You may have noticed I cleaned out the bugs tab because a lot of them were months old and things I had fixed. For the 1.0 release, I wanted a clean slate. This time I will really try to keep up on the bugs tab. I really appreciate everyone who posted there, but I honestly got easily overwhelmed and just kept my head down, working on the mod and fixing bugs. I will be working on the mod even past 1.0, so there's zero doubt some bugs will be found and I'll try to squash them with future updates as I can. Thank you for all your support.
I just started a new game as a Wanderer before installing this mod (no other mods installed), completed the tutorial and just arrived at Firelink Shrine. Installation seemed to go smoothly, copied over all 1.24 files and then the 1.25 patch files, ran the .bat file and loaded into game perfectly fine, visuals now reflect what the mod advertises. However, now the Wanderer Hood's texture is completely broken, it basically looks like multi-colored confetti (tons of tiny squares with varying patterns on them, similar to a voronoi texture)
https://gist.github.com/Meowmaritus/50311377844f79fb00aab9a8d9bf0d37 The wanderer's set should look like [HD..._9530.partsbnd.dcx] in Parts folder. HD_ head, _A_ all, _M_ male, _F_ female, _M. - hollow.
https://www.nexusmods.com/eldenring/mods/3862?tab=files Download WitchyBND, unpack archive: you will see texture archive(.tpf) and armor model(.flver). Replace <format>...</format> number in xml file in tpf archive and pack all back, starting from tpf archive.
DDS texture can usually be compressed to bc1...bc7.
Common formats in .xml can be 0, 1 - bc1, 38 - bc7 compression. So try to change that numbers for hollow archive and for human archive. It's better to download Paint.net first to view textures in windows explorer, re-save texture as bc7(linear) without srgb and set "38" flag.
Most likely you won't do this, but it's a 5-minute job, all the software is written so that unpacking happens simply by transferring the file to the WitchyBND.exe.
likely not, however if it uses different servers from official ones, you could not fear a ban and so you can freely test it and making a backup in case.
TUTORIAL FOR HOW TO MAKE BOTH SEAMLESS COOP AND REREMASTERED RUN TOGETHER: Just figured this out last night. Go into your Dark Souls Remastered file and copy all files *inside* Of the Seamless Coop mod you've installed. Then Paste them in the ModEngine2 file. Next right click the file in ModEngine2 named config_darksoulsremastered.toml and edit it (or open it as a notepad file). Once it's open copy the text in the parenthesis including the comma unless there's already a comma next to the text "dsr-lighting/dsr-lighting.dll" (, "ds1sc.dll") then save the file (windows 11 you'll have to click File at the top then save). This will allow the ModEngine2 launcher to access the seamless coop mod and run both the Reremastered and Coop at the same time. Everyone in your party has to have done this the exact same way or it won't work. Then make a shortcut of the launchmod_darksoulsremastered.bat file and put it on your desktop, that will be the launcher that opens the reremastered and coop at the same time. Have fun everyone!!! We've already put in 20 hours together and it's been a blast with only minor issues here and there. that works :D
you should not transfer the files in the proper location, it's just important that steam installs it and the .bat file will pick it up correctly.
Be sure you don't run the .bat file with admin privileges also.
If that doesn't work, i post here multiple solutions given in the times, hopefully one works for this case.
COPY
The following is a list of suggestions for people having issues with the .bat file, hopefully one of them works for you, but i never had any problems with it myself.
be sure steam is running in the background.
Here's a copy of assistance on the matter for an other user, some tips might end up helping.
Suggestion for having it work, is as follows.
The user dav5run suggested the following some time ago.
"So I needed to update to the latest version of Microsoft Visual C++, and I found it on the Microsoft website. Currently, the most updated version is 'Microsoft Visual C++ 2015-2022 Redistributable (x86) - 14.42.34433.0'. I installed the (x64) version, but the (x86) should work as well."
If that is not enough you could also use the following tip from me:
https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one You download it, extract the folder and run the intall all file as administrator. You can remove the folder or the files after done.
Other than that, what we know is that it should always work with a legit copy of the game that steam has installed.
