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48 comments

  1. nRumbaII
    nRumbaII
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    Locked
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    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
  2. e64650i
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    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.
  3. EchoCantAim
    EchoCantAim
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    No matter what I do it keeps showing me a message saying "Failed to save game. Save data is corrupted. Select "OK" to try again. [OK]/[CANCEL]"

    This is on the 12th of July 2024 update, has anyone else had this issue and had it fixed somehow?
  4. EverousEldenRing
    EverousEldenRing
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    For those Confused on how to install:

    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!
    1. jobkeks
      jobkeks
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      Thank you so much :D
  5. InsaneAF
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    Would it be possible to have a settings text file to let us change the file extension?
    Similar to how Seamless Coop lets you change it.

    That way you could setup multiple different modpacks with their own savefiles 😄
  6. bboytronik
    bboytronik
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    i don't understand a thing, how do i instal? I get only one file eldenring_alt_saves.dll. What do i do with this file?
    1. hjn1eeg
      hjn1eeg
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      There's very clear instructions on what to do on the Description page of this mod, under "Installation Instructions".
  7. Yodadubdub
    Yodadubdub
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    Where. Is. The. Damn. Alt save. File?
  8. deleted224379879
    deleted224379879
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    Seems to be causing a CTD after update 1.15. Back to manually renaming my files until an update.
    1. zakkaru
      zakkaru
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      He updated the mod on GitHub, you can get the compatible version at the bottom of this page (need to sign in). I used it yesterday with no issues.

      https://github.com/vswarte/alt-saves/actions/runs/11150781954
    2. deleted224379879
      deleted224379879
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      Ah! Thank you a lot! I tried the github version but the public releases page was super outdated. I appreciate you sending me this.
    3. Garogth3C2B
      Garogth3C2B
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      How do I use the mod? It keep saying in the guide to use the .DLL but When I downloaded the Zip I see no ".DLL" File only .Toml, rs. etc



      Edit:Nevermind
    4. yunganim
      yunganim
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      Did u figure it out? Cuz i cant find the dll file either.
    5. Lavenadorn
      Lavenadorn
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      ye, i find it either, u can't get the file at the bottom of the linked page even when signed in, so all this is retarded 
    6. deleted224379879
      deleted224379879
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      The compiled file is no longer stored on github, but you can build it yourself I believe. Regardless, the current finished build is for 1.15, not 1.16
  9. johnneibert
    johnneibert
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    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
  10. X36Granitplate
    X36Granitplate
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    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!
  11. Momojuly29
    Momojuly29
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    Where are the save files located?