I've just started the mod, so I don't have all the things, but I do know that the Red-Hot Whetblade actually gives you another affinity: Fell. The description says "Wielding this weapon drains Rot, Frost, Madness, Death" and I'm pretty sure it means that hitting things, if not just holding the weapon, makes those status effects drop buildup. It also seems to replace Flame Art, giving you Faith scaling and I can't find Flame Art on the list. So, there's that. I'll edit this with any more I discover as I get more Whetblades.
@@KampaPlays btw how can I report a bug? I installed and uninstalled the mod to see and noticed that dodging is really stiff with the reforged mod compared to the normal version its just a slight difference but its noticeable when playing boss fights
@@mikali1704 This mod includes the CSVs for creating lifesteal weapons, I bet you could merge them into ERR with Yapped and get your vampire mode! www.nexusmods.com/eldenring/mods/966?tab=description
Been playing this on Shura difficulty with the addition of 3× enemies and attack recovery overhaul. Fights are now super intense. A single soldier can be deadly. A full camp all at once is now a death sentence. By far my favorite thing is being able to respawn bosses. Lets me fight the mimic as many times as I want. And with ARO they can animation cancels and perfect block your attacks too.
Fighting my own mimic with a bleed and sleep weapon was a massive mistake. The mimic could one hit sleep me and two hit bleed. So a single mistake was very punishing on Shura mode.
@@KampaPlays I had to swap to a different weapon to beat the mimic after 5 attempts. Changed from a sleep flambege to a bleed Stone great sword. One of the best fights against an npc I've had in the whole series.
@@KampaPlays the 3× enemies mod currently only effects a handful of things in limgrave because the creator is hand placing the enemies. So sadly no 3v1 mimic yet. On the other hand I had to fight 4 crucible knights in the evergaol. Was playing on relaxed mode but still scary stuff.
Hahaha 4 of almost any enemy is enough to murder me, i can't imagine trying to kill 4 bosses at once!! Sounds like a really cool mod though, i think tons of easier enemies would be a really fun way to play it.
My main compliant about the custom difficulties is that....there is no middle ground. Master difficulty someone hates himself that want to be punished I just want some enemies and bosses more aggressive and have more health bar.
Kirnifr is amazing and works everyday to polish his mod to make the game more complete and balanced, he adds new cool features from time to time, fixed a lot of vanilla bugs, and most importantly, he nerfed Godskin Duo!
I agree, you can tell they have a real passion for the game. When I played the mod it really felt like I was playing the game how it "should" have been.
@@GoddessCynthia Yeah, I wondered about the overall effects of the changes on spells... They did some things like temporary magic weakness and stuff on the big nerfs so they can be useful, which I thought was interesting. I didn't get super far into the spells though, so I didn't get to see the real impact. Did it make sorcery build less viable overall?
@@KampaPlays as of jan 25 2023 im on new game 218 i downloaded this mod to check it out, im limited to 2 incantations it doesnt even let me use. Which made me unistall it given i constantly use ancient dragon incants and golden vow, on top of my mana bar is ridiculously small
Does ERR remove the soft caps on stats? That's the main reason why I'm throwing most of it into Arcane, as bleed procs just do better on the long term even in NG+.
Hm I'm not sure on that, i know the scaling of some of stats and effects were adjusted, but i don't remember reading anything in the patch notes about removing the soft caps
honestly don't like any of the difficulties is there not a normal mode? My main issue is the decreased health, attack power and status resistance enemies have in simple mode.
FP Regen is not the way it should have been from the start, that's honestly an absurd thing to say. FP regen completely breaks the game if you're a caster, making it very, very brain-dead. As a physical damage dealer, your exploration and combat is limited by your health pots. It forces you to take the games challenges seriously, as you can't just AFK and regain health. You take each threat seriously, knowing you only have a finite amount of health. As a magic damage dealer, you don't need health pots. If you're popping more than like 1-3 health pots per grace reset as a caster you just aren't very good. There's no way enemies should even be getting close enough to you to deal damage (for the most part). Your exploration and combat is limited by your mana pots. They are what make you really think about what spell you're using and how you're using it, how to be effective and not wasteful, knowing you have a finite resource. Having infinite mana just lets you spam everything and completely removes all the challenge from a Sorc/Faith run. I'm all for people playing how they want, but to say that's how it should have been is just plain ignorant to the games design. That's like letting your health regen outside of combat in Dark Souls. Ridiculous.
I understand your point, I just don't share the same opinion. I'm not ignorant to the game's design, I played it and beat it vanilla. I just preferred the mod's changes - in my opinion it doesn't make it infinite or brain-dead it adds a bit more flavor and reward to mixing up combat while adding a bit of convenience. Sacrilege to hardcore souls fans? Probably, but I'm not one, I just enjoyed the game.
I was vibing with this mod until I ran into a bunch of dumb shit. Elder Greyoll can't be bled, I can not for the LIFE of me figure out why ANYONE would make that change. A bunch of spells have a higher stat requirement for NO fucking reason and a bunch of talismans are nerfed for what I would consider no good reason. Adding shit to the game in the form of new affinities and mechanics is really cool and really fun, but seeinga bunch of "balance" changes that don't make any fucking sense was really annoying to see.
I understand where you are coming from -- I didn't get deep enough to see everything, but there were a few things that were nerfed that I wondered why they would do that. I figured there were other balance changes they had in mind to make up for it, but I imagine they hurt a few playstyles trying to do that.
