Introduction to Elden Ring Modding
As an avid modder and fan of FromSoftware's games, I've spent countless hours tinkering with Elden Ring's files to create custom content. One of the most exciting aspects of modding this game is crafting unique weapons that can completely transform the player's experience. In this comprehensive guide, I'll walk you through the process of creating a custom weapon mod for Elden Ring, from conceptualization to implementation.
Before we dive in, it's important to note that modding Elden Ring requires patience, attention to detail, and a basic understanding of 3D modeling and texturing. Don't worry if you're new to this - we'll cover everything step-by-step, and with practice, you'll be crafting legendary weapons in no time!
Prerequisites and Tools
To get started with creating a custom weapon mod for Elden Ring, you'll need the following tools and software:
- Elden Ring (legally purchased and installed)
- 3D modeling software (e.g., Blender, Maya, or 3ds Max)
- Texture editing software (e.g., Photoshop, GIMP, or Krita)
- UXM (Utility for Elden Ring file extraction and repacking)
- Yabber (for unpacking and repacking game files)
- DSMapStudio (for editing game parameters)
- A text editor (e.g., Notepad++ or Visual Studio Code)
Make sure you have all these tools installed and ready to go before proceeding with the modding process.
Step 1: Conceptualizing Your Custom Weapon
The first step in creating a custom weapon mod is to conceptualize your idea. For this tutorial, let's create a fantastical greatsword called the "Moonlight Reaver." This weapon will have a curved blade with glowing blue runes and a hilt adorned with intricate lunar motifs.
When designing your weapon, consider the following aspects:
- Aesthetics: How does it fit into the game's world?
- Functionality: What type of weapon is it (e.g., greatsword, dagger, spear)?
- Stats: What will be its damage, scaling, and special effects?
- Lore: Does it have a backstory that fits with Elden Ring's universe?
Sketch out your ideas or create a mood board to visualize your concept before moving on to the 3D modeling phase.
Step 2: 3D Modeling Your Custom Weapon
Now that we have our concept, it's time to bring the Moonlight Reaver to life in 3D. For this tutorial, I'll be using Blender, but the principles apply to other 3D modeling software as well.
Here's a basic workflow for creating your weapon model:
- Start with a basic shape (e.g., a cube for the blade)
- Use extrusion and scaling to create the basic sword shape
- Add details like the curved edge and rune indentations
- Model the hilt and pommel with lunar-inspired designs
- Apply a subdivision surface modifier for smoother edges
- UV unwrap your model for texturing
Here's a snippet of Blender Python code to help you get started with creating the basic sword shape:
import bpy import bmesh def create_basic_sword(): # Create a new mesh and a new object mesh = bpy.data.meshes.new(name="BasicSword") obj = bpy.data.objects.new("BasicSword", mesh) # Link the object to the scene bpy.context.collection.objects.link(obj) # Create a new bmesh bm = bmesh.new() # Create the blade bmesh.ops.create_cube(bm, size=2) bmesh.ops.scale(bm, vec=(0.1, 0.5, 2), verts=bm.verts) # Create the crossguard bmesh.ops.create_cube(bm, size=1) bmesh.ops.translate(bm, vec=(0, 0, 1.8), verts=bm.verts) bmesh.ops.scale(bm, vec=(0.5, 0.1, 0.1), verts=bm.verts) # Create the handle bmesh.ops.create_cube(bm, size=1) bmesh.ops.translate(bm, vec=(0, 0, 2.3), verts=bm.verts) bmesh.ops.scale(bm, vec=(0.08, 0.08, 0.5), verts=bm.verts) # Assign the bmesh to the mesh bm.to_mesh(mesh) bm.free() # Update the mesh mesh.update() create_basic_sword()
Remember to save your model in a format compatible with Elden Ring, such as .fbx or .dae.
Step 3: Texturing Your Weapon
With the 3D model complete, it's time to add some color and detail to our Moonlight Reaver. Open your UV-unwrapped model in your preferred texturing software. For this tutorial, I'll be using Photoshop, but the process is similar in other programs.
Here's a step-by-step guide to texturing your weapon:
- Create a new document with dimensions of 2048x2048 pixels (standard for Elden Ring weapons)
- Import your UV map as a guide layer
- Create separate layers for different parts of the weapon (blade, hilt, runes)
- Use a mix of hand-painting and photo textures to create the base metal texture
- Add wear and tear effects using grunge brushes and layer blending modes
- Create a glowing effect for the runes using a soft brush and layer styles
- Export your texture as a .dds file with DXT5 compression
Remember to create separate maps for diffuse (color), normal (bump), and specular (shine) textures if you want to achieve a more realistic look.
Step 4: Extracting and Modifying Game Files
Now that we have our 3D model and textures ready, it's time to integrate them into Elden Ring. First, we need to extract the necessary game files:
- Use UXM to extract the game's .regulation file
- Open the extracted .regulation file with Yabber
- Navigate to the weapon parameters file (typically named something like "EquipParamWeapon.param")
- Open this file with DSMapStudio
In DSMapStudio, we'll need to create a new entry for our Moonlight Reaver. Find an existing greatsword entry to use as a template, then:
- Duplicate the entry and rename it to "Moonlight Reaver"
- Modify the weapon ID to a unique number
- Adjust stats like attack power, scaling, and special effects
- Set the model ID and texture ID to point to our custom files (we'll add these later)
- Save the changes and close DSMapStudio
Step 5: Adding Custom Files to the Game
With our weapon parameters set up, it's time to add our custom 3D model and textures to the game files:
- Create a new folder structure mirroring the game's file hierarchy
- Place your 3D model (.fbx or .dae) in the appropriate weapons folder
- Add your texture files (.dds) to the corresponding textures folder
- Use Yabber to repack these folders into the game's file format
- Replace the original game files with your modded versions
Here's an example of what your folder structure might look like:
Step 6: Testing and Refining Your Mod
With everything in place, it's time to test your new Moonlight Reaver in-game:
- Launch Elden Ring and load a save file
- Use a cheat engine or mod menu to spawn your custom weapon
- Check that the model, textures, and stats are working as intended
- Make note of any issues or areas for improvement
If you encounter any problems, don't get discouraged! Modding often involves a lot of trial and error. Go back through the previous steps, double-check your file paths and IDs, and make adjustments as needed.
Step 7: Sharing Your Mod
Once you're happy with your Moonlight Reaver, it's time to share it with the Elden Ring modding community! Here are some tips for packaging and distributing your mod:
- Create a README file with installation instructions and any required dependencies
- Package your mod files into an easy-to-install format (e.g., a single .zip file)
- Create a mod page on popular modding sites like Nexus Mods
- Include screenshots and videos showcasing your custom weapon in action
- Be responsive to user feedback and provide support for your mod
Conclusion
Creating a custom weapon mod for Elden Ring is a challenging but rewarding process. By following this guide, you've learned how to conceptualize, model, texture, and implement a unique weapon into the game. Remember that modding is an iterative process, and your skills will improve with each project you undertake.
As you continue your modding journey, consider exploring more advanced techniques like custom animations, particle effects, or even quest mods. The Elden Ring modding community is always eager to see new and innovative creations, so don't be afraid to push the boundaries and let your imagination run wild!
Happy modding, Tarnished, and may your Moonlight Reaver cleave through the challenges of the Lands Between!
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