Due to the PARK FIRE in CA. All updates will be POSTPONED! So sorry for the inconvenience. Due to evacuations I will not be able to work on the mod until the fire is contained. This mod will not be finished by the end of August like I had hoped. Most likely I may be able to finish it by the end of October or the end of the year.
For anyone experiencing their Spirit Ash summons disappearing randomly, its because you entered a dead zone that normally doesn't allow Spirit Ashes to be summoned. I was allowed to use a script created by SnowfallHH that helps to resolve dead zones. So when ever you enter these dead zones the script is kicking in to allow you to summon in dead zones thus kicking out your already summoned Spirit Ashes. If this is too annoying for you, you can simply delete the script folder located in the "mod" folder. And this should help resolve the Spirit Ashes disappearing randomly while adventuring and exploring.
There is currently a bug known to me while play testing with the latest version of Seamless Coop. This bug causes you to not be able to summon spirit ashes again even after you rest at a site of grace. The only way to fix this is to teleport to a site of grace. After doing so you will be able to summon spirit ashes again temporarily. The bug is consistent and will always happen. It basically only allows you to use your summons once per teleport. My mod actually removes the summon limit and allows you to summon over and over even after your spirit ashes fall in battle. This bug only happens with Seamless Coop.
Sorry to anyone who is experiencing this bug with Seamless Coop. I have no way to fix this issue, as it is not my mod that is causing it. It is a bug caused by the Seamless Coop mod.
The mod author claims that it is our responsibility as spirit summon mod authors to fix it. But thats not true. I find his reasoning to be very negligent and absurd. The mod author made this intentional for Seamless Coop. Therefore his mod is the thing thats causing this issue. He has given a solution which is "2147300000" but has not stated any instructions as to where it needs to go or be placed in order to resolve this issue.
NEVER PLAY ELDEN RING ONLINE WITH MODS!MAKE SURE YOU GO INTO YOUR INGAME SYSTEM SETTINGS AND TURN STARTUP FROM ONLINE TO OFFLINE MODE FIRST. ALWAYS BACKUP YOUR SAVE FILES BEFORE PLAYING WITH MODS! PLAY WITH MODS AT YOUR OWN RISK, YOU HAVE BEEN WARNED! PLEASE CHECK ALL REQUIREMENTS AND READ THE DESCRIPTIONS THOROUGHLY BEFORE DOWNLOADING MY MOD OR ANY MODS, OTHERWISE YOU RISK GETTING BANNED!
STEP 1: Please make sure you download Elden Ring Mod Loader first! Unzip folder and drag and drop file contents from Elden Ring Mod Loader into your Elden Ring game directory.
STEP 2: Next download Mod Engine 2. Unzip folder and drag and drop file contents from Mod Engine 2 into your Elden Ring game directory. PLACE THE ENTIRE FOLDER ITSELF! And then rename "ModEngine-2.1.0.0-win64" to whatever you want or into something like "Age of Spirits Mod". And then download my mod. Unzip folder and drag and drop my file contents into the "mod" folder of "ModEngine-2.1.0.0-win64" that you just renamed.
STEP 3: This is an optional step. Due to Seamless Co-op's latest version being some what unstable, I personally do not recommend using it. It does not play nice with my mod or any mod that alters/adds spirit ashes. It breaks spirit ashes AI and/or causes bugs with spirit ashes in general. Now go and download Seamless Co-op. Unzip folder and drag and drop file contents into your Elden Ring game directory. Now go into the "SeamlessCoop" folder and find "ersc_settings.ini" open it with notepad or notepad++ and add your password. Now go back and find "ersc_launcher.exe" and launch it at least once. You should receive a pop up screen regarding Seamless Co-op and a Seamless Co-op version number should appear at the bottom right corner. If you DO NOT SEE/ENCOUNTER these two things. It means you made a mistake installing Seamless Co-op. And are required to repeat this step until you see those two things when running "ersc_launcher.exe". Now exit the game and go back into the "SeamlessCoop" folder and move these 2 files, "ersc.dll" and "ersc_settings.ini" as well as the "locale" folder into the "mods" folder provided by Elden Ring Mod Loader. If the two files are already in the "mods" folder you must choose to replace them.
