If you've enjoyed this mod and feel like supporting my work, you can now tip me on Ko-fi. Donations are 100% voluntary and at no point will this or any of my mods or their features be paywalled.
I also want to make it very clear that this mod was not originally my creation, since I think that can be an important factor in terms of choosing to support me. While I have spent hundreds of hours updating and expanding this mod (including the whole concept of Progression Mode), the initial mod and framework was created by RepO98 and I have no intention of taking credit for that. Only donate if you feel my additions deserve it.
Before reporting an issue, make sure you have fully read the Installation and Caution sections in the description tab here, as they cover many of the possible causes of problems that may arise when running the mod. For a quick summary:
Make sure you're using Mod Engine 2 correctly by following the instructions exactly. A part that people often get wrong is that you have to copy the CONTENTS of the "mod" folder into Mod Engine's "mod" folder, and not the folder itself. You should also make sure Mod Engine's mod folder is completely empty beforehand. Also, Steam must be running in the background with a copy of the game owned there for the game to launch via Mod Engine. For any other Mod Engine issues, I recommend checking out its readme file for an alternative install method, although this would point towards some issue with your Windows file permissions or possibly antivirus software blocking Mod Engine.
If you still have issues, I recommend reading my Mod Engine 2 usage guide thoroughly, which goes step by step into how to use mods with ME2.
Run the mod on its own and without any other mods to rule out conflicts. This is not a mod you can just merge automatically due to all the changes to event scripts, map data and talk menus.
Make sure you start a new character from scratchwith the mod installed, and don't use it in the vanilla game. Many necessary event scripts in the mod only run at the very start of the game, and event flags already set with a vanilla character will interfere with how the mod works.
Beyond that, if you get an error about corrupted save data or similar when launching the mod, try the following steps:
Make sure the game is fully up to date on Steam. In some cases, verifying your game files may be required to fully update the game.
Launch the game normally via Steam.
Reach the title screen until you see the options "New Game", "Load game", etc.
Quit the game and try to run the mod again.
For anything else not covered above or in the description, feel free to make a post here or file a bug report and I'll do my best to help you out. In that case, please include the following information:
Version of the mod you're using (Sandbox / Progression + version number).
If you're using any optional modifiers, and which.
If the issue is something like a crash/freeze, check first if the issue also happens in the unmodded game, whenever possible.
- Where are the Scadutree Fragments/Revered Spirit Ash?
By default in Sandbox Mode, DLC enemy stats have been rebalanced around the player having Scadutree level 0, and even if you upgrade it, it will have no effect anyway. If you want to restore the vanilla mechanics (including enemy stats and player buffs), you need to use the optional modifier "Restore Scadutree Blessing mechanics" included with the mod. Note that Progression Mode keeps the regular game's mechanics from the start so this modifier does not exist there.
- Why is (insert boss here) not spawning when I select it?
While there is always the possibility of a bug in the mod, boss initialization issues are most likely caused by playing the mod with a character that was already used in the vanilla game. The mod cannot possibly account for every single event flag that may have been enabled, which is again why you must start a new character to play the mod. Not only that, but the mod also makes many changes to event flags which can potentially softlock a vanilla character if you accidentally load it with the mod installed, which is why backing up your saves before using the mod or using Alt Saves is extremely recommended.
- What happened to the auto-scaling options from older versions of the mod?
These options were quite buggy, had unintended side effects even when not using them, and were very tough to balance properly, so I decided to remove them. I recommend you instead use the tools the mod already gives you to balance difficulty both up and down, such as being able to level up and upgrade weapons freely as well as increasing the NG+ cycle. NG+ has been rebalanced so that earlier enemies offer more of a challenge, so it works much better for endgame level characters than the vanilla game.
- Can I use this mod with (insert mod here)?
It depends on how much the other mod changes. Boss Arena makes extensive changes to the \map, \event, \msg and \script folders, as well as regulation.bin, all of which are vital for it to work properly. It also changes \menu but that only modifies the title screen, so it's not critical and can be safely overwritten. While regulation.bin changes from other mods may be able to be merged into this one (as long as their modified rows don't conflict), any mod that touches the specified folders would require manual work and potentially knowledge of how mods work internally in order to combine the changes from both mods.
- Is the mod compatible with Seamless Co-op?
While I have no actual experience playing the mod in Seamless Co-Op, other people have reported that it works, although there may be bugs due to how Seamless handles event flags. Right below this post you can find another pinned post explaining how to use both mods together. Just be aware that I cannot fix any bugs that may arise from using Seamless.
- What do the levels next to the boss names mean?