@@KampaPlays I spent like an hour doing what most people do with a fresh save at this point. Go to Elder Greyoll and get their starting exp boost. When it took like 8 min and not ONE bleed proc happened, I had to look deep into the patch notes to find that he's been made resistant to absolutely every status and form of damage. Spells that normally have incredibly low investement like Flame Grant Me Strength have a higher stat requirement. Going from a requirement of 15 to 20 faith doesn't seem like much, but when you play with a max level those 5 levels matter.
Good question, I'm not sure. I've seen 'Shura' classes in a few games in the past, but I don't know what exactly the creator was trying to recreate here.
@@KampaPlays the creator is referencing Sekiro! a game made by fromsoft. from what i've read, it is basically just adding the difficulty of Sekiro into Elden Ring. (And it is also the reason why they added a Deflect feature.)
Omg how is it that ten minutes ago I thought to myself "I wonder if anyone's made a mod showcase on Elden Ring Reforged" and this video appears only a couple more minutes later!? Detailed yet concise, nicely done dude! Definitely gonna be bugging my buds to try ERR once LukeYui's co-op mod releases :A
@@Das_Mexikaner Yeah! It's aspiring to make the entire game seamlessly co-op! www.pcgamer.com/this-mod-turns-elden-ring-into-a-seamless-co-op-adventure/
@@Das_Mexikaner So LukeYui is the guy who made Sekiro Online, and he's currently working on a big mod for Elden Ring that lets you play through the entire game start to finish in a party of up to 4 - when you die, you spectate another player, you vote to fast travel, that kinda thing - he's mentioned that as the mod doesn't touch FromSoftware's servers at all you're able to bypass EAC and still play together through the mod, and use other mods with it provided everyone has the exact same setup - very, very impressive, fingers massively crossed that it all goes well! Here's some gameplay - ruclips.net/video/c6c9ewJcTGg/видео.html
There are also basic spells given the ability to generate FP when they hit, which scales with intellect (or was it mind?). So between big spells you can spam weak ones instead of sitting there waiting to be killed.
Oh really? I used katanas and it wouldn't trigger a deflect. Maybe i did something wrong or forgot to load it or something! Thanks for letting us know!!
Is the progress route and acquiring weapons still the same? Meaning if I want to fight Malenia and get her sword I still have to wait until almost endgame or is there easier/faster way to get late game weapons?
The only time I've seen anyone with this error before, they were playing the game in a language that the mod didn't support. The language folders included with the mod are "engus", "frafr", "jpnjp", "polpl", and "zhocn". If you are playing with a different language, you need to change your game's language for it to work. If you are playing with one of those languages then I'm not sure what the issue would be, you may need to reinstall the mod.
@@KampaPlays The mod allows you to inflict deathblight and madness on most regular enemies and in some bosses as well. Most status effects have been rebalanced on their damage, application and resistance for both the player and the enemies, and it's really cool the way they approached it. For example, it is now totally viable to kill Radagon and Elden beast with a faith build dealing mostly holy damage. Radahn on the other hand was made immune to scarlet rot, so you can't just wait for the summons to aggro him, cast Rotten Breath and run away on Torrent waiting for him to die.
I didn't play it super far into the game but for me it was about the same, maybe a bit easier on default setting because of crafting, deflect, and mp regen. They have difficulty settings to make it harder though if that's what you want.
just tried this mod and i have so much respect for good sekiro players because holy beans the deflect thing HAS to be perfectly timed and i have so much learning ahead
@@Lepoetism I now played it a bit and you can deflect with pretty much every weapon or shield you can block. If you deflect perfectly you stagger the enemy a bit and get a short Royal Knight's Resolve buff to make guard counters pretty viable. All i can say is that this should be in the main game.
Sekiro deflect timing is actually way easier if you don't spam because it gives you 30 frames. It's only when you try to press block once or twice that you get increasingly lower frames.
I'm not sure about that -- I used a staff before I played the mod, so I wasn't very familiar with shield mechanics going in. I don't see anything about it either way in the patch notes.
@@popsicle2341 Just checked the changelog and it is still a known issue with how the scaling was changed, the documentation says: "Level up mind, respec at Rennala, or use an item like Godrick’s Great Rune if this update has not affected your FP stat."
I don't think they lowered gains, but I could be mistaken. I know they changed stat scaling, but I believe it was to account to give a bit more HP early game. The patch notes might have the info you are looking for: sites.google.com/view/elden-ring-reforged/changelog
How there is drama with Swordship mod and this mod? Both of them focus on improving different things while this Mod adds more to the game Swordmanship mod focuses on improving combat animations of our character on all sword weapons not sure if other weapons like Sctyche are included.
@@KampaPlays Yeah saw someone commenting about Drama with Swordsmanship mod copying the line of code or something. Anyway, Yeah mod adds deflect mechanic and improves the combat animation though not sure if the mod got updated yet though.
@@sppedyboogers That's a great point, I'm surprised also, it's a really useful feature and would be nice to have a standalone version if you wanted to use it with vanilla.
I'm not sure about blocking with weapons, although I think someone said it did work. From the patch notes: Deflecting an enemy attack reduces stamina damage taken, reduces physical damage by 100%, elemental damage by 10%, and status buildup by 25%. Perfect deflects consume no stamina and negate all damage and status buildup. Perfect deflects additionally boost the power of your counterattack, including poise damage. Perfect deflects are capable of deflecting multi-hit attacks without taking any damage.