STEP 4:If you skipped STEP 3 you can go ahead and also skip STEP 4. Now go and find "mod_loader_config.ini" and open it up with notepad or notepad++. Locate "[loadorder]" and change the line beneath it to this line here "ersc.dll = 1". Now go into the "ModEngine-2.1.0.0-win64" folder that we renamed in STEP 2 and find "config_eldenring.toml" and open it up with notepad or notepad++. Now locate "external_dlls = [ ]" and add this line in between the brackets with the quotation marks "C:\\Program Files (x86)\\Steam\\steamapps\\common\\ELDEN RING\\Game\\mods\\ersc.dll". Your file path may be different from my file path depending on which drive you installed Elden Ring on. So change it accordingly and maintain the quotation marks as well as the double dashes between the file paths. Everything should look like this:
If you did this step wrong, when you launch the game you will INSTANTLY CTD. This is a tell tale sign that you did this step wrong and are required to repeat it until the game does not CTD and you see the pop up screen for Seamless Co-op and the version number for Seamless Co-op at the bottom right corner.
STEP 5: Make sure STEAM is currently open. If you skipped STEP 3 and STEP 4, then all you have to do now is go into the folder "ModEngine-2.1.0.0-win64" that we renamed in STEP 2, find and click "launchmod_eldenring.bat" and play with my mod. If you chose not to skip STEP 3 and STEP 4 you must make sure that when you find and click "launchmod_eldenring.bat" that you see the Seamless Co-op pop up screen as well as the Seamless Co-op version number at the bottom right corner of the screen. If you do not see or encounter these two things. It means you made a mistake installing Seamless Co-op during STEP 3 and STEP 4 and are required to repeat those steps until you have installed Seamless Co-op correctly, otherwise you risk CONTAMINATING your vanilla save file with mods. Thus putting you at risk of being banned when you return ONLINE to the vanilla game mode pre modding.
THIS IS THE OLD METHOD: Please follow the link/steps above and try the new method instead. Only follow the instructions below if you are downgrading to a pre DLC version.
STEP 1:Please make sure you download MOD ENGINE 2 first! Create a new folder on your desktop and name it "Elden Ring Mods" or whatever you fancy. Drag and drop Elden Ring contents from MOD ENGINE 2 into the newly created folder. And then drag and drop or copy paste my mod into the mod folder.
STEP 2:Next download Elden Mod Loader and drag and drop those files into your Elden Ring game directory.
STEP 3:The next download isn't really required, it is optional. However I highly RECOMMEND it. Because Seamless Co-op gives an alternate save file away from your vanilla save file. Which will keep you safe from being banned when playing with mods. Download Seamless Co-Op and drag and drop those files into your Elden Ring game directory. Please download and use version 1.5.1 instead of version 2.0.0.You may try the most recent version but I have not play tested the mod using the newest version.Version 1.5.1was the most stable version pre DLC for me when I was play testing my mod. Not sure if it is still there or may have been archived not sure if it even works with the DLC to be honest. Try using the latest version would be your best bet.
Also please note, using Seamless Co-op's tiny pot item causes the spirit ashes' follow & warp mechanic to not work properly for some unknown reason. This basically causes spirit summons to lose the ability to warp to you. But most spirits that can climb ladders(if they have the animation to climb ladders) can still "attempt" to follow you. I cannot fix this issue, only the Seamless Co-op devs can fix it.
STEP 4:Once all these steps are done or unless you skipped STEP 3. Make sure STEAM is currently open. And then simply go back to the "Elden Ring Mods" folder or whatever you named it. Click "launchmod_eldenring.bat" to play with mods.
