I had a general understanding of why the dog was stuck in its animation, but I consulted with thefifthmatt before making this video, who helped clarify some of the finer points, including pointing out that the Grave Warden's event region was still valid and could be used to wake the dog up even in regular gameplay. Thefifthmatt is also partly responsible for DarkScript3, the program used to help view and edit event scripts, as seen in the little snippets of code shown in the video.
Thanks for reaching out! This ended up being a fascinating unintended interaction between the two events. I have some vague familiarity with the events from Elden Ring enemy randomizer, which tries to preserve enemy wakeup behaviors, and has nearly 500 lines of C# just for dynamically rewriting wakeup event scripts. It turns out randomizer faithfully preserves this behavior, so instead of a friendly dog you could get a friendly skeleton or lobster.
The description of how you can trigger the dog "legit" solved me feeling crazy, given this dog wasn't friendly for me when I came to it and I wondered what others were doing.
When you think about it, oddities like this add to a game in the sense that it gets people thinking and talking about it. If the dog woke up as intended, it'd just be another enemy to slay, but it being docile by mistake leads to something players will remember. Happy accidents like that can add charm and staying power for a game, and that's a nice feeling.
What's especially interesting is that one unaware of the specific location thing being a bug could start to imagine there's some kind of side-story to be uncovered. Does that area give you a curse that causes the dog to go insane? Does that area have a scent from someone that the dog dislikes? It's anyone's guess.
@@WarOfWolves it's a reference to the expression not the short story, dumbass, Harlan Ellison didn't invent the phrase "I have no mouth and I must scream".
@@WarOfWolves lol yeah if anyone’s in a scenario where they can’t do something people automatically compare it to I have no mouth and I must scream, it’s like how anytime there’s a societal problem people say “1984” although at least that’s ironic now
There's another doggo with interesting behavior I noticed. On Mt. Gelmir, there's a corpse sitting on a chair looking out over a cliff, with a wolf laying down next to the body. If the player approaches, the wolf will aggro, but unlike other enemies, it won't chase the player. It'll instead stay within a set radius of the corpse in the chair. And if you wait long enough even just outside that zone, it'll eventually de-aggro and go back to the body and lay down. However unlike the doggo in this video, I imagine that this wolf's behavior was intentionally coded to behave this way.
You can sneak getting the item without the dog aggroing. I always approach from the right side. I always do this since he's so at peace and remained by his master's side and I didn't want to ruin that
@@ranewolfe19 Oh you can sneak up to him? I would always just sprint up, grab the item and then book it as fast as I can. That's how I found out that the wolf doesn't chase you lol. I'll make sure to remember that for my next playthrough!
In Ds3, there's two Lycanthropes chilling near a fire in Crucifixion woods, and I always thought it was odd that one of them stays passive, while the other one is triggered to attack as soon as you approach. I'd wager a bet that it's the exact same bug.
I'm pretty sure that second one waits until you go down the side path, to the left of the fire. You're unlikely to ever go down that side path a second time, since I think it's just a normal loot corpse, but
I feels like every souls game has one enemy like this. Bloodborne has a non-aggro crow, and I think there are others I can't remember offhand. I always thought they were just a little easter egg.
In Dark Souls 3, in Smoldering Lake you can find some Giant Ember Crabs in the far back. All of them are Hostile towards the player except one. Even further, this is intensional as the Crab is patrolling around the lake, ignoring the players presence unless provoked.
Who else thought this was going to be a lore dump video because you know nothing about dark souls and this video just happened to show up randomly in their feed?
Zullie can I just say that last little slide about certain slip ups leading to charming little moments is why I watch this channel. I love learning these quirks about my favorite games but your way of concluding with more than just a statement about the game's programming but also something akin to a moral to the story, like you're reading the final words of a fairy tale, is what makes these videos so comforting to me and I'm sure plenty, plenty others!
The background music also adds so much to it. That's one of my comfort channels where I put a video just to relax, I don't even need to pay attention to the vid in question, the song alone is enough to make me sleep peacefully and heal from a heavy day
Almost makes me wonder why devs don’t do that more often, and basically intentionally introduce glitches for a certain charm. Theres a million obvious retorts for why they don’t do that but I’m just pointing out nonexistent that is. You’d think at least someone would try even if it’s hard to pull of
Something about the zombie like dog being not only disturbing to look at but also having a broken ai causing it to idle menacingly, makes it that much more creepy.
yeah i know its a game but the features like the matted fur the skin and their bones and weight is just so similar to real things ive seen in dogs, ouch
I remember there being a few of these in the game early on - there was a dragon in faram azula that wouldn't wake up either, that I ended up putting a "don't you dare" sign by. Later on I came back to them though and the AI had been fixed, but it honestly brought back memories of the dragons from DS2 that would be completely peaceful until you broke their eggs. The rare peaceful enemies always stood out to me so much more because of how simply hostile and unfriendly the rest of the games are.
Despite playing through the game several times now. Looking at the player model petting the dog has made me realize just how massive they are. They're like small horses or regular ponies.
