Ok for ppl coming to play the DLC, you NO LONGER NEED MODLOADER! I couldn't make this tutorial work, but with some tips from IgnysDev and iceteadud explained below, I managed to get it working.
1. Download SeamlessCoop and install it in the game folder (pasting "SeamlessCoop" folder and "ersc_launcher.exe" 2. Open a new game with the Seamless Coop launcher (ersc_launcher.exe), make a character and save at first grace. Now close the game. This is required just once to create a save file. 3. Download and install ModEngine2 (wherever you want) 4. Inside ModEngine2 folder you'll find a "mod" folder, copy and paste the entire SeamlessCoop folder in there (which includes the esrc.dll file, locale, and config) 5. Also inside ModEngine2 there is a "config_eldenring.toml", edit it to have the following:
Notice how we haven't downloaded or installed Elden Mod Loader at all here. The ModEngine2 will now load this .dll and take away the burden from modloader, making it redundant.
6. Add a "non steam game", browse to your ModEngine2 folder and add the .exe in there. 7. Then, on steam, find the newly added game and go to Properties and change the target path from "modengine2_launcher.exe" to "launchmod_eldenring.bat". 8. Rename it to "Elden Ring - ModEngine" (or whatever, so its easy to find) 9 You are done, open the game and check if the seamless coop message opens when you enter the menu to confirm the mod has been loaded.
Edit: I made sure there is NO modloader and no mod folder in the game directory, only inside ModEngine2. I was having trouble with both, so if you followed this and still can't make it work, check if you don't accidentally still have modloader trying to inject the same mod twice.
Edit#2: If you are installing any NEW .dll mods, I recommend first trying seamless coop by itself on modengine2, no other mods. Once you are successful with that, try adding new mods in.
For people trying the "UnlockTheFPS" mod, I tried a lot of things but the mod is hardcoded to work with modloader. Maybe there is some fix but it is beyond me. I recommend downloading the AntiCheat Disabler / Toggler mod, disabling the anti cheat and then use an alternative, like this: https://github.com/uberhalit/EldenRingFpsUnlockAndMore
All of this at your own risk ofc. Anti cheat DISABLED still works with seamless coop.
Still not working, i have no idea why reinstalled elden ring so mod loader will not be the issue installed seamless, played a bit installed mod engine, copied seamless and other mods, changed config ran launchmod_eldenring.bat, inappropiate activity
Followed every step exactly, but using the .bat only runs default Elden Ring, it doesn't load Seamless (there's a main menu indicator if it's working) or any other .dlls I have.
EDIT: Don't be a silly guy like myself, make sure there are TWO (2) BACKSLASHES \\ <--- for your directories! This DOES make a difference.
Have you done it clean with no other mods and just seamless to see if it works? From what I understand the order in the .toml file matters. ALSO, not all mods work with modengine2 (although most do).
Not opening in seamless just base game with an inappropriate activity warning. Tried without er merchant mod installed and referenced still failed. Is this due to two ModEngine folders nested or is it supposed to be like that?
Edit: I completely reinstalled the game when i downloaded the dlc due to other mods not being supported and verified integrity during troubleshooting already.
@Walzzy I still dont own any unlockFPS mod which is usable with ModEngine2 and honestly I dont wanna mess with it since there is a reason why most FS Games are locked at 60fps
@Foxuuuuu sorry. I forgot to mention that you should start seamless coop without ModEngine2 for the first time to create a save file. See step 2.
@Niqull there is a second dll you want to inject? create a new folder and put the dll in it and try: "mod\\foldername\\ermerchant.dll"
I've completely deleted the ermerchant mod in attempt to just get seamless to open. The problem I'm having is seamless won't open. The unmodded version of the game is still being loaded with the inappropriate activity warning.
Seamless settings folders are identical too. As I saw you mentioned that earlier.
@Niqull Do you get the warning even if you start the vanila game only? If so try a file integrity check and start the vanila game again. FS aknowledged the problem with EAC and only mentioned to check the file integrity. Not sure if a fix is coming.
Otherwise. Delete Elden Ring, even your files in steam/common and AppData/Roaming and start a fresh install again. Start the vanila game once. and go trough the guide again.
Delete the .sl2 and .co2 saves as well or am I okay to move them elsewhere on my pc and move them back later?
NVM just moved them to a different drive, going to fresh install, start the game without mods, add seamless, start a character, then add modengine. Will update if it works.
Did you get it to work? Been trying to get this mod + randomizer working but mod engine just refuses to launch through ERSC and only does base game. Been trying for like 4 hours.
I have come to the conclusion that Mod Engine 2 and Seamless are just not compatible at the moment. After many, many, MANY attempts and multiple guides and personal efforts nothing ever works. It only ever launches as base Elden Ring. Even better, any other mods DO work, but Seamless just doesn't. Just going to assume with it's recent update to support the DLC, it just makes it incompatible with Mod Engine 2.
