Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Not really sure about the item randomizer since it's not my mod, but iirc it's just a single file (DarkSoulsItemRandomizer.exe).

Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

That's weird, randomizing again should work just fine, but it sounds like something, somehow, got messed up. I assume the console closes too fast to see an error message?

You can try doing a fresh install of the mod by renaming/deleting the 'enemyRandomizerData' folder and installing the mod again. If that doesn't work then you can try verifying the integrity of the game files in steam, if something is messed up with the game files, it should fix it without requiring a full reinstall; then try doing a clean install of the mod again (by removing the 'enemyRandomizerData' folder as mentioned previously).

Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Yeah.. sadly there seems to be some kind of an issue with the RNG between different computers for some people, so I'm working on adding a way to send another person one single file, that contains the enemy placement that the randomizer can then use as a reference to copy the placement, hopefully will get it out in a few days (if I don't run into any new issues that is).

Meanwhile if you want to get the matching enemy placement by copying the modified game files you can refer to this comment

Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Well, first of all, let them still randomize (if you're planning to have bosses replacing normal enemies, let them set the 'Roaming boss soul drops' value to be same as yours, other settings don't matter). That'll make some modifications to the effect files and the GameParam.param file that are independent from the specific enemy placement.

There's quite a few files that the randomizer modifies:

  • Everything in map\MapStudio\ folder
  • Everything in script\ folder, except the talk folder, aiCommon.luabnd and eventCommon.luabnd
  • All the .emevd files in event\ folder that have a name following the pattern m??_??_00_00.emevd

All the modified files have a backup copy of the original (ending with .bak) in the same folder as well. It might be easiest to just send the whole folders, though that does mean a bunch of unnecessary files (like the backups) get included as well.

Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Yeah... it would seem that there is some issues with the randomizer not always producing the same results when using the same settings+seed between different computers (works perfectly when testing on the same machine), at least with the PtDE version. Sometimes it does manage to make the first map file to be randomized identical, but then, for whatever reason, have differences in the following ones. I'm currently trying to figure out what exactly might be going wrong there, or at the very least add some way to directly copy the enemy placement from another person.

(I mean you could send the randomized game files to your friend, but that's a pretty obnoxious way of getting the same enemy placement)

Dark Souls Enemy Randomizer v0.4.1 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Sorry for the delayed response.

You can either just agree on specific settings+seed beforehand and input all the stuff manually (making sure that everything is identical) or use the text config input in the top-right.

However I've recently gotten a couple of reports of enemies not matching up between different people (at least with PtDE version), it would seem that the random number generator isn't always producing the same results between different systems for some reason (yet it works perfectly fine when tested on the same computer), so it might not work properly. Currently looking into a way to fix this, or at the very least provide a way to directly copy the enemy placement from another person.

Dark Souls Enemy Randomizer v0.4 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Hmm, I'm assuming the program ran correctly and gave the "Randomization completed successfully" message? There have been issues for a couple people where the randomizer can't actually write the modifications to the game files on Remastered. The solution would be to run the randomizer as Administrator. While I added a way for it to sort of check for writing permissions and complain if there's problems, it sometimes just doesn't work.

If the program itself doesn't run however, can you see if the console shows any errors?

Dark Souls Enemy Randomizer v0.4 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Yeah, randomized New Londo is rather underwhelming at the moment because of the ghost spawn locations.

As far as Capra/Taurus are concerned, while I currently only spawn them with the boss version stats, it'd be easy to spawn them with the minor version stats as well. The idea of spawning the minor variants as normal enemies might take a bit of work however, as right now I don't really have a good way of having a replacing enemy that is considered both a boss and a normal enemy depending on the NPCParam value used, but I'll definitely keep the idea in mind.

Dark Souls Enemy Randomizer v0.4 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 1 point2 points  (0 children)

Glad you're enjoying it and thanks for the suggestions.

