Tools:
- DSMapStudio
- DSAnimStudio
- WitchyBND

1. Create weapon entry

DSMapStudio -> Param Editor -> "EquipParamWeapon" category -> Select an existing paired weapon -> duplicate -> change "EquipModelId" to an unused ID

2. Change values

- Change "wepmotionBothHandId" to 0. This will make you hold your weapon at your side when 2 handing.

- Set "isDualBlade" to 1 to turn off the 1.5x strength multiplier when two-handing

- Then, changing absorbParamId. There are four Ids you can use, and each will place the second sword in a different position on the body.

101 - On the waist, like a sword.
260 - On the back, like a greatsword.
42 - On the side, like a fist.
22 - On the side, like a claw.

Choose any one of these values, and you will hold your weapons sheath in your off hand. But we want it to be a copy of the weapon, don't we? So time to change what the sheath looks like. On to the next step.

3. Add new model

In your unpacked game, navigate to the "parts" folder. Unpack e.g. "wp_a_0215.partsbnd.dcx" and it will hold 2 flver models:

Blade - WP_A_0215
2nd Blade - WP_A_0215_1

Use your new model, duplicate it and rename it to _1, then edit the witchy.xml to pack it to your new ID.

And if you've followed these steps, you'll use both blades when two handing. But they're still using a normal 2H grip! Which, brings us to the final step.

4. Edit moveset

You're going to need to change the moveset of the weapon. This will either require some animation editing using DSAnimStudio, or simply settling for the moveset of one of the weapons from step 2, that being the Ornamental Straight Sword, Starscourge Greatswords, claws, or fists. If you want something custom, you'll have to make it yourself. In order to change a weapons moveset, we'll change either "wepmotionCategory" or "spAtkcategory" in a param editor. The values are as follows.

Ornamental Straight Sword - 852 (use spAtkcategory)
Starscourge Greatswords - 832 (use spAtkcategory)
Fists - 42 (use wepmotionCategory)
Claws - 22 (use wepmotionCategory)