Agreed. For some reason Tears of the Kingdom didn't do it for me, but Breath of the Wild is still so awesome. Most of the time I don't even play the game, I just look for nice spots to chill and enjoy the music and scenery.
2:11 Is it not possible the dog was originally placed here with the Grave Warden, then moved to its final location after the Warden was removed? Or the friendly one was copied from a deleted enemy here, and they forgot to change that value?
Distantly possible, but seemingly unlikely. The dog having two separate events is unusual, as they just cause conflicts with each other, and there's no reason they'd need to drag an enemy across the map rather than just create a new one. The dummied out Grave Warden has their own event as well, so we know the dog's second event at least isn't just a broken version of that.
It is really interesting how fromsoft crafts their games. From reaction based events, too region based actions, you really cant know for certain what the next area contains
I would say most games with enemies do that. If there's a part in a game that an enemy will only attack you when you get to a certain area, it probally works this way
@@Voc_spooksauce Yeah almost every game with idle enemies use this, why do people become bullshit spouting "experts" because they watched a dark souls video haha.
@@prawngravy18 Yes and no... Yes almost every game with idle enemies use this, no most of the time it is not done to the same extent that Fromsoft does. The original commenter is not amazed at the idea of having events in games, they are interested in specifically how Fromsoft utilizes it to build interesting encounters/environments throughout their entire games. There is no one here pretending to be an expert about anything, just people talking about what they are interested in. Maybe you should be less pretentious.
I'm so caught up in the eerie and enchanting atmosphere of all your videos that near the end of this one, I whispered: "don't pet it! It's dangerous!" Sublime. Just sublime.
I love to see little quirks in coding like this. Im even more impressed that you managed to figure out the root cause and solve it. Happy accidents that lead to interesting, if unintended results.
There's a similar enemy in another place in the game. The Haligtree Soldier wielding a greatsword standing guard outside the room where you get Cleanrot Knight Finlay will just keep looking at you until you attack him. I wonder if there's something similar going on there
I think that was part of the lore. I can't remember correctly and someone might come later to correct me, but weren't the Clearnrot Knights blind because of the rot?
@@lized478 It's the Haligtree Soldier that's not aggressive from the start not the Cleanrot Knight in the room, that one attacks normally. Also I'm pretty sure that it's just Malenia who is blind, I don't remember anything about the Cleanrot Knights being blind as well. All the item descriptions related to them talk about how they were the strongest army in the Shattering or that they have accepted their fate in that they will eventually be reduced to nothing by the rot yet they still fight with ferocity despite that.
reminds me of the friendly crow in bloodborne, found in hemwick, just up the first elevator shortcut to the right of the lamp. if you kill the aggro ones, this one crow never attacks, and i dont think it has a "waking up" animation, so it makes me wonder why its passive
an overdue video would be why the camera chooses random enemies to lock on to instead of the one you are looking at. happens ALL the time but most noticable in Renala fight. also, i absolutely love the Gerudo Night track ❤❤❤
Probably something to do with proximity values. Also, the lock-on is based on the camera, so trying to move the camera while locked on will change targets whether you want it to or not.
Thank you for covering this! I've always wondered about this pup ever since our first encounter. A dog and a cat chilling under a tree?! Friendly wildlife in a souls game!? How rare lol
As someone who spent all morning fixing a small coding oversight in a game, this dog hits very close to home. Or doesn't hit close to home, as one hitbox trigger is upstairs on the ledge, I guess.
this video appeared, I watched it, I enjoyed the vibe, learned something for that Elden Ring playthrough I'll totally do and then left, a calmer, more content individual. masterpiece.
This sort of event reminds me of the Haligtree Soldiers napping away in Elphael, or sometimes being extremely passive to everything around them. Of course, they actually do wake up when you get really close to them.
"Believe me every f--king bone in my body wants to kill you, but Charles would never let me stand here and watch you die. Take your hands off. This is for him. This is for Charles." - Logan aka The Wolverine
Have you ever looked into Radahn's bow phase? The player can run away from him immediately and he'll switch to melee. He fires an arrow towards the castle though, and I wonder if it's aiming at Jerren.
I'm pretty sure the direction is either random or based on your timing. When I see speedrunners use that trick Radahn usually shoots to the side before going melee.
I think it's worth mentioning that not all enemies with idle animations use events to wake them up. A lot of other times it's handled through the BackupEventAnimID field on the enemy, which does seem to go through their AI and play the wakeup whenever they're in a searching/combat state. Also, it surprises me that this isn't intentional. It reminds me of that one passive crow in Bloodborne, but that one is definitely intentional since it has its own dedicated AI param that mentions it being friendly.
So the wake up even is like when an enemy is triggered to charge forth at you, but it still won't automatically see you if you're invisible and if it doesn't pick you up they usually go into some kind of patrol.
@@Xandros999 it's essentially just setting their idle animation to something else, and making it so that when they aggro, they play the wakeup animation instead of going straight into combat.
I'd love to see a deep dive on input queuing. My dodge rolls caused me a few deaths before I decided to figure out what was wrong. I found that if a dodge roll is queued up while locked onto an enemy, the roll action and direction is queued. But when you are not locked onto an enemy, the roll action is queued up, while the direction is NOT queued up.
