link>
        <description>Downpatching Dark Souls: Remastered

Authors: Geeeeeorge/King Bore Haha

Content

Instructions for how to downpatch your game version. Written for DS1 but can be useful for all games.

 View Google Document</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds3-create-a-bonfire&amp;rev=1740536668&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:24:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Create a New Bonfire (DS3)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds3-create-a-bonfire&amp;rev=1740536668&amp;do=diff</link>
        <description>Create a New Bonfire (DS3)

Tools

	*  DS Map Studio
	*  Yabber
	*  Darkscript3

Getting familiar with DSMapStudio

	*  download it here:  DSMapStudio
	*  click “File” on the top left corner and select “New Project”
	*  choose a name, we&#039;ll go with “New Bonfires</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds3-downpatching-the-game&amp;rev=1740438171&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:02:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Downpatching Dark Souls III</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds3-downpatching-the-game&amp;rev=1740438171&amp;do=diff</link>
        <description>Downpatching Dark Souls III

Authors: george/kingbore

Instructions

Dark Souls 3 was updated in 2022 and again in early 2023, breaking mod engine and many mods.
An easy way to 100% fix this is by downpatching your DS3 EXE to an older version.

Method 1</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ds3-gparam-basics&amp;rev=1740617151&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:45:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Map Lighting Tutorial (DS3)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ds3-gparam-basics&amp;rev=1740617151&amp;do=diff</link>
        <description>Map Lighting Tutorial (DS3)

Authors: Abyss1ne

The Dark Souls 3 lighting system is really unique and complicated to mess with, so here it is a tutorial teaching you the basics on how to modify it. First of all, we need to understand the file type used for lighting and where it can be found.
The file type that Fromsoftware uses for lighting is the .gparam files and they can be found inside the following folder path: \PARAM\DRAWPARAM\. Also, gparam files can be unpacked with Yabber, giving you a …</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:edit-dark-souls-2-cutscenes&amp;rev=1740536412&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:20:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Dark Souls 2 disable cutscene effects</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:edit-dark-souls-2-cutscenes&amp;rev=1740536412&amp;do=diff</link>
        <description>Dark Souls 2 disable cutscene effects

Disable bloodshot eye:

	*  Open DsMapStudio and create a new project for DS2
	*  Go to Param Editor and go to DemoParam category
	*  The cutscenes are determined by their map number e.g. “101020” is the Last Giant, in the map 10_10</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:editing-an-ash-of-war&amp;rev=1740538342&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:52:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Editing an Ash of War</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:editing-an-ash-of-war&amp;rev=1740538342&amp;do=diff</link>
        <description>Editing an Ash of War

Authors: JeNoVaViRuS

Tools

	*  DSMapStudio
	*  DSAnimStudio

Params

In DSMapStudio -&gt; Param Editor -&gt; “SwordArtsParam” category there is a list of all Ashes of War.

After selecting your target Ash of War you will notice that there are barely any fields.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-adding-armor-dyes&amp;rev=1740886741&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-02T03:39:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Guide on Adding Armor Dyes</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-adding-armor-dyes&amp;rev=1740886741&amp;do=diff</link>
        <description>Guide on Adding Armor Dyes

Authors: HALYCON

Guide

Hello friends, your buddy HALCYON here.

Here is my tutorial on creating armor dyes for Elden Ring. credit due to DarKMatteR for helping me understand how to achieve this. 