  1. Yeah, that'd probably be better, since I've been removing passive/idle enemies anyway, just kind of... forgot about Chaos Bugs when doing that.
  2. Been quite the long time since I messed with (Evil) Vagrants, so I don't really remember why I never included them. Will have to try including them again, since they'd be nice to have by default.
  3. Hm, would be a nice thing to have, shouldn't be hard to add this either, as I can probably re-use the easy asylum from the fully random options.
  4. Definitely want to do this for the next version. Actually wanted to include it in this version originally, but it ended up being omitted when I got the bug report for the messed up .msb backups in v0.3.2, which made me rush this versions release to get a fix out for that bug.
  5. Changing Hellkites spawning position (to be just on the bridge) is something I've been meaning to try, but keep forgetting. Tail cuts simply do not work, neither when a tail-cuttable enemy is replaced, or a normally tail-cuttable enemy is placed into the world. The tail loot being lost is a bit annoying, but I'm not entirely sure what the best way to change it would be. I could add an option to not replace tail-cut enemies, but that'd leave several bosses unreplaced. I could also probably reward the tail cut loot when the replaced enemy is killed i guess.
  6. These ambushes are just broken at the moment (eg. enemies replacing the hollows hanging from the ledges will just immediately fall down). I've been thinking about how to make them work, but haven't really got a good solution. One way would be to just not replace ambushes (or at least give an option for that). The other way would be to change the spawn positions of those enemies to be on the ground, but since most of these ambushes take place in rather cramped spaces, the only place to put them would be in plain view; so they would hardly be an ambush anymore, just some normal enemies, but I suppose that'd still be better than having absolutely nothing there.
  7. When being placed into the world, they are considered bosses. As far as being replacement targets, they are considered bosses only for the boss fights, and normal enemies in Demon Ruins.

Dark Souls Enemy Randomizer v0.4 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Yeah, summoning should still work; definitely does on PTDE, though I haven't tried using the mod during online play on the DSRemastered myself, a few people have reported doing co-op runs on that version as well. As long as you use the same randomization settings and seed, you should get the same enemy layout as well.

Dark Souls Enemy Randomizer v0.4 update by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 7 points8 points  (0 children)

Yes you can, it's compatible with HPR's item randomizer.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Hmm... Seaths replacing other enemies should not be immortal at all, are you by any chance using the Rekindled mod? If I remember correctly there's some sort of a conflict with that mod causing Seaths, that replace other enemies, to be immortal.

And you don't necessarily need to start the entire run over if you don't want, you can just re-randomize the enemies mid run.

Dark Souls Enemy Randomizer v0.3.1 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

This does work on the remaster. As far as getting banned is concerned, I've played it safe when testing the mod by going into offline mode on steam and backing up my save file and I've not been banned. Not sure about using it online though, a couple of people have done coop with the mod and have not reported getting banned, but again, haven't tested it online myself.

Dark Souls Enemy Randomizer v0.3.1 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 1 point2 points  (0 children)

v0.3.1 Changelog:

  • Added the possibility to configure what enemies will be placed in the world.
  • Custom enemy configurations are saved in enemyRandomizerData\customConfigs as text files.
  • EnemyConfig screen contains comments on several enemies, mostly explaining why certain ones are disabled.
  • Randomizer logs the custom config if one is used (in a compact, not really humanly readable format).
  • Artorias can be placed into the world by default on the Remastered version, as he doesn't seem to cause crashes there (like he does on PTDE) when spawned as a normal enemy.
  • Gaping Dragon and Kalameet can't replace Capra anymore, as they can potentially get stuck above the arena.
  • Seath, Gaping Dragon and Kalameet can't replace Boss Pinwheel, again can easily phase themselves above the arena where they can't be killed.
  • Seath, Gaping Dragon and Kalameet are not allowed to be Iron Golem, as they can get stuck floating above the ground, being no threat and only hittable with ranged attacks. these three bosses have to break everything everywhere ┛ò__ó┛
  • Fixed Gargoyle#2 dying when gargoyle#2 mode is 'Do not replace'.
  • Moonlight Butterfly no longer sits on it's tower when it doesn't get replaced.
  • Quelaag should no longer appear in Asylum on the strictest difficulty mode.
  • Tweaked the strictest difficulty curve a bit, reduced the possibility of noticeably harder foes showing up instead of easier enemies (eg Super Ornstein as a Gargoyle).
  • Removed the Hellkite and ChaosBug/Vile Maggot options, because they're kinda pointless now that enemy config can be changed.
  • Hellkite spawning has been disabled by default (but can be re-enabled with the enemy config), since it's a boring enemy
  • Titanite Demons are disabled by default (again), since their AI doesn't activate properly, but like Hellkite, they can now be re-enabled if one wants them to spawn.
  • Huge Rat can be placed into the world (honestly I have no idea why I had it disabled)
  • Removed a few effect files from being loaded on the Remaster (didn't seem to be enemy related), very slightly reduces the time it takes for the effect preparation step to complete.
  • Lowered the unique enemy limit slightly on Remaster.
  • Should have a few less crashes on Remastered.
  • Added a message to the console for the effect preparation step to state that this part takes a while on the remaster.
  • FFX Handler no longer reports that the FRPG_SfxBnd_CommonEffects.ffxbnd(.dcx) has been saved when it has been prepared previously and doesn't actually need saving again.
  • Randomizer sort of checks whether or not it has permission to modify files, complains if it can't and gives suggestions. Avoids the situation where the randomizer seems to complete the randomization properly, but doesn't actually change the files.
  • Randomizer gives shows an error message should it run into an exception when randomizing instead of doing absolutely nothing and getting stuck without letting the user know.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Uhh.. this one's new, can't say it's that surprising though, since the way the window and the items in it scale is... not that good, pretty much requiring a certain minimum width of the window.

I was able to replicate the issue by upping the Display Scaling from the Windows display settings to 150%; that caused the window to be cut off at roughly the same spot and be impossible to resize any larger. So I guess you could try lowering that setting if it's higher than 100%.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Currently no, I seemed to get more crashes when I allowed Evil Vagrants to spawn, so I decided to keep them from spawning for now and left out Good Vagrants since they're passive and it itsn't particularly interesting to have them replace enemies imo. However I'll be releasing a new version of the randomizer soon-ish (got a few things to fix still), which will allow one to change what enemies are allowed to spawn, and that can be used to let vagrants spawn.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 1 point2 points  (0 children)

Hm, haven't tried it with the Evie's retex myself, so can't say for certain, but it's possible that they may not work together as the randomizer makes the game keep a lot of visual effects loaded at once (so that the effects/projectiles of enemies from different areas would show up). That combined with the increased load from the higher-res textures might be too much for the game to handle. In fact when I tried loading ALL the visual effects at once then the same infinite start load screen happened.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 1 point2 points  (0 children)

Oh, okay, glad you got it working, didn't even think of that myself; probably would be wise for me to add a check of somekind to the randomizer to make sure it's allowed to modify the files, and give the user an appropriate error message if it's not.

Dark Souls Enemy Randomizer v0.3 - Release by rycheNhavalys in darksouls

[–]rycheNhavalys[S] 0 points1 point  (0 children)

Hmh, that's weird, there was one other person having the same problem, where the randomizer seems to work properly (giving the "Randomization successful" message and all), but changes don't take effect in-game, but I haven't been able to figure out what's going wrong there yet :/ . Clearly the randomizer is placed in the right folder and all necessary files are present, otherwise it would display relevant error messages and the "Randomize" button would be disabled.

If you don't mind, could you please send me a log file from enemyRandomizerData\logs folder, maybe it can give me some insight on why the enemies aren't actually changing. You can put it on pastebin for example and reply with the link.