Have I ever played Elden Ring? No. Did I still watch this all the way through because little quirks in games like this are fun and the editing and music was smart and relaxing? Yes
Great vid as always! I have a suggestion/question for a subject to potentially investigate. There’s a scripted fight between the giant dogs and Redmane soldiers at the Impassable Greatbridge, and the scaling of these particular enemies behave completely differently when interacting with each other than a nonscripted enemy from nearby, or even the player. They do very little damage to each other to prolong the spectacle of the fight, but drawing in nearby unscripted enemies will usually take the normal damage you’d expect them to do. I was curious as to how this exactly works or if it’s seen anywhere else in the game besides this spot, I just noticed it because the redmanes usually decimate the pack of giant dogs further up the hill if you bring them into the fight yourself.
A few other enemies have events like this, such as the demi-humans and Godrick soldiers in southern Limgrave, the Misbegotten and Godrick soldiers at Castle Morne, the Raya Lucaria and "puppet" forces leading to the Caria Manor, the Leyndell forces and wormface at the Woodfolk Ruins, the Leyndell soldiers and Fire Monk forces at Fort Laiedd, and the giant crows/dogs and trolls at the Mountaintops of the Giants. Also, the second Crucible Knight in Farum Azula takes massively reduced damage from the beastmen he fights, but he does full damage to them, likely to indicate that he's far, far more formidable than them.
i dont care what the code says that dog is a friend and he will always be a good boy. i found him in my first playthrough and sat down to take a photo with him, one of my favourite moments from the game
Reminds me of that one crow in Bloodborne that you encounter in the Hemwick Chapel. A group of crows will attack you if you get close, but one of them is just vibing there. The fact this bug seems to have happened here too makes me think it may not have been such an accident after all...
The whole "region scripts make enemies act instead of AI" is actually one of my biggest complaints about Elden Ring, and I think is a huge betrayal by FROMSOFT. There are moments that feel gamey and cheap when the players falls for what I've come to call "auto traps." Two of them that come to mind are in the Lyndell sewers when an imp comes around a corner to attack you without having seen you, and another is in the snowfields catacomb when an ice blower pillar raises and waits to blast ice until you've made your way up some stairs. Traditionally, traps in FROM comes are consequences of the player not being mindful of their surroundings, but in ER it doesn't matter how mindful the player is, certain auto traps will still go off. Stuff like that is beneath FROM
I always love when weird errors like this cause enemies to not aggro, much like the friendly crow in BB, it's such a small thing but somehow it makes the worlds of Fromsoft games a little more charming when there's even a single animal that just chills
The thumbnail was so ominous 😭 I thought this was going to be like a sinister game theory type of video, but it was still interesting to learn something new! 👍
"you just dislike the dogs because they are too fast and small for you" no i dislike them because they have transcended physics in ds3 and just teleport to you with an active attack whenever they feel like doing so when out of camera (for those that havent played ds3 the dogs ACTUALLY teleport when out of cam)
Seems incredibly likely a Grave Warden + dog encounter was set up at the colosseum, they decided not to, then moved the dog to its final location because they thought it would work better there and wrote the new event script while simply overlooking the first one. Would make a lot of sense.
am i crazy or does that even make that dog more adorable? i remember bumping in to him and really loving that moment, its strange to think its because of a bug - maybe they found it to be charming as well and left it in
I remember seeing the Leonine Misbegotten and the dog sitting there with a couple of messages left around the two, after killing both the misbegotten and the dog, thinking they were you’re average enemies, I read the messages all saying stuff like “friend ahead” and “ahh let there me friend” and was super bummed cause I thought so killed a docile misbegotten and doggie combo
well, this certainly explains some things, like why I was able to get the drop on certain enemies who'd pull a little ambush attack otherwise by going around the edge of an area and jumping on things.
If I remember correctly, the event area outside the colloseum is where Corhyn and Goldmask appear during their quest, which could explain why the duelist was removed.
Amidst the whole interesting-as-always video, I can't help but like how Zullie's "Oh heck oh heck oh heck" pose at around @0:20 is just, all of us when encountering one of those things. Which, honestly, continues to make me happy the dog DOESN'T jump in usually.
0:47 I love the happy music sting right as he stands up. I like to think it was fate that this happened. Chill hollow from DS1 needed a companion so we got Chill doggo.
I found this doggo in the DLC after watching this vid. Doggo is still the same. I left doggo alive after hanging out with him for a bit, he's a good doggo! It was clearly copied/moved form another area but the devs forgot to edit the triggers- I've done the exact same thing multiple times in game dev. I'm glad they left it in!
Reminds me of the Demi-Humans west of / below Forest Lookout Tower (Weeping Peninsula). They have been attacked by the Footsoldier ballista and are still frozen in fear when you approach them, and usually they don't attack you.