you will only need a parameter editor for this method of creating</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-elevator&amp;rev=1740535595&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Elevator (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-elevator&amp;rev=1740535595&amp;do=diff</link>
        <description>Add New Elevator (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-enemies-fade-on-death&amp;rev=1740542727&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T04:05:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Make Enemies Fade Out on Death (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-enemies-fade-on-death&amp;rev=1740542727&amp;do=diff</link>
        <description>Make Enemies Fade Out on Death (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-falling-guillotine-trap&amp;rev=1740535600&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Falling Guillotine Trap (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-falling-guillotine-trap&amp;rev=1740535600&amp;do=diff</link>
        <description>Add New Falling Guillotine Trap (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-hand-operated-door&amp;rev=1740535622&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:07:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Hand-Operated Door (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-hand-operated-door&amp;rev=1740535622&amp;do=diff</link>
        <description>Add New Hand-Operated Door (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-ladders&amp;rev=1740535585&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Ladder (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-ladders&amp;rev=1740535585&amp;do=diff</link>
        <description>Add New Ladder (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-lever-operated-door&amp;rev=1740535611&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Lever-Operated Door (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-lever-operated-door&amp;rev=1740535611&amp;do=diff</link>
        <description>Add New Lever-Operated Door (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-pressure-plate-arrow-trap&amp;rev=1740535606&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Pressure Plate Arrow Trap (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-pressure-plate-arrow-trap&amp;rev=1740535606&amp;do=diff</link>
        <description>Add New Pressure Plate Arrow Trap (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-stake-of-marika&amp;rev=1740535629&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:07:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Stake of Marika (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-stake-of-marika&amp;rev=1740535629&amp;do=diff</link>
        <description>Add New Stake of Marika (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:er-make-treasure-chest&amp;rev=1740535591&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:06:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Add New Treasure Chest (ER)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:er-make-treasure-chest&amp;rev=1740535591&amp;do=diff</link>
        <description>Add New Treasure Chest (ER)

Authors: Evanlyn

Prerequisites

	*  DS Map Studio, and basic usage knowledge
	*  DarkScript 3, and basic usage knowledge
	*  Yabber (w/ unpacked Elden Ring folder)
	*  Patience.

Notes

Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:esd-add-custom-covenant-rewards&amp;rev=1740616271&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:31:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ESD: Add Custom Covenant Rewards</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:esd-add-custom-covenant-rewards&amp;rev=1740616271&amp;do=diff</link>
        <description>ESD: Add Custom Covenant Rewards

Authors: JeNoVaViRuS

Tools:

	*  soulstruct / esdtool / zeditor
	*  DS Map Studio
	*  DarkScript3

This tutorial will use soulstruct talk structure. You can write directly into the editor but I recommend using Notepad++.
Esdtool converts the talk files to text files. After you made your changes you need to convert them back.
Zeditor shows the talk as states (which they actually are).
It has a clear advantage to show which states the current state can transfer t…</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:esd-add-full-warp-system&amp;rev=1740616292&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:31:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ESD: Add Full Warping System</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:esd-add-full-warp-system&amp;rev=1740616292&amp;do=diff</link>
        <description>ESD: Add Full Warping System

Authors: JeNoVaViRuS

Tools

	*  soulstruct / esdtool / zeditor
	*  DS Map Studio
	*  DarkScript3

This tutorial will use soulstruct talk structure. You can write directly into the editor but I recommend using Notepad++.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:export-edit-and-import-models&amp;rev=1775169396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-04-02T22:36:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Equipment: Export, edit and import models</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:export-edit-and-import-models&amp;rev=1775169396&amp;do=diff</link>
        <description>Equipment: Export, edit and import models

Tools

	*  Smithbox
	*  WitchyBND
	*  FLVER Editor 2
	*  FBX Importer

Find model IDs

Smithbox -&gt; param editor -&gt; “EquipParamWeapon”/“EquipParamProtector” category -&gt; search for your weapon/armor -&gt;</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ffdec-tutorial&amp;rev=1741475396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-08T23:09:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FFDEC Tips and Tricks</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ffdec-tutorial&amp;rev=1741475396&amp;do=diff</link>
        <description>FFDEC Tips and Tricks

Authors: Vawser

Overview

The JPEXS Free Flash Decompiler (or FFDEC) is an open-source decompiler for Flash SWF files. Various From Software games make use of these files to configure the user interface, mainly from Dark Souls III onwards.

