Radai @lordradai.bsky.social · 3hMy 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 · 17hThis 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 · 02/10/2026THEY USED THE WRONG ANIMATION FOR CRITICAL ATTACKS ON THESE GUYS LMAO 180
Radai @lordradai.bsky.social · 02/10/2026Finally 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 · 28/09/2026I 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 · 27/09/2026Definitely 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 RadaiMoonlight Ruin @moonlightruin.bsky.social · 24/09/2026Navmesh 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 1192
Radai @lordradai.bsky.social · 25/09/2026Ragdolls and contact points! Getting the contact points was easier than I expected, they are stored dynamically in a vector. 2163
Radai @lordradai.bsky.social · 24/09/2026You 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 · 23/09/2026We truly have come a long way over the course of 4 years. 0140
Radai @lordradai.bsky.social · 17/09/2026Assertions, 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 · 15/09/2026I'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 · 12/09/2026Very proud of this feature. 4 different draw modes, with the ability to highlight a specific material. 1130
Radai @lordradai.bsky.social · 11/09/2026YES! 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 · 11/09/2026New 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 · 11/09/2026Fun 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 · 10/09/2026Turns 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 · 17/08/2026Just reworking and adding new stuff. The loaded resource list. Double clicking an item will open the resource debug menu. 0132
Radai @lordradai.bsky.social · 30/05/2026I 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.comFrom the DarkSouls2 community on RedditExplore this post and more from the DarkSouls2 community 07322
Radai @lordradai.bsky.social · 28/05/2026New 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 · 29/04/2026Making 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 · 29/04/2026Heh, 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 · 06/04/2026The 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 · 06/04/2026Pursuer's grab sure does take a huge amount of space for it to validate. I'm surprised 180
Radai @lordradai.bsky.social · 06/04/2026Yui gave me a way of loading arbitrary character resources. This is getting out of hand fast 2150
Radai @lordradai.bsky.social · 06/04/2026Finally 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.comDark Souls 2 - Grab Validation Debug DisplayYouTube video by Radai 0100
Radai @lordradai.bsky.social · 04/04/2026Here's a YouTube video showcasing the grab zones for DS2 www.youtube.com/watch?v=q_1B...youtube.comDark Souls II - Backstab ZonesYouTube video by Radai 070
Radai @lordradai.bsky.social · 13/03/2026DS2 has some interesting debug characters. These are some of the debug player presets leftover in the game. 1190
Radai @lordradai.bsky.social · 12/03/2026Finally 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.comSceneSelectYouTube video by Radai 1100
Radai @lordradai.bsky.social · 10/03/2026You can select whatever param is loaded by the game, edit it and export as csv 1154
Radai @lordradai.bsky.social · 09/03/2026IN ENGINE PARAM EDITOR! I've always wanted to make this 5413
Radai @lordradai.bsky.social · 03/03/2026Target 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 · 22/02/2026Ai logic logger! (ESD logger. Can apply to map events too) 1242
Radai @lordradai.bsky.social · 19/02/2026AI 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 · 15/02/2026Morpheme 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 · 15/02/2026Finished 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 · 13/02/2026The 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 · 09/02/2026I 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 · 26/01/2026Me, 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 · 21/01/2026This 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 · 20/01/2026This 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 · 31/10/2025I 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. 280
Radai @lordradai.bsky.social · 30/10/2025Drangleic soldiers sure have interesting animations. Are these used in game? I can't recall ever seeing these... 2192
Radai @lordradai.bsky.social · 28/10/2025For 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 · 28/10/2025I 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 · 19/10/2025Me 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 · 17/10/2025It’s looking good so far. What are you waiting for? Play it. This is a threat. 070