This dog’s docility and generally calm demeanour made it all the more easier to get the iron great-sword from his Misbegotten master. What a good boy 🐕
The dog heard you found its secrets place to get belly rubs from the Grave warden’s and tries to kill you before you spread this information to the other doggies.🐱
I wished that dog in caelid by Gowry was like this. At first I saw that it had a collar and so I thought maybe it was friendly. Nope it will attack you just like any other dog :(
I had a general understanding of why the dog was stuck in its animation, but I consulted with thefifthmatt before making this video, who helped clarify some of the finer points, including pointing out that the Grave Warden's event region was still valid and could be used to wake the dog up even in regular gameplay. Thefifthmatt is also partly responsible for DarkScript3, the program used to help view and edit event scripts, as seen in the little snippets of code shown in the video.
It's like that one crow in Bloodborne that doesn't automatically attack you.
Thanks for reaching out! This ended up being a fascinating unintended interaction between the two events. I have some vague familiarity with the events from Elden Ring enemy randomizer, which tries to preserve enemy wakeup behaviors, and has nearly 500 lines of C# just for dynamically rewriting wakeup event scripts. It turns out randomizer faithfully preserves this behavior, so instead of a friendly dog you could get a friendly skeleton or lobster.
i love you videos but can you please use a text to speech voice reader PLEASE
What happened to the first 4 Matts? They attacked the dog huh? Yup, get rid of em.
there is also that one knight before the FInlay room in Elphael that doesn't aggro
Zullie: It's a strange but harmless coding error.
The internet: No it's a friend.
maybe the real coding error was the friends we made along the way ☺
A fiend*
@@Dinnyeify BEST. COMMENT. EVER!!!
It's frend
Zuillie and devs say error. Fans say doggo, but where treats???
Inside you are two wolves. One has a misplaced animation event, and the other deals 13,000 damage per second.
But both are very angry?
@mimisezlol Inside you there are two wolves. One is angry, and the other is angry. You are angry.
@LowIntSpecimen inside you are 2 wolves
1 is angry the other is angry
You are currently being eaten by them
Inside you there are two wolves. You are at a furry convention.
I really hope Gengar makes it into the next smash game.
The description of how you can trigger the dog "legit" solved me feeling crazy, given this dog wasn't friendly for me when I came to it and I wondered what others were doing.
Yeah. I always go to the colosseum first so the dog is always aggressive when I go there.
Same! 😆
And here I am, not even remembering the encounter. The misbegotten with a dog? Near Leyndell? Have I skipped ANOTHER region???
IT KNEW WHAT YOU DID
@@aviannteyou have to walk past them if you want to get to the Rold lift
When you think about it, oddities like this add to a game in the sense that it gets people thinking and talking about it. If the dog woke up as intended, it'd just be another enemy to slay, but it being docile by mistake leads to something players will remember. Happy accidents like that can add charm and staying power for a game, and that's a nice feeling.
Similar to the happy crow in Bloodborne.
What's especially interesting is that one unaware of the specific location thing being a bug could start to imagine there's some kind of side-story to be uncovered.
Does that area give you a curse that causes the dog to go insane? Does that area have a scent from someone that the dog dislikes? It's anyone's guess.
Also, if the Devs find out how many people like the bug, chances are they would actually make the NPC or enemy actually be a Friend in potential DLCs.
and the odd thing for some to get attached too :P
Ok bob ross of elden ring.
A real "I have no mouth and I must scream" scenario.
I have no wakeup animation and I must bite
I genuinely don’t understand how this has any relations to Harlan Ellison’s short story?
@@WarOfWolves it's a reference to the expression not the short story, dumbass, Harlan Ellison didn't invent the phrase "I have no mouth and I must scream".
@@WarOfWolveshe really wants to do something (attack the player) but he can't because he lacks something (the woke up state)
@@WarOfWolves lol yeah if anyone’s in a scenario where they can’t do something people automatically compare it to I have no mouth and I must scream, it’s like how anytime there’s a societal problem people say “1984” although at least that’s ironic now
I hope they never fix this, it's a wonderful bug that's turned into a very wholesome feature.
I doubt they'll ever fix it cause of simple it would be to fix and they still haven't done it.
more like, thank god is stuck or the misbigoten would be far more anoying to fight
@@jackblades90 Yeahhh, as someone whoose farmed for the iron greatsword multiple times na fam, that fight dosen't need to be any harder
Fromsoft has a history of accidentally making cool things like this and leaving them.
Fromsoft fans creating 10 pages of lore and backstory for a gamedev bug:
There's another doggo with interesting behavior I noticed. On Mt. Gelmir, there's a corpse sitting on a chair looking out over a cliff, with a wolf laying down next to the body. If the player approaches, the wolf will aggro, but unlike other enemies, it won't chase the player. It'll instead stay within a set radius of the corpse in the chair. And if you wait long enough even just outside that zone, it'll eventually de-aggro and go back to the body and lay down. However unlike the doggo in this video, I imagine that this wolf's behavior was intentionally coded to behave this way.
You can sneak getting the item without the dog aggroing. I always approach from the right side. I always do this since he's so at peace and remained by his master's side and I didn't want to ruin that
@@ranewolfe19 Oh you can sneak up to him? I would always just sprint up, grab the item and then book it as fast as I can. That's how I found out that the wolf doesn't chase you lol. I'll make sure to remember that for my next playthrough!
