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:
If you're using Mod Engine 2, make sure you're using it 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.
i never commented in any mod before but i just wanted you to know that youre the best modder, and youve saved me from many hassles when i simply want to fight a boss, including your work in DS3 and 1, keep it up man
Please make it so that bosses don't repeat themselves. There is no fun to replay already boring and maximally scripted bosses for 3 times Also, is it possible to use a bell to summon spirits? I'm already at the third level of bosses, but I still haven't found it, even though I've been getting various spirits
I'm not removing optional content from the mod, when the solution is just to skip the bosses you don't want to fight. You can get plenty strong even defeating only half the bosses in the game, it's intentionally balanced that way.
As for the summoning bell, you should already have it in your inventory as soon as you initialize the mod.
I love this mod, but I also think some of its elements would work great standalone.
Like the merchant who sells everything, your version is the best of them all, as I can obtain every item with a click of a button instead of manually doing it myself.
Or the removal of scadurtree blessing, as those are just so annoying to get normally.
If it's not too troubling, I'd like to see those elements as mods themselves.
I'll consider it. The main thing with the hypothetical merchant mod is that Glorious Merchant already exists and that has the big advantage of being a DLL mod which can be combined with any other mod, and it even includes modded items as well. I'm not sure if the ability to obtain all items at once really compensates for lacking that (as I have no idea how to make a DLL mod).
I have zero clue about modding, but yeah, glorious does have the perks of being compatible. Still though, I create many builds with new characters, and it gets tedious clicking every item again.
As for the scadurtree fragments, it wouldn't be that hard to cheat them in and use them as you go, but I would prefer if they were completely removed, like in this mod.
Thank you!! My friend and I gave up after we were obliterated by the flesh jar guys, which was frustrating because we had to repeat the same content over and over due to the outrageous damage. You're a godsend.
No such issue here on the latest version, on both ME2 and ME3, in either Sandbox or Progression mode. Make sure all Boss Arena files are installed in the mod folder if using ME2, verify files on Steam to be sure, and check if it happens on a new character.
It's not an option in Sandbox mode. In Progression mode you can select various options for randomization of item drops, but the initial class equipment can't be randomized.
Maybe they found a way to make it compatible with Item Randomizer, because it isn't by default. Or they used a different randomizer that I'm not aware of.
You can either use the map to warp when out of combat (protip: use triangle, then square to automatically select the Roundtable grace), or use the Memory of Grace item which has been reworked to take you to the Roundtable and doesn't remove your runes anymore.
mi bro, quería saber si es posible que añadas la opción de parry de sekiro ( deflect ) para todas las armas, algo así como tener la lagrima de deflect de manera eterna. Y por otro lado, si puedes añadir una barra de postura visible?
Hay mods para esto, pero no he logrado combinarlos con este mod (tu mod es mi favorito, como ya lo he dicho), pero la verdad es que aunque digan que es sencillo añadir los mods de "deflect y posture bar" yo no logro combinarlos, por eso esta petición amigo!!! saludos y bendiciones para tí PositronCannon
En los dos casos el único archivo que entra en conflicto con Boss Arena es regulation.bin, que es el más facil de combinar. Tengo una guía para ello aquí.
Por lo demás puedes combinar los archivos de ambos mods en la misma carpeta, o usar carpetas distintas y modificar el config.toml de Mod Engine 2 para cargar las dos.
Some Twilight Cavalry don't count as bosses, so beating them doesn't count as a win. Plus, I have to return to the Round Table to advance to the next boss. Since beating the Twilight Cavalry doesn't count as a win, I can't complete a tier. At this point, I've only found two bugged Twilight Cavalry: those in tiers 4 and 5. I don't know if there are more.
Nothing at all? The upgrade material shop and unlocked weapons shop are supposed to be empty at the start.
DMN has its own regulation.bin, so it would need to be merged with Boss Arena's for both mods to work properly. Otherwise way more things than just the shop will be broken.
Thanks, I merged but nothing changes idk if I did it correctly but I guess yes but the result is the same.. That's wierd cause only the marchand seems to be affected
Sorry, I don't know what could be happening. If you follow my guide to the letter the param merging should work fine. You could also try manually exporting CSVs for the modified rows from the other mod and importing them into Boss Arena's, I guess. But really the param merger in Smithbox should do the same thing as long as you're on the latest version.
1140 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.
Also, is it possible to use a bell to summon spirits? I'm already at the third level of bosses, but I still haven't found it, even though I've been getting various spirits
As for the summoning bell, you should already have it in your inventory as soon as you initialize the mod.
Like the merchant who sells everything, your version is the best of them all, as I can obtain every item with a click of a button instead of manually doing it myself.
Or the removal of scadurtree blessing, as those are just so annoying to get normally.
If it's not too troubling, I'd like to see those elements as mods themselves.
characters, and it gets tedious clicking every item again.
As for the scadurtree fragments, it wouldn't be that hard to cheat them in and use them as you go, but I would prefer if they were completely removed, like in this mod.
Thanks.
mi bro, quería saber si es posible que añadas la opción de parry de sekiro ( deflect ) para todas las armas, algo así como tener la lagrima de deflect de manera eterna. Y por otro lado, si puedes añadir una barra de postura visible?
Hay mods para esto, pero no he logrado combinarlos con este mod (tu mod es mi favorito, como ya lo he dicho), pero la verdad es que aunque digan que es sencillo añadir los mods de "deflect y posture bar" yo no logro combinarlos, por eso esta petición amigo!!! saludos y bendiciones para tí PositronCannon
https://www.nexusmods.com/eldenring/mods/5494?tab=description
https://www.nexusmods.com/eldenring/mods/4138?tab=description
En los dos casos el único archivo que entra en conflicto con Boss Arena es regulation.bin, que es el más facil de combinar. Tengo una guía para ello aquí.
Por lo demás puedes combinar los archivos de ambos mods en la misma carpeta, o usar carpetas distintas y modificar el config.toml de Mod Engine 2 para cargar las dos.
I use DMN mod btw Idk if it's changes anything
DMN has its own regulation.bin, so it would need to be merged with Boss Arena's for both mods to work properly. Otherwise way more things than just the shop will be broken.
I'll try to merge regulation.bin just in case.
Uhm I look to merge but it looks chinese to me honestly..