Sephiroth from Final Fantasy 7 peering over Firelink Shrine in Dark Souls
16.10.2025 23:43 β π 37 π 10 π¬ 1 π 0@xenthos.bsky.social
Artist, modder & Souls + MH fan. Working on Dark Souls: Furnace of War, an overhaul mod for DSR. No ETA. Posts arenβt always related. Discord: discord.gg/kBmbUudQUF Profile art: @auroraunity.bsky.social Donate for the project: patreon.com/xenthos Diana π
Sephiroth from Final Fantasy 7 peering over Firelink Shrine in Dark Souls
16.10.2025 23:43 β π 37 π 10 π¬ 1 π 0Sephiroth from Final Fantasy 7 peering over Firelink Shrine in Dark Souls
16.10.2025 23:43 β π 37 π 10 π¬ 1 π 0Couldn't do one and not the other
16.10.2025 19:35 β π 19 π 1 π¬ 2 π 0Dark 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.
holy shit genius
14.10.2025 22:18 β π 1 π 0 π¬ 0 π 0Pleasantly surprised with how decent this came out
14.10.2025 22:01 β π 27 π 1 π¬ 2 π 0Shall I bring Lordran despair?
14.10.2025 04:50 β π 21 π 2 π¬ 0 π 2To clarify, Iβm asking about spellcasting weapons specifically. Iβm not worried about regular old catalysts not having the ability to riposte or backstab.
13.10.2025 18:04 β π 1 π 0 π¬ 0 π 0The alternative Iβve 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 youβre not in the stance. Might also feel clunkier, so idk.
Thereβs 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?
Can't forget the actual death plane states lol
10.10.2025 00:43 β π 9 π 1 π¬ 0 π 0Nevermind! 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!
09.10.2025 19:57 β π 9 π 2 π¬ 1 π 0Nevermind! 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!
09.10.2025 19:57 β π 9 π 2 π¬ 1 π 0Update! 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.
Precisely lmao, literally his
09.10.2025 01:59 β π 3 π 0 π¬ 0 π 0More 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
Oh you know it will loool
08.10.2025 21:50 β π 1 π 0 π¬ 0 π 0Iβm having way too much fun playtesting this lol, I think the moveset will be a hit once itβs done
08.10.2025 01:54 β π 5 π 0 π¬ 1 π 0Well, 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...
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
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)
Washing Pole who?
07.10.2025 03:33 β π 20 π 5 π¬ 2 π 1Wing Stance now included!
30.09.2025 19:02 β π 13 π 4 π¬ 0 π 1bsky.app/profile/xent...
30.09.2025 19:32 β π 1 π 0 π¬ 0 π 0Pretty much, or any R2 that's just too slow to *actually* use.
30.09.2025 19:08 β π 0 π 0 π¬ 0 π 0Wing Stance now included!
30.09.2025 19:02 β π 13 π 4 π¬ 0 π 1Charged 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.
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.
30.09.2025 01:02 β π 2 π 0 π¬ 0 π 0Light Greatsword moveset WIP. Testing on an Iaito for now.
I've made ways to fully customize combo strings in my mod, so attacks can transition into each other as nicely as possible. Up to 6 light attacks are also supported, so I can port any basic Elden Ring moveset faithfully.