@@KampaPlays it kinda sounds like it should work with weapons too. But when im playing, its too hard to succeed in the perfect deflect at the same moment when im aware of how much health I have to judge if the deflect negated damage. I really wish i knew how to edit the mod to increase the time frame of perfect deflects.
Here are the patch notes for the crafting requirements: Added the ability to break down smithing stones into smaller versions, and combine smithing stones into larger ones. Available for any smithing stones you have the corresponding bell-bearing for. Added the ability to craft Rune Arcs and Golden Runes [2000]. Available after defeating Margit. Added the ability to craft Larval Tears. Available after defeating Rennala. Added the ability to craft Golden Runes [10000]. Available after defeating Morgott. Increased the amount of arrows/bolts created per craft. Arrows/Bolts crafted: 10 -> 15
The default difficulty is pretty close to normal stats but with the fp regen, just don't enable any of the other difficulties. (I didn't make this mod, just showcased it)
I tried it out, and they are still there. Looks like they added co-op difficulty mods for people playing with seamless co-op. You might need to download and run the latest version.
@@mykeh8697 I installed the ascended mod to try it out, but I didn't play much of it so I can't really compare. Reforged seems more complete based off patch notes but Ascended may be harder if that's what you are looking for.
I don't know offhand if they cant be combined with no issues. If there is overlap between the mods, there are a lot of changes in ERR, so if you wanted to merge them I would start with that one. If they both have regulation files you will have to find and merge changes with Yapped. If the data files conflict, you will have to resolve those individually (like messages, models, etc).
I know the randomizer has its own modified exe, so im guessing it would depend on if UXM could patch that exe successfully so your other mods would load. Only way to know is give it a try i guess!
@@KampaPlays I had done a modded playthrough before trying this mod out , my installation was all sorts of f'd up, redowloaded ER and the mods, all fixed now
I'm not 100% percent sure on this but I think the default difficulty is similar to the original difficulty of the game, just with all the added scaling/balancing/etc. All of the added difficulties are disabled until you enable one at a grace.
@@KampaPlays ok perfect. I'm playing it right now and have not touched the difficulties but I am fairly certain I will be doing master mode. I noticed that Solider of Godrick in the beginning is much tougher than expected in comparison to the base game lol so that caught me off guard
In your opinion, should I use this mod or Ascended mod? I really liked the monster & boss AI changes in the Ascended mod and Idk if raising the difficulty with this one would make up for the experience.
I wish I could really weigh in here but I haven't tried the Ascended mod yet. I think ERR is definitely worth a try, it adds a lot of cool mechanics and balancing things, but it looks like Ascended has a lot of nice features as well, so I'd say keep going with what you are enjoying and maybe give ERR a shot next go around!
@@KampaPlays I wish there was a complete changelog for both mods to be able to really see every single difference between them. With the amount of information we have I really can't decide between them. It's hard. I mean, sooner or later I will try out both of them for sure, but starting a new game in Elden Ring is a pretty long journey so it's hard to pick one.
@@ever-changingbeing Yeah no doubt about that. I can't find a changelog for Ascended. You might already have the ERR one, but if you don't it's here: docs.google.com/document/d/112cAdBAQqf6XbuGXSNltfUzwxn-GOdpIS-_QEBpeLHY/edit
@@KampaPlays Just to give a response here. The two mods are do not seem to counter eachother. Both of them can work without reinstalling and etc etc. If you wanna run ERR, start it from ModEngine2, if you wanna run Ascended then start it with the launcher the mod includes. You can choose which one you wanna play, you just have to restart the game.
@@die4spazz59 No problem. I have a UXM guide if you need it. ruclips.net/video/Ootr086xO2s/видео.html If you have time, let me know if you get it up and running !
The mod's regulation file may be for a newer version of elden ring, you may need to update your game or see if you can find an older release of the mod to try
@@KampaPlays Lobos tried and it isn't because element status like poison deal tons of damage same frost and accumulate like crazy almost every weapon have some element ... Better ai more HP and more speed that i need to have better experience in 169 bosses only 10 are medium/hard and only with weak build that's awfull
This mod is easily the best for Elden Ring. Soulsborne games are famed for being hard for the wrong reasons. The intent is to require thoughtful, tactical combat to progress but AI in most of them are so defensive that progress is drastically slowed and attempts to push it results in death. Along with the handling of enemy stats being largely ham-fisted and thoughtless. Elden Ring Reforged fixes these issues and more for Elden Ring along with fixing details that From Software never did such as tightening hitboxes and making dodging more reliable so you don’t get damaged despite seeing on your screen that you clearly had dodged the attack entirely.
I suggest getting a no rune loss on death mod to go with this. I think losing runes on death is a stupid mechanic because it quickly becomes merely frustrating as you lose so much while learning how to fight every time you encounter something or a new area that you’re actively demotivated to fight or explore at all. That way you don’t have to use relaxed difficulty in this mod to prevent rune loss.
I've just started the mod, so I don't have all the things, but I do know that the Red-Hot Whetblade actually gives you another affinity: Fell. The description says "Wielding this weapon drains Rot, Frost, Madness, Death" and I'm pretty sure it means that hitting things, if not just holding the weapon, makes those status effects drop buildup. It also seems to replace Flame Art, giving you Faith scaling and I can't find Flame Art on the list. So, there's that. I'll edit this with any more I discover as I get more Whetblades.