You can try with the standalone Shader Overhaul mod which has the same .bat file and process to launch the game, if even with that it doesn't work, you'd better ask there as they are the official authors of the files.
ah and be sure that the drawparam folder in modengine2 is empty or it will replace those coming from this mod if you happen to download the Shader Overhaul mod standalone.
If even that doesn't work you can try the following by Turbozis
For Linux/Steam Deck gamers: Step 1: Download Simplified ModEngine 2 and extract it to the <game folder>. Step 2: Edit modengine.toml in <game folder> [modengine] debug = false
[extension.mod_loader] enabled = true loose_params = false mods = [ { enabled = true, name = "re-remastered", path = "mods/re-remastered" }, { enabled = true, name = "dsr-lighting", path = "mods/dsr-lighting" } ] [extension.scylla_hide] enabled = false Step 3: Create "re-remastered" folder in <game folder>/mods folder. Step 4: Extract DS-R Material Update and everything from <mod archive> except "ModEngine" folder to <game folder>/mods/re-remastered folder. Step 5: Extract "dsr-lighting" folder from <mod archive>/ModEngine2/ to <game folder>/mods folder. Step 6: Move dsr-lighting.dll from <game folder>/mods/dsr-lighting to <game folder>/dllMods folder. Note: your game folder structure should look like this after this step. Step 7: Add WINEDLLOVERRIDES="dinput8.dll=n,b" %command% to the game launch options.
This method also works for Windows if you exclude step 7. This allows you to launch the game directly from steam instead of using .bat file.
I didn't install the game through steam so that must the problem. I tried adding the exe to steam's library as a non-steam game but that didn't work either. I don't really understand why steam is necessary at all but whatever, thanks anyway.
The author integrated natively the mod named Shader Overhaul which you can find on nexus, in order to have it as a base for much more improvements made by the author on top of it.
That mod comes out this way and we respect that of course.
If you are using a pirated version you should not ask for help as we don't do anything actively against those versions but we can't support nor replicate them.
TUTORIAL FOR HOW TO MAKE BOTH SEAMLESS COOP AND REREMASTERED RUN TOGETHER: Just figured this out last night. Go into your Dark Souls Remastered file and copy all files *inside* Of the Seamless Coop mod you've installed. Then Paste them in the ModEngine2 file. Next right click the file in ModEngine2 named config_darksoulsremastered.toml and edit it (or open it as a notepad file). Once it's open copy the text in the parenthesis including the comma unless there's already a comma next to the text "dsr-lighting/dsr-lighting.dll" (, "ds1sc.dll") then save the file (windows 11 you'll have to click File at the top then save). This will allow the ModEngine2 launcher to access the seamless coop mod and run both the Reremastered and Coop at the same time. Everyone in your party has to have done this the exact same way or it won't work. Then make a shortcut of the launchmod_darksoulsremastered.bat file and put it on your desktop, that will be the launcher that opens the reremastered and coop at the same time. Have fun everyone!!! We've already put in 20 hours together and it's been a blast with only minor issues here and there.
Care to break this down to me ? I installed the Re-Remastered mod by the instructions and then put the seamless co-op files from the zip file to the ModEngine2 folder in the game directory. The confiq file has that line there only, does there have to be some other text as well ? Because i dont think so seamless-coop launched when i tried.
I am unsure whether this a bug or if its just an issue from the installation part on my end but Anor Londo is very orange and looks weird.. Also to mention, the cutscene when first going to Anor Londo you see only part of it orange and the surrounding areas as white.. I hope there is a fix to this and is hopefully simple..
I made a slightly more detailed bug report about it, but I can confirm with 100% certainty that the last version that does NOT have the awful bug making everything way too dark in Great Hollow (and possibly elsewhere) is version 1.14.
1.15 MIGHT be okay, if it ever existed, but can't download and test that one cause it's not available.
But versions 1.16 & up are all screwed over by this bug that forces me to change brightness to 10 and still not see very well. So whatever happened between 1.14 and 1.16 must be at fault. I hope that helps.