@@TheValiantBobor hold aromatic torch, the wolf will not aggro
@@TheValiantBobhey what wolf ur talking abt?
In Ds3, there's two Lycanthropes chilling near a fire in Crucifixion woods, and I always thought it was odd that one of them stays passive, while the other one is triggered to attack as soon as you approach. I'd wager a bet that it's the exact same bug.
Doesn't the second just wait until you are close to jumpscare you?
In the dreg heap there is a legion knight who guards a titanite slab in the cave and he’s never attacked me beyond the first time.
nah, you can walk into him and he still won't attack you. only if attacked first@@zenebean
@@horizonbumpy2828 From must have just instilled so much distrust I always just attacked first lol
I'm pretty sure that second one waits until you go down the side path, to the left of the fire.
You're unlikely to ever go down that side path a second time, since I think it's just a normal loot corpse, but
“If it doesn’t kill you immediately it’s a friend“ sums up this franchise perfectly
Except for some bald guy that appear in almost every soulsborne and he pushes you off a cliff whenever possible.
@@universal608 patches
@@universal608 grrrrr. Patches.
@@universal608 He doesn't kill you immediately now does he?
@@axios4702I don’t think so. I accidentally killed him before he could yield though.
I feels like every souls game has one enemy like this. Bloodborne has a non-aggro crow, and I think there are others I can't remember offhand. I always thought they were just a little easter egg.
Ds2 has a sir alonne archer in iron keep that sometimes attacks you and sometimes doesnt
Ds2 has a sir alonne archer in iron keep that sometimes attacks you and sometimes doesnt
In Dark Souls 3, in Smoldering Lake you can find some Giant Ember Crabs in the far back. All of them are Hostile towards the player except one. Even further, this is intensional as the Crab is patrolling around the lake, ignoring the players presence unless provoked.
Ds3 also has a hollow at firelink who runs at you but doesn't attack unless you do. It also throws a unique objectv at you
DS1 also has one in Lost Izalith, a Titanite Demon. Well he's perpetually angry but he respawns because of a typo.
The one good doggie in all of Fromsoftware's history.
You're forgetting about Miriel
You forgot Sif
Mfers out here really forgetting about the Royal Rat Authority.
Rot dog: am I a joke to you
Don’t forget about the random friendly crow in Bloodborne.
They’re basically honorary dogs z
Who else thought this was going to be a lore dump video because you know nothing about dark souls and this video just happened to show up randomly in their feed?
I was also waiting to hear the lore dump but was pleasantly surprised instead 🙏
Same here lol
I dont even play elden ring but 🍿
I don't play it either but my recommended page is full of elden ring now
Elden Ring is Dark Souls??
He craves violence but he is bound by chilling
Maybe the real friends were the typo we made along the way 😔
Zullie can I just say that last little slide about certain slip ups leading to charming little moments is why I watch this channel. I love learning these quirks about my favorite games but your way of concluding with more than just a statement about the game's programming but also something akin to a moral to the story, like you're reading the final words of a fairy tale, is what makes these videos so comforting to me and I'm sure plenty, plenty others!
The background music also adds so much to it. That's one of my comfort channels where I put a video just to relax, I don't even need to pay attention to the vid in question, the song alone is enough to make me sleep peacefully and heal from a heavy day
I feel like you put into words something that I could not, to explain why I like Zullie's videos so much. Thank you, and thanks Zullie!
Almost makes me wonder why devs don’t do that more often, and basically intentionally introduce glitches for a certain charm. Theres a million obvious retorts for why they don’t do that but I’m just pointing out nonexistent that is. You’d think at least someone would try even if it’s hard to pull of
Let’s not forget about the friendly crow from Hemwick in Bloodborne
FromSoft: _Makes one tiny error in the coding of a specific, unimportant enemy at the backend of the game_
Zullie: Everyone look at our friend :)
That's how we all acted huehue
Fool! There can be no peace with their ilk!
Zullie: Makes one video
Commenters: Let me show you how cringe i can be.
Well I always wanted to know why we had a friendly dog in this area. Thanks Zullie.
@@prawngravy18not everything in life is cringe, grown ass man
Something about the zombie like dog being not only disturbing to look at but also having a broken ai causing it to idle menacingly, makes it that much more creepy.
I've worked at a number of animal shelters and I can verify this is heartbreaking.
yeah i know its a game but the features like the matted fur the skin and their bones and weight is just so similar to real things ive seen in dogs, ouch
I remember there being a few of these in the game early on - there was a dragon in faram azula that wouldn't wake up either, that I ended up putting a "don't you dare" sign by. Later on I came back to them though and the AI had been fixed, but it honestly brought back memories of the dragons from DS2 that would be completely peaceful until you broke their eggs. The rare peaceful enemies always stood out to me so much more because of how simply hostile and unfriendly the rest of the games are.
Despite playing through the game several times now.
Looking at the player model petting the dog has made me realize just how massive they are. They're like small horses or regular ponies.
There are dogs of all sizes, but yeah Elden Ring has some BIG doggies.
These videos always remind me how great the music is in Breath of the Wild. They really knocked it out of the park with that game.