That is awesome! Thank you for the information!
the boss resurrection is my fav thing I heard about this mod, I'm definitely trying this out!
It is an awesome feature for sure!
@@KampaPlays btw how can I report a bug? I installed and uninstalled the mod to see and noticed that dodging is really stiff with the reforged mod compared to the normal version its just a slight difference but its noticeable when playing boss fights
Doesn't look like the nexus page has a bugs tab but id leave a message about it on the posts section
@@KampaPlays I found their discord channel its all good!
Awesome, great idea.
Awesome mod and getting even better each day. It surpases original game in every aspect.
I agree, so many times while playing it i thought "this is how the game shouldve been at release"
@@KampaPlays what I actually want the most is a Vampire mode, you gain health back by attacking :)
@@mikali1704 This mod includes the CSVs for creating lifesteal weapons, I bet you could merge them into ERR with Yapped and get your vampire mode!
www.nexusmods.com/eldenring/mods/966?tab=description
Now we need a tutorial to how develop elden ring mods haha
Journey to redmane castle is now more deadlier😢😅
🤣 everything was deadly to me lol
Thanks so much for tackling this mod; I know it was no easy task, but I hope you had fun with it!
Welcome, thanks for suggesting it! I had a lot of fun diving into the features and seeing the awesome things modders are already doing with the game!
Been playing this on Shura difficulty with the addition of 3× enemies and attack recovery overhaul.
Fights are now super intense.
A single soldier can be deadly.
A full camp all at once is now a death sentence.
By far my favorite thing is being able to respawn bosses.
Lets me fight the mimic as many times as I want.
And with ARO they can animation cancels and perfect block your attacks too.
Fighting my own mimic with a bleed and sleep weapon was a massive mistake.
The mimic could one hit sleep me and two hit bleed.
So a single mistake was very punishing on Shura mode.
That's awesome, and sounds super impossible!! Respawning bosses was one of my favorite things too. I had a lot of fun playing with that.
@@KampaPlays I had to swap to a different weapon to beat the mimic after 5 attempts.
Changed from a sleep flambege to a bleed Stone great sword.
One of the best fights against an npc I've had in the whole series.
@@KampaPlays the 3× enemies mod currently only effects a handful of things in limgrave because the creator is hand placing the enemies.
So sadly no 3v1 mimic yet.
On the other hand I had to fight 4 crucible knights in the evergaol.
Was playing on relaxed mode but still scary stuff.
Hahaha 4 of almost any enemy is enough to murder me, i can't imagine trying to kill 4 bosses at once!! Sounds like a really cool mod though, i think tons of easier enemies would be a really fun way to play it.
My main compliant about the custom difficulties is that....there is no middle ground.
Master difficulty someone hates himself that want to be punished
I just want some enemies and bosses more aggressive and have more health bar.
Yeah that makes sense. Normal difficulty was hard enough for me but I see what you mean 🤣
Enemy scaling would be cool.
Scaling to your current level?
@@KampaPlays Yeah!! So early bosses won't be so easy in ng+ or easy when found over leveled.
Yeah that makes sense, I would have to get better at the game instead of grinding levels until i could win 🤣
Kirnifr is amazing and works everyday to polish his mod to make the game more complete and balanced, he adds new cool features from time to time, fixed a lot of vanilla bugs, and most importantly, he nerfed Godskin Duo!
I agree, you can tell they have a real passion for the game. When I played the mod it really felt like I was playing the game how it "should" have been.
why did they nerf the godskin dou? that sucks
@@diosdadojrlubiano7674 The fight itself sucks.
this mod is fucking godlike, i don't know if i'm going to be playing online anymore since it would mean i cant use this mod
Yeah they did a great job on it. I'm with you there, I haven't been online in a long time since playing with these mods!
Only thing it needs to be perfect is to remove the elden beast after Radagon and put it somewhere else or as a different ending boss.
Sounds reasonable
In other words: If Elden Ring was about fun over pride. FP regen and crafting larval tears is all I care about.
Fun sounds good, and so is FP regen!
|They nerfed the fuck out of spells to make up for it though
@@GoddessCynthia Yeah, I wondered about the overall effects of the changes on spells... They did some things like temporary magic weakness and stuff on the big nerfs so they can be useful, which I thought was interesting. I didn't get super far into the spells though, so I didn't get to see the real impact. Did it make sorcery build less viable overall?
@@KampaPlays I only have other people's reviews to go off, but from what i've seen, yea apparently so
@@KampaPlays as of jan 25 2023 im on new game 218 i downloaded this mod to check it out, im limited to 2 incantations it doesnt even let me use. Which made me unistall it given i constantly use ancient dragon incants and golden vow, on top of my mana bar is ridiculously small
Does ERR remove the soft caps on stats?
That's the main reason why I'm throwing most of it into Arcane, as bleed procs just do better on the long term even in NG+.
Hm I'm not sure on that, i know the scaling of some of stats and effects were adjusted, but i don't remember reading anything in the patch notes about removing the soft caps
honestly don't like any of the difficulties is there not a normal mode?
My main issue is the decreased health, attack power and status resistance enemies have in simple mode.
It starts you off in normal mode which is similar to default. You have to enable the other difficulties.