Whenupdating, simply drag and drop/copy paste and overwrite to replace/update. Please refer to the "changelog" for changes/hints for certain spirit ashes/summons.
"Also please note, using Seamless Co-op's tiny pot item causes the spirit ashes' follow & warp mechanic to not work properly for some unknown reason. This basically causes spirit summons to lose the ability to warp to you. But most spirits that can climb ladders(if they have the animation to climb ladders) can still "attempt" to follow you. I cannot fix this issue, only the Seamless Co-op devs can fix it."
I am not using the "tiny pot item" from the Seamless Co-op mod. Despite this, the summons are still not warping to me and seem to be encountering invisible walls that they are unwilling to walk past. To be clear this mod is working since I can summon spirits basically anywhere. They just can't travel very far from where I originally summoned them.
For the record I do not have the DLC but I am on the latest version of the game.
Does this not work with the current Elden Ring version? I tried for some hours to make it work without seamless coop (which I had working before the dlc, with your previous version of the mod, but I made a fresh install) which seems pretty easy but no luck. I only have the vanilla wolves and cannot resummon after clicking launchmod_eldenring.bat. Edit: I read the sticky but I also read the comments for any help and it does seem to work for most people.
I tried to merge the mod with a simple param that multiplied runes. Your mod worked before, didn't work after merging, and now when i revert to the base version, without the merged regulation.bin, still does not work. I reinstalled everything, followed each step and yet the summons still cost the same, and don't seem to be regenerating health.
What setting in the BuddyStoneParam do you change to get spirit ashes to expand and summon anywhere{especially in the Land of Shadows DLC) and how do I extend the aggro for the spirit ashes so they attack the enemy all the time? Because I couldn't find Alecto's NPCThinkParam and she just stood back strafing side to side and not attacking until an enemy got closer to her. I tried using the Black Knife Assassin and the Black Knife Assassin Tiche NPCThinkParam and they both did the same thing.
Did a chr file where you can resummon spirits in seamless, but only when using spirit bell animation, if any other animation is used it will lock because of seamless forcing a setting when a spirit summon is triggered. You only need the c0000 file. https://www.nexusmods.com/eldenring/mods/5898?tab=files
What happens if you put into MapDefaultInfoParam references from the BuddyStoneParam that allow you to activate spirit ashes? Will the entire area inherit the ability to activate spirit ashes? Or does it need to be an asset in said area with said references?
If an asset, what about putting the references on the player character? Wanted to try that, but dunno where the player character parameters are.
No limits. but if you venture into a new zone where one obelisk overlaps into a new obelisk zone the next obelisk zone will take priority. Thus kicking out your summon. Its hardcoded.
Huh. I don't remember it ever doing that before. I mean I'd managed to drag summons with me across the entirety of Liurnia of the Lakes from one end to the other back in the pre-SotE days and they never desummoned. Not sure they necessarily followed properly the entire way though. I remember you had some script to cover dead zones or somesuch. Well, I could take summons INTO dead zones from the outside, but not resummon them if they got killed or stuck..... and I noticed that in dead zones they would still try to follow me, but they wouldn't teleport to my position if they got too far away.
In any case, things seem to be different now. But at least it is working moderately well now I've turned off Seamless Co-Op.
If you're referring to spirits not following and getting stuck... it isn't. Like I said it used to happen... as in it happened with Pre-SotE spirit-unlocking mods. Now, as noted, spirits just spontaneously de-summon themselves instead.
As an aside though, this mod seems to be incompatible with Map for Goblins due to the m00_00_00_00.talkesdbnd.dcx file. I'm not entirely sure what that does, but I'm guessing it is the thing that protects against dead-zones.
Okay, well the spirits vanished going from the Gatefront site of grace up towards Stormhill, then happened again when doubling back around to the Stormhill Evergaol... and then again leaving the Evergaol and going towards the Stormhill Shack site of grace.
