Code Vein

That's actually a bit of a difficult question to answer, but I'll try. So, in terms of weapons I tend to vary between using a one-handed sword plus a two-handed greatsword and a one-handed sword plus a bayonet rifle. I'm not sure what blood codes/veils work best with these two combinations and I'd imagine I would want a tank setup for the one/two-handed sword equipment set and a more mobile, dodge focused build for the one-handed sword + bayonet rifle combination. The problem is how to do that.
Not a problem.

Late-game builds actually discourage using different weapons per build. If it does use one other weapon type, it's strictly for utility (such as being light enough to enable a faster dodge, or for drain purposes). That's because the "Mastery" passives unlocked by certain codes give a flat 25% damage increase for one weapon class only. You can put two different "Mastery" skills to make up for it, but then you only have 2 passive slots left to work with, and every one of them counts. They are expensive though, so you shouldn't be too worried about that part just yet. Of course, if you don't mind missing out on the damage boost, then this first passage is irrelevant.
Your preference for a one-handed + two-handed combination is a bit troublesome, as they mostly scale off of separate physical stats (Dexterity and Strength, respectively). Before you do anything else though, max out Fighter, Ranger, Berserker, Prometheus and Atlas as much as possible, as they all contain vital support for both weapon classes.

For damage, you'd have to run with a "quality" class such as Prometheus, which is decently high in both. However, you will find another blood code halfway through the Cathedral called Queenslayer. It has even better scaling than Prometheus, and can still hold up against codes you find at the end of the game. But yeah, your baseline for any code is at least a natural B in both Strength and Dexterity, though you can be flexible.

HP isn't too relevant when it comes to tankiness in a game like this, but Balance (poise) certainly is. The best code for that at your current disposal is likely Atlas, but unlike Prometheus it has low Dexterity (you can fix that by equipping a Lost or Sunset weapon; they aren't the best, but they are also not as hurt by poor damage scaling). Then you grab a heavy weapon and veil to jack your balance up even further, but don't be surprised when you start fat-rolling. That's why blocking exists.

As for blocking, chip damage is determined by the Damage Reduction numbers displayed on the far right of the menu. These are actually percentages. That's why you should grab a Zweihander and meld it with an Atlas Chrome so it becomes Reinforced; it will literally protect you from all damage that isn't coming from the ground, 100%. It's busted.

...Or, you can just equip Shifting Hollow instead to give yourself a teleport dodge that costs only 1 ichor per cast with no stamina required. It's your choice.

Similarly, your veil determines how much damage you are taking through Damage Reduction, but if you aren't going for a mage class, then the choice isn't as important to you (at least not until you find the late game attack buff, Bridge to Glory). Just pick your preferred parry animation and weight depending on how mobile you want to be.

For gifts, you want to pack as many damage buffs as you can hold, since they all stack on top of each other. Afterwards, test it out on the field and see what spots are you lacking. If you keep finding yourself running out of stamina, slot in the Stamina Boost passive. If you don't like how much damage you're taking, equip Iron Will and Foulblood Barrier. If you keep running out of ichor to maintain your buffs, attach Weapon Drain Rating Plus and Bloodsucking Blades. And etc. Just make sure you equip at least one weapon skill, as that is your damage burst.
Your preference for a one-handed sword + bayonet combination is lot easier to manage. You need only a high Dexterity stat to optimize your physical attacks, though with Bayonets some extra qualifiers may need to be involved. Before you do anything though, you must first max out Ranger, Caster, Prometheus, Hunter, Artemis, and Assassin.

For damage, you're going to want a class that has high Dexterity, as both weapon types scale off that stat. The above-mentioned Queenslayer code is the easiest choice for that. However, bullet damage from the Bayonet is determined by your Willpower and Mind stats, so if you plan to shoot often, your best bet at the moment will be Artemis (though the low Strength scaling may hamper your ability to use many one-handed swords).

Your durability is going to be a sheet of paper at this point, which is why you should be focused on getting your mobility to Quick; do it for the i-frames, dodge distance, and particle effects. To reach Quick mobility though, you're going to have to either keep within the weight limit of a Quick class, or be below 50% weight limit for a Normal class. This will mostly limit you to the Ivy-Type veils (the one that shoots spikes), as they are typically the lightest of them all. Fortunately, swords and guns are light enough as is, so it's usually just the Blood Veil you should be most concerned about.

By the way, the reason why Quick mobility is so popular among the player-base is because of a passive you get later in the game, Swift Destruction. It boosts all your attacks by 10% if you are running Normal mobility, and 20% if you are running Quick. Crazy, right?

Because your magic stats is probably high enough, you can slot in a magic spell if you wish for those long-distance pokes. You only need one though; two and three is where you start nudging into mage territory. Just pick any one that you have; my favorite in this case is Guard of Honor because of its long travel distance.

Just like the above, you're going to want to stack as many attack buffs as you can carry, as they are the bread and butter for the game's DPS math. Raising your drain rating is integral in this case (since swords and bayonets have low numbers), so Weapon Drain Rating Plus and Bloodsucking Blades are mandatory. Then you put in Stamina Boost, because more often than not you'll find yourself running low on the gauge because you keep hopping everywhere. Everything afterwards is for QOL purposes, though If you want to shoot your bayonet more often, equip Ranged Impact and use the weapon skill Fusillade Rondo as often as you can. The recent buff to the latter has made it quite the killer.
 