Agreed. For some reason Tears of the Kingdom didn't do it for me, but Breath of the Wild is still so awesome. Most of the time I don't even play the game, I just look for nice spots to chill and enjoy the music and scenery.
i like elden ring
2:11 Is it not possible the dog was originally placed here with the Grave Warden, then moved to its final location after the Warden was removed? Or the friendly one was copied from a deleted enemy here, and they forgot to change that value?
Distantly possible, but seemingly unlikely. The dog having two separate events is unusual, as they just cause conflicts with each other, and there's no reason they'd need to drag an enemy across the map rather than just create a new one. The dummied out Grave Warden has their own event as well, so we know the dog's second event at least isn't just a broken version of that.
@@ZullietheWitch Once the Grave Warden event had been entered, it may have made that region come up in autocomplete for future enemies
Seems negligent of Fromsoft. They fixed the colosseum and other broken bonfires so why not this?
@@woulfhound because this isn't an actual problem that people want solved
@@tTaseric I do. I hate having an enemy just waiting around for me to drop my guard.
*pets him VERY carefully so as to not to wake up the Leonine Misbegotten*
It is really interesting how fromsoft crafts their games. From reaction based events, too region based actions, you really cant know for certain what the next area contains
I would say most games with enemies do that. If there's a part in a game that an enemy will only attack you when you get to a certain area, it probally works this way
fuckery. you can know that the next region will contain fuckery (also wizardry. Oftentimes both).
@@Voc_spooksauce Yeah almost every game with idle enemies use this, why do people become bullshit spouting "experts" because they watched a dark souls video haha.
@@prawngravy18 Yes and no... Yes almost every game with idle enemies use this, no most of the time it is not done to the same extent that Fromsoft does. The original commenter is not amazed at the idea of having events in games, they are interested in specifically how Fromsoft utilizes it to build interesting encounters/environments throughout their entire games. There is no one here pretending to be an expert about anything, just people talking about what they are interested in. Maybe you should be less pretentious.
This is literally a common way to design dormant enemies in most games. The only difference is the coding itself.
I'm so caught up in the eerie and enchanting atmosphere of all your videos that near the end of this one, I whispered: "don't pet it! It's dangerous!"
Sublime. Just sublime.
I love to see little quirks in coding like this. Im even more impressed that you managed to figure out the root cause and solve it. Happy accidents that lead to interesting, if unintended results.
peacefull crow in bloodborne peacefulldog in elden ring makes you wonder if any more peacefull encounters are around in other games
ManSepent in Sen's Fortress guarding Big Hat Logan. Sorta anyway. Maybe a design choice though.
the man-grub on the way to Rosaria that drops the red soap stone in ds3
One ds3 crab
isnt that skeleton ball crab attacking you though?@@ryantgosling2430
The cathedral knight sitting on the bench just outside the deacons of the deep entrance
Maybe this is the true definition of what a friend is
There's a similar enemy in another place in the game. The Haligtree Soldier wielding a greatsword standing guard outside the room where you get Cleanrot Knight Finlay will just keep looking at you until you attack him. I wonder if there's something similar going on there
true, but getting to close to him or bumping into himwill make him aggro i believe, unlike the dog which actively needs to be attacked
I think that was part of the lore. I can't remember correctly and someone might come later to correct me, but weren't the Clearnrot Knights blind because of the rot?
@@horizonbumpy2828 I swear I've literally stood right in front of him and he didn't aggro.
@@lized478 It's the Haligtree Soldier that's not aggressive from the start not the Cleanrot Knight in the room, that one attacks normally.
Also I'm pretty sure that it's just Malenia who is blind, I don't remember anything about the Cleanrot Knights being blind as well. All the item descriptions related to them talk about how they were the strongest army in the Shattering or that they have accepted their fate in that they will eventually be reduced to nothing by the rot yet they still fight with ferocity despite that.
@@lmtalpha6382 Malenia still seems capable of sight, considering that she'll dodge normal spells but not Night sorceries.
Seeing the dog getting pet at the end of the video made my day, thank you Zullie!
reminds me of the friendly crow in bloodborne, found in hemwick, just up the first elevator shortcut to the right of the lamp. if you kill the aggro ones, this one crow never attacks, and i dont think it has a "waking up" animation, so it makes me wonder why its passive
Another commenter has mentioned that crow being deliberately edited and commented as friendly!
an overdue video would be why the camera chooses random enemies to lock on to instead of the one you are looking at. happens ALL the time but most noticable in Renala fight. also, i absolutely love the Gerudo Night track ❤❤❤
Probably something to do with proximity values. Also, the lock-on is based on the camera, so trying to move the camera while locked on will change targets whether you want it to or not.
This one dog in particular was raised well. One of the few happy endings one might see in a Fromsoft tale…
If you want a happy ending you should see Fia the Deathbed Companion
@@chucklebutt4470 Or Rya if you complete it correctly.
Thank you for covering this! I've always wondered about this pup ever since our first encounter. A dog and a cat chilling under a tree?! Friendly wildlife in a souls game!? How rare lol
You just _know_ he's surrounded by messages all the time.