Honestly I'm not sure whats causing this. After going to the place you mentioned this has also happened to me as well. Its also happening near the first Smithcript Dungeon by the Castle you fight Rellana in the DLC. Theres only 2 things I can think of that would cause this.
1. The overlapping of Summoning Obelisks from region to region. Because this technically is part of the game mechanic for summoning. In the vanilla regulation.bin each obelisk has its own summoning range. Once you pass the range it kicks our your summons. You normally receive a warning when your spirit ashes start blinking in and out of existence. The moment you pass the "barrier/threshold" your spirit ashes will disappear. This also happens upon clearing a boss fight or a camp. But I'm pretty sure I removed all these entries and set it to 0 to allow them to stay indefinitely and every where possible that doesn't have a dead zone.
2. The script I added by SnowfallHH, which helps alleviate dead zones. Its possible that some of these spots are considered dead zones but the script allows you to summon in dead zones and kicks out your summons. To apply said effect to allow the use of summons in those spots.
Other than that I'm not entirely sure whats causing it. But I have considered this a minor issue as I have allowed resummoning endlessly with my mod. What I could do if I am unable to find a fix is to simply lower the summon FP and HP cost to make it more fair for people experiencing this issue.
Edit: Yep its the script by SnowfallHH that is causing them to fade away because you entered into a dead zone. The script is kicking in to allow summons in the dead zone but because it is doing this it also kicks out your summons. If its too annoying just simply delete the script folder located in the "mod" folder and it should resolve this issue for you.
It isn't a major issue, for sure, since I can resummon them in theory.
In practice though, what I'm trying to summon is the Mimic Tear. How I have the Mimic Tear at this point is another matter entirely. But the Mimic Tear costs 660HP to summon, and I have barely enough hit points to summon it... so every time I summon it I need to use two Estus Flask charges to restore my health. So having the Mimic vanish 3 times in a row due to going through a Dead Zone resulted in burning out my entire flask. Fortunately there weren't any monsters around to cause problems given I was at critical health 3 times in a row.
So ideally if the script was modified to actually check if spirits were currently summoned or not, that would be the optimal outcome.
[Edit]: It just desummoned in the middle of combat in Minor Erdtree Catacombs. That is a little more of an issue. Maybe I should take a closer look at this...
[Edit2]: Removing the Script folder doesn't actually stop the spirits desummoning. At all. Well, that is a bit.... a bit something.
Really? Hmmm.... Because when I removed the the script folder it stopped kicking out my summons near the gate front area. But thats the only place I tested so I will try other areas as well and try to get back to you with a fix. I will also try the catacombs area and try to pin point whats causing this. As we do not know how the DLC has affected params. A lot of DLC params are not labeled in Smithbox. And the params have also changed and shifted or were rewritten as this was the case when I updated the params from my old mod. When I created this new version as I was checking I noticed the devs have deleted and altered a lot of pre DLC params. Some dont even exist anymore.
Edit: So I just tested the Minor Erdtree Catacombs and I don't notice any issues at all after removing the script folder. My mimic tear remained with me throughout the entire trip down there. However I have noticed that the dead zones in the DLC like the smithscript dungeon by Rellanas castle will kick my spirit ash out upon entering its vicinity. But thats to be expected because that area is a dead zone.
My only conclusion and solution is to remove the script folder entirely. As that is what fixed it for me.
I might have to test more myself... I removed the script file for a while, but my spirit got desummoned a few times in the Weeping Peninsula around the castle... without the script file...