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I finally picked the game up, enjoying it but I’m still really early on. Any tips for the moth boss?
Its hitboxes are bullshit. Always dodge into its moves, and whittle it down with pokes. Staying close to it for any longer than a couple seconds is just asking to be poisoned, which unlike in Dark Souls will kill you most of the time. The recovery animation after its long-distance charge seems to the best window for a counter-attack.
 
I finally picked the game up, enjoying it but I’m still really early on. Any tips for the moth boss?
In addition what Pinot Pierrot already said, you should bring some poison cures/inhibitors, either the gift or the items in order to trivialize the Moth's poison ability.
 
You might have noticed from changing your blood code that your equipped slots will remain the same once you switch back, technically locking your character onto that particular class. The only things you would need to change would be the weapons and veils (and as I've mentioned before, veils are more of a secondary concern).

What I end up doing is carrying two different weapons like you, tailor a blood code for each, then swapping between them whenever I want to use one or the other. It's no DMC Style-Switching; I do it in advance and not on the fly, but it's an unsung feature.
 
That's a tough one and I honestly think it might be bugged because I beat the game and no other boss has freakishly and unnaturally huge hitboxes like it does.
On the contrary, the game's clumsiness leads me to believe no one on the dev team raised any questions when one of their character designers loudly declared his love for some extra thicc tail...
 
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Recently started playing and I’m really enjoying it so far. I’ve added some mods from Nexus and I felt like sharing the love to my PC brothers and sisters

I highly recommend this reshader. It gives a better color blend of the environment than the default setting.
There’s also a weapon trail effect. Very animu much wow. Oh and there’s a dash animation. Gives that extra oomph
There’s also some character mods such as a 2B skin. I’m tempted to recreate my character just for the aesthetic
 
The guardian boss of the blood cathedral is a nasty prick, his second phase just two-shotted me. Fucker.
 
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The giant Cerberus asshole or giant dog wolf titty magic lady?

Former can be backstabbed, latter is either piss easy or the hardest boss in the game depending on where she casts.

Unrelated:

 
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The giant Cerberus asshole or giant dog wolf titty magic lady?

Former can be backstabbed, latter is either piss easy or the hardest boss in the game depending on where she casts.

Unrelated:

The giant dog wolf titty magic lady one, her second phase is a gigantic pile of bullshit. :Edit: Wolfdog lady mage thing has been tagged and bagged and then I got a plot bomb dumped in my lap. This game continues to appeal to me.
 
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It appears I may have screwed myself out of a sidequest by sequence breaking a bit. I did the howling pit area before the dried up trenches and now I can't get the second sidequest from this guy https://codevein.wiki.fextralife.com/Daryl. Oh well, none of the stuff he gives is vital necessarily, but it still pisses off my inner completionist.
 
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It appears I may have screwed myself out of a sidequest by sequence breaking a bit. I did the howling pit area before the dried up trenches and now I can't get the second sidequest from this guy https://codevein.wiki.fextralife.com/Daryl. Oh well, none of the stuff he gives is vital necessarily, but it still pisses off my inner completionist.
I doubt it. I went through nearly two-thirds of the game without realizing I had to backtrack to even earlier levels, as the progression is split between several NPC's who don't necessarily have to show up on the area you just completed. Check to see if there are still any people left in each map, and then the sidequest should proceed as normal.

On a completely different note, I kiiiiinda went nuts after failing to replicate Hood's unique hairstyle from Azure Lane.
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I completed the Ridge of Frozen Souls area earlier and got yet another plot bomb dropped on me. This game is a lot more upfront and in your face with it's story compared to other souls games I've played.
 
I completed the Ridge of Frozen Souls area earlier and got yet another plot bomb dropped on me. This game is a lot more upfront and in your face with it's story compared to other souls games I've played.
Hilariously enough, the story is almost subtle compared to the creators' previous games.
I’m tempted to recreate my character just for the aesthetic.
If you would like to swap out features that normally wouldn't be available after creating your PC (body type, face, voice, etc.), you can easily do so by going to New Game, creating your new desired character, and then saving it onto Appearances. Then you just go back to the Title Screen and access your main save file; your bathroom mirror allows you to load your saved appearances, unchangeable assets and all.

Also, been trying to make more action shots. I'm rather proud of how the third one turned out in particular:
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I reached the cathedral today and holy shit I hate the guard enemies. Between them and the fat bitches it took me a little to get past the Lost invasion.
Remember that with the fat bitches, backstabs are your friend. You can also charge up a drain attack while the fatsos(or any enemy you or a follower knocks down actually)are still recovering and get in a free powerful hit(and get some more ichor)faster then the fatty can complain about their big bones making it hard for them to get back on their feet again.

The guards are trickier, you need to time your dodges carefully and with that disappear and then attack move they like to pull you need to roll about a half second after you see them do it. If you roll as soon as you see them disappear you'll just roll into the attack.
 
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