I have attempted many formats to load the mod, but nothing works. Shame.
@Niqull You can delete everything that has any trace. I did it since my savefile for the vanila game is uploaded on steam cloud. Just make sure that everything is deleted and no trace is left from your old installation. I did the same and it worked.
@Foxuuuuu So did it work now for you?
@Sunzaqo ModEngine2 and Seamless Coop are compatible with each other. In fact I am running Seamless Coop + Dualshock 4 prompts via ModEngine2.
Deleted everything from users//user//appdata//roaming//EldenRing Deleted everything from D//steam//steamapps//common//ELDEN RING Uninstalled via steam Reinstalled Launched vanilla and made a character then saved. Launched seamless and made a character then saved. Followed the instructions again using fresh mod engine download and extract Still getting suspicious activity error
@Niqull Ya I've done the same things as you and nothing I've done has seemed to work. Before 1.12 I got ModEngine, Seamless Coop, and Mod loader to work but for some reason it's not working this time, no matter what I try. Not sure if maybe Seamless Coop changed between 1.7.2 and 1.7.4 substantially and these posts only work for 1.7.2.
I was having issues getting the "Suspicious Activity" message when I followed the tutorial, so I just did it myself how it said to do it in the comments of the file and it worked. If anyone is having the same error, here is my complete config file for ModEngine2 that you can just copy and paste.
This has worked for me. The only thing i had to do was copy your Configurations, for some reason it didnt work by copying the original posters. Thank you!
The steps seems like it's for new seamless coop user, but what about existing ones? What about those with an existing seamless coop save file, do we still have to follow the steps in creating a new save file, or are we able to go back into our original seamless coop save file before the update?
I was able to get mine running by just putting external_dlls = ["C:\\Program Files (x86)\\Steam\\steamapps\\common\\ELDEN RING\\Game\\SeamlessCoop\\ersc.dll",]
in the external dll section, thats it, you DO NOT need to load it in the mods section below that infact, messing with that lower section just causes it to break
So I successfully managed to get ME2 working with ersc and installed the glorious merchant mod. The only issue is that launching me2 now automatically launchers ersc as well. I was wondering if there's anything I can do to make me2 open my single-player game as well so the mod can work for those files. Or is that asking too much and risking a ban?
For whatever reason mine gets to here: [2024-08-21 22:57:15.001] [modengine] [info] Attempting to load global config at Z:\home\user\Games\Steam\SDD\ELDEN RING\modengine2\config.toml [2024-08-21 22:57:15.001] [modengine] [info] Attempting to load mod settings config at Z:\home\user\Games\Steam\SDD\ELDEN RING\config_eldenring.toml [2024-08-21 22:57:15.001] [modengine] [info] Local config loaded [2024-08-21 22:57:15.001] [modengine] [info] ModEngine version 2.1.0-20b7f1a3ba39138f61fdeb5cb88fb16721371130 initializing for Elden Ring [2024-08-21 22:57:15.001] [modengine] [info] Local settings loaded: true, Global settings loaded: false [2024-08-21 22:57:15.001] [modengine] [info] Main thread ID: 372 [2024-08-21 22:57:15.008] [modengine] [info] Loaded external DLL Z:\home\user\Games\Steam\SDD\ELDEN RING\mods\SeamlessCoop\ersc.dll Then gets stuck loading forever. Not sure what would be causing this as I know I set it up the way you have listed and without seamless, it loads just fine, even with other .dll files.
If you did do what was listed, why is SeamlessCoop folder is in game root mods folder and not in mod loader mod folder? Edit: sorry, thought elden ring folder was the game folder, but it appears i was wrong, its a modloader folder. Then again, the last line says it loaded the dll in mods folder, but the default name of the modloader is mod.
The game did not run when launched through launchmod_ eldenring.bat, But when I started the game through modengine2_1auncher.exe, I found that SeamlessCoop had started. I did not test loading other mods and running SeamlessCoop together
Hey guys, I got mine working so ill just share the bat file code so you can just can just copy and paste it. Hopefully it works for you.