BUT in hindsight it is entirely possible that the spirit just died somehow, or got desummoned due to distance. Just to clarify, I know there is a dead zone just past the grace site with the merchant where the Night Cavalry wanders on the way towards the castle. I noticed this dead zone and stepped back into the summon zone to bring out my spirit. It seemed to follow me into the dead zone... but I had to get on Torrent due to a golem archer firing at me from a distance. Once I got to the golem and defeated it I noticed my spirit was gone again, so I resummoned it. I thought it was odd at the time and as I recall it vanished again at some point during my fight with the nearby Deathbird, though I never saw it die. That prompted me to re-add the script file.... It is possible that the golem archer could have one-hit-killed my Mimic Tear, but I doubt it since it was aiming at me personally the entire time. I suspect it more likely that it desummoned because I raced away from it at high speed through a dead zone and it just got despawned due to distance or something.... but still.... I think I'll keep the script file on for now, since there are downsides to both approaches.
79 comments
Sorry to anyone who is experiencing this bug with Seamless Coop. I have no way to fix this issue, as it is not my mod that is causing it. It is a bug caused by the Seamless Coop mod.
The mod author claims that it is our responsibility as spirit summon mod authors to fix it. But thats not true. I find his reasoning to be very negligent and absurd. The mod author made this intentional for Seamless Coop. Therefore his mod is the thing thats causing this issue. He has given a solution which is "2147300000" but has not stated any instructions as to where it needs to go or be placed in order to resolve this issue.
How to INSTALL?
NEW METHOD: Click Here For video tutorial.
STEP 1: Please make sure you download Elden Ring Mod Loader first! Unzip folder and drag and drop file contents from Elden Ring Mod Loader into your Elden Ring game directory.
STEP 2: Next download Mod Engine 2. Unzip folder and drag and drop file contents from Mod Engine 2 into your Elden Ring game directory. PLACE THE ENTIRE FOLDER ITSELF! And then rename "ModEngine-2.1.0.0-win64" to whatever you want or into something like "Age of Spirits Mod". And then download my mod. Unzip folder and drag and drop my file contents into the "mod" folder of "ModEngine-2.1.0.0-win64" that you just renamed.
STEP 3: This is an optional step. Due to Seamless Co-op's latest version being some what unstable, I personally do not recommend using it. It does not play nice with my mod or any mod that alters/adds spirit ashes. It breaks spirit ashes AI and/or causes bugs with spirit ashes in general. Now go and download Seamless Co-op. Unzip folder and drag and drop file contents into your Elden Ring game directory. Now go into the "SeamlessCoop" folder and find "ersc_settings.ini" open it with notepad or notepad++ and add your password. Now go back and find "ersc_launcher.exe" and launch it at least once. You should receive a pop up screen regarding Seamless Co-op and a Seamless Co-op version number should appear at the bottom right corner. If you DO NOT SEE/ENCOUNTER these two things. It means you made a mistake installing Seamless Co-op. And are required to repeat this step until you see those two things when running "ersc_launcher.exe". Now exit the game and go back into the "SeamlessCoop" folder and move these 2 files, "ersc.dll" and "ersc_settings.ini" as well as the "locale" folder into the "mods" folder provided by Elden Ring Mod Loader. If the two files are already in the "mods" folder you must choose to replace them.
STEP 4: If you skipped STEP 3 you can go ahead and also skip STEP 4. Now go and find "mod_loader_config.ini" and open it up with notepad or notepad++. Locate "[loadorder]" and change the line beneath it to this line here "ersc.dll = 1". Now go into the "ModEngine-2.1.0.0-win64" folder that we renamed in STEP 2 and find "config_eldenring.toml" and open it up with notepad or notepad++. Now locate "external_dlls = [ ]" and add this line in between the brackets with the quotation marks "C:\\Program Files (x86)\\Steam\\steamapps\\common\\ELDEN RING\\Game\\mods\\ersc.dll". Your file path may be different from my file path depending on which drive you installed Elden Ring on. So change it accordingly and maintain the quotation marks as well as the double dashes between the file paths. Everything should look like this:
"external_dlls = ["C:\\Program Files (x86)\\Steam\\steamapps\\common\\ELDEN RING\\Game\\mods\\ersc.dll"]".
