About this mod
Play elden ring without worrying about building your character and use any item you want when you find it in a balanced way. Removes a lot of RPG elements in favor of simple and concise combat. Shortens time to beat significantly. Adapted idea from my Dark Souls III mod.
- Permissions and credits
VERSION 1.9 DLC
The purpose of this mod is to make things easier from a game mechanic perspective, but not too easy. The additions I make are to remove my least favorite parts of these games:
1.
Finding an item and being unable to use it because of your stats (discouraging experimentation).
2.
Your stats determining how much extra damage you do with your weapon (discouraging experimentation).
3.
Having to upgrade every weapon and summon you want to use with upgrade materials to do enough damage in a new area (discouraging experimentation).
4.
Grinding for runes to level up or buy something. Spending too much time worried about leveling. (this has been rebalanced)
5.
Fat rolling in a game with highly aggressive enemies.
6.
Hitting late game difficulty spikes (not always an issue but when it is, more grinding)
7.
Grinding for items with low drop rate.
8.
Not being able to summon everywhere.
9.
New Game + + ++++ + ++ + +. I don't like it's half ass approach of raising health and damage on the second play-through to keep players busy. The game is already a 60 hour time investment for new players.
Here is how each of those points relates to a change I made:
1.
Any weapon or spell you pick up has no stat requirements. Spells still have slot requirements.
2.
Scaling for all weapons removed.
3.
Upgrading weapons and summons is not possible, they no longer appear as options when you try to upgrade either of them. Summon health and damage has been capped at a value I found acceptable, +5. Any higher or lower they become over or under powered (this is debatable).
Upgrade materials are useless when you can't upgrade your weapon or summons, so all upgrade materials are meant to be sold. Because this is the case, I have made it impossible to buy upgrade materials (there is no point). To compensate for the damage de-buff of 2. and 3., all enemy health has been decreased dramatically.
Enemy health has been capped at x1.5. This may sound too easy given that vanilla goes up to x12, but that is not the case because your weapons are much weaker than in vanilla because you cannot upgrade them and there is no stat damage scaling. CharaInitParam Vitality (NPC Health) has been set to 16. Weapon and Magic damage values have remained untouched.
4.
It is impossible to level up (level up cost is higher than max runes that can be held). I have changed the starting class stats to 40 Vig, Mind, End, and 30 Strength & Dexterity, 20 Faith, Intelligence, and Arcane (see picture). This means that in order to play the mod as intended you must start a New Game to have the correct stats to last you the entire game. Or, you can try to re-spec on a currently existing save file similar to the stats I described. The most important stats that make the game easier or harder are Vigor Mind and Endurance because all the other ones are mainly for damage scaling which has been completely removed by this mod.
Runes from all enemies has been decreased (See picture above titled "runes_from_enemies". The green line is runes from bosses throughout the game, the orange line is the new rune amount that caries through each entire area). Boss rune yield has been decreased 64%. Rune item yield decreased, upgrade material sell amount decreased to match the sell prices of merchants. Rune items can only be consumed, not sold. Remember, you can't level up, so all runes are used for buying things which is why everything has been decreased. NPCs drop no runes.
5.
Armor has been set to 60% of vanilla (armor is lighter) with 40 Endurance. You shouldn't fat roll unless you use heavy armor and heavy weapons.
6.
Enemy damage in base game is set to the mid-point of 2.3 (Mt. Gelmir / Capital Outskirts / Nokron). Damage scaling in the DLC has been
set to 3.0, it used to be 3.6 but I found that to be a little too much. This mod is balanced around the assumption you are not using tree fragments. If you use tree fragments, don't complain to me about it being too easy. This mod has lower damage scaling because your vigor is 40 not 60+.
The reason I made it a flat value is I found that enemies naturally became more difficult as the game progressed. And, I just enjoy a consistent difficulty.
Changing all damage to the same value works a lot better than expected. The mod works well at a consistent difficulty because for the most part all of the weapons in the game are very close in base damage (which is the only distinguishing damage factor between weapons in this mod).
7.
Weapon and Armor drop rates increased. The details of this are complicated but here is the wiki explanation. You have 20 arcane and base drop rate has been changed to 10% for all weapons and armor which then gets used in a weird calculation. Long story short, things drop more often and you have more materials that you can sell.
8.
Required range to Rebirth Monument to summon decreased (you can summon almost anywhere).
9.
All changes from New Game Plus have been removed, there is no difference in enemy health and damage when you start Journey 2.
Compatibility:
-Elden ring mod compatibility is limited, especially for mods that both edit regulation.bin. You can try looking up ways to merge the regulation.bin files of two mods but some mods might modify the same parameters and picking what to merge can be time consuming or break the mods.
-If you want to go through the trouble of merging this mod with other mods, I have included my mod's MapStudio .csv files that you can import into other regulation.bin files from other mods. The short explanation of this is create a new project in the folder where the regulation.bin file you want to merge with my mod is located. The Project Name doesn't matter. Once you do that go to the "Param Editor" tab. The .csv files can be imported using Data > Import CSV > From file... > All Fields. Before you do this, you need to pick what parameter to import into. You do this by searching for the parameter on the left side of the application and clicking on the correct parameter. It will turn blue when it's selected. How do you know what parameter you're importing? I named all the .csv files the name of what parameter you need to select beforehand. Once you import all of the CSV's, click File > Save Params. Now that regulation.bin has been overwritten with my mods params (which is the entire mod).
Simple Installation:
-Download and unzip Mod Engine 2 to somewhere permanent, for example next to your "game" folder for Elden Ring. How Mod Engine 2 works is it loads all the files in your "mod" folder without affecting the vanilla files.
-Download and unzip the mod zip file. Paste the mod "regulation.bin" file in the "mod" folder of Mod Engine 2. Launch Modded Elden Ring by running launchmod_eldenring.bat and start a New Game. All Done!
Updating:
-Once you have started a game with the correct stats (as described in 4.), you can replace the regulation.bin inside the Mod Engine 2 folder with a new one I upload and play on the same save file. You could even play the same save without any mods, but I don't recommend it if you play online. You could get banned from online services.
I have included my mod merged with Map for Goblins because it's a great mod. To install the Map for Goblins version, just follow the Map for Goblins installation instructions and replace their regulation.bin with mine for Map for Goblins. [thank you jrod for merging the file for my lazy ass :1]
Thank you for trying my mod! Leave a endorsement if you like it and a post if you have any comments, issues, or criticisms (for example if you think it's too easy).