You don’t lose your runes for ever when you change difficulty. They will be at the site of grace you spawn at. You can pick them back up
Awesome, thanks for the updated info! Will add to description.
If you pick them up after, you pick up an amount of 0. So you do lose them.
@@faydn3150 You are right, just tried it out too. Thanks for clearing it up!
@@faydn3150 oh dang I didn’t pay attention to that lol
@@doodlydodo yeah same, I didn't realize at first lol
Am yet to try this mod, but looks great, a real labour of love. Does it include new questlines at all?
can you still get larval tears without crafting because a few spots that i checked arent there anymore
FP Regen is not the way it should have been from the start, that's honestly an absurd thing to say. FP regen completely breaks the game if you're a caster, making it very, very brain-dead.
As a physical damage dealer, your exploration and combat is limited by your health pots. It forces you to take the games challenges seriously, as you can't just AFK and regain health. You take each threat seriously, knowing you only have a finite amount of health. As a magic damage dealer, you don't need health pots. If you're popping more than like 1-3 health pots per grace reset as a caster you just aren't very good. There's no way enemies should even be getting close enough to you to deal damage (for the most part). Your exploration and combat is limited by your mana pots. They are what make you really think about what spell you're using and how you're using it, how to be effective and not wasteful, knowing you have a finite resource.
Having infinite mana just lets you spam everything and completely removes all the challenge from a Sorc/Faith run. I'm all for people playing how they want, but to say that's how it should have been is just plain ignorant to the games design. That's like letting your health regen outside of combat in Dark Souls. Ridiculous.
I understand your point, I just don't share the same opinion. I'm not ignorant to the game's design, I played it and beat it vanilla. I just preferred the mod's changes - in my opinion it doesn't make it infinite or brain-dead it adds a bit more flavor and reward to mixing up combat while adding a bit of convenience. Sacrilege to hardcore souls fans? Probably, but I'm not one, I just enjoyed the game.
I was vibing with this mod until I ran into a bunch of dumb shit.
Elder Greyoll can't be bled, I can not for the LIFE of me figure out why ANYONE would make that change.
A bunch of spells have a higher stat requirement for NO fucking reason and a bunch of talismans are nerfed for what I would consider no good reason.
Adding shit to the game in the form of new affinities and mechanics is really cool and really fun, but seeinga bunch of "balance" changes that don't make any fucking sense was really annoying to see.
I understand where you are coming from -- I didn't get deep enough to see everything, but there were a few things that were nerfed that I wondered why they would do that. I figured there were other balance changes they had in mind to make up for it, but I imagine they hurt a few playstyles trying to do that.
@@KampaPlays
I spent like an hour doing what most people do with a fresh save at this point.
Go to Elder Greyoll and get their starting exp boost.
When it took like 8 min and not ONE bleed proc happened, I had to look deep into the patch notes to find that he's been made resistant to absolutely every status and form of damage.
Spells that normally have incredibly low investement like Flame Grant Me Strength have a higher stat requirement.
Going from a requirement of 15 to 20 faith doesn't seem like much, but when you play with a max level those 5 levels matter.
I see, sounds like it breaks a basic strat, that sucks. Thanks for the info, I'm sure it will help others.
Subbed. Thanks for the breakdown. 😎🙌🙌🙌
Thank you!!
u lost me at switchable difficulty
Seems to be the least favorite feature of the mod. I didn't use them myself, I just played it at the default difficulty.
what is the point of the Shura mode is that a reference to something?
Good question, I'm not sure. I've seen 'Shura' classes in a few games in the past, but I don't know what exactly the creator was trying to recreate here.
@@KampaPlays no worries thanks for the reply, love the content this was a great overview keep it up!
Really appreciate that!
@@KampaPlays the creator is referencing Sekiro! a game made by fromsoft. from what i've read, it is basically just adding the difficulty of Sekiro into Elden Ring. (And it is also the reason why they added a Deflect feature.)
Ahhh that makes sense! Thanks a lot for the information!
Omg how is it that ten minutes ago I thought to myself "I wonder if anyone's made a mod showcase on Elden Ring Reforged" and this video appears only a couple more minutes later!?
Detailed yet concise, nicely done dude! Definitely gonna be bugging my buds to try ERR once LukeYui's co-op mod releases :A
Ha! It was fate. I really appreciate that, and definitely can't wait for LukeYui's co-op mod to come out!!
I feel out of the loop! What's LukeYui's co-op mod? A way to bypass EAC and play modded online with buds?
@@Das_Mexikaner Yeah! It's aspiring to make the entire game seamlessly co-op!
www.pcgamer.com/this-mod-turns-elden-ring-into-a-seamless-co-op-adventure/
@@Das_Mexikaner So LukeYui is the guy who made Sekiro Online, and he's currently working on a big mod for Elden Ring that lets you play through the entire game start to finish in a party of up to 4 - when you die, you spectate another player, you vote to fast travel, that kinda thing - he's mentioned that as the mod doesn't touch FromSoftware's servers at all you're able to bypass EAC and still play together through the mod, and use other mods with it provided everyone has the exact same setup - very, very impressive, fingers massively crossed that it all goes well! Here's some gameplay - ruclips.net/video/c6c9ewJcTGg/видео.html
I’m not a fan of the difficulty settings but everything else looks awesome
Yeah, I didn't play the harder difficulties, I was bad enough on normal 🤣
How has ERR held up, is it usable today with recent patches?
