




Every single weapon and piece of armor is equippable and usable in its native function on all 3 characters (some caveats, please see below). This is a continued work in progress intending on adding many more features, so please see expanded description below. All restrictions removed across every single piece of armor and weapon in the game. All weapons can be used on all 3 characters, and function as they should. Working on both male and female Kliff. There are certain exceptions to this that are being worked on, so please see below.
This has been an absolutely massive time investment with hours upon hours of bug testing and fixes so please let me know if you find any more issues and I will make note and add them to my list of fixes. I appreciate any support.
Lastly, and most importantly – this could not have been achieved without the support of a few people and their research/mods. Do yourself a favor and check out their pages and their mods because they are all individually amazing. Modding can be the greatest thing in the gaming world when people work collectively as a community and do not gatekeep or act like terrible people. These folks are a prime example of that –
– Balerathon – who laid all of the original groundwork on this idea and has been crucial for me understanding literally anything I am doing. True goat
– PhorgeForge – without whose mod manager and equally important mod creator tool, I would have never been able to parse through these files appropriately.
– SoraSkySun – without whose work on the baseline of UP this would have taken drastically longer and perhaps never happened, particularly after the most recent update 1.04. Please check out Sora’s Crimson Game Mods tool (linked below) as there are a vast amount of features and a similar identity to this mod. If you have issues with additional iteminfo editing mods, this tool can also help you correct those.
– Khameli0n – who has helped guide a lot of this work and provided constant advice and tools along the way
– Khione95 & Slinky – for an amazing mod and advice that made compatibility possible, and helping bridge the gap between missing runtime packages
– Roland – for starting the assembly of a great deal of helpful and amazing creators to collaborate
– Yoo – with her research into animation layers
– Cracker – for collaborating with all of us and keeping that thang on him
PLEASE MAKE NOTE BEFORE CONTINUING:
– This is a work in progress. Bugs are being fixed, additional features are being added. My goal is to make this extremely expansive and make Kliff the one-all-be-all character if it is possible. It is also in a great state after a lot of work, so I wanted to put it in all of your hands.
– This mod is heavily intended as a focus for Kliff. Everything works on all 3 characters, but certain socket transfers had to be made for Kliff to use things correctly, which might adversely affect Damiane or Oongka. But the intent of this mod is so you can do everything in the game on Kliff and not have to worry about the other two. This ties into the continued work that is being done on full move-set and skill tree transfers. See below.
– Secondly, this mod is also HEAVILY designed to work in tandem with a female skeleton, so I STRONGLY suggest using Character Creator – Female and Male. Particularly this one , because the socket alignments in the female XML are necessary for weapons to equip and show correctly. I will soon work on an optional file to upload as a reverse XML that focuses on Kliff’s sockets instead of PHW so you can use that if you want to remain as male Kliff, so please keep an eye out for that too. Optional Male and Female files added! Please see “updates since release” section just below.
– If you want to use a male character, read the pinned comment and check optional files
– This mod makes edits to certain .pabgb files that can easily conflict with other mods by changing offset structure, as well as the kliff descriptor XML. This is particularly focused on anything that edits iteminfo.pabgb or equipslotinfo.pabgb.
– I STRONGLY RECCOMEND USING DEFINITIVE MOD MANAGER given some recent updates. It should be able to automatically patch all mods correctly so they can work in tandem and have no conflicts.
– If you want to remain using JSMM – Please test with other mods at your discretion, but if your game crashes or other mods stop working, the cause is likely what I just mentioned in the bullet above. I would direct you towards Crimson Game Mods and specifically Sora’s “Stacker Tool” within as it can alleviate some if not all of these issues with iteminfo.pabgb editing mods.
Updates since release:
Update 2: Uploaded one more optional file for females:
Female optional – As a female character, all of the weapon sockets are identical to the main file. All of the same rules of the mod apply. Everything should work the same with weapons. One added issue with this file currently is Greatswords will most likely be equipped in the wrong hand, but this is dependent on what female skeleton/mod you are using. That is NOT a result of this mod or file specifically, but other things that I don’t feel like typing out. The major difference with this file is the female character will still have male animations, and use the default crow wings glider for Kliff. Everything else will still function as it should with this mod. I will continue looking into female animations + crow glider, but that is NOT my priority.
