Sign in

Radai

@lordradai.bsky.social
253 followers 34 following 206 posts

Reverse engineer, computer science student. Author of DS2 modding tools, such as DebugManager and DS2AnimToolset. I enjoy music, physics and video games in general too. If you enjoy my work, please consider supporting me on Ko-fi: ko-fi.com

PostsRepliesMedia
Radai @lordradai.bsky.social · 3h
My last post was showing the hollow soldier morpheme network, decompiled as project source and running in MorphemeConnect. This allows modders to create completely custom behaviour in DS2, its possible to add brand new animations with this.
040
Radai @lordradai.bsky.social · 4h
HOLY SHIT
051
Radai @lordradai.bsky.social · 17h
This is SO fucking huge. A decompilation of the simplest morpheme network DS2 has, entirely done by Claude. I gave it access to my research and my github, the connect Ghidra projects, documentations, and asked it to attempt to recover the source project, and it delivered.
231
Radai @lordradai.bsky.social · 02/10/2026
THEY USED THE WRONG ANIMATION FOR CRITICAL ATTACKS ON THESE GUYS LMAO
180
Radai @lordradai.bsky.social · 02/10/2026
Finally brought back state conditional shape coloring. I had to change a bit of the palette cause the default color is now yellow instead of blue.
0141
Radai @lordradai.bsky.social · 28/09/2026
I implemented the force parry flag, and I saw very.. interesting things. It parries EVERYTHING. Even parries. You can parry a parry, since parrying works by damaging the parried entity. Two entities with force parry active are basically unstoppable force vs unmovable object, Gojo vs Sukuna.
1237
Radai @lordradai.bsky.social · 27/09/2026
Definitely the most interesting feature I've ever implemented. You can double click a character in the game and it will bring up its debug menu.
0358
Reposted by Radai
Moonlight Ruin @moonlightruin.bsky.social · 24/09/2026
Navmesh edit courtesy of Saint Aldrich on Discord. They managed to import navmeshes to Blender and edit them, it's insane. Normally in Shaded Woods there is no navmesh between the parts blocked by the rubble, so I asked them to lend me a hand connecting the two. #DarkSouls2
Path in Shaded Woods that normally has rubble blocking the way. With the rubble modded out of the way, but there is a gap in the navmeshes.Path in Shaded Woods that normally has rubble blocking the way. With the rubble modded out of the way and the navmesh gap closed.
1192
Radai @lordradai.bsky.social · 25/09/2026
Ragdolls and contact points! Getting the contact points was easier than I expected, they are stored dynamically in a vector.
2163
Radai @lordradai.bsky.social · 24/09/2026
You can now use the debug menu with a controller. Even though you must leave the game paused while doing so, otherwise you will both move the character and the menu.
0131
Radai @lordradai.bsky.social · 23/09/2026
We truly have come a long way over the course of 4 years.
20222026
0140
Radai @lordradai.bsky.social · 17/09/2026
Assertions, logs, and various messages can now be displayed in the game. I implemented a stack system, each message is stack vertically up to a limit of 64 messages.
070
Radai @lordradai.bsky.social · 15/09/2026
I'm redoing pretty much everything in DebugManager, properly this time. Today, I redid the param editor. You open the list of entries for each param, you then double click one of them and it will open the specific param entry editor. The metadata format is Paramdex.
080
Radai @lordradai.bsky.social · 12/09/2026
Very proud of this feature. 4 different draw modes, with the ability to highlight a specific material.
1130
Radai @lordradai.bsky.social · 11/09/2026
YES! I figured out how ground material is stored, so I can draw a color for each material. This combination is really ugly cause I did not hardcode 255 different colors, I randomly generate the color array with a fixed seed and this happens to be the result (unchanging between boots)
070
Radai @lordradai.bsky.social · 11/09/2026
New feature! You can choose how hits are colored. This mode features a slope check, red is not climbable, orange is tilted around 30 degrees, white is climbable without issues.
0153
Radai @lordradai.bsky.social · 11/09/2026
Fun but useless fact. The real name of super armor in Ds2 is poise armour. Hyper armor I don’t know, ultra armor is stun armour
150
Radai @lordradai.bsky.social · 10/09/2026
Turns out, the havok collider shapes store colors in them! I tried using them to draw the shapes, and they turn out quite uh.. interesting, to say the least
0131
Radai @lordradai.bsky.social · 17/08/2026
Just reworking and adding new stuff. The loaded resource list. Double clicking an item will open the resource debug menu.
0132
Radai @lordradai.bsky.social · 19/06/2026
Dark Souls 2 cut menu: the spellbook!
56211
Radai @lordradai.bsky.social · 30/05/2026
I made a reddit post explaining the vulnerability I talked about in my previous post here. Recommended for those of you who want a more technical insight on what's going on. www.reddit.com/r/DarkSouls2...
reddit.com
From the DarkSouls2 community on Reddit
Explore this post and more from the DarkSouls2 community
07322
Radai @lordradai.bsky.social · 28/05/2026
New BA update patches the worst vulnerability I've ever seen in DS2. Here's the update for BA, recommend you get it if you want to play online. I'll explain what it was in the answers to this post. www.nexusmods.com/darksouls2/m...
bsky.app
3239
Radai @lordradai.bsky.social · 29/04/2026
Making some modifications to how DebugManager handles debug drawing, and added a lot more keybinds. You can now toggle the debug menu rendering with F11, and toggle all debug capabilities with F12 (F10 is taken by the game for something I still don't understand, this overlaps with Steam screenshot)
180
Radai @lordradai.bsky.social · 29/04/2026
Heh, figured out the toggle for the console version input system for the debug menu. GuiFramework (the debug menu UI) has a system called virtual input to translate controller buttons to ui inputs, there's a toggle to draw the currently selected item in the PC code too.
