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zpdmiller

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zpdmiller

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About this mod

Some Elden Things for Sekiro.

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Changelogs
Most of Hoarah Loux's animations retargeted to the Chained Ogre. Also available are two "beta" mods I created for fun.

Issues with the Hoarah Ogre Mod
  • The Grab animations chain into midair animations if they don't kill. Still working on this
  • The Right Arm Grabbed animation has the player teleport to the ground if not on a flat surface/up if it goes under the ground. Still working on this
  • The lock on target can be switched while grabbed, so the camera switches from Chained Ogre to other targets. It doesn't "break"; you can still re-lock onto the Chained Ogre. Still working on this

Notes about Seven Crucible Spears
  • The weapon bone isn't perfect. It's not always held properly in the animations. Weapons held in two hands in general is just a difficulty across my projects. It's not that noticeable but I thought I'd put this here before you decide to tell me about it
  • I was planning on using the Parried animation but the Seven Ashina Spears use the same Deflect>Posture Broken animation as the Samurai General (since they're using the same .anibnd file)
  • I wanted to use the Crucible Grabbed animation for the Seven Ashina Spears, but editing Params wasn't enough, so I just made the animation a punch (I know HKS editing is possible but I know nothing about it)
  • I also planned on using the Riposte animations for both Wolf and the Seven Ashina Spears, but again the Seven Ashina Spears share the same animations with the Samurai Generals

Also available are the params/tae/sfx/sound files for merging with other mods.


The animations are named as they are in the original Elden Ring ANIBND file. I've documented all their names here in case you do not have Elden Ring installed:

BASIC MOVEMENT
  • a000_000020.hkx - Idle
  • a000_002000.hkx - Walk Forward
  • a000_002001.hkx - Walk Backward
  • a000_002002.hkx - Walk Left
  • a000_002003.hkx - Walk Right
  • a000_002100.hkx - Jog Forward

ATTACKS
  • a000_003000.hkx - Swipe Up
  • a000_003002.hkx - Double Slash
  • a000_003004.hkx - Leg Sweep
  • a000_003005.hkx - Jump Stomp
  • a000_003006.hkx - Double Fist Slam
  • a000_003007.hkx - Long Slash
  • a000_003008.hkx - Left Slash
  • a000_003010.hkx - Long Slashes
  • a000_003011.hkx - Swipe Up
  • a000_003012.hkx - Jump Hand Slam
  • a000_003013.hkx - Move Forward Swipe Up
  • a000_003016.hkx - Quick Double Arm Grab
  • a000_003017.hkx - Starting Grab
  • a000_003018.hkx - Stomp
  • a000_003019.hkx - Right Arm Grab
  • a000_003020.hkx - Arm Cross Grab and Turn
  • a000_003022.hkx - Earthshaker
  • a000_003024.hkx - Double Slash
  • a000_003026.hkx - Kick
  • a000_003030.hkx - Roar
  • a000_003031.hkx - Jump Double Arm Slam
  • a000_003032.hkx - 180 Double Slash Stomp
  • a000_003033.hkx - Double Arm Dash Grab
  • a000_003034.hkx - Stomp
  • a000_003035.hkx - Swipe Up Stomp Swipe Up
  • a000_003036.hkx - Jump Hand Slam
  • a000_003037.hkx - Left Foot Stomp
  • a000_003038.hkx - Jump and Earth Pull
  • a000_004100.hkx - Starting/Quick Double Arm Grab Successful (Throw Up and Slam Down)
  • a000_004101.hkx - Starting Grab Successful (Body Tear)
  • a000_004110.hkx - Right Arm Grab Successful (Throw Onto Ground)
  • a000_004111.hkx - Right Arm Grab Successful (Throw Onto Ground End)
  • a000_004120.hkx - Arm Cross Grab Successful (Throw Up and Slam Down)
  • a000_004121.hkx - Arm Cross Grab Successful (Body Tear)
  • a000_020020 - Cutscene End to Starting Grab

MISC MOVEMENT
  • a000_005000.hkx - Turn Left
  • a000_005001.hkx - Turn Right
  • a000_005002.hkx - 180 Left
  • a000_005003.hkx - 180 Right
  • a000_006000.hkx - Dodge Forward
  • a000_006001.hkx - Dodge Forward (Further)
  • a000_006002.hkx - Dodge Forward Left (Diagonal)
  • a000_006003.hkx - Dodge Forward Right (Diagonal)
  • a000_007000.hkx - Falling
  • a000_007400.hkx - Falling (Land)
  • a000_008700.hkx - Poise Broken
  • a000_010000.hkx - Death
  • a000_010001.hkx - Death (End Frame)
  • a000_011060.hkx - Riposted (Small Weapons)
  • a000_011061.hkx - Riposted (Small Weapons, Death)
  • a000_011070.hkx - Riposted (Big Weapons)
  • a000_011071.hkx - Riposted (Big Weapons, Death)
  • a000_012020.hkx - Collapse and Shake Head

EXCLUDED

  • a000_009000 - A-Pose
  • a000_009500 - A-Pose
  • a000_041000 - A-Pose
  • a000_041001 - A-Pose
  • a000_041002 - A-Pose

WOLF
  • a000_070200.hkx - Starting/Quick Double Arm Grabbed
  • a000_070201.hkx - Starting/Quick Double Arm Grabbed (Death)
  • a000_070202.hkx - Starting/Quick Double Arm Grabbed (Death, End Frame)
  • a000_070210.hkx - Right Arm Grabbed
  • a000_070211.hkx - Right Arm Grabbed (Death)
  • a000_070212.hkx - Right Arm Grabbed (Death, End Frame)
  • a000_070240.hkx - Arm Cross Grabbed
  • a000_070241.hkx - Arm Cross Grabbed (Death)
  • a000_070242.hkx - Arm Cross Grabbed (Death, End Frame)
  • a023_031750.hkx - Riposte (Small Weapons)

Notes for Modders
  • There is no Up/Down motion for Hoarah Loux grabs/ER Player grabbed animations, in this mod or in the original Elden Ring animations. The height is done with TAE events (CameraModule, some Wolf animations are also like this)
  • The Chained Ogre deathblows/grabbed animations are in c000_5020.anibnd.dcx (an easy way to tell where animations are for certain characters is by looking at the end numbers (c0000_cXXXX). The TAE for the Chained Ogre animations is a213.

Like my other mods, no permission is needed prior for your own use, since I didn't create the animations themselves.
If there are any issues with any of the animations, please let me know.