# Global mod engine configuration [modengine] # If set to true the debug console will appear while the game is running debug = false # List of files that will be loaded into the game as DLL mods. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter # the path in the config as "E:\\coolstuff\\coolmod.dll". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ] external_dlls = [ "mod\\SeamlessCoop\\ersc.dll", ] # Mod loader configuration [extension.mod_loader] enabled = true # Not currently supported for Elden Ring loose_params = false # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game # assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter # the path in the config as "E:\\coolstuff\\coolmod". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # mods = [ # { enabled = true, name = "coolmod", path = "mod1" }, # { enabled = true, name = "nicemod", path = "mod2" }, # { enabled = true, name = "sosomod", path = "mod3" } # ] # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority # will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for # a future release. mods = [ { enabled = true, name = "SeamlessCoop", path = "mod\\SeamlessCoop" }, { enabled = true, name = "default", path = "mod" } ] # When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach # debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option # is probably not for you. [extension.scylla_hide] enabled = false
332 comments
1. Download SeamlessCoop and install it in the game folder (pasting "SeamlessCoop" folder and "ersc_launcher.exe"
2. Open a new game with the Seamless Coop launcher (ersc_launcher.exe), make a character and save at first grace. Now close the game. This is required just once to create a save file.
3. Download and install ModEngine2 (wherever you want)
4. Inside ModEngine2 folder you'll find a "mod" folder, copy and paste the entire SeamlessCoop folder in there (which includes the esrc.dll file, locale, and config)
5. Also inside ModEngine2 there is a "config_eldenring.toml", edit it to have the following:
external_dlls = [
"mod\\SeamlessCoop\\ersc.dll",
]
and
mods = [
{ enabled = true, name = "SeamlessCoop", path = "mod\\SeamlessCoop" },
{ enabled = true, name = "default", path = "mod" }
]
Notice how we haven't downloaded or installed Elden Mod Loader at all here. The ModEngine2 will now load this .dll and take away the burden from modloader, making it redundant.
6. Add a "non steam game", browse to your ModEngine2 folder and add the .exe in there.
7. Then, on steam, find the newly added game and go to Properties and change the target path from "modengine2_launcher.exe" to "launchmod_eldenring.bat".
8. Rename it to "Elden Ring - ModEngine" (or whatever, so its easy to find)
9 You are done, open the game and check if the seamless coop message opens when you enter the menu to confirm the mod has been loaded.
Edit: I made sure there is NO modloader and no mod folder in the game directory, only inside ModEngine2. I was having trouble with both, so if you followed this and still can't make it work, check if you don't accidentally still have modloader trying to inject the same mod twice.
Edit#2:
If you are installing any NEW .dll mods, I recommend first trying seamless coop by itself on modengine2, no other mods. Once you are successful with that, try adding new mods in.
For people trying the "UnlockTheFPS" mod, I tried a lot of things but the mod is hardcoded to work with modloader. Maybe there is some fix but it is beyond me. I recommend downloading the AntiCheat Disabler / Toggler mod, disabling the anti cheat and then use an alternative, like this: https://github.com/uberhalit/EldenRingFpsUnlockAndMore
All of this at your own risk ofc. Anti cheat DISABLED still works with seamless coop.
reinstalled elden ring so mod loader will not be the issue
installed seamless, played a bit
installed mod engine, copied seamless and other mods, changed config
ran launchmod_eldenring.bat, inappropiate activity
EDIT: Don't be a silly guy like myself, make sure there are TWO (2) BACKSLASHES \\ <--- for your directories! This DOES make a difference.
Edit: I completely reinstalled the game when i downloaded the dlc due to other mods not being supported and verified integrity during troubleshooting already.
I still dont own any unlockFPS mod which is usable with ModEngine2 and honestly I dont wanna mess with it since there is a reason why most FS Games are locked at 60fps
@Foxuuuuu
sorry. I forgot to mention that you should start seamless coop without ModEngine2 for the first time to create a save file. See step 2.
@Niqull
there is a second dll you want to inject? create a new folder and put the dll in it and try:
"mod\\foldername\\ermerchant.dll"
I've completely deleted the ermerchant mod in attempt to just get seamless to open. The problem I'm having is seamless won't open. The unmodded version of the game is still being loaded with the inappropriate activity warning.
Seamless settings folders are identical too. As I saw you mentioned that earlier.
Do you get the warning even if you start the vanila game only? If so try a file integrity check and start the vanila game again. FS aknowledged the problem with EAC and only mentioned to check the file integrity. Not sure if a fix is coming.
Otherwise. Delete Elden Ring, even your files in steam/common and AppData/Roaming and start a fresh install again. Start the vanila game once. and go trough the guide again.
Delete the .sl2 and .co2 saves as well or am I okay to move them elsewhere on my pc and move them back later?
NVM just moved them to a different drive, going to fresh install, start the game without mods, add seamless, start a character, then add modengine. Will update if it works.
I have attempted many formats to load the mod, but nothing works. Shame.
You can delete everything that has any trace. I did it since my savefile for the vanila game is uploaded on steam cloud. Just make sure that everything is deleted and no trace is left from your old installation. I did the same and it worked.
@Foxuuuuu
So did it work now for you?
@Sunzaqo
ModEngine2 and Seamless Coop are compatible with each other. In fact I am running Seamless Coop + Dualshock 4 prompts via ModEngine2.
