Elden Ring
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216 comments

  1. globalistas
    globalistas
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    Are you supposed to start a new game for this to work? I'm using just the darkness files (structure> "D:\games\ModEngine-2.0.0-preview4-win64\mod\event\common.emevd.dcx" is the only mod file) and not noticing the night being much darker. When I was watching this mod on a stream the night was dark AF.

    Only reason I suspect this does not work is I'm using an existing save file?
    1. Ravivivi
      Ravivivi
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      The mod need an update from his creator ^^ but it's dead for now. Sadly. Hope a news will come soon.
  2. Ravivivi
    Ravivivi
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    Hi everyone !

    Someone can explain how to install using UXM please ? ^^"

    Thank you ! <3
    1. karumashi
      karumashi
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       You can download it from here : https://www.nexusmods.com/eldenring/mods/626
      when downloaded just extract it and open UXM.exe, click on (browse) it will open the file explorer for you, in that tap just find your elden ring game folder and click on eldenring.exe, when that done click on unpack in the UXM, then just wait for the unpacking to be done, it will take a while, when its done unpacking don't close the program yet, go to your survival mod folder and click on the Game (SHARED) folder and copy the folders in there to your elden ring game files it will ask you to replace files, you will do that, then go to your Game (OPTIONS) and choose what to disable or enable, until you see regulation.bin and other 2 folders that's where you going to copy everything you see, meaning the regulation.bin and the other 2 folders and paste them in your game folder it will ask you to replace again, then you gonna click on (patch) in your UXM program when its done patching you can close it and play the game.
      sorry for my bad English + the late response idk if you already figured it out yourself
    2. Ravivivi
      Ravivivi
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      Hey ^^

      Thank you for your answer ! Can I do the same all steps for all other mods ?
      Are you french ? ^^

      Thank you ! x) Appreciate your help !
    3. karumashi
      karumashi
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      Yeah you can do it with  any mod but u don't have to unpack every time you add a mod, so you can just copy the mod files to the game files
      that's if you already modded your game but you have to make sure the other mod you downloaded is compatible with the previous one, so the game might break that's why you need a backup, but if you only wanna add one mod and have not modded the game before you should unpack etc..
      im not really french 
    4. Ravivivi
      Ravivivi
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      Hi ! Thank you again for your answer !

      How can I be sure that the mods I want are compatible each other ? ^^" Maybe difficult question ahah ^^"

      Thank you ! <3
    5. Tau37
      Tau37
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      I am French.
      I hope you succed to install with UXM. I don't found a way to install it with mod2engine since 1.06 .
      About compatibility mod are often using same file and the difficult part is to fuse them (regulation.bin) is almost in every mod.
  3. crackedmarbles
    crackedmarbles
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    Is this mod dead or on hiatus? I'm checking regularly for updates. Fingers crossed!
    1. RaulTheGhoul12
      RaulTheGhoul12
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      its dead bro, unfortunately this seems to be just a side project of the creator.
  4. LilRedMonster
    LilRedMonster
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    Does the darkness mod work in 1.06? I start the game and then tab out to start the darkness .exe file but it just says it's searching for an elden ring process and nothing happens afterwards?
  5. LilRedMonster
    LilRedMonster
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    Man's been dropping Awesomebombs since ds1
  6. Jayenatior
    Jayenatior
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    Does anyone have a guide for the weapon crafting tree?

    I'm finding it a bit hard to follow, I can't seem to get to the weapons I want.

    Do you have to discover weapon recipes or something?

    Also does anyone know where I can cures that merchants don't carry. I know some are found in caves and alike.
  7. nitrorj
    nitrorj
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    1) Install the static modded game files from `Game (SHARED)`. 

    ---What? explain install. do i have to put those files to somewhere? if yes where? install? do i have to run something?

    Download Mod Engine 2 for Elden Ring, copy the mod files into Mod Engine's `mod` folder.

