While I still look at Mod Engine occasionally and fix bugs when I find them, I have mostly moved on to other dark souls related modding projects and don't check Nexus that often. If you are having difficulty getting mods to work on mod engine, or even encounter crashing when starting up, I am super active on Discord and the dark souls modding discord here: https://discord.gg/mT2JJjx. Feel free to ask for help on #tech-support. You can also ping me from the Cinders discord server as well.
I am especially interested in startup crashes you may encounter. Feel free to DM me if you encounter a crash so that I can try and debug and reproduce it with you and hopefully get it fixed.
I use ModEngine2. I paste the files in the foler "Game" of the game. The mods folders with the files in the "mod" folder. I launch "launchmod_eldenring.bat" and nothing happens, then try I open "modengine2_launcher.exe". The game runs, but it does at very low fps.
I don't know, I just wished there would be an easy file injector. It's weird that less popular games like Final Fantasy XII were more easy to modify.
>09 September 2023, 1:26PM >Hi all, thanks eveyone help, now we have two choose >1.https://github.com/soulsmods/ModEngine2/releases/tag/release-2.1.0 ModEngine2 upport for Dark Souls 3 patch 1.15.2 >2.https://wiki.speedsouls.com/darksouls3:Crash_Fix Scrollback to 1.15 >I've tried them all, them work
I tried method "1" and it worked(16 Apr. 2024). Try starting with the included "launchmod_darksouls3.Bat" file. "dinput8.dll" is not required.
I cant get the game to launch with the Ds3 launch .bat file, it just dosent do anything at all it seems. Ive been modding elden ring for two years extensively and have had zero issues, but Ds3 is being extremely difficult. Archthrones worked just fine but amything involving seperate mods just dosent work at all.
Dang, I had this and the randomizer installed and I ended up connecting to the DS3 servers anyways :| I just closed the game immediately without selecting a character. Hope I'm not banned.
i dont know why the f*#@ you'd miss out on the most important step of the download process in your "instructions". there is no such thing as "modOverrideDirectory parameter". surely you know this but you choose to include similar but inaccurate language. laziness. these are the two REAL options:
; If enabled, a mod will be loaded from a specified override directory.useModOverrideDirectory=1; The directory from which to load a mod.modOverrideDirectory="\mod
your instructions are so bad that they are ambiguous enough to completely fail to differentiate which of the two options we're meant to change to the name of our mod. do we change the "1" or change the "/mod"
awful mod instructions seem to be ubiquitous in the souls mod scene I have no idea why.
358 comments
While I still look at Mod Engine occasionally and fix bugs when I find them, I have mostly moved on to other dark souls related modding projects and don't check Nexus that often. If you are having difficulty getting mods to work on mod engine, or even encounter crashing when starting up, I am super active on Discord and the dark souls modding discord here: https://discord.gg/mT2JJjx. Feel free to ask for help on #tech-support. You can also ping me from the Cinders discord server as well.
I am especially interested in startup crashes you may encounter. Feel free to DM me if you encounter a crash so that I can try and debug and reproduce it with you and hopefully get it fixed.
I don't know, I just wished there would be an easy file injector. It's weird that less popular games like Final Fantasy XII were more easy to modify.
>09 September 2023, 1:26PM
>Hi all, thanks eveyone help, now we have two choose
>1.https://github.com/soulsmods/ModEngine2/releases/tag/release-2.1.0 ModEngine2 upport for Dark Souls 3 patch 1.15.2
>2.https://wiki.speedsouls.com/darksouls3:Crash_Fix Scrollback to 1.15
>I've tried them all, them work
I tried method "1" and it worked(16 Apr. 2024).
Try starting with the included "launchmod_darksouls3.Bat" file.
"dinput8.dll" is not required.
If you've already tried it, I'm sorry.
I was able to do this.
; If enabled, a mod will be loaded from a specified override directory.useModOverrideDirectory=1; The directory from which to load a mod.modOverrideDirectory="\mod
your instructions are so bad that they are ambiguous enough to completely fail to differentiate which of the two options we're meant to change to the name of our mod. do we change the "1" or change the "/mod"
awful mod instructions seem to be ubiquitous in the souls mod scene I have no idea why.
One is clearly enabling a certain directory in which you could put mods, while the other sets that directory's location/name.
I don't even know why I'm engaging with you at this point.