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B1adeOfMelina

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B1adeOfMelina

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74 comments

  1. ineffablered
    ineffablered
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    The mod works great for me! I know there are a lot of people saying it doesn't work. It can be somewhat confusing to set up and perhaps this is causing a lot of the issues. I would recommend re-reading the instructions very carefully, and also reading the # comments in the 'config.toml' file. Make sure to always use a "\\" to denote a folder separator, "/" and "\" will not work.

    Also make sure you putting the right mod in the correct folder.

    • For single .dll file mods go in the 'mods' folder ".../Game/mods/". These are the mods loaded by Mod Loader. Put the .dll file and it's corresponding folder ( for log.txt and config.txt) directly into the "mods" folder. Example: ".../Game/mods/SkipTheIntro.dll" along with ".../Game/mods/SkipTheIntro/< config, log, and load .txt files>".
    • For mods with assets in folders like '/parts' and '/char' I recommend putting the mod into a sub-folder of  ".../Game/mod/". These are the mods loaded by Mod Engine 2. Example: ".../Game/mod/WidescreenFix/" in "WidescreenFix" folder I have the folder "menu" and in that, asset files for the mod. So to say it another way the template is  ".../Game/mod/<name of the mod>/<asset folders like 'parts', 'material' etc.>"
  2. cyknight7
    cyknight7
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    I really appreciate this mod loader! It has been working for me flawlessly.

    However, I have been trying to get the mod, Enemies' Original Weapons to work to no avail.

    The mod states that it "adds a new shop to the Two Fingers" but the new shop/menu does not appear when I interact with the shopkeeper.
    There are 8 folders within the mod.

    I tried :

    { enabled = true, name = "E'OW", path = "mod\\E'OW"} 

    I also tried creating lines for each folder like this

    { enabled = true, name = "action", path = "mod\\action"}, { enabled = true, name = "chr", path = "mod\\chr" ...

    But it never works. Does this mod require a unique setup?

    Note:
    Also, I put the DLLs in the correct location (I have other dlls there that work). 
    I do not have any major mods that could effect this mod. Only armors. 
    1. B1adeOfMelina
      B1adeOfMelina
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      { enabled = true, name = "E'OW", path = "mod\\E'OW"} 

      It should work if you rename the folder to something doesnt have a quote, or you have to try:

      { enabled = true, name = "E\'OW", path = "mod\\E\'OW"} 

      It is code thing so you dont have to understand lol.
    2. B1adeOfMelina
      B1adeOfMelina
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      { enabled = true, name = "E'OW", path = "mod\\E'OW"} 

      It should work if you rename the folder to something doesnt have a quote, or you have to try:

      { enabled = true, name = "E\'OW", path = "mod\\E\'OW"} 

      It is code thing so you dont have to understand lol.
  3. Fxndmm
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    Using the config with seamless coop, my game is starting in offline mode and i dont know why, saying an error occured, i did all the paths in the config and they should work, but they dont, HELP! also i dont think seamless or anything else is launching through the path im using:
    # external_dlls = ["SeamlessCoop\\ersc.dll"]
    external_dlls = ["SeamlessCoop\\ersc.dll"]
    # Mod loader configuration
    [extension.mod_loader]
    enabled = true
    # Other file mods here, like randomizer, Covergence, Reforge, etc. Use relative path from eldenring.exe.
    # 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 = "randomizer", path = "mod\\randomizer" }
    # ]
    mods = [{ enabled = true, name = "randomizer", path = "mod\\randomizer" },
    { enabled = true, name = "clever", path = "mod\\clever" },]
    not sure where i went wrong but please let me know asap, thanks!
    1. B1adeOfMelina
      B1adeOfMelina
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      Seamless Coop is not loaded so the game says "offline". Check if your SeamlessCoop folder containing ersc.dll is put directly in the Game folder (no nesting).
    2. Fxndmm
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      it is, not sure if its nested or not though, is all the contents of the seamless co-op folder supposed to stay inside the folder (ersc.dll included) or just put out into the game folder?
    3. B1adeOfMelina
      B1adeOfMelina
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      File path should be Game/SeamlessCoop/ersc.dll, so in the config file should be: external_dlls = ["SeamlessCoop\\ersc.dll"].

      make sure you have the latest version of seaml coop and set the session password.
  4. tafy1991
    tafy1991
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    why the game only work form game.exe(only offline)from install folder and not from the launcher??
    1. B1adeOfMelina
      B1adeOfMelina
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      Cuz if you launch from steam it will run with eac by default and these mod things will be recognized as cheating
  5. Spaztroope
    Spaztroope
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    if you really wanted to, this does work with DS3 Seamless Coop and Convergence. dont ask me why i did it with this, but it works and a pain in the butt to setup
  6. Mo2eus
    Mo2eus
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    Hi, I got a message after I added the path to the "Map for Goblins" module "Failed to save the game. The save data is corrupted.". In the "mod" folder, I created the folder "goblins" and moved the contents of the mod into the folder.
    In the file "config.toml" I changed "{ enabled = true, name = "goblins", path = "mod\\goblins"  }
    Maybe I did something wrong?
    1. Mo2eus
      Mo2eus
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      Checked another mod, it works. Maybe the problem is in the"Map for Goblins" mod
    2. B1adeOfMelina
      B1adeOfMelina
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      Corrupted save data: uninstall all mods and run vanilla game, then install mods you good.
    3. TheRedsniper
      TheRedsniper
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      Hey I was having the same issue as you until I realized that you have to use the menu configuration option at any grace to display/hide anything you want.

      So yours was probably working but nothing was enabled to display yet!
  7. pswebster7
    pswebster7
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    I can't get seamless co-op to work, I followed all the instructions that I had to do and it still won't work. Now all my mods and registration.bin in mod folder aren't working now.
  8. pswebster7
    pswebster7
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    dcx files don't work
  9. dragonofdepthsttv
    dragonofdepthsttv
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    dll mods in "mods" folder and even the config in toml work. but the "mod" folder that has "chr" "parts" "menu" none of that s#*! is working. im pulling my hairs out trying to figure out why and the config isnt that clear or more or less just confuses the ever living s#*! outta me trying to understand how to get it to work. anyone have a clue on what i should do?


    1. braindead4k
      braindead4k
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      same here im not sure why those are hte only ones that dont work
    2. dontshametheslut
      dontshametheslut
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      this is how I used to do it in mod loader config, { enabled = true, name = "ps4", path = "mod\\ps4" },
      { enabled = true, name = "color", path = "mod\\color" },
      { enabled = true, name = "fdsr", path = "mod\\fdsr" }
      i renamed the folder the mod provided and put it in mod folder.
      P.S. DO NOT FORGET THE COMMAS
  10. jeper99
    jeper99
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    Might be a dumb question but most mods I've downloaded have their own regulation.bin file, how exactly will this work with that?

    Thanks in advance
    1. B1adeOfMelina
      B1adeOfMelina
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      Any mod loading tools (including this thing and Mod Engine) will only load one regulation.bin. This is due to some limitations of loading technique and cannot be improved currently. 

      Actually only a few lines of regulation.bin are modified in most mods (compared to the vanilla file), so it is possible for you to merge these modified lines into 1 regulation.bin file, and they will work together (as long as these mods do not modify a same line). Smithbox is a tool to view and edit regulation.bin, you can figure out how to use it in a few minutes.

      https://github.com/vawser/Smithbox

      A random tutorial video: https://www.youtube.com/watch?v=f0hezLA4B6M
  11. jermani
    jermani
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    sup where in the elden ring config text file do i put elden rings directory?