These levels are based on the internal stat multiplier that the game uses to scale enemies based on the area they're in (generally). They're just meant as a general indication of the expected progression. A decent approximation for the base game bosses is to multiply that value by 7 to get a rough recommended player level for that boss in NG. Likewise dividing the value by 2 gives you a decent idea of what smithing stone tier you should be using at that point.
- Where is the Miquella's Followers fight from the DLC?
The setup for this fight is very complex and works in a completely different way from other boss fights, as it's not really a boss fight but rather a pseudo-invasion event. There are no plans for adding this fight to Boss Arena.
- Progression Mode: Item X is missing!
In Progression Mode, by default you won't get every item just by beating every boss once. You will get 2 sets of unique drops the first time you defeat them in NG, but bosses have between 3 and 7 sets of unique drops. To get every item you have to go into NG+, and the higher the NG+ cycle, the greater the chances of obtaining new items, as the way the RNG works means it can land on items you already own, and NG+ cycles increase the amount of dice rolls. See this spreadsheet for a full list of items dropped from bosses in Progression Mode. (Obviously this spreadsheet does not apply if you're using the fully randomized drops modifier). There is also an option to disable randomization entirely so that you get all items from a boss on the first defeat.
Disclaimer: I cannot fix any bugs that may occur as a result of using Seamless Co-Op! 1) Install Boss Arena into Mod Engine 2 as described in the instructions for this mod, and verify it works properly.
2) Download the latest version of Seamless Co-Op from here, and extract the .zip file.
3) Copy the "SeamlessCoop" folder and paste it into Mod Engine 2's root folder, where launchmod_eldenring.bat and modengine2_launcher.exe are:
4) Inside the SeamlessCoop folder, open ersc_settings.ini with a text editor like Notepad and set your password in the cooppassword field, towards the bottom of the file. Save the changes.
5) Go to the root Mod Engine 2 folder, and open config_eldenring.toml with a text editor:
6) Locate the "external_dlls = [ ]" line that does not start with a # and, in between the brackets, add the following (including quotes): "SeamlessCoop\\ersc.dll"
So the whole line should look like: external_dlls = ["SeamlessCoop\\ersc.dll"]
7) Save the changes in the text file.
8) Run launchmod_eldenring.bat. It should launch the game with both mods included.
9) Rest at the Roundtable Hold Site of Grace to receive the Seamless Co-Op items.
As a suggestion, it would be interesting to display on the screen the number of killed bosses (X/207) in the progression mode, as it doesn’t work with the mod "Boss Checklist Overlay" (I guess this is because bosses aren’t really considered as killed).
Also, there are a lot of mistakes in the French translations. Is there a way for me to help you fixing strings?
It should be possible to add such a counter to the talk menu itself with some ugly hackery, but I wouldn't even know where to begin to add it as an overlay, as I can only tap into the game's own built-in systems. But yes, Boss Arena uses a different set of flags entirely to track boss defeat, so anything that looks at the vanilla flags won't work.
As for the French translation, if you want you can follow these steps to edit the text:
- Get Smithbox (you can use the Low Requirements version) and create a project where Project Directory is set to the location of Boss Arena Progression's files (where regulation.bin is). Make sure you're using the latest version of Boss Arena Progression specifically, as Sandbox doesn't have the custom loading screen text.
- Go to the Text Editor tab and open the French > Menu category. You would then need to go through every sub-category (including DLC1 and DLC2) searching for "modified" (without quotes) in the search box for the middle column. Not every sub-category has modified text, so many of them will be empty with this search.
- Modify the text entries as needed.
- Remember to save changes often with CTRL+S as you go along. Smithbox has a tendency to crash sometimes.
This game mode is a must have for replaying the game. Elden ring's biggest problem is how long it is to replay the game and this mod remedies that perfectly. Well, not perfect, but comparing to base game its amazing. The only addition I could add is another mode "dungeon rush" type of gameplay where you can go to select dungeons that have interesting mechanics, along with the "Main dungeons" like stormveil, Leyendel, Haligtree, etc etc Besides this, honestly the mod is perfect, free upgrade materials and infinite respecs make trying out new builds and weapons actually enjoyable.
No, I can only expose options that can actually be achieved with the game's own systems. There's no mechanism built into the game to reduce your level, so you'll have to use Cheat Engine or start a new character.
Hello PositronCannon, first of all thank you for taking up this mod, I'm trying to create my own boss list, I followed your guide however when I get to the round table, I don't see my slot in the list?
