Fot those still wondering: get the anicheat disabaler(and use it lol) get elden modloader get mod loader 2 put the ddl file from here into the "mods" folder in the actual game directory(should be there from elden mod loader) and start things via mod loader 2 -> profit Maybe there is an easier way but hey, it works for me
The file ER0000.cnv in the default save file storage is the Convergence save data; if you are not using Convergence, the file ER0000.cnv does not exist. If you are not using Convergence, the file ER0000.cnv does not exist. Convergence uses Alt Saves by default, so I think the file ER0000.cnv is the save file created when using Elden Ring Alt Saves.
In your ModEngine2 folder there is a file named config_eldenring, what you need to do is open that file, it will look like this inside
(The Explanation is below the file text)
# 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 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 = "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
Now this all looks like a bunch of mombo jumbo, the only part thats important is this line here:
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 = []
Specifically that last line where it says external_dlls = []
all you have to do is paste this line ( "eldenring_alt_saves.dll" ) between the brackets[] like this: external_dlls = ["eldenring_alt_saves.dll"]
And then save the file and close it, hope this helps and good luck out there Tarnished!
after installing this for a private modpack, no matter what i do, it defaults to .cnv rather than what i specified in a custom "altsaves.toml" which was .dsl i do have convergence installed, but its separate from the pack i have the other save set
Little late to the party, but is there a possibility in seeing an update to being able to choose a directory to load the desired save file from the config? affirmative or not, all good. Just a nice to have thing. Awesome mod regardless!
48 comments
get the anicheat disabaler(and use it lol)
get elden modloader
get mod loader 2
put the ddl file from here into the "mods" folder in the actual game directory(should be there from elden mod loader)
and start things via mod loader 2
-> profit
Maybe there is an easier way but hey, it works for me
If you are not using Convergence, the file ER0000.cnv does not exist. Convergence uses Alt Saves by default, so I think the file ER0000.cnv is the save file created when using Elden Ring Alt Saves.
This is on the 12th of July 2024 update, has anyone else had this issue and had it fixed somehow?
In your ModEngine2 folder there is a file named config_eldenring, what you need to do is open that file, it will look like this inside
(The Explanation is below the file text)
# 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 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 = "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
Now this all looks like a bunch of mombo jumbo, the only part thats important is this line here:
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 = []
Specifically that last line where it says external_dlls = []
all you have to do is paste this line ( "eldenring_alt_saves.dll" ) between the brackets[] like this:
external_dlls = ["eldenring_alt_saves.dll"]
And then save the file and close it, hope this helps and good luck out there Tarnished!
Similar to how Seamless Coop lets you change it.
That way you could setup multiple different modpacks with their own savefiles 😄
https://github.com/vswarte/alt-saves/actions/runs/11150781954
Edit:Nevermind
i do have convergence installed, but its separate from the pack i have the other save set
Awesome mod regardless!