I haven't played it in some time, but looking at the mods page, it was just updated Feb 4, so it seems to still be in active development.
There are also basic spells given the ability to generate FP when they hit, which scales with intellect (or was it mind?). So between big spells you can spam weak ones instead of sitting there waiting to be killed.
Awesome, thanks for the info!!
Would this be considered a Total Conversion at this point?
I would say so -- the change notes are massive and touch pretty much every aspect of the game.
Thanks for this vid. Gonna give it a try for my 4th playthrough.
Awesome! It's a really nice mod, and they seem to have added even more work to it since I've tried it last.
Does the deflect feature also work on weapons? Like katanas for example.
Looks like it only works on shields.
It does, I tried it
Oh really? I used katanas and it wouldn't trigger a deflect. Maybe i did something wrong or forgot to load it or something! Thanks for letting us know!!
@@KampaPlays No problem, the timing has to be a little more precise than a shield but it for sure works
Awesome I'll definitely give it another shot thanks
They updated this mod, its even better now!
Awesome, I'll have to check it out! Thanks!
this is a great video! keep up the good work man :D
Thank you, really appreciate that!
I hope the mod author also include a better dodge system by using dodge flip & dodge step animations. I mean I simply don't like barrel rolling LOL
Haha! I think dodge got adjusted but I'm not aware of new animations. That would be nice!
Can i assume anybody playing on this is playing offline?
If so, no wonder this game has 30k player all day, but the OG game is empty
Yes, you have to play in offline mode
Is the progress route and acquiring weapons still the same? Meaning if I want to fight Malenia and get her sword I still have to wait until almost endgame or is there easier/faster way to get late game weapons?
As far as I know, the progression is the same with the exception of the additional crafting
I use this mod but every option shows this ?EventTextForTalk? How can I fix it?
The only time I've seen anyone with this error before, they were playing the game in a language that the mod didn't support. The language folders included with the mod are "engus", "frafr", "jpnjp", "polpl", and "zhocn". If you are playing with a different language, you need to change your game's language for it to work. If you are playing with one of those languages then I'm not sure what the issue would be, you may need to reinstall the mod.
Cursed is interesting since almost everything other than players is immune to death lol
🤣 that's funny, I wonder if it adjusts enemy immunities or not!
@@KampaPlays The mod allows you to inflict deathblight and madness on most regular enemies and in some bosses as well. Most status effects have been rebalanced on their damage, application and resistance for both the player and the enemies, and it's really cool the way they approached it. For example, it is now totally viable to kill Radagon and Elden beast with a faith build dealing mostly holy damage. Radahn on the other hand was made immune to scarlet rot, so you can't just wait for the summons to aggro him, cast Rotten Breath and run away on Torrent waiting for him to die.
That is really cool! Thanks so much for the info.. sounds like a lot more viable playstyles to try out!
Never once used a shield for a second the entire 950 hours. Chunky and boring
I never used a shield in my first play through but I had a lot of fun with it in the mod. To each their own though!
wow, Neat! - would this work on the steam deck?
Can't say for sure because i have gotten my steam deck yet (jealous) but i would think that it would work the same, since it's Linux based.
@@KampaPlays Cool! - yeah I am still waiting for my Deck as well, I am just preparing since I am Q3 LOL - hope you get yours soon!
Awesome! Thanks hope yours is soon as well!
kind of want to try this mod but would you say it's harder or easier?
I didn't play it super far into the game but for me it was about the same, maybe a bit easier on default setting because of crafting, deflect, and mp regen. They have difficulty settings to make it harder though if that's what you want.
Is it possible to completely disable deflections in fashion? I just hate this mechanics
Not that I am aware of, sorry
just tried this mod and i have so much respect for good sekiro players because holy beans the deflect thing HAS to be perfectly timed and i have so much learning ahead
For sure! I think that's what makes it so satisfying though!
Just tried that mod in seamless coop. Damn it really needs a deflect ash of war for katanas so we can make a sekiro playthrough :D
@@ColdEyesProductions It sucks if it is only for katanas, make it for all weapons.
@@Lepoetism I now played it a bit and you can deflect with pretty much every weapon or shield you can block. If you deflect perfectly you stagger the enemy a bit and get a short Royal Knight's Resolve buff to make guard counters pretty viable. All i can say is that this should be in the main game.
Sekiro deflect timing is actually way easier if you don't spam because it gives you 30 frames. It's only when you try to press block once or twice that you get increasingly lower frames.
Is the vanilla guard counter removed by this mod? I couldn't do it anymore with this mod.
I'm not sure about that -- I used a staff before I played the mod, so I wasn't very familiar with shield mechanics going in. I don't see anything about it either way in the patch notes.
@@KampaPlays yeah I couldn't find it being mentioned in the notes either, so could be a bug/mod conflict.
Does this overwrite your charecter or do you need a completly new one when you play this mod?
You should use a completely separate character, any character you use mods with offline might get you banned if you use it online.
Good video. Good job
Thanks!
When i change difficulty my fp like extremly decreased when i was at simple any explanation to that?
I've seen a lot of people have this issue and I think they've had to fix it by putting a stat point in mind
@@KampaPlays do you know why it happens? Or thats really a bug?
@@popsicle2341 Just checked the changelog and it is still a known issue with how the scaling was changed, the documentation says:
"Level up mind, respec at Rennala, or use an item like Godrick’s Great Rune if this update has not affected your FP stat."