I'm also aware that this bug was supposedly originally fixed in version 0.93, but I see no need to test even earlier versions.
yes i also reported every version issue and pros on the discord if you happen to be there.
Unluckly the author does not stop at one version to polish it and is not very actively searching for people's feedback and issues, so he works on new versions and issues build up very easily in areas he does not work on as the engine is very convoluted funny to say.
I try to report every issue happening on every new version, but it's difficult to keep reporting issues of the past over and over so we can just hope he sees them in its game play time.
With this i mean, the he still has not done major work on many areas, and only undead asylum or undead burg really can be considered very polished so far.
If you want the closest to PTDE, just use the PTDE version and the author also supports that one with his mod made for it, with dynamic shadows added and some more, without going over with extra stuff, you can find it in the official nexus category of dark souls ptde.
The vision for this mod is to be closer to the PTDE version, many textures come from PTDE itself first before having upscaling, height maps, and contrast improvements.
If there's areas that currently do not feel like it, it's cause they need more work on.
i did not say what's wrong with people wanting that.
I said this mod is already the closest to ptde we got since the launch of dsr modding, if you want any closer, just use ptde and the mod from the same author if you like.
what is worse is not intended as i said and just needs further work on those areas, but the vision is to bring it close to ptde.
If you already owned it before deletion that could be the best PTDE look, what i mean is that this mod has the vision to stay close to ptde already.
The author uses 90% textures from PTDE before working on them instead of the vanilla you find in DSR, the armors are so much closer to ptde than DSR and much more in that regard aswell.
If some areas currently don't feel like it, it's because of issues with the mod the author has yet to fix, for example the light leaking all over anor londo interiors, is not intentional.
So to ask an only PTDE restoration is off-putting, cause the mod already is that and improves upon it.
I feel like the cool epic additions do more harm than good in some places. Duke's Archives is the color gray for some reason, the firelink grass is obnoxious and you cant ignore the flickering of it, good luck fighting the stray demon because its dark as s#*!, an entire building in undead burg disappears when you pass by it, And a game-breaking bug occurs where half of the world disappears, your character disappears and doesnt move and your camera spins fast, forcing you to restart the game. And I'm not sure when the mod will be updated because the mod creator is currently focusing on DS2 and pushing an update on that every week.
What I'm trying to say is that what this mod is trying to achieve is causing a bunch of unwanted side effects, and I'm just asking for a separate version that's just PTDE restorations (especially lighting) because that may cause less bugs and fromsoftserve probably can't fix everything with the ultra HD dynamic parallax reflection textures. It's weird asking for less but I hope you understand what im saying
However you yet shared nothing regarding what you whant to mantain and what not. So much in the engine is intertwined, you can't just rip off a thing or two, what you like of the mod that resembles ptde is connected completely to what doesn't.
However consider that the end goal of the mod is to bring the vanilla remaster closer to ptde and all the issues you mentioned are not staying because they are not wanted by the author aswell, he just needs to work on further and polish it where due.
I mean i would understand your anger over the project if for example he decides willingly that the sky from dark blu becomes dark red all of a sudden, but if it is red due to a bug, that will eventually go away, so just asking to fix the issues is the same as asking for more ptde feel.
Why is it that after destroying a destructible and relogging, the object is visually there but can't be interacted with? Is there any fix to this, and do people know why this is happening?
that's a bug that can happen in the vanilla game aswell but the mod makes it very more likely to happen and the author has not yet shared a fix for it.
1578 comments
Can you share an image of it?
Please help if anyone managed to do it
The wanderer's set should look like [HD..._9530.partsbnd.dcx] in Parts folder. HD_ head, _A_ all, _M_ male, _F_ female, _M. - hollow.
https://www.nexusmods.com/eldenring/mods/3862?tab=files
Download WitchyBND, unpack archive: you will see texture archive(.tpf) and armor model(.flver).
Replace <format>...</format> number in xml file in tpf archive and pack all back, starting from tpf archive.
DDS texture can usually be compressed to bc1...bc7.
Common formats in .xml can be 0, 1 - bc1, 38 - bc7 compression. So try to change that numbers for hollow archive and for human archive.