Deleted everything from users//user//appdata//roaming//EldenRing
Deleted everything from D//steam//steamapps//common//ELDEN RING
Uninstalled via steam
Reinstalled
Launched vanilla and made a character then saved.
Launched seamless and made a character then saved.
Followed the instructions again using fresh mod engine download and extract
Still getting suspicious activity error
Just to be clear. Do you use Mod Loader or not? Because Mod Loader is not needed anymore. Only ModEngine2
https://pastebin.com/5UzN9yBK
just ModEngine2 and Seamless at the moment. Not even adding other mods until i can get this working.
EDIT:
***FIXED*** Either @Ainzuh's config or the seamless update on 2024-07-03 (yyyy-mm-dd) solved the issue. ***SOLUTION***
Thank you!
external_dlls = ["C:\\Program Files (x86)\\Steam\\steamapps\\common\\ELDEN RING\\Game\\SeamlessCoop\\ersc.dll",]
in the external dll section, thats it, you DO NOT need to load it in the mods section below that
infact, messing with that lower section just causes it to break
https://www.nexusmods.com/eldenring/mods/4751?tab=posts&BH=1
Actual installation guide for Seamless Co-op + ModEngine2.
https://ersc-docs.github.io/seamless-modding/
It should be noted that the external_dlls path in config_eldenring.toml should be in single forward slashes, not two backslashes.
E.g., given SeamlessCoop folder is in the ModEngine2 folder:
external_dlls = [ "SeamlessCoop/ersc.dll"]
наконец-то сработало
https://pastebin.com/5UzN9yBK
https://docs.google.com/document/d/1c0BqWI5WjRx-XkqmJubY9U7cfXfKHwc-uiJDxV3tKOg/edit?pli=1
Way Better ! :)
Bless you.
[2024-08-21 22:57:15.001] [modengine] [info] Attempting to load global config at Z:\home\user\Games\Steam\SDD\ELDEN RING\modengine2\config.toml
Then gets stuck loading forever. Not sure what would be causing this as I know I set it up the way you have listed and without seamless, it loads just fine, even with other .dll files.[2024-08-21 22:57:15.001] [modengine] [info] Attempting to load mod settings config at Z:\home\user\Games\Steam\SDD\ELDEN RING\config_eldenring.toml
[2024-08-21 22:57:15.001] [modengine] [info] Local config loaded
[2024-08-21 22:57:15.001] [modengine] [info] ModEngine version 2.1.0-20b7f1a3ba39138f61fdeb5cb88fb16721371130 initializing for Elden Ring
[2024-08-21 22:57:15.001] [modengine] [info] Local settings loaded: true, Global settings loaded: false
[2024-08-21 22:57:15.001] [modengine] [info] Main thread ID: 372
[2024-08-21 22:57:15.008] [modengine] [info] Loaded external DLL Z:\home\user\Games\Steam\SDD\ELDEN RING\mods\SeamlessCoop\ersc.dll
Edit: sorry, thought elden ring folder was the game folder, but it appears i was wrong, its a modloader folder. Then again, the last line says it loaded the dll in mods folder, but the default name of the modloader is mod.
Then set the content of confic_eldenring.toml to:
[modengine]
debug = false
external_dlls = [ "SeamlessCoop\\ersc.dll" ]
[extension.mod_loader]
enabled = true
loose_params = false
#
mods = [
{ enabled = true, name = "default", path = "SeamlessCoop" }
]
[extension.scylla_hide]
enabled = false
The game did not run when launched through launchmod_ eldenring.bat,
But when I started the game through modengine2_1auncher.exe, I found that SeamlessCoop had started. I did not test loading other mods and running SeamlessCoop together
# Global mod engine configuration
[modengine]
# If set to true the debug console will appear while the game is running
debug = false
# List of files that will be loaded into the game as DLL mods.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
# the path in the config as "E:\\coolstuff\\coolmod.dll".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = [ "mod\\SeamlessCoop\\ersc.dll", ]
# Mod loader configuration
[extension.mod_loader]
enabled = true
# Not currently supported for Elden Ring
loose_params = false
# List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
# assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
# the path in the config as "E:\\coolstuff\\coolmod".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# mods = [
# { enabled = true, name = "coolmod", path = "mod1" },
# { enabled = true, name = "nicemod", path = "mod2" },
# { enabled = true, name = "sosomod", path = "mod3" }
# ]
# Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
# will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
# a future release.
mods = [
{ enabled = true, name = "SeamlessCoop", path = "mod\\SeamlessCoop" },
{ enabled = true, name = "default", path = "mod" }
]
# When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
# debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
# is probably not for you.
[extension.scylla_hide]
enabled = false
I gave you your first Kudos point for that :D