Creating Custom Starting Classes 1. Download the Rune Bear edit of Yapped 2. Find a reference resource for Elden Ring Item IDs - I recommend this table by The Grand Archives - 3. Open File Explorer 4. Locate your regulation.bin le. This is typically [C: \Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game] 5. Create a copy of regulation.bin and backup this le securely! If you ever change something through Yapped which messes up your game and you can't seem to x it, simply copy your backup of regulation.bin and place it back in your Elden Ring install directory (C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game) Be sure to copy the backup regulation.bin le into your game directory - do not move it. If you're new to le management, read a bit online about the di erence between moving and copying a le and why the di erence is important in this context. Doing the above will revert regulation.bin back to its base form; Elden Ring unmodi ed. I also recommend incrementally going to Tools -> Export Data after you edit a Param (far left column) when you know your edits work without issue. This ensures that if you do have to restore your regulation.bin to the original that you can fi ff fi ff fi fi fi fi fi go to Tools -> Mass Import Data. This tells regulation.bin to Import changes for any known-good Params you've exported. 6. Open Yapped.exe from wherever you extracted the program's les 7. In Yapped, select File -> Open 8. In the window which opens, navigate to where your game's regulation.bin le is. This is typically [C: \Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game] 9. The far left column are Params. Click a Param and the center column changes to show all the in-game objects that Param manages. Click an object in the center column to see speci c values for the object fi fi fi 10. Go to Tools -> Import Names. The center column should now populate with names telling you what most objects are. This is not strictly necessary, but it is very helpful! 11. WARNING: Some object/Param names may be unknown or mis-titled. Get in the habit of testing edits incrementally, or you may nd that your edits are changing something completely di erent from what these Imported Names imply. Example of Yapped after Importing Names fi ff 12. In the left column, locate and select CharaInitParam 13. In the center column, scroll down a bit to locate rows 2400 to 3009 14. Rows 2400 to 2409 are, as the screenshot shows, the 10 Gifts a Starting Class can begin with 15. Rows 3000 to 3009 are the 10 Starting Classes 16. By clicking one of the objects in the center column, you can inspect and edit the various Values of the object Example - Yapped with the Vagabond Class (object) selected and several Values highlighted. "Soul" is how many Runes the class begins the game with. The other values are, as the names imply, the armor and weapons the starting class is equipped with. As an example, my mod changes the following Values (right column) for each Class (center column) inside CharaInitParam (left column): • Soul (This changes how many Runes you start with) - This may seem useless, but dying to the Grafted Scion does NOT cause you to lose your Runes! • Right Weapon 1, Right Weapon 2 • Left Weapon 1, Left Weapon 2 • Helmet, Armor, Gauntlets, Leggings • Arrow Slot 1, Bolt Slot 1, Arrow Slot 2, Bolt Slot 2 - These are the arrows/bolts the class starts with • Level (This is the Soul Level of the Starting Class) - I used this Elden Ring Build Calculator to ensure the changes I made to stats are equivalent to the Soul Level the class would have if it leveled up normally. You could set this lower if you want to start with high stats AND still easily level up! • Vigor, Attunement (Mind), Endurance, Strength, Dexterity, Intelligence, Faith, Arcane - These are the base stats the class starts with. Keep in mind that changing these does NOT automatically change the Soul Level of the Class Now you might wonder how the hell anyone knows that Values should be what to get the armor or weapons we want. That's where The Grand Archives resources comes in to play. Open that link up and, at the bottom area, select Armor IDs: Use CTRL + F to search for what you want. In the example above, I looked for the Vagabond Knight Helm. Its item ID is 660000. This is the same Value you'll see in Yapped for your un-edited regulation.bin. By changing this 66000 Value for the Helmet in Yapped to something else, the Vagabond Class will start with a di erent helmet! Again, we use The Grand Archive resource to locate the item ID for the new helmet we want. In this case I chose the Greathelm: Back in Yapped, we change the Value 660000 for Helmet to the item ID for the Greathelm (1101000). Continue to ff replace the Values in Yapped with the item IDs you want to start with. This is how my Vagabond class looks after all of the edits: This whole process can take a bit of getting used to, but with this information you should have the basics to get started with creating your own classes! Once you've swapped some armor or weapons around, try to investigate the Values (right column) for each Class more thoroughly. There are many Values you could change. Be cautious, though! Some of these Values are a bit quirky with unexpected interactions. Try to change Values only if another, built-in object (center column) also changes that Value in some way. If you aren't certain what a Value in the left column actually changes, try comparing Values between di erent objects (center column). What Values need to change to turn a consumable Gift, such as the Land Between Rune, into a Talisman Gift, like Shabiri's Woe? ff The easiest way to nd out is to click back and forth between objects (center column) without moving the Values (right column). After a few clicks you'll see which Values are changing and can better understand what they actually do. If you follow this logic, be sure to scroll all the way down through the entire Value column! Otherwise, you may miss a crucial Value that is changed. It's easy to miss data when most Values are -1. As an example, you could try changing the Gift - Land Between Rune to the Erdtree's Favor Talisman by changing the Land Between Rune Values to match the Gift - Crimson Amber Medallion Values exactly. But then, what Value would you need to change to get the Erdtree's Favor, instead of the Crimson Amber Medallion? Compare the Medallion Gift to Shabiri's Woe, another Talisman Gift, and you'll nd that the Accessory Slot 1 Value is 1000 for the Medallion and 6050 for Shabiri's Woe. So, what Value do you need to change for your edited Land Between Rune to start with the Erdtree's Favor? Yep! Accessory Slot 1 needs to change. And, as you may have gured out, we nd the Erdtree's Favor item ID using The Grand Archive resource: fi fi fi fi
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