    ---What mod files? can you be more specific? I cannot find this mod files. sorry again I do not usually mod games but this thing is interesting but I could use more detail guide here and be more specific what to install or simple where to put things the readme while is just raising questions. please help.
    1. maramahrolf
      maramahrolf
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      I was confused as well at first. If you read a little further down it explains what it means. You need to copy the files in those folders (shared and the designated files of the type of game you want with the survival mod) and paste them into the mod folder for mod engine 2
  8. cvelardo
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    Sorry for reposting - but I really want to use this Mod, but I can't merge it into my regulation.bin without knowing which csv's to manually export/re-import.

    Can anyone help me figure out which parameters this Mod users in regulation.bin?
    1. DE4DYBEAR
      DE4DYBEAR
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      bump
  9. RaulTheGhoul12
    RaulTheGhoul12
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    Hello!

    I Really love your mod, thank you for the hard work!
    I've clocked about 34hrs of playtime (also with seamless co-op and randomizer) with it and I will be dropping a few suggestions:

    - You should set up a Discord Server for this mod, if you don't have it already.

    - Thirst should really deplete stamina, and not FP. Hunger Should deplete Health and FP. Cold should delplete health/slower movement, and hot should deplete stamina and increase thirst.

    - There should have a new Flask (Water Flask) that you could replenish on potable water sources and could be used for recipes (Stews, Soups, etc) There should also have an option to drink water from water sources, and the option to fill up the flask. Without making the water potable with perharps a smoldering butterfly, you would have a chance to catch a disease if drinking untreated water.

    - Collectible Materials and passive animals that drop consumables should not respawn whenever you sit on a Grace or die, that kills the purpose of Survival by infinitely respawning what you need, these mobs and Collectibles should have their individual timer (e.g. 3 days).

    - If the above is true, we should be able to collect wood from wood sources, instead of acquiring them from treasure chests.

    - Any food items should replenish the Hunger meter alongside their respective buffs according to their size (Dried Livers, Boluses, etc...).

    - The timer for hunger/thirst depletion should have a "sated" stage, in which after a certain amount of time passes (e.g. 5 minutes), they do not deplete.

    - We should be able to consume any type of meat/consumable (Mushrooms, Slumbering Eggs, Turtle Neck Meat, Sliver of Meat, Livers...) that resembles food, even raw, as being eaten raw we should have a chance to contract a disease from it, This will also prevent someone from being dehydrated to death at the start of the game because he does not know where to purchase the Survivalist 1 recipes.

    - We should be able to upgrade a weapon individually, as in, If i want to keep using my Longsword into late game, I can get it to max level if I do so desire, if I choose to craft a new weapon with it, then the upgrade level should be taken into account when crafting a new weapon (e.g. current weapon upgrade * 0.5x the level of the newly crafted weapon).

    - I feel like having all enemies never drop weapons at all is a bit unrealistic especially for early enemies that carries simple weapons like longswords, shields, daggers and etc, maybe decrease the chances of drop to a very low percentage, and from Medium to Higher Tier weapons\shields, don't have them drop at all, that would lock the better weapons behind game progression it will also make you use weapons and shields that you would normally never use, which is a good thing.

    - More recipes for consumables, namely: Slumbering Eggs, Strip of White Flesh, Beast Liver, Lump of Flesh and Turtle Neck Meat as well as other items that may serve as food (shrimp, etc). Perharps a Seared version of those that replenishes hunger accordingly.

    - Cost for the Hammer is far too much for such a basic mechanic.

    - Fire Sources and armours should help fend off cold, and also make you hot, as such, altering garments to have less weight should impact on how much they make you hot and fend off cold.

    - Option to remove fast travel.

    - If using a weapon that has an Ash of War equipped to craft a new one, equip the Ash of War to the newly crafted weapon (Right now it is deleting the Ash of War).

    - Right now for most consumables there is a small green object at display when the drinking/eating animation is triggered, I would suggest using the ObjectID of the empty flask as a placeholder for all soups/stews that does not have a placeholder.

    - Since it has been added a way to craft lesser materials from higher ones, perhaps the same could be true for the inverse occasion (e.g. 10 Metal Shards + 7x Smoldering Butterflies = 1 Metal Plate).

