My computer says this is a virus! - Antiviruses hate DLLs for various reasons, and will mark third-party DLLs as viruses basically at random.
I'm playing the game on Linux using so-and-so, will your mods work? - Yes, the mods should now work on Linux.
Will using mods get me banned? - No, you cannot use these particular mods unless EasyAntiCheat is disabled and EAC won't retroactively punish you for disabling it (I can't guarantee that it won't react to altered saves).
Can I play online with mods? - As stated, you can only play with these mods if EAC is disabled, this forces the game into offline mode.
Can I use this mod with this-and-that? - Most likely, you will have to test for yourself. Just make sure you don't have other things modifying the same memory (Flawless Widescreen, etc).
Can this loader load other mods, such as regulation.bin? - it cannot. Mod Engine 2 has this ability but is not formally released.
If you have any issues, then please comment below with the contents of log.txt for the relevant mod(s).
Whats the difference between this Mod loader and Mod engine 2 ? Do I need both, or will your dll mods also work in ME2? Since ME2 mods require you to start the game via a bat file, all the dll mods in the "mods" folder from your Elden Mod loader dont work when starting the game via a bat file. It would be nice if I could use the Mod loader + Mod Engine mods together. I am sure there is a way,I just havent found out yet? Cheers
MANgamez wrote: Whats the difference between this Mod loader and Mod engine 2 ? Do I need both, or will your dll mods also work in ME2? Since ME2 mods require you to start the game via a bat file, all the dll mods in the "mods" folder from your Elden Mod loader dont work when starting the game via a bat file. It would be nice if I could use the Mod loader + Mod Engine mods together. I am sure there is a way,I just havent found out yet? Cheers
You can use them together tho with a caveat. Set up two loaders and run the game through ME2's modengine2_launcher.exe.
The only issue is when using EML with ME2 is that EML may return a signature error that the first DLL-mod in the mods folder has failed to load into the memory. That however does not apply to any other mods (only to first one). So a workaround would be to just copy the DLL of the first mod and rename that way so EML would fail to load the first copy but loaded the second one. This needs to be done only with one DLL, the very first one in the folder (in alphabetical order). EML will still return a signature error on launch (not loading the first DLL but loading all others) but you can just close it and play the game normally. For example, my mods folder: https://imgur.com/a/rb7B3Xd P.S. Changing load_delay number does not solve the issue as it's only the first mod who has this problem.
Maybe TechieW can make a permanent fix for this as the issue seems to be solvable from the tech point.
I'm interested in making a simple param mod using your framework but I can't find any documentation on how to do this. Where can I start learning how to develop mods using EML?
Since a few days ago, dinput8 started causing the ER to crash and the terminal reported a display error. I've tried reinstalling the graphics driver, but that's not the problem, I still crash when I remove all the mods, but it works fine after removing dinput8
I'm not sure what's happening, but I'm praying that one of you might. I've been playing ER Reborn the past 2 weeks, took a couple days off, and now the game crashes almost immediately on startup, but only if there is mods in the "mods" folder. If I delete all the mods from the folder, the game loads just fine. I reinstalled the game, verified files, and even cleared the temp folder. After the fresh install, I was able to get it to load the game fine with only ERFPS installed in the mods folder, but as soon as I added another mod to the load list, it crashes again. I then removed the mod I just added so that ERFPS was the only mod present, which I just tested and it worked fine, but now it just keeps crashing again immediately. Makes no sense, but if anyone has any insight I would be extremely grateful.
There is absolutely zero reason for this mod to have any hardcoded pathing through the Windows file system. Use the %HOMEDRIVE% built-in Windows variable to navigate to the system drive.
If you are trying to resolve DLL locations at runtime (seeing that this is written in C++), you can use GetModuleHandleEx and GetModuleFileName.
Do I install anticheat toggler first or through this mod? The seamless co-op says to install only mod loader with NO mods installed, but this mod says to install anticheat toggler so I'm confused.
Works fine for me. I use it to load Seamless co-op alongside other mods (using ModEngine2) like randomizers or Convergence, using ModEngine's launcher to load the game. Works alongside reshade, as well.
it seems like nucleus co op only works with this for modding is there any mods that add anything besides smoother gameplay that work with elden mod loader????
400 comments
- My computer says this is a virus! - Antiviruses hate DLLs for various reasons, and will mark third-party DLLs as viruses basically at random.
- I'm playing the game on Linux using so-and-so, will your mods work? - Yes, the mods should now work on Linux.
- Will using mods get me banned? - No, you cannot use these particular mods unless EasyAntiCheat is disabled and EAC won't retroactively punish you for disabling it (I can't guarantee that it won't react to altered saves).
- Can I play online with mods? - As stated, you can only play with these mods if EAC is disabled, this forces the game into offline mode.
- Can I use this mod with this-and-that? - Most likely, you will have to test for yourself. Just make sure you don't have other things modifying the same memory (Flawless Widescreen, etc).
- Can this loader load other mods, such as regulation.bin? - it cannot. Mod Engine 2 has this ability but is not formally released.
If you have any issues, then please comment below with the contents of log.txt for the relevant mod(s).Do I need both, or will your dll mods also work in ME2?
Since ME2 mods require you to start the game via a bat file, all the dll mods in the "mods" folder from your Elden Mod loader dont work when starting the game via a bat file. It would be nice if I could use the Mod loader + Mod Engine mods together. I am sure there is a way,I just havent found out yet?
Cheers
You can use them together tho with a caveat. Set up two loaders and run the game through ME2's modengine2_launcher.exe.
The only issue is when using EML with ME2 is that EML may return a signature error that the first DLL-mod in the mods folder has failed to load into the memory. That however does not apply to any other mods (only to first one). So a workaround would be to just copy the DLL of the first mod and rename that way so EML would fail to load the first copy but loaded the second one. This needs to be done only with one DLL, the very first one in the folder (in alphabetical order). EML will still return a signature error on launch (not loading the first DLL but loading all others) but you can just close it and play the game normally. For example, my mods folder: https://imgur.com/a/rb7B3Xd P.S. Changing load_delay number does not solve the issue as it's only the first mod who has this problem.
Maybe TechieW can make a permanent fix for this as the issue seems to be solvable from the tech point.
Your fix works
Saved me a lot of time
Find it here: How to install Elden Mod Loader and all the best mods. (Including Seamless Co-Op.)
Thanks for all the awesome mods <3
WINEDLLOVERRIDES='dinput8.dll=n,b' %command%
for launcher
If you are trying to resolve DLL locations at runtime (seeing that this is written in C++), you can use GetModuleHandleEx and GetModuleFileName.