It's better to download Paint.net first to view textures in windows explorer, re-save texture as bc7(linear) without srgb and set "38" flag.
Most likely you won't do this, but it's a 5-minute job, all the software is written so that unpacking happens simply by transferring the file to the WitchyBND.exe.
let us know if you intend to.
Just figured this out last night. Go into your Dark Souls Remastered file and copy all files *inside* Of the Seamless Coop mod you've installed. Then Paste them in the ModEngine2 file. Next right click the file in ModEngine2 named config_darksoulsremastered.toml and edit it (or open it as a notepad file). Once it's open copy the text in the parenthesis including the comma unless there's already a comma next to the text "dsr-lighting/dsr-lighting.dll" (, "ds1sc.dll") then save the file (windows 11 you'll have to click File at the top then save). This will allow the ModEngine2 launcher to access the seamless coop mod and run both the Reremastered and Coop at the same time. Everyone in your party has to have done this the exact same way or it won't work. Then make a shortcut of the launchmod_darksoulsremastered.bat file and put it on your desktop, that will be the launcher that opens the reremastered and coop at the same time. Have fun everyone!!! We've already put in 20 hours together and it's been a blast with only minor issues here and there. that works :D
PS C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Remastered\ModEngine2> .\launchmod_darksoulsremastered.bat
C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Remastered\ModEngine2>chcp 65001
Active code page: 65001
C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Remastered\ModEngine2>.\modengine2_launcher.exe -t dsr -c .\config_darksoulsremastered.toml
[2025-04-25 14:54:49.551] [stderr] [error] Couldn't find path to game
Is there a setting or parameter to just tell it where the exe is?
Be sure you don't run the .bat file with admin privileges also.
If that doesn't work, i post here multiple solutions given in the times, hopefully one works for this case.
COPY
The following is a list of suggestions for people having issues with the .bat file, hopefully one of them works for you,
but i never had any
problems with it myself.
be sure steam is running in the background.
Here's a copy of assistance on the matter for an other user, some tips might end up helping.
Suggestion for having it work, is as follows.
The user dav5run suggested the following some time ago.
"So I needed to update to the latest version of Microsoft Visual C++, and I found it on the Microsoft website. Currently, the most updated version is 'Microsoft Visual C++ 2015-2022
Redistributable (x86) - 14.42.34433.0'. I installed the (x64) version,
but the (x86) should work as well."
If that is not enough you could also use the following tip from me:
https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one
You download it, extract the folder and run the intall all file as
administrator. You can remove the folder or the files after done.
Other than that, what we know is that it should always work with a legit copy of the game that steam has installed.
You can try with the standalone Shader Overhaul mod which has the same .bat
file and process to launch the game, if even with that it doesn't work,
you'd better ask there as they are the official authors of the files.
ah and be sure that the drawparam folder in modengine2 is
empty or it will replace those coming from this mod if you happen to
download the Shader Overhaul mod standalone.
If even that doesn't work you can try the following by Turbozis
For Linux/Steam Deck gamers:
Step 1: Download Simplified ModEngine 2 and extract it to the <game folder>.
Step 2: Edit modengine.toml in <game folder>
[modengine]
Step 3: Create "re-remastered" folder in <game folder>/mods folder.debug = false
[extension.mod_loader]
enabled = true
loose_params = false
mods = [
{ enabled = true, name = "re-remastered", path = "mods/re-remastered" },
{ enabled = true, name = "dsr-lighting", path = "mods/dsr-lighting" }
]
[extension.scylla_hide]
enabled = false
Step 4: Extract DS-R Material Update and everything from <mod archive> except "ModEngine" folder to <game folder>/mods/re-remastered folder.
Step 5: Extract "dsr-lighting" folder from <mod archive>/ModEngine2/ to <game folder>/mods folder.
Step 6: Move dsr-lighting.dll from <game folder>/mods/dsr-lighting to <game folder>/dllMods folder.
Note: your game folder structure should look like this after this step.
Step 7: Add
WINEDLLOVERRIDES="dinput8.dll=n,b" %command%
to the game launch options.This method also works for Windows if you exclude step 7. This allows you to
launch the game directly from steam instead of using .bat file.