Although FFDEC has an graphical interface for editing</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:ffx-files-for-sfx-explained&amp;rev=1740617253&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:47:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FFX files for SFX Explained</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:ffx-files-for-sfx-explained&amp;rev=1740617253&amp;do=diff</link>
        <description>FFX files for SFX Explained

If you have any additions for this article or the reference sheets feel free to ping JeNoVaViRuS on the ?ServerName? Discord Server.

Tools

	*  FXMLR
	*  Witchy
	*  Notepad++

General

SFX are the special visual effects that use models and textures to</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:fxr-files-for-sfx-explained&amp;rev=1740430862&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T21:01:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FXR files for SFX Explained</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:fxr-files-for-sfx-explained&amp;rev=1740430862&amp;do=diff</link>
        <description>FXR files for SFX Explained

Tools

	*  WitchyBND (version at time of writing is 2.4.0.1)
	*  Notepad++

General

SFX are the special visual effects that use models and textures to “simulate” glowing, fire, flames, and magic. They are located in the</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:general-troubleshooting-for-mod-issues&amp;rev=1740436383&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T22:33:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>General Troubleshooting for Mod Issues</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:general-troubleshooting-for-mod-issues&amp;rev=1740436383&amp;do=diff</link>
        <description>General Troubleshooting for Mod Issues

Authors: Challenger Andy

Sources

View Google Document</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:how-drawgroups-and-displaygroups-work&amp;rev=1740534670&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T01:51:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How Drawgroups and DisplayGroups Work</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:how-drawgroups-and-displaygroups-work&amp;rev=1740534670&amp;do=diff</link>
        <description>How Drawgroups and DisplayGroups Work

Authors: Thegreatgramcracker

TL;DR: Drawgroups are the groups that are used for drawing objects. Displaygroups are the groups you get from walking on collision which say which drawgroups to draw.

Every part (map piece, collision, object, enemy, and player) in a map has it&#039;s own collections of groups used to determine if that part will be enabled based on the collision the player is standing (known as</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:how-to-create-a-new-bonfire&amp;rev=1740534651&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T01:50:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Create a New Bonfire (DS2)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:how-to-create-a-new-bonfire&amp;rev=1740534651&amp;do=diff</link>
        <description>Create a New Bonfire (DS2)

Authors: Desgeras



Required Tools

	*  MapStudio
	*  Yabber
	*  Yapped Honey Bear or ParamStudio
	*  Gimp or similar photo editing software

Creating your Bonfire

Create or open an existing project in MapStudio



Load (right click) the map you want in</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:how-to-create-a-trick-weapon&amp;rev=1740532730&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T01:18:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to Create a Trick Weapon</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:how-to-create-a-trick-weapon&amp;rev=1740532730&amp;do=diff</link>
        <description>How to Create a Trick Weapon

Authors: Anonim01, geeeeeorge

Preamble

This tutorial is subject to change if new information is given on how to make a Trick Weapon in DS3. 
So, first of all, the information inside this document is not my thing, I just organized and put together everything that Appa and Halvard taught about making a trick weapon, so all credits to them.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:how-to-create-new-spells-in-ds1&amp;rev=1740617314&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:48:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How To Create New Spells In DS1</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:how-to-create-new-spells-in-ds1&amp;rev=1740617314&amp;do=diff</link>
        <description>How To Create New Spells In DS1

Authors: JeNoVaViRuS

Tools

	*  Witchy
	*  FXMLR
	*  DS Map Studio
	*  DS Anim Studio
	*  Zeditor
	*  DRB Icon Appender
	*  DarkScript3
	*  paint.net
	*  Notepad++

This tutorial will show how to add a spell from scratch but we will be using the animation and sfx from the special attack of the</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:how-to-make-object-textures-load-in-any-map-ds1&amp;rev=1740423192&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T18:53:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to Make Object Textures Load in Any Map</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:how-to-make-object-textures-load-in-any-map-ds1&amp;rev=1740423192&amp;do=diff</link>
        <description>How to Make Object Textures Load in Any Map