070
Radai @lordradai.bsky.social · 06/04/2026
The actual full backstab validation check is summarized with this picture. I won't explain everything now, I'll make a video about this. Suffer looking at this monster with me for now
4181
Radai @lordradai.bsky.social · 06/04/2026
Pursuer's grab sure does take a huge amount of space for it to validate. I'm surprised
180
Radai @lordradai.bsky.social · 06/04/2026
Yui gave me a way of loading arbitrary character resources. This is getting out of hand fast
2150
Radai @lordradai.bsky.social · 06/04/2026
Finally figured out how the game decides if a backstab attempt must fail or not! This video just showcases DebugManager debug drawing of this system, I will make a video explaining the whole grab system in the next days. www.youtube.com/watch?v=3qFX...
youtube.com
Dark Souls 2 - Grab Validation Debug Display
YouTube video by Radai
0100
Radai @lordradai.bsky.social · 04/04/2026
Here's a YouTube video showcasing the grab zones for DS2 www.youtube.com/watch?v=q_1B...
youtube.com
Dark Souls II - Backstab Zones
YouTube video by Radai
070
Radai @lordradai.bsky.social · 03/04/2026
DS2 grab zones. Overly complicated, as usual for DS2
1120
Radai @lordradai.bsky.social · 13/03/2026
DS2 has some interesting debug characters. These are some of the debug player presets leftover in the game.
1190
Radai @lordradai.bsky.social · 12/03/2026
Finally managed to fix save corruption on map selection! You can select the starting class and NG cycle on selection! And while I was at it, I added some more options that work both in this mode and in the normal game, such as Invincibility, Undead, Auto Parry etc. www.youtube.com/watch?v=eSug...
youtube.com
SceneSelect
YouTube video by Radai
1100
Radai @lordradai.bsky.social · 10/03/2026
You can select whatever param is loaded by the game, edit it and export as csv
1154
Radai @lordradai.bsky.social · 09/03/2026
IN ENGINE PARAM EDITOR! I've always wanted to make this
5413
Radai @lordradai.bsky.social · 03/03/2026
Target positions! There are a lot of targets in a map, there are 5 different target types: 1. Characters 2. Map 3. Events 4. Bullets (never seen them) 5. Generators Alluring skull is interesting cause it creates a dummy character target.
060
Radai @lordradai.bsky.social · 22/02/2026
Ai logic logger! (ESD logger. Can apply to map events too)
1242
Radai @lordradai.bsky.social · 19/02/2026
AI path finding! I've always wanted to do this, but I never managed to understand the system... until now. @illusorywall.bsky.social last video inspired me to look into this some more.
1577
Radai @lordradai.bsky.social · 15/02/2026
Morpheme Editor can now be used to run the .nmb network. You can switch from animation browsing to network simulation using an option in the menu bar.
0151
Radai @lordradai.bsky.social · 15/02/2026
Finished modifying morpheme 4 so it matches what ds2 uses. I can now run ds2 networks and preview them as if I was in game
080
Radai @lordradai.bsky.social · 13/02/2026
The ABSOLUTE mess that is the main state machine for c1020. Holy shit, I definitely need to figure out a way of sorting states automatically. If anyone has ideas, I'm open to suggestions
1160
Radai @lordradai.bsky.social · 09/02/2026
I wrote code to create and display the morpheme network layout for an NMB on screen. It produces coherent data, but there’s only one… little problem. I’ve been staring at it processing c0001.nmb for the past 5 minutes. This is very slow for large networks, and I’m not sure I can improve it
140
Radai @lordradai.bsky.social · 26/01/2026
Me, casually reading the Morpheme documentation and finding out that morpheme itself exposes the backend features to create nodes. I've been up writing a framework for generating an mcn for the last 6 months, and now I figure out I can just use connect scripts to do what I need! :) Please kill me
080
Radai @lordradai.bsky.social · 21/01/2026
This January I found a vulnerability in the DS2 server code that lets a malicious user crash a player, even without connecting to them. BA 2.06 fixes this issue, it's recommended you download it if you want to play online. For more details, here's Yui's post: www.patreon.com/posts/info-b...
313156
Radai @lordradai.bsky.social · 20/01/2026
This is completely generated programmatically. Work on the framework to convert morpheme compiled networks to project source should be almost complete, meaning I will start working on actually decompiling Dark Souls 2 morpheme networks to editable graphs within connect. Soon™️
090
Radai @lordradai.bsky.social · 31/10/2025
I finally fucking managed to fix a problem that's been bugging me for more than a year, I finally understand how the fucking flver gets its transforms applied from an animation in DS2. On the left, old version with incorrect mesh transforms. On the right, new version that works properly.
BeforeAfter
280
Radai @lordradai.bsky.social · 30/10/2025
Drangleic soldiers sure have interesting animations. Are these used in game? I can't recall ever seeing these...
2192
Radai @lordradai.bsky.social · 28/10/2025
For anybody using my Morpheme4 repo, update immediately. I found out that the morpheme lib does not work with optimizations turned on, so I changed the Release config to have optimizations disabled. Expect incorrect results if using optimizations.
010
Radai @lordradai.bsky.social · 28/10/2025
I think I just figured out how to replace the whole game morpheme lib implementation with my own. By hooking up only three methods. If this works the next major version of debug manager will allow for very cool things.
0100
Radai @lordradai.bsky.social · 19/10/2025
Me in the process of checking out custom weapons hitbox in @moonlightruin.bsky.social Firelink mod (I'm gonna go hard on you :D)
1130
Radai @lordradai.bsky.social · 17/10/2025
It’s looking good so far. What are you waiting for? Play it. This is a threat.
070