That mod comes out this way and we respect that of course.
If you are using a pirated version you should not ask for help as we don't do anything actively against those versions but we can't support nor replicate them.
Just figured this out last night. Go into your Dark Souls Remastered file and copy all files *inside* Of the Seamless Coop mod you've installed. Then Paste them in the ModEngine2 file. Next right click the file in ModEngine2 named config_darksoulsremastered.toml and edit it (or open it as a notepad file). Once it's open copy the text in the parenthesis including the comma unless there's already a comma next to the text "dsr-lighting/dsr-lighting.dll" (, "ds1sc.dll") then save the file (windows 11 you'll have to click File at the top then save). This will allow the ModEngine2 launcher to access the seamless coop mod and run both the Reremastered and Coop at the same time. Everyone in your party has to have done this the exact same way or it won't work. Then make a shortcut of the launchmod_darksoulsremastered.bat file and put it on your desktop, that will be the launcher that opens the reremastered and coop at the same time. Have fun everyone!!! We've already put in 20 hours together and it's been a blast with only minor issues here and there.
Also to mention, the cutscene when first going to Anor Londo you see only part of it orange and the surrounding areas as white..
I hope there is a fix to this and is hopefully simple..
If you mean Anor Londo Interior area having white walls or light leaking through the rooms, that's a common issue that still needs fixing
The outside of Anor Londo should look decent enough, not sure what you mean with very orange.
1.15 MIGHT be okay, if it ever existed, but can't download and test that one cause it's not available.
But versions 1.16 & up are all screwed over by this bug that forces me to change brightness to 10 and still not see very well. So whatever happened between 1.14 and 1.16 must be at fault. I hope that helps.
I'm also aware that this bug was supposedly originally fixed in version 0.93, but I see no need to test even earlier versions.
Unluckly the author does not stop at one version to polish it and is not very actively searching for people's feedback and issues, so he works on new versions and issues build up very easily in areas he does not work on as the engine is very convoluted funny to say.
I try to report every issue happening on every new version, but it's difficult to keep reporting issues of the past over and over so we can just hope he sees them in its game play time.
With this i mean, the he still has not done major work on many areas, and only undead asylum or undead burg really can be considered very polished so far.
The vision for this mod is to be closer to the PTDE version, many textures come from PTDE itself first before having upscaling, height maps, and contrast improvements.
If there's areas that currently do not feel like it, it's cause they need more work on.
I said this mod is already the closest to ptde we got since the launch of dsr modding, if you want any closer, just use ptde and the mod from the same author if you like.
what is worse is not intended as i said and just needs further work on those areas, but the vision is to bring it close to ptde.
If you already owned it before deletion that could be the best PTDE look, what i mean is that this mod has the vision to stay close to ptde already.
The author uses 90% textures from PTDE before working on them instead of the vanilla you find in DSR, the armors are so much closer to ptde than DSR and much more in that regard aswell.
If some areas currently don't feel like it, it's because of issues with the mod the author has yet to fix, for example the light leaking all over anor londo interiors, is not intentional.
So to ask an only PTDE restoration is off-putting, cause the mod already is that and improves upon it.
What I'm trying to say is that what this mod is trying to achieve is causing a bunch of unwanted side effects, and I'm just asking for a separate version that's just PTDE restorations (especially lighting) because that may cause less bugs and fromsoftserve probably can't fix everything with the ultra HD dynamic parallax reflection textures. It's weird asking for less but I hope you understand what im saying
However you yet shared nothing regarding what you whant to mantain and what not. So much in the engine is intertwined, you can't just rip off a thing or two, what you like of the mod that resembles ptde is connected completely to what doesn't.
However consider that the end goal of the mod is to bring the vanilla remaster closer to ptde and all the issues you mentioned are not staying because they are not wanted by the author aswell, he just needs to work on further and polish it where due.
I mean i would understand your anger over the project if for example he decides willingly that the sky from dark blu becomes dark red all of a sudden, but if it is red due to a bug, that will eventually go away, so just asking to fix the issues is the same as asking for more ptde feel.