как на пиратку поставить? нигде не нашел...
I only ever did it with the steam version, so not sure, sorry.
Did they lower health gain from vigor and cerulean flasks? Even the weapon stats base damge got weakened and even scaling? Or is it just me?
I don't think they lowered gains, but I could be mistaken. I know they changed stat scaling, but I believe it was to account to give a bit more HP early game. The patch notes might have the info you are looking for: sites.google.com/view/elden-ring-reforged/changelog
@@KampaPlays the crimsom trears are what bothered me the most though it felt like i was healing so much less that i should
Its honestly funny that the creator updates 3 times per week, literally 30 updates in 10 weeks and still going
Didn't even realize they were still at it. A labor of love lol
How there is drama with Swordship mod and this mod? Both of them focus on improving different things while this Mod adds more to the game Swordmanship mod focuses on improving combat animations of our character on all sword weapons not sure if other weapons like Sctyche are included.
I don't understand what you mean by drama with them. I haven't tried out Swordsmanship mod though, but I like the sound of improved combat animations!
@@KampaPlays Yeah saw someone commenting about Drama with Swordsmanship mod copying the line of code or something.
Anyway, Yeah mod adds deflect mechanic and improves the combat animation though not sure if the mod got updated yet though.
Ah i see, thanks for the info I'll have to check that out!
Will i lose all my save file?
You shouldn't use your online save files for mods, you have to play them offline with their own saves so you don't risk a ban
@@KampaPlays ok :(
Is this compatible with seamless co-op?
I haven't tried it myself, but according to the mod FAQ and other people it is compatible
Finally the respawn boss...😭😭😍
Awesome feature for sure!!
@@KampaPlays Yes, the only option who miss for made this game perfect for me
i wish there was a stand-alone mod for this, i don't see why it hasn't been made yet
@@sppedyboogers That's a great point, I'm surprised also, it's a really useful feature and would be nice to have a standalone version if you wanted to use it with vanilla.
Can i somewhere read about the changes in game difficulties?
The change log is here: docs.google.com/document/d/112cAdBAQqf6XbuGXSNltfUzwxn-GOdpIS-_QEBpeLHY/edit?usp=sharing
I downloaded the mod, it's good but my fp is really small, how do I fix that?
I had this bug too at first. You can fix it by adding a stat point to mind, or respeccing.
What benefits do i gain from timing the blocks?
Also, does this work when blocking with weapons?
(Im new to ER. I know nothing, like john snow)
I'm not sure about blocking with weapons, although I think someone said it did work.
From the patch notes:
Deflecting an enemy attack reduces stamina damage taken, reduces physical damage by 100%, elemental damage by 10%, and status buildup by 25%.
Perfect deflects consume no stamina and negate all damage and status buildup. Perfect deflects additionally boost the power of your counterattack, including poise damage. Perfect deflects are capable of deflecting multi-hit attacks without taking any damage.
@@KampaPlays it kinda sounds like it should work with weapons too. But when im playing, its too hard to succeed in the perfect deflect at the same moment when im aware of how much health I have to judge if the deflect negated damage.
I really wish i knew how to edit the mod to increase the time frame of perfect deflects.
@@adarwinterdror7245 Makes sense, it is a really short window to be able to see the effects.
How do I get the upgrade item crafting recipe?
Here are the patch notes for the crafting requirements:
Added the ability to break down smithing stones into smaller versions, and combine smithing stones into larger ones.
Available for any smithing stones you have the corresponding bell-bearing for.
Added the ability to craft Rune Arcs and Golden Runes [2000].
Available after defeating Margit.
Added the ability to craft Larval Tears.
Available after defeating Rennala.
Added the ability to craft Golden Runes [10000].
Available after defeating Morgott.
Increased the amount of arrows/bolts created per craft.
Arrows/Bolts crafted: 10 -> 15
Would this conflict too much with the Swordsmanship mod?
Im not sure, i haven't used swordsmanship mod before, but i think someone mentioned awhile back that they used both.
can you add a normal mode where you still just have fp regen but your stats are unchanged
The default difficulty is pretty close to normal stats but with the fp regen, just don't enable any of the other difficulties. (I didn't make this mod, just showcased it)
@@KampaPlays oh ok thanks for the info
No problem!
Very good video!
Thank you!!
how did u make ur damage like a million
I can't go into how because copyright claims, but you can find ways to do this in the popular all time mods on nexus mods.
did they remove the difficulty option? i don't see it at the grace
I tried it out, and they are still there. Looks like they added co-op difficulty mods for people playing with seamless co-op. You might need to download and run the latest version.
@@KampaPlays that was the issue thank yoy, have you tried the ascended mod? if so which do you prefer of the two
@@mykeh8697 I installed the ascended mod to try it out, but I didn't play much of it so I can't really compare. Reforged seems more complete based off patch notes but Ascended may be harder if that's what you are looking for.
Can this be combined with the better ranged weapons mod?
I don't know offhand if they cant be combined with no issues. If there is overlap between the mods, there are a lot of changes in ERR, so if you wanted to merge them I would start with that one. If they both have regulation files you will have to find and merge changes with Yapped. If the data files conflict, you will have to resolve those individually (like messages, models, etc).
lost me at the difficulty system
When playing the mod i never used any of the difficulties either, default was just fine 😅
Shura is the hardest difficulty?