If you did this step wrong, when you launch the game you will INSTANTLY CTD. This is a tell tale sign that you did this step wrong and are required to repeat it until the game does not CTD and you see the pop up screen for Seamless Co-op and the version number for Seamless Co-op at the bottom right corner.
STEP 5: Make sure STEAM is currently open. If you skipped STEP 3 and STEP 4, then all you have to do now is go into the folder "ModEngine-2.1.0.0-win64" that we renamed in STEP 2, find and click "launchmod_eldenring.bat" and play with my mod. If you chose not to skip STEP 3 and STEP 4 you must make sure that when you find and click "launchmod_eldenring.bat" that you see the Seamless Co-op pop up screen as well as the Seamless Co-op version number at the bottom right corner of the screen. If you do not see or encounter these two things. It means you made a mistake installing Seamless Co-op during STEP 3 and STEP 4 and are required to repeat those steps until you have installed Seamless Co-op correctly, otherwise you risk CONTAMINATING your vanilla save file with mods. Thus putting you at risk of being banned when you return ONLINE to the vanilla game mode pre modding.
THIS IS THE OLD METHOD: Please follow the link/steps above and try the new method instead. Only follow the instructions below if you are downgrading to a pre DLC version.
STEP 1: Please make sure you download MOD ENGINE 2 first! Create a new folder on your desktop and name it "Elden Ring Mods" or whatever you fancy. Drag and drop Elden Ring contents from MOD ENGINE 2 into the newly created folder. And then drag and drop or copy paste my mod into the mod folder.
STEP 2: Next download Elden Mod Loader and drag and drop those files into your Elden Ring game directory.
STEP 3: The next download isn't really required, it is optional. However I highly RECOMMEND it. Because Seamless Co-op gives an alternate save file away from your vanilla save file. Which will keep you safe from being banned when playing with mods. Download Seamless Co-Op and drag and drop those files into your Elden Ring game directory. Please download and use version 1.5.1 instead of version 2.0.0. You may try the most recent version but I have not play tested the mod using the newest version. Version 1.5.1 was the most stable version pre DLC for me when I was play testing my mod. Not sure if it is still there or may have been archived not sure if it even works with the DLC to be honest. Try using the latest version would be your best bet.
Also please note, using Seamless Co-op's tiny pot item causes the spirit ashes' follow & warp mechanic to not work properly for some unknown reason. This basically causes spirit summons to lose the ability to warp to you. But most spirits that can climb ladders(if they have the animation to climb ladders) can still "attempt" to follow you. I cannot fix this issue, only the Seamless Co-op devs can fix it.
STEP 4: Once all these steps are done or unless you skipped STEP 3. Make sure STEAM is currently open. And then simply go back to the "Elden Ring Mods" folder or whatever you named it. Click "launchmod_eldenring.bat" to play with mods.
When updating, simply drag and drop/copy paste and overwrite to replace/update.
Please refer to the "changelog" for changes/hints for certain spirit ashes/summons.
I am not using the "tiny pot item" from the Seamless Co-op mod.
Despite this, the summons are still not warping to me and seem to be encountering invisible walls that they are unwilling to walk past. To be clear this mod is working since I can summon spirits basically anywhere. They just can't travel very far from where I originally summoned them.
For the record I do not have the DLC but I am on the latest version of the game.
Edit: I read the sticky but I also read the comments for any help and it does seem to work for most people.
You only need the c0000 file.
https://www.nexusmods.com/eldenring/mods/5898?tab=files
Will the entire area inherit the ability to activate spirit ashes?
Or does it need to be an asset in said area with said references?
If an asset, what about putting the references on the player character? Wanted to try that, but dunno where the player character parameters are.
Can we opt out of the "Feature Creep" stuff? By the sounds of it, some of it will conflict with other mods I use...
I remember you had some script to cover dead zones or somesuch. Well, I could take summons INTO dead zones from the outside, but not resummon them if they got killed or stuck..... and I noticed that in dead zones they would still try to follow me, but they wouldn't teleport to my position if they got too far away.
