This mod just broke the cheat engine table even further and didn't do its job. Can't summon spirits in Abyssal woods where the first two aging untouchables are.
Thank you good sir! It works perfectly now. I pasted the file into my game folder, made the changes to "config_eldenring.toml," as you mentioned and it works!
For those still suffering from this, you should use Mod Loader instead of Mod Engine specifically for this mod.
Explain: this mod should be loaded only when the game is fully initialized. Mod Loader adds 5 second delay before loading mod, while Mod Engine doesn't have one.
I have the elden Lords army mod but there is nothing in the external dlls section in the config toml file (the Lords army does load.) Any solution or should I just put the summon anywhere dlls file there manually?
Hey love the mod but it stopped working in the DLC. I played with it for around 10h and it stoped after game update. Mod still works when you exit the DLC area. Any idea if this can be updated?
Great mod. If only it worked as it is supposed to. Currently, most of the time the summons is of no use whatsoever, just a mysterious movement that keeps walking towards the wall during boss fights.
For everyone else getting signature error, it seems to be a conflict when using multiple mods in ModEngine 2. If I use ONLY this mod it works, but enabling others results in that error.
Edit: I fixed it. It seems to work with EldenModLoader but not with ModEngine 2. Here's how to get ModEngine 2 and EldenModLoader working together. (I'm assuming you already have ModEngine 2 set up, like I did).
1. Install this mod inside the ELDEN RING\Game\mods\ folder. It should look like: ELDEN RING\Game\mods\SummonAnywhere.dll 2. Download EldenModLoader 3. Rename dinput8.dll to mod_loader.dll 4. Place mod_loader.dll and mod_loader_config.ini inside your ModEngine 2 folder 5. Include "mod_loader.dll" in your config_eldenring.toml Your "external_dlls" setting in your config_eldenring.toml should look something like this: external_dlls = [ "mod_loader.dll" ] 6. DO NOT include "SummonAnywhere.dll" In your config_eldenring.toml 7. Repeat for all your other dll mods with signature errors, putting them all in your ELDEN RING\Game\mods\ folder 8. Have fun
It should be line 14 on the original config_eldenring.toml that comes with ModEngine 2, before you alter anything. Just in case, the version of modengine I'm using is 2.1, downloaded on github.
Which mod stopped working for you? If they are Mod Engine 2 mods, they should be in the Mod Engine 2 folder and in the config_eldenring.toml, like this: SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\ermerchant.dll SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\ertransmogrify.dll SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\mod_loader.dll
If they're Mod Loader mods, they should be inside the ELDEN RING\Game\mods\ folder, and Mod Loader will load them up automatically, you don't need to do anything. Like this:
Then you launch the game through the Mod Engine 2's launchmod_eldenring.bat
I don't know how to explain this any clearer. It's still all working for me in the latest version. I also have ReShade and ERSS installed separately, as d3d12.dll and dxgi.dll in the eldenring.exe folder and everything works together. I'm kind of impressed how nothing broke lol
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Change the order of mods names in "external_dlls = ", summon anywhere mod should be the last
Explain: this mod should be loaded only when the game is fully initialized. Mod Loader adds 5 second delay before loading mod, while Mod Engine doesn't have one.
Currently, most of the time the summons is of no use whatsoever, just a mysterious movement that keeps walking towards the wall during boss fights.
Edit: I fixed it. It seems to work with EldenModLoader but not with ModEngine 2. Here's how to get ModEngine 2 and EldenModLoader working together. (I'm assuming you already have ModEngine 2 set up, like I did).
1. Install this mod inside the ELDEN RING\Game\mods\ folder. It should look like: ELDEN RING\Game\mods\SummonAnywhere.dll
2. Download EldenModLoader
3. Rename dinput8.dll to mod_loader.dll
4. Place mod_loader.dll and mod_loader_config.ini inside your ModEngine 2 folder
5. Include "mod_loader.dll" in your config_eldenring.toml
Your "external_dlls" setting in your config_eldenring.toml should look something like this:
external_dlls = [
6. DO NOT include "SummonAnywhere.dll" In your config_eldenring.toml"mod_loader.dll"
]
7. Repeat for all your other dll mods with signature errors, putting them all in your ELDEN RING\Game\mods\ folder
8. Have fun
SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\ermerchant.dll
SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\ertransmogrify.dll
SteamLibrary\steamapps\common\ELDEN RING\ModEngine-2.1.0.0-win64\mod_loader.dll
external_dlls = [
"ermerchant.dll",
"ertransmogrify.dll",
"mod_loader.dll"
]
If they're Mod Loader mods, they should be inside the ELDEN RING\Game\mods\ folder, and Mod Loader will load them up automatically, you don't need to do anything. Like this:
SteamLibrary\steamapps\common\ELDEN RING\Game\mods\DisableRuneLoss.dll
SteamLibrary\steamapps\common\ELDEN RING\Game\mods\RemoveVignette.dll
SteamLibrary\steamapps\common\ELDEN RING\Game\mods\SummonAnywhere.dll
Then you launch the game through the Mod Engine 2's launchmod_eldenring.bat
I don't know how to explain this any clearer. It's still all working for me in the latest version. I also have ReShade and ERSS installed separately, as d3d12.dll and dxgi.dll in the eldenring.exe folder and everything works together. I'm kind of impressed how nothing broke lol