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As I said before, I've recently been porting BG3 weapons into Elden Ring. You can download what I've done so far below: https://drive.google.com/file/d/1yC8_ZxkcsV_TomCDWri531GjfJRIdTjT/view?usp=drive_link This weapon pack contains all the legendary melee weapons, as well as the Githyanki swords you requested. The Githyanki Greatsword, Longsword and Shortswords replaces the Knight's Greatsword, Lordsworn Straight Sword and the Weathered Straight Sword respectively. Currently, it's a mostly cosmetic pack, but once I'm done with the icons and regulation.bin modding, I plan on uploading this onto Nexusmods. And now some screenshots of the Githyanki weapons: Githyanki Shortsword Githyanki Longsword Githyanki Greatsword Silver Sword of the Astral Plane:
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I've been porting some BG3 weapons into Elden Ring recently. Here are the BG3 tools and resources I used: BG3 Modder Multitool BG3/DOS2 Collada Exporter: used to convert .GR2 files into .DAE files. This tutorial on extracting BG3 models For an easier example, let's try to find the BG3 files for the Balduran's Giantslayer. First, open up Gustav\Public\GustaDev\RootTemplates\_merged.lsf.lsx and search for MAG_Giantslayer_Greatsword, the UID for the Giantslayer. In its entry, you'll see an attribute named VisualTemplate, which is the model item reference. The VisualTemplate ID for the Giantslayer is 441ea20b-53f4-005d-bdcb-6e195817d545. Searching for that ID in the Multitool will bring up a file named Shared\Public\SharedDev\Content\Assets\Weapons\[PAK]_Humans\_merged.lsf. Open up that file with a text editing program. Inside the _merged.lsf file, searching for "441ea20b-53f4-005d-bdcb-6e195817d545" in the .LSF file leads us to another Giantslayer node. In this node, we see that the Giantslayer's LSString is "WPN_HUM_Greatsword_Giantslayer_A." Staying in the same file, searching for "WPN_HUM_Greatsword_Giantslayer_A" leads us to another node with a GTexFileName attribute. The GTexFileName is the name of the .DDS texture files which, in the Giantslayer's case, is "b4899d0005ee603fc199470643e8bd19." Now that we know the texture name, use the Multitool's index search to search for "b4899d0005ee603fc199470643e8bd19." When you do so, you'll see an entry that ends with ...b4899d0005ee603fc199470643e8bd19.gtp. Click on the .GTP file and then click the open folder button. You'll see 3 .DDS files with the "b4899d0005ee603fc199470643e8bd19" string in their names, along with other .DDS files. Those 3 .DDS files are the Giantslayer's albedo, normal and physical maps. Searching for "WPN_HUM_Greatsword_Giantslayer_A" with the Multitool also leads us to the weapon's .GR2 model file. A more complicated example is the Silver Sword of the Astral Plane (MAG_GreaterSilver_Greatsword). Inside GustavDev\RootTemplates\_merged.lsf.lsx you'll notice the Silver Sword's entry is missing the VisualTemplate attribute. But don't worry, for you can use the entry's ParentTemplateID (91d38c71-4614-463f-8b35-338e5b3bbf9f) for the next search. Plugging that string into the Multitool's search brings up a file named Shared\Public\Shared\RootTemplates\_merged.lsf. Opening that file up and searching for "91d38c71-4614-463f-8b35-338e5b3bbf9f" shows that its LSString is "WPN_GTY_Greatsword_Vlaakith_A." Searching for "WPN_GTY_Greatsword_Vlaakith_A" in the Multitool brings up the .GR2 model file, as well as a third merged.lsf.lsx file named Shared\Public\SharedDev\Content\Assets\Weapons\[PAK]_Githyanki\_merged.lsf.lsx. Searching for "WPN_GTY_Greatsword_Vlaakith_A" inside the Githyanki merged.lsf.lsx file leads to dead end. But if you search for "GTexFileName" inside the same file, it'll bring you to an entry for a "WPN_GTY_Vlaakith_Greatsword_A" (note the word order). From this entry, you'll see that the texture file is named "6c82d7b1702366556fa5f8f4562b5748." Once I've imported the .DAE files into Blender and exported the meshes into .FBX, I used the following Elden Ring tools to bring the weapons into the game: Forsakensilver's FLVER Editor: Used to import the .FBX file into a .FLVER file Pear's FLVER Editor: Moves meshes and dummy polys around. Importing custom meshes with this version of the FLVER is currently bugged. WitchyBND: Packs and unpacks .TPF and .DCX files BG3 meshes do not need to be resized for Elden Ring, nor (at least for weapons without moving parts) do they need to be rigged. However, once you've imported the BG3 mesh, you need to rotate the imported mesh 90 degrees around the Y axis. You also need to tweak the Y and Z axes to make sure the mesh lines up with the weapon you're replacing. You also need to click the "Set All Bounding Boxes Max Size" button, or else your weapon will disappear from certain angles. As mentioned earlier, in Baldur's Gate 3, there are three main textures files: the albedo map, normal map and physical map. You can find how these maps are set up here. The albedo map can directly replace any existing Elden Ring albedo maps, as long as use convert the .DDS file is compressed using BC7. The normal and metallic maps, though, need a little bit more work. The metallic map corresponds to the red channel in the physics map. To Elden Ring-ize the normal map, you first have to invert the green channel (aka roughness) in the physical map and invert the green channel in the normal map. Then you combine the inverted roughness channel with the normal map's alpha and inverted green channels. If you're combining (or composing in GIMP) the channels, you need to set the alpha, inverted normal green and inverted roughness channels to the red, green and blue channels respectively. This is how the normal map looks like in BG3 and this is how the normal map looks like after being converted for Elden Ring. Here's the Balduran's Giantslayer ported into ER. Hopefully I can write a better tutorial once I'm done porting legendary BG3 weapons into Elden Ring.
