Xenthos
@xenthos.bsky.social
330 followers 190 following 160 posts
Artist, modder & Souls + MH fan. Working on Dark Souls: Furnace of War, an overhaul mod for DSR. No ETA. Posts aren’t always related. Discord: discord.gg/kBmbUudQUF Profile art: @auroraunity.bsky.social Donate for the project: patreon.com/xenthos Diana 💚
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Reposted by Xenthos
moonlightruin.bsky.social
Dark Souls 2 Firelink Edition is finally out!
This is a new DS2 experience with new visuals, items, weapons, armor, enemy and item location and many more changes. Tell your friends and family.

I hope you all enjoy it.
Firelink Edition
New enemy placement, item location, armor sets, weapons, decorations...A new experience and look for Dark Souls Ⅱ!
www.nexusmods.com
xenthos.bsky.social
Pleasantly surprised with how decent this came out
xenthos.bsky.social
Shall I bring Lordran despair?
xenthos.bsky.social
To clarify, I’m asking about spellcasting weapons specifically. I’m not worried about regular old catalysts not having the ability to riposte or backstab.
xenthos.bsky.social
The alternative I’ve thought of is binding spellcasting to an L2 stance.
This would only temporarily put you in a state where you could spellcast with R1, meaning the visual feedback on the HUD would be grayed out when you’re not in the stance. Might also feel clunkier, so idk.
xenthos.bsky.social
There’s an annoying quirk with spell tools (catalysts etc) in DS1 that prevent them from being able to do critical hits.
How do people feel about that tradeoff? Giving certain weapons the ability to spellcast for their heavy attacks, but losing the ability to riposte or backstab?
xenthos.bsky.social
Can't forget the actual death plane states lol
Reposted by Xenthos
xenthos.bsky.social
Nevermind! I made the fall speed consistent by breaking up the animations even more and adding even MORE states. Also fixed a visual bug while I was at it. Works perfect now!
xenthos.bsky.social
Nevermind! I made the fall speed consistent by breaking up the animations even more and adding even MORE states. Also fixed a visual bug while I was at it. Works perfect now!
xenthos.bsky.social
Update! It now has proper falling and landing states for when you use it from high ground. (You fall much slower than on flat ground, but I can't do anything about the gravity lol)
Also, another weapon imported by Bird - the Kikuichimonji.
xenthos.bsky.social
Precisely lmao, literally his
xenthos.bsky.social
More Hell's Gate polish! Definitely the most complex move I've set up for what you'd think should just be a simple R2 lol
Also featuring the Shiranui, another weapon to go with Masamune in the Odachi class. Model imported by @birdoflight.pmd.social
xenthos.bsky.social
Oh you know it will loool
xenthos.bsky.social
I’m having way too much fun playtesting this lol, I think the moveset will be a hit once it’s done
xenthos.bsky.social
Well, cursed method proof of concept lmao
I've just gotta make some more variants and obviously fix the double crouch, but I mean, it works...
xenthos.bsky.social
Hell's Gate WIP
I have to figure out a way to make the root motion scale with enemy distance. As far as I know, that's not a thing in DS1, so I'll probably have to resort to some cursed method like invisible bullets to track distance... lmao
xenthos.bsky.social
If you know you know lmaoo
Hope the idle transitions are acceptable - I tried to adapt them to an already-existing DS1 idle. The original animations were so fast and these required a ton of adjustments.
(Model import courtesy of @birdoflight.pmd.social)
Reposted by Xenthos
xenthos.bsky.social
Wing Stance now included!
xenthos.bsky.social
Pretty much, or any R2 that's just too slow to *actually* use.
xenthos.bsky.social
Wing Stance now included!
xenthos.bsky.social
Charged heavy attacks are also not planned. Instead, I'm manually merging the charged and uncharged animations for a solid middle ground.
I always preferred those types of R2s in base DS1 - the ones that felt like natural extensions to your moveset instead of super slow ones.
xenthos.bsky.social
Of course, movesets I port from Elden Ring will have their animations and cancel windows slowed down, as well as root motion reduced as necessary. Haven't adjusted the latter yet, but I am satisfied with this attack speed for now.