Update 1: Updated the optional files for those wanting to use Male characters:
Two files included, recommended and not recommended:
Recommended: All male animations in place. As a male character: Damiane’s shields will sheathe at your feet. Kliff shields will work properly. Guns will sheathe on your back like other male characters. Oongka weapons equip properly. Greatswords equip properly. Female armor is buggy, don’t use it.
Not Recommended: All male animations in place. As a male character: Damaiane’s shields will equip properly. Kliff’s shields will stay sheathed on his back. Guns will sheathe at your feet. Oongka weapons are at your feet. Greatswords are in the wrong hand. Only recommended if you want Damiane shields to display properly, as well as female armor to be less buggy on a male character (but still buggy).
Pick your poison for males. One is obviously much better. The mod is intended for females, but these optional files get you pretty damn close.
Current features:
– All ranged weapons work on all 3 characters: Guns, Cannons, and Bows
– Current move-set transfers to Kliff: Oongka 2handed axe move-sets, Damiane Rapier + Damiane shield = Rapier & shield moveset
– All armour is equippable on all 3 characters. All Weapons equippable on Kliff. All gear is in the correct slot arrays, nothing sticks out of your feet! Oongka 2handed axes, hammers, warhammers, Damiane Greatswords, Rapiers, and her Shields. Nothing has been removed from Kliff and should still function perfectly.
– When you unlock a skill for the corresponding weapon on Damiane’s or Oongka’s skill tree, it should then allow Kliff to have that same skill IF the weapon is working properly on him at whatever version of this mod you are using. (i.e. currently 2h axes, rapier + damiane shield, guns, cannon).
– Fully working socket structures
Additional features being worked on:
– My #1 priority at the moment is transferring all move-sets to Kliff wherever possible. There are shared weapon families, such as Longswords for example, for both Kliff & Damiane, so if I can make it optional for which move-set you have selected, I will do so. This is by far the most complex layer in the game that I have found concerning weapon logic and systems, so please bear with me.
– Skill tree expansion. PA has already done this with recent updates, so I am working on reverse engineering their approach to instill all skills on Kliff’s tree, instead of overwriting them with other character skills (which is already possible, but presents issues).
Known current issues – ALL being worked on:
– Weapon invisibility with certain combos. If you have a Damiane Rapier & a Kliff 1h sword equipped, one will not show. If you have 2 rapiers equipped or a damiane rapier and shield equipped and something is not showing – open your radial wheel and swap off the rapier and then back to it, or hover over one of the weapons in your 1handed slot in the radial wheel and press the input to “switch hands” and it should resolve it permanently until you switch to a different weapon type again. This is being worked on.
– Weapon combos that are not vanilla intended have bugs. Kliff shield + damiane rapier causes character glitches. Kliff 1h sword + damiane shield causes animation loop
– Oongka 2 hand hammers and warhammers only currently have light attack combos.
– Damiane holding greatswords incorrectly (should work fine on Kliff + female Kliff)
– One hand cannons equipping on the left hand but firing out of the right hand, causing it to clip through your arm. This is not XML related like other socket issues that have been solved, so it is being further explored
– This ties into moveset transfers, but if you didn’t read above – do not expect to equip 2 rapiers and inherit that moveset just yet. Kliff’s 2hand weapon logic overwrites this, and it is being heavily looked into.
– “Not enough ammo” for ranged weapons – current fix is just opening your radial wheel and hovering over the ammo slot. Should fire after. This is likely a bug with the game updates, nothing to do with mods.
– Finger pistols for male Kliff
Required mods:
– Definitive Mod Manager – STRONGLY RECCOMENDED
– JSON Mod Manager – Alternative option for those wanting to just use this mod or no other mods that affect iteminfo.pabgb
– Character Creator Female (if playing as female, duh)
– Crimson Female Voices (same)
Suggested tool for combining this with other iteminfo editing mods (only needed if using JSMM)
– Crimson Game Mods
Installation:
– This has been tested with both Definitive Mod Manager and JSON Mod Manager. Download the folder, EXTRACT IT, and simply drop the entire folder it in to the mod manager. For DMM, enable both files it creates (check pinned comment for details on this). For JSMM, enable just the one entire folder that is created.
– It should simply work in-game for you given there are no other conflicting mods like I detailed above in the “please make not before reading” section.
NOTE: currently there may be a bug where JSMM will also add a separate “characterinfo – Kliff uses Full…” file into your available mods section, you do NOT need to activate that. Just enable the folder itself and you should be good to go.