Dog
As someone who spent all morning fixing a small coding oversight in a game, this dog hits very close to home.
Or doesn't hit close to home, as one hitbox trigger is upstairs on the ledge, I guess.
I remember encountering this and thinking “there’s probably some crazy lore about this dog”
but instead of game lore it was irl lore lmao
The one dog in all of FromSoft that didn't let his intrusive thoughts win
this video appeared, I watched it, I enjoyed the vibe, learned something for that Elden Ring playthrough I'll totally do and then left, a calmer, more content individual. masterpiece.
This sort of event reminds me of the Haligtree Soldiers napping away in Elphael, or sometimes being extremely passive to everything around them. Of course, they actually do wake up when you get really close to them.
Their wakeup event is usually after you've passed them.
Collecting a team of friendly From Soft animals, starting with the friendly Bloodborne crow and the Elden Ring dog.
Love this guy. He featured heavily in my earlier videos
Oh hey, its you! Love your vids!
"Believe me every f--king bone in my body wants to kill you, but Charles would never let me stand here and watch you die. Take your hands off. This is for him. This is for Charles." - Logan aka The Wolverine
Your music choices are always on point.
I like how this just has Zelda music playing in the background lol.
Have you ever looked into Radahn's bow phase? The player can run away from him immediately and he'll switch to melee. He fires an arrow towards the castle though, and I wonder if it's aiming at Jerren.
I'm pretty sure the direction is either random or based on your timing. When I see speedrunners use that trick Radahn usually shoots to the side before going melee.
Mf got tired of that ostentatious prick yelling every couple of years about some "festival"
Tarnished: "My, this sure is an impressive colosseum here on the outskirts of Leyndell!"
Dog, miles away: "I feel a sudden urge to be violent."
your vids are so calming and educational
Don’t forget the troll near the wagons in weeping peninsula, is a buddy too.
I think it's worth mentioning that not all enemies with idle animations use events to wake them up. A lot of other times it's handled through the BackupEventAnimID field on the enemy, which does seem to go through their AI and play the wakeup whenever they're in a searching/combat state.
Also, it surprises me that this isn't intentional. It reminds me of that one passive crow in Bloodborne, but that one is definitely intentional since it has its own dedicated AI param that mentions it being friendly.
huh. cool to know, my first thought was the old Crow
So the wake up even is like when an enemy is triggered to charge forth at you, but it still won't automatically see you if you're invisible and if it doesn't pick you up they usually go into some kind of patrol.
@@Xandros999 it's essentially just setting their idle animation to something else, and making it so that when they aggro, they play the wakeup animation instead of going straight into combat.
This could've been a good, sad story of a master lost to madness with his best friend over-watching his end in hopes of you as the victor.
I'd love to see a deep dive on input queuing.
My dodge rolls caused me a few deaths before I decided to figure out what was wrong. I found that if a dodge roll is queued up while locked onto an enemy, the roll action and direction is queued. But when you are not locked onto an enemy, the roll action is queued up, while the direction is NOT queued up.
Have I ever played Elden Ring? No.
Did I still watch this all the way through because little quirks in games like this are fun and the editing and music was smart and relaxing? Yes
"It wants to attack you, but it can't" is very relatable
*bug in street fighter 2 world warrior:* allows u to cancel an attack into another attack, inventing the 1st combo
*bug in elden ring:* DOGY
Great vid as always! I have a suggestion/question for a subject to potentially investigate. There’s a scripted fight between the giant dogs and Redmane soldiers at the Impassable Greatbridge, and the scaling of these particular enemies behave completely differently when interacting with each other than a nonscripted enemy from nearby, or even the player. They do very little damage to each other to prolong the spectacle of the fight, but drawing in nearby unscripted enemies will usually take the normal damage you’d expect them to do. I was curious as to how this exactly works or if it’s seen anywhere else in the game besides this spot, I just noticed it because the redmanes usually decimate the pack of giant dogs further up the hill if you bring them into the fight yourself.
A few other enemies have events like this, such as the demi-humans and Godrick soldiers in southern Limgrave, the Misbegotten and Godrick soldiers at Castle Morne, the Raya Lucaria and "puppet" forces leading to the Caria Manor, the Leyndell forces and wormface at the Woodfolk Ruins, the Leyndell soldiers and Fire Monk forces at Fort Laiedd, and the giant crows/dogs and trolls at the Mountaintops of the Giants. Also, the second Crucible Knight in Farum Azula takes massively reduced damage from the beastmen he fights, but he does full damage to them, likely to indicate that he's far, far more formidable than them.
i dont care what the code says that dog is a friend and he will always be a good boy. i found him in my first playthrough and sat down to take a photo with him, one of my favourite moments from the game
Pitbulls when they're in a school zone, but on their leash
Reminds me of that one crow in Bloodborne that you encounter in the Hemwick Chapel. A group of crows will attack you if you get close, but one of them is just vibing there. The fact this bug seems to have happened here too makes me think it may not have been such an accident after all...
