This folder should be put in your Game directory. The Game directory is where "eldenring.exe" is located. "C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game" is typically where the Game directory is located. This file should be located at "C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\crossbowParryForTheModernManAndHisHKS\InstallAndMergeHowTo". Put the folder within "paramShit", "paramDef_Bastardized" into your Game directory. "C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\crossbowParryForTheModernManAndHisHKS\paramDef_Bastardized\shittyconverter" should be a valid directory path. Now, load the dll in the "dll mods" folder, "Scripts-Data-Exposer-FS.dll" with Mod Loader or ModEngine or whatever. Load this folder (well, the only important part is "action/script/c0000.hks" and "action/script/c9997.hks") with ModEngine. Congrats, you have installed the mod. To merge, open your c0000.hks (player script) and right above the last lines that defines the global table like global = {} and paste the following: pcall(loadfile("crossbowParryForTheModernManAndHisHKS\\hksModule-CrossbowParry\\crossbowParry.lua")) Then save. Congrats! You can now Crossbow Parry other players/player-type NPCs! Do the same for c9997.hks for being able to parry parriable enemies. If you wish to add extra bullets which can parry, open the target mod's "regulation.bin" with DSMS (Dark Souls Map Studio) and obtain the bullet row ID. For example, let's say I'm playing the extraordinarily fantastical and fictional mod titled "A Mod Whereupon Elden Ring's Many Flaws Are Fixed", and bullet number 172734 is the spell "Completely Fair, Balanced, And Engaging Magical Bullet" that I wish to add parries to. I would simply make note of the ID, 172734, and go to the file settings.lua, located at "C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\crossbowParryForTheModernManAndHisHKS\hksModule-CrossbowParry\settings.lua". Once there, I notice that PARRYING_PROJECTILES is a Lua table, and so I add the number 172734 to the table, making sure to add a comma after it if I didn't put it as the last element, and adding a comma before the previously-last element if I did put it as the last element, and save the file. For modders, in settings.lua there are a few key things to note: PARRYING_PROJECTILES is a list of all bullet IDs that are granted the miraculous ability to parry. - SPEFFECT_PARAM_COUNTER_SPEFS is a list of all the SpEffects that are present on creatures when they're swinging, counter frames. This is used to detect when a Crossbow Parry is valid. To add obvious weakpoints to enemy windups, just add SpEffect 45 or whatever to the TAE you're using. You can also make a custom SpEFfect, add it to the TAE or whatever, and then add it to this list. - SPEFFECT_PARAM_PROTOTYPE_GENERIC is a SpEFfect that I copy onto the PARRY_MODIFIED_SPEF. If you made extensive changes to SpEffect 31 for whatever the hell reason, please bring in a fresh SpEffect 31 from a vanilla reg bin (don't bother changing anything about it) and change its ID to something less that 8 digits long, like 127345 and then proceed to change the reference of SPEFFECT_PARAM_PROTOTYPE = 31 to 127345 or whatever you changed its ID to. - PARRY_MODIFIED_SPEF is a SpEffect that I use for enemy hits. I chose something useless, like Rejection's 2x poise damage taken SpEffect (I didn't even know Rejection had that sort of effect before this), and am warping it for my own usages. If you so choose to make a new row, you can use anything, just change PARRY_MODIFIED_SPEF to point to this new row. New row doesn't even need to be anything special, because it'll just get overwritten by SPEFFECT_PARAM_PROTOTYPE_GENERIC. Interestingly enough, this mod has the exact same bug as my last attempt at Crossbow Parries, where the amount of parries needed for parrying Margit (2 normally) is increased by 1 the first time in the encounter, so your Parries go like 3 parries -> riposte -> 2 parries -> riposte -> 2 parries -> riposte etc... Since the initial mod has all arrows and stuff be parrying, as well as knives, the first time you have a loading screen, it will take a while to load (like 5 seconds extra) due to how many rows are being changed. Unless you change the directory strings of the pcalls in the Lua files, changing directory and folder names of this mod is a bad idea.