This PR works with the current server implementation and https://github.com/thefifthmatt/SoulsRandomizers/pull/9. As such, it can't add many new features yet. The only visible difference is that items picked up for other worlds now show up as key items with descriptive names, rather than literal Prism Stones. However, as discussed in https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/issues/17, this sets the stage for a number of additional modifications that will make it possible to add a bunch of new features on top of it.
To get this running locally:
Check out this branch and build it. Copy archipelago.dll into the DS3 Game\ directory.
This PR works with the current server implementation and https://github.com/thefifthmatt/SoulsRandomizers/pull/9. As such, it can't add many new features yet. The only visible difference is that items picked up for other worlds now show up as key items with descriptive names, rather than literal Prism Stones. However, as discussed in https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/issues/17, this sets the stage for a number of additional modifications that will make it possible to add a bunch of new features on top of it.
To get this running locally:
archipelago.dll
into the DS3Game\
directory.Game\randomizer\
directory.Game\randomizer\ModEngine
(modengine.ini
anddinput8.dll
) intoGame\
.modengine.ini
to setchainDInput8DLLPath="\archipelago.dll"
.DS3Randomizer.exe
intoGame\randomizer\
(overwriting the existing file).SoulsRandomizers\dist\Base\annotations.txt
intoGame\randomizer\dist\Base
(overwriting the existing file).Game\randomizer\DS3Randomizer.exe
, click "Load Archipelago run" in the bottom left, and plug in the Archipelago URL and your slot name.DarkSoulsIII.exe
and have it fully randomized.Marking as a draft for now until I get up a parallel PR updating the documentation in the Archipelago repo.