0 of 0

File information

Last updated

Original upload

Created by

chainfailure

Uploaded by

chainfailure

Virus scan

Safe to use

Tags for this mod

57 comments

  1. nRumbaII
    nRumbaII
    • member
    • 3 kudos
    Locked
    Sticky
    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. EverousEldenRing
    EverousEldenRing
    • member
    • 1 kudos
    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
      • member
      • 0 kudos
      Thank you so much :D
    2. olebli05
      olebli05
      • premium
      • 0 kudos
      i can't find external dlls in the config
    3. sufferskin
      sufferskin
      • member
      • 0 kudos
      you the goat
    4. 2560215065
      2560215065
      • member
      • 0 kudos
      Thank u  bro
  3. mrmunchesalot
    mrmunchesalot
    • member
    • 9 kudos
    can anyone tell me where the save files go? im trying to do some modding and cant find the new save files.
  4. Landon21m
    Landon21m
    • supporter
    • 0 kudos
    i must be a massive f*#@ing idiot because this makes no sense
  5. BiancoAngelo
    BiancoAngelo
    • member
    • 2 kudos
    Thanks, this helped me running a mod that didn't work before! Thank you so much =D
    1. bigboydoom
      bigboydoom
      • member
      • 0 kudos
      How did you get this to work? My save just disappears
  6. Viziolerix
    Viziolerix
    • premium
    • 1 kudos
    I added the mod, game crashed on startup, removed the mod, and now my save file is gone! Someone please help me, ive sunk way too many hours into this game to lose the save now.
  7. dandamdandamdandam
    dandamdandamdandam
    • member
    • 0 kudos
    Make a toml file for multiple mod engine2s. You can make your own save file name with that. Make sure to put the correct paths and to make sure to put two "\\" in between file structures.
  8. e64650i
    e64650i
    • member
    • 0 kudos
    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.
  9. EchoCantAim
    EchoCantAim
    • member
    • 0 kudos
    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?
  10. InsaneAF
    InsaneAF
    • premium
    • 0 kudos
    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 😄
  11. bboytronik
    bboytronik
    • supporter
    • 0 kudos
    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
      • member
      • 0 kudos
      There's very clear instructions on what to do on the Description page of this mod, under "Installation Instructions".