This method of forcing the textures to load in any map works for both PTDE and Remastered. Doing this is not necessary for certain important objects that exist in multiple maps, such as bonfires or corpses, but is usually necessary for objects that appear in only one map.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:identifying-the-game-version-a-mod-uses&amp;rev=1740438034&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:00:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to Identify the Game Version (Patch) a Mod Uses</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:identifying-the-game-version-a-mod-uses&amp;rev=1740438034&amp;do=diff</link>
        <description>How to Identify the Game Version (Patch) a Mod Uses

Authors: Challenger Andy

Introduction

Mods and mod tools are typically made for specific patches of the game, requiring use to match our game version to the one the mod supports if we want to use that mod (or go through the process of updating the mod ourselves). This tutorial details how to identify what patch the mod supports using several different methods.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:intro-to-elden-ring-emevd&amp;rev=1740616426&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:33:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Intro to Elden Ring EMEVD</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:intro-to-elden-ring-emevd&amp;rev=1740616426&amp;do=diff</link>
        <description>Intro to Elden Ring EMEVD

Authors: thefifthmatt

Preamble

Elden Ring event scripts work a lot like event scripts in previous games. They use the  EMEVD/EVD/EventMakerEx format. The main difference comes from new commands and the world itself, which is large and interconnected and composed of hundreds of different maps.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:learning-how-to-mod-fromsoft-games-ft-grimrukh&amp;rev=1740438999&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:16:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Learning to Mod FROMSOFT Games ft. Grimrukh</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:learning-how-to-mod-fromsoft-games-ft-grimrukh&amp;rev=1740438999&amp;do=diff</link>
        <description>Learning to Mod FROMSOFT Games ft. Grimrukh

Authors: LobosJr, Grimrukh

Content

Series of two-hour streams that serve as a pretty comprehensive crash course for beginners to FromSoft mod making.

 View YouTube Playlist</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:learning-how-to-use-emevd&amp;rev=1773335518&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-03-12T17:11:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Learning How To Use EMEVD</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:learning-how-to-use-emevd&amp;rev=1773335518&amp;do=diff</link>
        <description>Learning How To Use EMEVD

Author: Geeeeeorge/King Bore Haha

Preamble

This tutorial is mostly based off of Dark Souls 1 EMEVD, however it is extremely compatible with the other Soulsborne games. Later titles will have access to commands and systems that allow for more complex tasks or easier implementation, but the fundamentals will be mostly identical.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:main&amp;rev=1776005157&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-04-12T14:45:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tutorials</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:main&amp;rev=1776005157&amp;do=diff</link>
        <description>Tutorials



Below is an assorted list of tutorials on how to do various Souls modding related things. If you have a tutorial that you would like to add, feel free to ping a wiki contributor or a staff member on the modding discord server.

	*  Note: The majority of tutorials for</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:make-buffs-cast-on-both-hands&amp;rev=1740538186&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:49:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to make buffs cast on both hands at the same time</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:make-buffs-cast-on-both-hands&amp;rev=1740538186&amp;do=diff</link>
        <description>How to make buffs cast on both hands at the same time

Authors: Syyyke

Tools

	*  DS Map Studio

You need to make duplicates of both special effects and visual effects to go along with the corresponding hands.

I&#039;ll break it down the best I can...some terminology first:</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:mattscript-documentation&amp;rev=1740617084&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:44:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>MattScript Documentation</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:mattscript-documentation&amp;rev=1740617084&amp;do=diff</link>
        <description>MattScript Documentation

Authors: thefifthmatt

Preamble

MattScript is an uncreatively named extension to DarkScript3 developed by thefifthmatt which adds additional syntax for control flow and condition expressions for writing advanced scripts with ease. It can be activated in events by defining them with</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:modding-movesets-the-muffin-knowledge-compenium-ds3&amp;rev=1740617119&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-27T00:45:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>A Dark Souls 3 Modding Tips and Tricks Guide By WhurDaMuffinsAt</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:modding-movesets-the-muffin-knowledge-compenium-ds3&amp;rev=1740617119&amp;do=diff</link>
        <description>A Dark Souls 3 Modding Tips and Tricks Guide By WhurDaMuffinsAt