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I've recently been working on audio swapping in Elden Ring and I thought it would be helpful to share the tools I've been using: UXM Unpacker 2.2.0.0: unpacks the soundbank (.BNK) files Rewwise: contains bnk2json, the program that will be used to pack and unpack the soundbank files Wwise: converts sound files into the .WEM format. The trial version should be enough if you're just converting files. Vswarte (chain)'s fork of ModEngine2: a version of ModEngine2 modified to play custom .BNK files. You need at GitHub account to download Vswarte (chain)'s Wwise-tooling: online tool that can edit .BNK files. It's also useful for finding which .WEM file corresponds to which soundID. For UXM Unpacker, make sure to unpack all the files, not just the sound and sd files. Otherwise, the .BNK files won't unpack. When you drag a .BNK file on top of bnk2json.exe, a new folder containing the soundbank's .WEM files, as well as a .JSON file, will be created. To repack, simply drag that folder on top of bnk2json.exe. When it comes to Elden Ring modding, bnk2json is to soundbank files as WitchyBND is to .DCX files. Here's a tutorial written by Themyys that goes into more details on how to use bnk2json: https://docs.google.com/document/d/1lNov-a0DwnMY2yZywH3hFYzuoDfndofguvZmAnLDo-U/edit
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Here's a mod I recently uploaded that does a lot of the stuff you've requested: https://www.nexusmods.com/eldenring/mods/4600 This mod was created using Dasaav's ERSkeletonMan C++ framework. Some of the requested units I did not resize include Omens, Servants of Rot, Albinaurics, Zombies, Duelists and Misbegottens. However, you can find the C++ source code in the .ZIP file so you can resize those enemies yourself. I used Visual Studio to compile the .DLL file. Some useful resources to help you with resizing: Character IDs Entity IDs To find how much I needed to scale the enemies by, I converted enemy models to .FBX files and took a look at them in Blender. I scaled enemy models so that the height of the enemy's helmet matched that of the corresponding armor part. For example, to find how much Godrick Knight had to be scaled, I compared the height of the Godrick Knight with height of the tarnished when they wear the Godrick Knight Helm (needed a scaling of 0.805 on the Godrick Knight). Conveniently in Blender, helmet meshes are placed in the correct location (i.e. on the Tarnished head). See part 1 in this guide I wrote, as well as part 1 in this other guide I wrote, on how to import Elden Ring models into Blender.
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I've spent the past few days trying to figure out how to combine ER armor parts together. For a while, I had an issue with imported .FBX files being stuck in the T-pose position. Eventually, I was able to properly import the parts after following this tutorial from Scrub Milk. However, there were additional things I had to do for the imported .FBX meshes to work: Instead of converting to .SMD, I converted my .FLVER files to an .FBX file using the Aqua Model Tools. When Aqua Model Tools (more specifically SoulsModelTool.exe) converts your .FLVER file into an .FBX, the program will create an armature named "Spine," which is different from the "skeleton" armature that comes with ER_Base_Male.blend file. Therefore, under each mesh's armature modifier, make sure Object is pointed to "skeleton" (see 7:00 in Scrub Milk's video) and not "spine." H/t to commenter jessieli4944 for this tip. An updated version of the FLVER Editor (aka Pear's Flver Editor or FLVER Editor 2.0) has been released since Scrub Milk uploaded his video. However, this version of the FLVER editor currently does not import .FBX files correctly. Therefore, you need to use the older FLVER Editor (aka Forsakensilver's FLVER Editor) to import .FBX files. H/t to commenter the_Red_Star for this tip. Pear's FLVER Editor as of version 2.2.1 can now import .FBX files without issues.ER_Base_Male.blend can be downloaded here or from the tools-and-resources channel in the ?ServerName? Discord. ER_Base_Male.blend was originally uploaded by Dasaav. Here's a more detailed tutorial I wrote on this topic: https://sn0wsh00.wordpress.com/2023/09/20/how-to-mix-and-match-elden-ring-armor-parts-with-blender-and-modding-tools/
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Here's a tutorial I wrote on how to resize armor parts using the FLVER Editor: https://sn0wsh00.wordpress.com/2023/09/01/how-to-resize-armor-meshes-in-elden-ring-with-modding-tools/ In addition to resizing meshes, this tutorial also goes over how to import .FLVER files into Blender using the Aqua Model Tools.
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