//boss rush scripts //custom boss rush slot 1 $Event(90009910, Default, function() { //Astel, Naturalborn of the Void if (EventFlag(1049307399)) SetEventFlagID(1049302004, ON); //Elden Beast else if (EventFlag(1049307404)) SetEventFlagID(1049302014, ON); else { InitializeCommonEvent(0, 90009820, 1); EndEvent(); } InitializeCommonEvent(0, 90009801, 0); InitializeCommonEvent(0, 90009802, 0); InitializeCommonEvent(0, 90009803, 0); InitializeCommonEvent(0, 90009804, 0); InitializeCommonEvent(0, 90009805, 0); }); I tested an example with Astel and the elden beast (The code was generated using the google sheet you provided)
It's working fine here. What exactly are you seeing in game? You would start this one by selecting custom slot 1 (there is no direct support for renaming the slots as that's handled by a different system, you'd have to use Smithbox to edit the text strings):
Note that in Progression mode you need to unlock boss replay first to enable the boss rush submenu, either by entering NG+ or by force-unlocking it with the cheats submenu.
bonjour j'ai une petite question concernant le mods sandbox, pourquoi quand je fini un boss, mon inventaire disparais ( en gros je n'ai plus mes armes et toutes les autres chose que j'ai pris a kalé ) merci si quelqu'un réponds a ce message.
Phenomenal work! To you and the original creator. I use this mainly to practice bosses on my speedrunning. Everything's working, everything's complete.
To future users: Always make a back-up save! If you want to play normally, just delete the save before starting ER in online mode to be safe. You might get banned if you loaded the save you used for this mod. No point keeping the modded save for this anyway, just get rid of it right after.
Combining this with prenerf radahn mod (https://www.nexusmods.com/eldenring/mods/6477) works as far as I can tell. There's no clear way to see this but he is doing the jump attack immediately at the start and the light animation looks different at the phase transition (when he starts levitating).
1010 comments
I also want to make it very clear that this mod was not originally my creation, since I think that can be an important factor in terms of choosing to support me. While I have spent hundreds of hours updating and expanding this mod (including the whole concept of Progression Mode), the initial mod and framework was created by RepO98 and I have no intention of taking credit for that. Only donate if you feel my additions deserve it.
Beyond that, if you get an error about corrupted save data or similar when launching the mod, try the following steps:
For anything else not covered above or in the description, feel free to make a post here or file a bug report and I'll do my best to help you out. In that case, please include the following information:
- Where are the Scadutree Fragments/Revered Spirit Ash?
By default in Sandbox Mode, DLC enemy stats have been rebalanced around the player having Scadutree level 0, and even if you upgrade it, it will have no effect anyway. If you want to restore the vanilla mechanics (including enemy stats and player buffs), you need to use the optional modifier "Restore Scadutree Blessing mechanics" included with the mod. Note that Progression Mode keeps the regular game's mechanics from the start so this modifier does not exist there.
- Why is (insert boss here) not spawning when I select it?
While there is always the possibility of a bug in the mod, boss initialization issues are most likely caused by playing the mod with a character that was already used in the vanilla game. The mod cannot possibly account for every single event flag that may have been enabled, which is again why you must start a new character to play the mod. Not only that, but the mod also makes many changes to event flags which can potentially softlock a vanilla character if you accidentally load it with the mod installed, which is why backing up your saves before using the mod or using Alt Saves is extremely recommended.
- What happened to the auto-scaling options from older versions of the mod?
These options were quite buggy, had unintended side effects even when not using them, and were very tough to balance properly, so I decided to remove them. I recommend you instead use the tools the mod already gives you to balance difficulty both up and down, such as being able to level up and upgrade weapons freely as well as increasing the NG+ cycle. NG+ has been rebalanced so that earlier enemies offer more of a challenge, so it works much better for endgame level characters than the vanilla game.
- Can I use this mod with (insert mod here)?
It depends on how much the other mod changes. Boss Arena makes extensive changes to the \map, \event, \msg and \script folders, as well as regulation.bin, all of which are vital for it to work properly. It also changes \menu but that only modifies the title screen, so it's not critical and can be safely overwritten. While regulation.bin changes from other mods may be able to be merged into this one (as long as their modified rows don't conflict), any mod that touches the specified folders would require manual work and potentially knowledge of how mods work internally in order to combine the changes from both mods.
- Is the mod compatible with Seamless Co-op?
While I have no actual experience playing the mod in Seamless Co-Op, other people have reported that it works, although there may be bugs due to how Seamless handles event flags. Right below this post you can find another pinned post explaining how to use both mods together. Just be aware that I cannot fix any bugs that may arise from using Seamless.
- What do the levels next to the boss names mean?
These levels are based on the internal stat multiplier that the game uses to scale enemies based on the area they're in (generally). They're just meant as a general indication of the expected progression. A decent approximation for the base game bosses is to multiply that value by 7 to get a rough recommended player level for that boss in NG. Likewise dividing the value by 2 gives you a decent idea of what smithing stone tier you should be using at that point.
- Where is the Miquella's Followers fight from the DLC?