In any case, things seem to be different now. But at least it is working moderately well now I've turned off Seamless Co-Op.
As an aside though, this mod seems to be incompatible with Map for Goblins due to the m00_00_00_00.talkesdbnd.dcx file.
I'm not entirely sure what that does, but I'm guessing it is the thing that protects against dead-zones.
1. The overlapping of Summoning Obelisks from region to region. Because this technically is part of the game mechanic for summoning. In the vanilla regulation.bin each obelisk has its own summoning range. Once you pass the range it kicks our your summons. You normally receive a warning when your spirit ashes start blinking in and out of existence. The moment you pass the "barrier/threshold" your spirit ashes will disappear. This also happens upon clearing a boss fight or a camp. But I'm pretty sure I removed all these entries and set it to 0 to allow them to stay indefinitely and every where possible that doesn't have a dead zone.
2. The script I added by SnowfallHH, which helps alleviate dead zones. Its possible that some of these spots are considered dead zones but the script allows you to summon in dead zones and kicks out your summons. To apply said effect to allow the use of summons in those spots.
Other than that I'm not entirely sure whats causing it. But I have considered this a minor issue as I have allowed resummoning endlessly with my mod. What I could do if I am unable to find a fix is to simply lower the summon FP and HP cost to make it more fair for people experiencing this issue.
Edit: Yep its the script by SnowfallHH that is causing them to fade away because you entered into a dead zone. The script is kicking in to allow summons in the dead zone but because it is doing this it also kicks out your summons. If its too annoying just simply delete the script folder located in the "mod" folder and it should resolve this issue for you.
In practice though, what I'm trying to summon is the Mimic Tear. How I have the Mimic Tear at this point is another matter entirely. But the Mimic Tear costs 660HP to summon, and I have barely enough hit points to summon it... so every time I summon it I need to use two Estus Flask charges to restore my health. So having the Mimic vanish 3 times in a row due to going through a Dead Zone resulted in burning out my entire flask. Fortunately there weren't any monsters around to cause problems given I was at critical health 3 times in a row.
So ideally if the script was modified to actually check if spirits were currently summoned or not, that would be the optimal outcome.
[Edit]: It just desummoned in the middle of combat in Minor Erdtree Catacombs. That is a little more of an issue. Maybe I should take a closer look at this...
[Edit2]: Removing the Script folder doesn't actually stop the spirits desummoning. At all. Well, that is a bit.... a bit something.
Edit: So I just tested the Minor Erdtree Catacombs and I don't notice any issues at all after removing the script folder. My mimic tear remained with me throughout the entire trip down there. However I have noticed that the dead zones in the DLC like the smithscript dungeon by Rellanas castle will kick my spirit ash out upon entering its vicinity. But thats to be expected because that area is a dead zone.
My only conclusion and solution is to remove the script folder entirely. As that is what fixed it for me.
I removed the script file for a while, but my spirit got desummoned a few times in the Weeping Peninsula around the castle... without the script file...
BUT in hindsight it is entirely possible that the spirit just died somehow, or got desummoned due to distance.
Just to clarify, I know there is a dead zone just past the grace site with the merchant where the Night Cavalry wanders on the way towards the castle. I noticed this dead zone and stepped back into the summon zone to bring out my spirit. It seemed to follow me into the dead zone... but I had to get on Torrent due to a golem archer firing at me from a distance. Once I got to the golem and defeated it I noticed my spirit was gone again, so I resummoned it.
I thought it was odd at the time and as I recall it vanished again at some point during my fight with the nearby Deathbird, though I never saw it die. That prompted me to re-add the script file....
It is possible that the golem archer could have one-hit-killed my Mimic Tear, but I doubt it since it was aiming at me personally the entire time. I suspect it more likely that it desummoned because I raced away from it at high speed through a dead zone and it just got despawned due to distance or something.... but still.... I think I'll keep the script file on for now, since there are downsides to both approaches.