That's what it looks like to me. You do get a bit of increased stamina but it looks pretty rough otherwise.
does this work with the randomizer
I know the randomizer has its own modified exe, so im guessing it would depend on if UXM could patch that exe successfully so your other mods would load. Only way to know is give it a try i guess!
Any clue why my FP regen doesnt work?
I read in the patch notes that you might need to level up your mind stat if you have issues with the bar or regen. Maybe that would fix.
@@KampaPlays I had done a modded playthrough before trying this mod out , my installation was all sorts of f'd up, redowloaded ER and the mods, all fixed now
@@lXxImabeastxXl Awesome, glad its fixed!
the easy mode ....
Haven't tried it out. Good? Bad?
This mod + seamless mod
Yes! That's what i want to do!
Do we know what difficulty by default ERR is set to? Thank you
I'm not 100% percent sure on this but I think the default difficulty is similar to the original difficulty of the game, just with all the added scaling/balancing/etc. All of the added difficulties are disabled until you enable one at a grace.
@@KampaPlays ok perfect. I'm playing it right now and have not touched the difficulties but I am fairly certain I will be doing master mode. I noticed that Solider of Godrick in the beginning is much tougher than expected in comparison to the base game lol so that caught me off guard
@@babyyodacamaro Ah I gotcha. Master mode looks haaaard, good luck!
In your opinion, should I use this mod or Ascended mod? I really liked the monster & boss AI changes in the Ascended mod and Idk if raising the difficulty with this one would make up for the experience.
I wish I could really weigh in here but I haven't tried the Ascended mod yet. I think ERR is definitely worth a try, it adds a lot of cool mechanics and balancing things, but it looks like Ascended has a lot of nice features as well, so I'd say keep going with what you are enjoying and maybe give ERR a shot next go around!
@@KampaPlays I wish there was a complete changelog for both mods to be able to really see every single difference between them.
With the amount of information we have I really can't decide between them. It's hard. I mean, sooner or later I will try out both of them for sure, but starting a new game in Elden Ring is a pretty long journey so it's hard to pick one.
@@ever-changingbeing Yeah no doubt about that. I can't find a changelog for Ascended. You might already have the ERR one, but if you don't it's here: docs.google.com/document/d/112cAdBAQqf6XbuGXSNltfUzwxn-GOdpIS-_QEBpeLHY/edit
@@KampaPlays Just to give a response here. The two mods are do not seem to counter eachother.
Both of them can work without reinstalling and etc etc.
If you wanna run ERR, start it from ModEngine2, if you wanna run Ascended then start it with the launcher the mod includes.
You can choose which one you wanna play, you just have to restart the game.
That's nice that ascended comes with a launcher. Thank you for the info!
can you use this mod on a cracked version of the game
As far as i know yes, you'll need to use UXM to install it
@@KampaPlays alright thanks
@@die4spazz59 No problem. I have a UXM guide if you need it. ruclips.net/video/Ootr086xO2s/видео.html
If you have time, let me know if you get it up and running !
@@KampaPlays i just tried it and when i start up the game i get a “save data is corrupted” error
The mod's regulation file may be for a newer version of elden ring, you may need to update your game or see if you can find an older release of the mod to try
This is still too easy 40-50 bosses die in less than 30 seconds... still bad
I think I would stroke out if it were any harder 🤣 Have you tried ascended? I've heard thats pretty hard.
@@KampaPlays Lobos tried and it isn't because element status like poison deal tons of damage same frost and accumulate like crazy almost every weapon have some element ...
Better ai more HP and more speed that i need to have better experience in 169 bosses only 10 are medium/hard and only with weak build that's awfull
Very cool mod. Except change difficulty. Git gud
Ha! Yeah they did a good job on it.
After I installed this mod, my Moonveil bleed buildup turns to 0, is it correct tho?
I'm not sure about that one, i know they did a lot of status tweaks though, if it's not mentioned in the patch notes it might be a bug...
@@KampaPlays would you please check what's the bleed build up on your game?
I don't have the game and mod installed atm but I'll try to get it going and check it out when i have the chance
Just checked it, it's 50 in mine.
At this point, I'll just mod my game and play alone 🥲
I hear you, that's exactly what I did. Still haven't fired up the co-op mod yet though!
This mod is easily the best for Elden Ring. Soulsborne games are famed for being hard for the wrong reasons. The intent is to require thoughtful, tactical combat to progress but AI in most of them are so defensive that progress is drastically slowed and attempts to push it results in death. Along with the handling of enemy stats being largely ham-fisted and thoughtless. Elden Ring Reforged fixes these issues and more for Elden Ring along with fixing details that From Software never did such as tightening hitboxes and making dodging more reliable so you don’t get damaged despite seeing on your screen that you clearly had dodged the attack entirely.
Agree, it does a good job at making things feel "right"
If enemies are defensive with a shield, you can kick their shield and they stop covering for a moment and you can attack
Nice tip, thanks!
I suggest getting a no rune loss on death mod to go with this. I think losing runes on death is a stupid mechanic because it quickly becomes merely frustrating as you lose so much while learning how to fight every time you encounter something or a new area that you’re actively demotivated to fight or explore at all. That way you don’t have to use relaxed difficulty in this mod to prevent rune loss.
That's a good idea. I didn't mind the rune loss, but i do think it was more frustrating than beneficial to the gameplay.