The whole "region scripts make enemies act instead of AI" is actually one of my biggest complaints about Elden Ring, and I think is a huge betrayal by FROMSOFT. There are moments that feel gamey and cheap when the players falls for what I've come to call "auto traps." Two of them that come to mind are in the Lyndell sewers when an imp comes around a corner to attack you without having seen you, and another is in the snowfields catacomb when an ice blower pillar raises and waits to blast ice until you've made your way up some stairs. Traditionally, traps in FROM comes are consequences of the player not being mindful of their surroundings, but in ER it doesn't matter how mindful the player is, certain auto traps will still go off. Stuff like that is beneath FROM
Pitbull named “Destroyer of Worlds, Destined to end Malenia’s Scarlet Rot.”
You put a lot of work in and you don't get enough love. Hat's off to you sir or ma'am
There's one of these dogs in every Soulsborne game, I wonder if it's a deliberate easter egg at this point. In Bloodborne, it's a friendly crow.
I always love when weird errors like this cause enemies to not aggro, much like the friendly crow in BB, it's such a small thing but somehow it makes the worlds of Fromsoft games a little more charming when there's even a single animal that just chills
You humanize the code wonderfully. Thank you.
I don't care what "logic" and "code" dictates. This dog is a good boy and must be protected at all costs!
The thumbnail was so ominous 😭 I thought this was going to be like a sinister game theory type of video, but it was still interesting to learn something new! 👍
* sniffs the air *
"YOU SMELL LIKE YOUVE BEEN TO THE COLOSSEUM!"
This song is so good God I love Zelda and Eldin ring
"you just dislike the dogs because they are too fast and small for you"
no i dislike them because they have transcended physics in ds3 and just teleport to you with an active attack whenever they feel like doing so when out of camera (for those that havent played ds3 the dogs ACTUALLY teleport when out of cam)
Seems incredibly likely a Grave Warden + dog encounter was set up at the colosseum, they decided not to, then moved the dog to its final location because they thought it would work better there and wrote the new event script while simply overlooking the first one. Would make a lot of sense.
am i crazy or does that even make that dog more adorable? i remember bumping in to him and really loving that moment, its strange to think its because of a bug - maybe they found it to be charming as well and left it in
I remember seeing the Leonine Misbegotten and the dog sitting there with a couple of messages left around the two, after killing both the misbegotten and the dog, thinking they were you’re average enemies, I read the messages all saying stuff like “friend ahead” and “ahh let there me friend” and was super bummed cause I thought so killed a docile misbegotten and doggie combo
Finally, Zullie does a video about my dog
I love that although you can target the Dog, any deployed Glintstone Phalanxes etc will not engage to attack it until that second trigger.
Now if we only knew what the invisible enemy is in Giant-Conquering hero's grave (vers 1.00), I would be happy.
Thank you for explaining in a way that makes sense to someone unfamiliar with the series! ❤
The bestest boy, I take a picture with him and chill there for a bit during every run. 🤗
well, this certainly explains some things,
like why I was able to get the drop on certain enemies who'd pull a little ambush attack otherwise by going around the edge of an area and jumping on things.
likely friend, therefor offer love
If there were more passionate code hunters like you, world would be a much better place. Imagine all the bugs that could be expanded into features
If I remember correctly, the event area outside the colloseum is where Corhyn and Goldmask appear during their quest, which could explain why the duelist was removed.
Amidst the whole interesting-as-always video, I can't help but like how Zullie's "Oh heck oh heck oh heck" pose at around @0:20 is just, all of us when encountering one of those things.
Which, honestly, continues to make me happy the dog DOESN'T jump in usually.
Wow, just learn alot from this. This video just gave me a deeper understanding of video game development. Deep as hell
You and Wand of Sparking have the exact same vibe and I love it
Sweet, sweet bugged narrative theater...Thank you for yet another installment!
0:47 I love the happy music sting right as he stands up.
I like to think it was fate that this happened. Chill hollow from DS1 needed a companion so we got Chill doggo.
That really is fascinating, this is why I love this channel.
thank you zullie for the seemingly endless flow of wonderful souls trivia :)
I found this doggo in the DLC after watching this vid. Doggo is still the same. I left doggo alive after hanging out with him for a bit, he's a good doggo! It was clearly copied/moved form another area but the devs forgot to edit the triggers- I've done the exact same thing multiple times in game dev. I'm glad they left it in!
gotta love the communal adoration towards this one puppy
Some of the most interesting little things in the souls franchise has been completely unintentional ❤
Reminds me of the Demi-Humans west of / below Forest Lookout Tower (Weeping Peninsula). They have been attacked by the Footsoldier ballista and are still frozen in fear when you approach them, and usually they don't attack you.
This dog’s docility and generally calm demeanour made it all the more easier to get the iron great-sword from his Misbegotten master. What a good boy 🐕
Interesting video. Also thank you for putting the song used in the description.
It's the spirit in the code.
I like the music, reminds me of the old Final fantasy games.
The dog heard you found its secrets place to get belly rubs from the Grave warden’s and tries to kill you before you spread this information to the other doggies.🐱
I wished that dog in caelid by Gowry was like this. At first I saw that it had a collar and so I thought maybe it was friendly. Nope it will attack you just like any other dog :(