The setup for this fight is very complex and works in a completely different way from other boss fights, as it's not really a boss fight but rather a pseudo-invasion event. There are no plans for adding this fight to Boss Arena.
- Progression Mode: Item X is missing!
In Progression Mode, by default you won't get every item just by beating every boss once. You will get 2 sets of unique drops the first time you defeat them in NG, but bosses have between 3 and 7 sets of unique drops. To get every item you have to go into NG+, and the higher the NG+ cycle, the greater the chances of obtaining new items, as the way the RNG works means it can land on items you already own, and NG+ cycles increase the amount of dice rolls. See this spreadsheet for a full list of items dropped from bosses in Progression Mode. (Obviously this spreadsheet does not apply if you're using the fully randomized drops modifier). There is also an option to disable randomization entirely so that you get all items from a boss on the first defeat.
Disclaimer: I cannot fix any bugs that may occur as a result of using Seamless Co-Op!
1) Install Boss Arena into Mod Engine 2 as described in the instructions for this mod, and verify it works properly.
2) Download the latest version of Seamless Co-Op from here, and extract the .zip file.
3) Copy the "SeamlessCoop" folder and paste it into Mod Engine 2's root folder, where launchmod_eldenring.bat and modengine2_launcher.exe are:
4) Inside the SeamlessCoop folder, open ersc_settings.ini with a text editor like Notepad and set your password in the cooppassword field, towards the bottom of the file. Save the changes.
5) Go to the root Mod Engine 2 folder, and open config_eldenring.toml with a text editor:
6) Locate the "external_dlls = [ ]" line that does not start with a # and, in between the brackets, add the following (including quotes):
"SeamlessCoop\\ersc.dll"
So the whole line should look like:
external_dlls = ["SeamlessCoop\\ersc.dll"]
7) Save the changes in the text file.
8) Run launchmod_eldenring.bat. It should launch the game with both mods included.
9) Rest at the Roundtable Hold Site of Grace to receive the Seamless Co-Op items.
Thank you for your great job.
As a suggestion, it would be interesting to display on the screen the number of killed bosses (X/207) in the progression mode, as it doesn’t work with the mod "Boss Checklist Overlay" (I guess this is because bosses aren’t really considered as killed).
Also, there are a lot of mistakes in the French translations. Is there a way for me to help you fixing strings?
As for the French translation, if you want you can follow these steps to edit the text:
- Get Smithbox (you can use the Low Requirements version) and create a project where Project Directory is set to the location of Boss Arena Progression's files (where regulation.bin is). Make sure you're using the latest version of Boss Arena Progression specifically, as Sandbox doesn't have the custom loading screen text.
- Go to the Text Editor tab and open the French > Menu category. You would then need to go through every sub-category (including DLC1 and DLC2) searching for "modified" (without quotes) in the search box for the middle column. Not every sub-category has modified text, so many of them will be empty with this search.
- Modify the text entries as needed.
- Remember to save changes often with CTRL+S as you go along. Smithbox has a tendency to crash sometimes.
- Share the folder msg\frafr with me when done.
Elden ring's biggest problem is how long it is to replay the game and this mod remedies that perfectly.
Well, not perfect, but comparing to base game its amazing.
The only addition I could add is another mode "dungeon rush" type of gameplay where you can go to select dungeons that have interesting mechanics, along with the "Main dungeons" like stormveil, Leyendel, Haligtree, etc etc
Besides this, honestly the mod is perfect, free upgrade materials and infinite respecs make trying out new builds and weapons actually enjoyable.
I used the latest version of progress mode.
Have there been any recent changes or bugs?
//boss rush scripts
I tested an example with Astel and the elden beast (The code was generated using the google sheet you provided)//custom boss rush slot 1
$Event(90009910, Default, function() {
//Astel, Naturalborn of the Void
if (EventFlag(1049307399))
SetEventFlagID(1049302004, ON);
//Elden Beast
else if (EventFlag(1049307404))
SetEventFlagID(1049302014, ON);
else {
InitializeCommonEvent(0, 90009820, 1);
EndEvent();
}
InitializeCommonEvent(0, 90009801, 0);
InitializeCommonEvent(0, 90009802, 0);
InitializeCommonEvent(0, 90009803, 0);
InitializeCommonEvent(0, 90009804, 0);
InitializeCommonEvent(0, 90009805, 0);
});
Note that in Progression mode you need to unlock boss replay first to enable the boss rush submenu, either by entering NG+ or by force-unlocking it with the cheats submenu.
I did add a function to the latest update to clear out your inventory, but it should only trigger when you select the option at Kale.
To future users: Always make a back-up save! If you want to play normally, just delete the save before starting ER in online mode to be safe. You might get banned if you loaded the save you used for this mod. No point keeping the modded save for this anyway, just get rid of it right after.
Ty for the info.