This mod is a big combat overhaul changing several gameplay mechanics, inspired by Sekiro and a bit of DMC. Includes moveset changes for +30 weapon types, and reworked almost every spell and ash of war, most of them being now completely new and unique. Uses Sekiro Style Deflections with my own edits, and changed a lot of animations to make the gameplay feel unique and fluid. Added "Ultimate Arts" mechanic, with 19 new ultimate attacks for most weapon classes. Also changed consumables and greases, and 9 new starting classes
This is my personal version of Elden Ring, a close thing to the ideal game I always had in my head. The current 1.0+ version is the closest I got to that for now, and I'm pretty happy on how it turned out and fun it is :)
Here’s a list of the major features:
NEW MOVESETS FOR +30 WEAPON TYPES, most having also new movesets for dualwield and some for left hand too. If the weapon doesn't have new moveset, its speed was increased.
+100 ASHES OF WAR REWORKED, turned most into cool skills. Unique skills were sped up too or can be casted in movement
ALL +200 SPELLS EDITED, most of them can be casted with no movement restriction (or are casted with a mobile animation), designed to be agile to be able to cast in more situations. A lot of them are now completely different, varying if charged or not, or may combo when casting with the other hand
All spells use 1 slot, base memory increased to 6 (max to 14) and removed stat requisites. Seals are now used to cast sorceries as well. Holding a seal will passively recover your FP
NEW ULTIMATE ARTS MECHANIC: Hitting with your weapon and deflecting enough times in a period of time will build up accumulation points of yourself (like bleed or other status but without a bar). When reaching the accumulation point threshold, black and white lightning will appear on your character, meaning you can perform the Ultimate Attack with the heavy attack input (R2 / RT / Ctrl+Click). Performing an Ultimate Art will reset the accumulations.
WEAPON CATALYSTS: By infusing a weapon with Magic, Sacred or Occult, the weapon will be able to cast spells instead of strong attacks (like Carian Sorcery Sword). This gives a lot of options to the combat, like dual wielding and cast spells at the same time
Consumables and throwables overhauled, turned into “skills” meaning that they become reusables, cost FP and have new throwing animations, and vanilla tools now cast a unique skill. This includes almost every offensive consumable item.
Greases are now reusable and cost FP, changed the visual effect of most greases, added 3 new greases: Meteorite Grease (looted from Onyx Lord), Crimson Meteorite Grease (looted from Astel Star of Darkness) and Ghostflame Grease (from Deathbird in Liurnia)
Spirit Summons Rework: can be summoned and de-summoned indefinetly, and can be used in most places. Added/replaced 11 new spirit summons
RANGED WEAPONS REWORKED: Bows animations changed, very agile archery.aiming with a longbow turns you into "stealth" mode (not actually invisible, but pretty fast) which lets you shoot with motion, making bow gameplay a bit different. also reworked speed of bows' AOWs. also sped up usage of great bows and ballistas
Light bows are now Gut's hand crossbow from Berserk, can only be equipped in left hand, weapon model from here
Pistol/handgun moveset that replaces the Crossbows. Kalé might sell them bolts for a good price. Pistol models from Guns Mod - No Reload
Sekiro Deflects from Sekiro Deflection mod with my own edits. Deflecting does poise damage to the attacker. Shields cannot block anymore, but do a three hit combo of shield bashing to block incoming damage while dealing poise and stun damage
Sekiro-like movement and dodge, backsteps have different animations with iframes, changed some block stance animations, changed flasks animations, changed running/walk/idle animations for each weapon type (light, heavy, poleblades)
Cancel anytime with block when attacking with light weapons (2 handed or dual wielding), and dodge cancel windows highly increased
Crouch in movement to slide (with i-frames), also backsteps now have i-frames too
New light and heavy weapon riposte animations
STAFF MOVESET. They cannot cast spells. But they are not useless. Cast unique spells with each different attack
ADDED BOSSES OVERHAULS FROM OTHER VERY TALENTED MODDERS:
Rennala the Azure Avatar, Rykard the Consumed Praetor, Godrick the Graft King, Regal Ancestor Spirit, Alecto, Loretta, Magma Wyrm, Gaius, Agheeland Erdtree Avatar by Lwingr
Godfrey Grace's Chosen, Inner Consort Radahn, Messmer Inner Serpent and Romina Bud of Rebirth by thebluehood35
Ebeishaya Rellana, Prime Morgott, Prime Radahn, Vanilla Plus Maliketh and Unalloyed Malenia by MiquellaTheUnaIloyed
- Put the content of "PUT IN GAME FOLDER" folder in your game folder (the folder is usually called "GAME" and is where eldenring.exe is located)
- Extract the "ELDEN VINS" folder where you want
- Go to your "ELDEN VINS" folder, then to its "mod" folder and run "Setup UI Images (ELDEN VINS)" and wait for it to finish unpacking
- It's ready! just make sure Steam is running and open the "Launch ELDEN VINS" .bat to launch the game with the mod. You can make a shortcut to your desktop of this file too. Make sure you have disabled anti-cheat before opening the game with mods
*** it's highly recommended to start a new game to play this mod (for the new items to drop) ***
*** it's recommended to play in English for the new item names and descriptions ***
*** it's recommended to activate vibration if playing with a controller ***
You can further support the mod with a tip on kofi
I also opened a discord server for this mod discussion and coop gather
TrueKhaos from the discord server for helping solve issues of the mod like quickdodge fixes
Kmstr for his Charged Jumps mod and all the times he's helped me solving a lot of problems I had making this. goat
EVILxxVisionzZ for his streams playing the whole game with the mod several times and helping me finding most of the bugs. goated official playtester
Special thanks to everyone that helped me in the ?ServerName? discord server, and everyone that helped with playtesting in the mod's server, couldn’t have done a lot of this without the help