    - This is of course bottom of priorities, but after every major feature is implemented, and bugs fixed, maybe make some better icons for the new materials, again this is just a detail but it helps with immersion.

    - An option to disable temperature management (Which would also remove recipes that exists solely for this purpose, as it is when diseases are disabled).

    - Items crafted should go only to the crafter, right now, it goes to everyone in the session (Seamless Co-op).

    - An option to disable heat/cold

    - Since you restored the "Pass time" option from the Grace menu, a Fatigue mechanic would make sense (maybe slower movement),  in which you could replenish it by passing time on a grace, updating thirst/hunger/temperature accordingly.

    The weapon crafting system is playable up to a point, for an example, I've reached a point in the game where I have a composite bow +10, it says I need the Journeyman Smith's Hammer to upgrade it, I already have the master one but the next upgrade doesn't unlock, this also happens with the Treespear and some other weapons. So in that way I cannot obtain all the weapons in the game without the use of cheat engine to give myself the other stuff. Also without the player being able to upgrade the weapons themselves, you will eventually get stuck, and you will not be able to main a weapon if it is not upgraded with the Master Smith's Hammer, which means that if I want to play the whole game with a Partisan, it will forever be stuck on +12. Also, is it intended that we cannot make Crossbows? Ballistas?

    Once again, thank you for the hard work, amazing mod.
    1. Protocol117
      Protocol117
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      I agree with all of this for sure. Love the mod, but some things so far have been a bit frustrating. 
    2. Giorno1964
      Giorno1964
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      Very good suggestions, i just think the creator must be carefull not to make the mod to complex and thus boring. A lot of "realistic" and "immersive" skyrim mods had this problem. Sometimes a game need more to be fun other than realistic
    3. RaulTheGhoul12
      RaulTheGhoul12
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      @Giorno1964 If the mod really was intended to be simple, the creator would probably not have developed a disease, darker night and temperature mechanics to compliment the more basic features like Hunger and Thirst, as such I gave some suggestions to better elaborate on the foundation he has built upon, I do not think these will make the game more complex, but rather, more immersive for these are basic things that a survival mod usually have.
    4. tobiangel4
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      Did you happen to find the cure for Full Moon Frenzy anywhere in those 16+ hours, mate? I'm having a bear of a time with this carry weight cap, though it made for a couple of funny-lookin builds while I hunted for the cure. Darn thing isn't anywhere, though, I've checked the crystal caves (3 of 'em), Raya Lucaria is picked clean, and it wasn't in Caria Manor like I thought it'd be. Can't find it on a merchant, even checked patches and bogart. I'm kinda goin mental cause I got the disease like 15 minutes after I made my first shield, and now I can barely hold the thing without being naked lmao


      Edit: Oh nvm I just noticed you said you were using a randomizer? I guess where you got a cure may not be where it is for me...
    5. RaulTheGhoul12
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      @tobiangel4 I also played with only Survival Mode on, I have not yet got that recipe, sorry!
    6. nibbard
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      @tobiangel4 it's in a chest above wolf of radagon arena
    7. RaulTheGhoul12
      RaulTheGhoul12
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      @Protocol117 I agree, but the mod is very recent and I'm sure most of the frustration ill go away as the developer releases more and more updates.
    8. tobiangel4
      tobiangel4
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      @nibbard Can't believe I forgot to go up there, thank you , you're a run-saver
    9. RaulTheGhoul12
      RaulTheGhoul12
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      Sad to see almost a week and no updates :/
    10. BanTheK1ng
      BanTheK1ng
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      I may be a little late, but it is above where the wolf fight is, where radagons icon is. Do note that it takes some pretty rare stuff to craft it (i just crafted it 20 minutes ago), such as formic rock and arteria leaves being some of them
    11. RaulTheGhoul12
      RaulTheGhoul12
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      Just bumping this to lament on the death of this great mod... What a potential it had! <3
  10. cvelardo
    cvelardo
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    I'm so excited for this mod, and I appreciate you uploading it as well!

    Can you please list the different csv changes for regulation.bin so we can merge with other mods/test?