About this mod
Main: An alternate version where you summon all Ranni, Melina, Millicent, Fia and Sellen at the same time.
Optional: An updated version of "Summon Ranni and Melina" mod, at the moment 1.13.2.
You can also summon separately, Ranni, Melina, Millicent, Fia, Sellen, Blaidd and Rogier.
Banished Knight Oleg was also modified for s
- Requirements
- Permissions and credits
Original author of the mod Archer0123.
Under misc as Summon All My Waifus 1.16v8 addon you can also summon Mesmer & Rellana instead of Banished Knight Oleg, original author TheBayHarbourButcher69.
Rellana and Messmer Summon
If you updated your game to a new version, you might get a corrupted save file warning, instead of using modengine2 launcher to run the game, run it normally without mods and offline, then continue the save file and then quit save, now you can load the save file with modengine2.
Make sure your game calibration matches with the mod number (regulation.bin version).
Do not use RayTracing if you want to summon Ranni, or delete her equipment part files or modify the mod to be without Ranni. Otherwise, you'll crash instantly.
In v5+ without seamless you can summon as far as the spirit summon stone max value can reach, but you can move with the spirits outside the range without them disappearing, if a fog wall appears it will force the spirits to disappear.
Spirit Summons who were swapped out.
213000 Skeletal Bandit Ashes / Melina
218000 Glintstone Sorcerer Ashes / Sellen
219000 Twinsage Sorcerer Ashes / Fia
220000 Page Ashes / Millicent
231000 Kaiden Sellsword Ashes / Blaidd
240000 Wandering Noble Ashes / Ranni & Melina or more
241000 Noble Sorcerer Ashes / Ranni
250000 Godrick Soldier Ashes / Rogier
I installed it with Mod Engine 2. https://github.com/soulsmods/ModEngine2/releases
You can use this Seamless Co-Op guide to install ModEngine2 https://ersc-docs.github.io/seamless-modding/
Setup - 1. Where to put files - 3. Setting up Mod Engine 2 - 4. Adding additional mods - My mod is a file based mod.
folder structure (just an example)
Game/ME2/mod/chr
Game/ME2/mod/msg
Game/ME2/mod/parts
Game/ME2/mod/script
Game/ME2/mod/regulation.bin
config_eldenring with seemless co-op
# Global mod engine configuration
[modengine]
# If set to true the debug console will appear while the game is running
debug = false
# List of files that will be loaded into the game as DLL mods.
# Absolute paths to mods are supported but must use '/' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
# the path in the config as "E:/coolstuff/coolmod.dll" or "E:\\coolstuff\\coolmod.dll".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:/nicemods/nicemod.dll", "sosofolder/sosomod.dll" ]
external_dlls = [ "SeamlessCoop/ersc.dll" ]
# Mod loader configuration
[extension.mod_loader]
enabled = true
# Not currently supported for Elden Ring
loose_params = false
# List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
# assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
# Absolute paths to mods are supported but must use '/' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
# the path in the config as "E:/coolstuff/coolmod".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# mods = [
# { enabled = true, name = "coolmod", path = "mod1" },
# { enabled = true, name = "nicemod", path = "mod2" },
# { enabled = true, name = "sosomod", path = "mod3" }
# ]
# Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
# will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
# a future release.
mods = [
{ enabled = true, name = "default", path = "mod" }
]
# When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
# debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
# is probably not for you.
[extension.scylla_hide]
enabled = false
And then you use launchmod_eldenring.bat to run the game.
Removed the c0000.dcx file aka all the outdated animations and finger snap for spirit summoning.
Used whistle to replace the bell ringing (for now only +10 ranni and melina, v5+ 1-10 all waifus).
Manually copied over the english descriptions.
Do not use mods online.
If you're using seamless co-op mod with a save file that has never saved with seamless co-op, make sure to load and save the save file, and then use other mods alongside with seamless co-op.