A significant amount of the knowledge found here was taught to me by El Fonz0, Rodan, and Vawser for whose guidance I am incredibly grateful. Please note that this guide is written from the perspective of Vawser’s Cinders mod, but should still be applicable in most respects to vanilla DS3 modding and other DS3 overhauls. If you&#039;d like to add information to this page or have questions, please message me on Discord @WhurDaMuffinsAt#7…</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:modifying-gparams&amp;rev=1740536181&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T02:16:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modifying GParams</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:modifying-gparams&amp;rev=1740536181&amp;do=diff</link>
        <description>Modifying GParams

What are GParams?

GParams are general purpose graphics configuration files that many Fromsoft games use. The majority of this tutorial will be about GParams in Elden Ring, but many of the themes may apply to the other games. 
GParams can control many things such as fog, outdoor/ambient lighting, colors, anti-aliasing, and more. Not everything is known about what the groups/parameters do, so if you find anything out, don&#039;t hesitate to message me on ServerName (@?Rainer?).</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:new-spells-overview-in-ds1&amp;rev=1740500641&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-25T16:24:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Spell System Overview for New Spells in DS1</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:new-spells-overview-in-ds1&amp;rev=1740500641&amp;do=diff</link>
        <description>Spell System Overview for New Spells in DS1

Authors: George/King Bore Haha

Parameters for spell item and attunement

	*  Magic for basic spell information
	*  EquipParamGoods for spell item information
	*  ShopLineupParam for attunement
	*  EquipMtrlSetParam for attunement

Parameters that determine what a spell does</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:sdt-adding-a-new-icon&amp;rev=1741479364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-09T00:16:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding a New Icon (SDT)</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:sdt-adding-a-new-icon&amp;rev=1741479364&amp;do=diff</link>
        <description>Adding a New Icon (SDT)

Authors: Vawser

Tools

	*  JPEXS Free Flash Decompiler
	*  Smithbox
	*  WitchyBND
	*  Notepad++
	*  Batch Scripts from FFDEC Tips and Tricks

Tutorial

In this tutorial, we will be adding a new icon, specifically icon ID 1099. 

The same instructions apply for any icon ID, so substitute 1099 for your actual icon ID when reading the instructions below.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:smithbox-er-world-map&amp;rev=1740599493&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T19:51:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Smithbox: Using the World Map</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:smithbox-er-world-map&amp;rev=1740599493&amp;do=diff</link>
        <description>Smithbox: Using the World Map

Authors: Vawser

What is the World Map?

The world map is a visual window for selecting a map group by clicking on it within the Base or Shadow of the Erdtree maps. This makes it much easier to find the map tiles you want to edit.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:smithbox-map-editor-fundamentals&amp;rev=1768926421&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-01-20T16:27:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Smithbox: Map Editor Fundamentals</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:smithbox-map-editor-fundamentals&amp;rev=1768926421&amp;do=diff</link>
        <description>Smithbox: Map Editor Fundamentals

Authors: Vawser

Disclaimer: this information is accurate for Smithbox 1.0.25.

Preamble

The Map Editor is the key editor for the modding of maps. It provides an interface for you, the mod maker, to edit the data contained within MSB files (the map level data) and a viewport in which the map is rendered.</description>
    </item>
    <item rdf:about="http://soulsmodding.com/doku.php?id=tutorial:smithbox-map-editor-property-mass-edit&amp;rev=1740607807&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T22:10:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Smithbox: Property Mass Edit</title>
        <link>http://soulsmodding.com/doku.php?id=tutorial:smithbox-map-editor-property-mass-edit&amp;rev=1740607807&amp;do=diff</link>
        <description>Smithbox: Property Mass Edit

Authors: Vawser

Disclaimer: this information is accurate for Smithbox 1.0.25.

Preamble

The Property Mass Edit tool allows you to apply a programmatic edit to a property throughout a set of maps (can be 1 map up to all maps).</description>
    </item>
</rdf:RDF>
