Elden Ring

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T69xRiPx

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T69xRiPx

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57 comments

  1. loloch99
    loloch99
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    this also worked with mapStudio  
  2. hawfops
    hawfops
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    there is no way to put the seal with rank s in intelligence the spells are very weak using the seal
    1. AuroravisVL
      AuroravisVL
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      I believe, if you want scaling, you have to change the correctMagic param in Yapped Rune Bear if you want there to be magic scaling. As on seals it is 0 (no scaling) by default.

      110 is the highest in the base game for staffs (lusat's glintstone staff.)Azur is 100, I think 88 or so is about B- (or maybe B) scaling (when not upgraded with smithing stones.)

      50-70 is closer to D-C scaling. I think faith scales differently since even at closer to 80-90 I thought I saw the finger seal in elden ring reborn, and I thought it only has C scaling (unupgraded.)

      All the staffs/seals are grouped together in YRB so you can just use those as a reference. It seems to update the calculated sorcery/faith scaling value, and the rank displayed in the menu, even if you change scaling (correctMagic, correctFaith, correctAgility, correctStrength) in YRB after you've already started upgrading with smithing stones. 

      I think this was missing from the guide, at least the main description page.
    2. iAzrael
      iAzrael
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      this '' mod '' is perfect, but it makes no sense to cast spells on the seal without giving damage, thanks aurora, just made it even better
    3. iAzrael
      iAzrael
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      by the way do you know if there is any parameter for character movement speed?
    4. Grayl
      Grayl
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      Aside from the numbers for scaling, what you've written isn't all that helpful sadly. I still don't actually know what to edit, as "correctmagic" doesn't exist in my Yapped Rune Bear, so I've no idea what you're talking about.

      I can only assume you're talking about the "Correction: INT" line, which you haven't mentioned at all. When you're writing explanations like this, try to assume the person reading has no prior knowledge, or you'll end up potentially leading them astray and breaking their own game.

      It's best to go through your own instructions step by step after you've written them so you know if you're missing something, otherwise all the effort you've spent writing the post could be both pointless and actually bad for those who do things incorrectly because of your vague instructions.
  3. Xandex94
    Xandex94
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    Hello!
    After a lot of testing, I have something to add. If you want to change the Core Scaling on staffs to use not only INT, but also FTH(faith) (or ARC), then there is a simple algorithm suitable for all weapons:

    1) Open reg.bin (it is better to use DMS), go to "EqupParamWeapon". There you need to find our staff, for example, "33090000 CarianRegalScepter".
    2) in the right weapon, we find the line "Correction: INT" - this is the original Scaling of our staff, equal to "96". We can increase it if you need fun. Immediately below it is "Correction: FTH". We set any value other than zero, for example, half of INT - "48".

    !!!Attention!!!
    This will cause the Scaling values to change in the description of the item in the game, but in fact the game will still not use faith in calculating spell damage, because we did not tell the game about it. Therefore:

    3) scroll down to the "Attack Element Correct ID" (almost at the bottom). It has a value of "20000". We change it to "20010".
    It is here that it is prescribed what exactly the game should use for Scaling. Each type of weapon has its own ID, and it's very easy to see the right one - find a weapon of the same type with the right one, which has the necessary original Scaling and remember the value of the "Attack Element Correct ID"
    4) save, exit.
    Voila! Now we have the CarianRegalScepter Scaling staff from both INT and FTH.
    A Google translator was used, since English is not a native language. I hope everything is clear.
  4. AugustusVasilikos
    AugustusVasilikos
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    I followed everything and saved the file, but it didn't make any changes in the actual game?
    1. GuiLOL
      GuiLOL
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      Its the same tome 
  5. VegaSenpai
    VegaSenpai
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    Does anyone know if it is possible to make so that a sword can use spells/incantations? If you check the box for other weapons and they have a block animation/command, they don't cast spells or incantation. Let me know if anyone knows how to do that. Thank you!
    1. GrantLogan23
      GrantLogan23
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      I believe the short answer at the moment is no.
    2. Ravenxslayer
      Ravenxslayer
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      You could maybe look into the spell you want, specifically and see if there is a way to swap effects of Ash of Wars. Ex. Glintstone pebble swapped for the effects of Comet from the Lazuli swords, I think it was. Just a thought.
  6. Aephiex
    Aephiex
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    Does a sorcery cast from a staff do more damage than when cast from a seal?
    1. GrantLogan23
      GrantLogan23
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      it all depends on the scorcery scaling of the armament.
  7. MasterVegito2012
    MasterVegito2012
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    Did you in your research, perhaps figure out how to add scaling to a weapon? For instance bloodflame blade fire effects scales with the seals internal incantation value, can one add that value onto a stave?
  8. Sablicious1
    Sablicious1
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    I don't get that check box column when I open the regulation.bin file...  Wot do? =/  (PS: Changing the "Value" parameters from "0" to "1", makes no changes in-game.)
    1. T69xRiPx
      T69xRiPx
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      hmmm, i think the yapped rune bear seems to change the format of their coding (havent have the game now and havent tried the 1.04 too)

      this game have a weird values into it (if youve tried putting "1" in value, it should work but then again i dont know why it wasnt) sometimes "-1" is used in the manner

      if anyone can confirm the changes, i would label this tutorial of mine outdated ( as it turns out the creator of the mod yet change some of the core values of the program)

      Edit: also i dont know if "enable miracle" is the old "enable incantation" now, if not, maybe it was missing or maybe rearranged (if youve seen the incantation, just change the value to 1
    2. ForKazmodan
      ForKazmodan
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      Hey, I met the same issue, then basically tried change the values to 1 for all items in third column started with "enable..." And it will  solve the problem.
    3. pnsCOPR
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      Late to the party, but maybe this will help others.

      Enabling with a value of 1 for both enableMiracle & enableVowMagic does work.  I did this on the Digger Staff as I like it's look the most.  And it is awesome to watch your staff turn into a lightning bolt!
  9. chanceefloyd
    chanceefloyd
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    Everytime I save it and try to launch it turns on and then before it starts showing the logos it just closes. The only way i can get to launch correctly is restoring it in yapped.
  10. KingofFagits
    KingofFagits
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    Thanks for this tutorial. I'm wondering how scaling works if one is using seals to cast sorceries.
    1. T69xRiPx
      T69xRiPx
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      seals scales with arcane and faith ( and most incantations too)

      staff scales with int (and also the sorcery too)

      you can put scaling to both stats for both weapon and both magic for unified magic using yapped rune