Xeno Reacts To Insane Dark Knight Animation Mods | Final Fantasy 14 Illegal Mods



In this video Xeno reacts to a couple Dark Knight animation / VFX mods for Final Fantasy 14 created by the community. Xeno does not condone the use of any third party tool or mod in Final Fantasy XIV. Xeno is a reformed player who wants to go to the next media tour. Yoshi-P please don’t cast your wrath.

Original Videos:
Void Knight – An FFXIV VFX Mod: https://youtu.be/2-0qxvyiFfQ
Archangel (Dark Knight): https://youtu.be/PhygTNXeb88

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Outro song: Sirius Beat – The Chosen
Link: http://youtu.be/JuaM1romA3c

Background music by Sirius Beat
Link: https://www.youtube.com/c/siriusbeat

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49 thoughts on “Xeno Reacts To Insane Dark Knight Animation Mods | Final Fantasy 14 Illegal Mods”

  1. Overall, i think what makes Papachin's mods so great is that they strike the perfect balance of making the skills look cool while also not going over the top with the effects. His Black Mage mod in particular is amazing.

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  2. i think the main reason why these animation are not in the baseline game and will never be, is simply because : imagine a 24 man raid with all animations active, i can't imagine what kind of compute you would need tbh xD

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  3. Thank you again, Xeno. I thought you might like that angel summon as much as I still do. This is probably one of my more popular ones. There have been a few updates since that video. Radiant Sundering's (Shadowbinger) VFX were reigned in a bit and Holy Spirits (Salted Earth) had an AOE indicator added in so that the area of effect field was more intuitive. What may be a little difficult to see in this video is there are VFX for some of the abilities on the weapon which is an edited version of the Sophia Greatsword, which is included in this pack as well.

    You'll probably notice that with all my overhauls, like this one, I try to make the job different rather than improving upon what already exists. Papachin has done an excellent job of improving upon effects that already exist in the game and some wicked DMC-themed packs. I could never improve upon their work if I tried. They've been doing mods longer than I have, and already had many improvement packs by the time I started. So I decided to instead try reinventing the jobs with new themes rather than repeating work already done.

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  4. I'm of two minds on the idea of lingering defensive effects on the character. On the one hand, I completely agree it would be badass, but on the other I can easily see it being too much when you have to combine mits. Would you get both visuals, or would one overwrite the other? God forbid the fight comes along again where you have to kitchen sink something and throw almost every mit at it.

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  5. The only slippery slope is that if they allow people to mods stuff into the game and it looks good, people don't dump money into Mogstation.

    It's greed, there is no other rationale

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  6. A lot of these seem to have been made with the express purpose of being as over the top as possible, without any regard to how it would feel in actual gameplay. Xeno's got it right, it's cool to look at for a minute, but if it's something I would be seeing every 2 seconds for long periods of time it'd get old fast. There was a decent looking PLD one that I actually do use that does look good and isn't obnoxious like this one (aptly called "Edgy Black Paladin" by Leimery for those curious).

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  7. Dude really thought reusing reaper skills for drk mod would be a cool idea. Not only that but the animation is too flashy. The mod is a mixture of laziness and adding unnecessary effects to simple moves.

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  8. Yoshi-P really gotta hire some of these modders, because DAMN these are good. The only gripe that I have is that they tend to go overboard with the VFX but otherwise I would love to have them brought on to the XIV team.

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  9. The reason why they don't allow the cosmetic mods is because they are too lazy to specify and track what is allowed and what isn't. It would take too much work, time and resources to supervise players on that. So it's easier to be vague and ban anything third party, or any game file modification and be done with it. Very typical corporate behavior.

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  10. The community: I feel like I'm getting flash banged if I don't turn down effects.
    Also the community: What if DRK has RPR and SGE animations but like 900% bigger?

    I don't understand why animation swaps are such a big deal as long as their client side. Just require them to be vetted to be sure they don't cause issues with the game and let people look at what they want to. (I'm sure this is a similar issue to the glam swaps sexual content issues though. In that any screenshots or video shared with this might misrepresent the product they are trying to sell.) I do wish that Squeenix would come up with some community art stances take a vote then let us swap to them like we can with idle standing pose sitting etc. Several jobs have pretty crap battle stances.

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  11. Fun fact. DRK and RPR abilities used to be all in one job, Dark Knight on FFXI. So the RPR visaul effects for DRK attacks actually kinda fits in a "meta" way.

    Also, missed a perfect opportunity to call the Light TBN, The Brightest Day.

    Reply
  12. Its too much Red Color Shift.
    and While I get the Reusing if assets..,
    too much RPR and Boss/Mob Skills.
    <Mods that stick the best lorewise are gonna win overall..,>

    DRKs tend to have Black/Shadow Effects with Streaks of Dark Red/Purple/Faded Yellow-lightning.
    So the Insert of Hotpink/Neon Void Crystal Orbs, just changed color doesn't add anything to it.
    Makes it seem like it wishes it was RPR, despite the Fact that now a Days, they don't Have anything to do with Void at all, ever.
    But more Specificly Unadulterated Umbral Aspect.

    Reply
  13. There's a mod that I use that changes DRK movesets to a RPR with some edits on movements and effects. It's actually perfect. Nothing blinding, and it fits the DRK theme WAY better than standard DRK movesets. I use it during sav and ult raids all the time and it never blinds me…. unlike my SMN mods lmfao

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  14. I've been delving into VFX mods lately myself and I've tried a couple of Vulonsulin's (AKA: Sort of Arbitrary on his Youtube channel, the modder who made the holy Dark Knight mod in this vid). I have a dragon themed Warrior, a druid themed White Mage, a blood themed Sage, and a WoW Demon Hunter themed Ninja. I enjoy that his are relatively tame, a few over the top stuff here and there but overall just really creative with redoing the abilities with a different theme while still being recognizable.

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  15. Dark knight's default stance is based off of Cecil's Dark knight stance. Cecil was the very first playable Dark knight in the franchise. They're just trying to stay faithful to the original design.

    Reply

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