will you ever make it compatible for the latest version (after the DLC)? It says the save files are corrupted when I open the game with the mod and I'd really love to play it :)
Sadly, I’ve been going through some pretty rough personal issues. I don’t know when / if l I’ll ever update the mod, but you’re welcome to try updating it with Smithbox yourself.
I couldn't get it to work. I extracted the Shadow Tower mod folder into the mod engine 2 folder and modified the config file but the mod still doesn't apply. I've modified the config file as enabled = true, name = "default", path = "ShadowTower2". When i run the game through the launchmod exe, its just elden ring with no mods. Pls help, i want to play it so bad =(
Sadly, I’ve been going through some pretty rough personal issues. I don’t know when / if l I’ll ever update the mod, but you’re welcome to try updating it with Smithbox yourself.
Does this still work? I tried adding it to my Mod folder in ModEngine2 and it's not loading after messing with the config file...
Nevermind got it to work, can you fix the spectral Kaiden guy that shows up that's invincible? Thanks, great mod really loving it. Wish you could memorize spells between levels though.
would you ever consider a version that allowed premade teams/builds in addition to this. Akin to letting you test your build from in game vs your product as the creator?
I was thinking maybe combining the grand merchant and the coop mod [for those who wanna try it together and w that being said opens up the door for greater difficulty multipliers possibly]
this is just me giddily theorycrafting and being goofy: i cannot wait to try what you have put out so far.
It was terrifying to watch and i am gonna try it solo when i finish my download: i gotta play it during the day or get a noise complaint tho lol.
I look forward to testing this: i am inspired and wish i knew how to create at this level.
As for your questions: Prebuilt characters instead of random ones: I wouldn’t mind this, but it’s not something that really excites me and I really make the mod for myself and the four other people who actively play, if the people who play the mod really wanted this, I’d dedicate some time to it, but otherwise, I think true random starts is fine. The thing I like about roguelites is how you can be dealt a bad hand or a suboptimal start and through luck and your choices, you can make it a good hand that you enjoy playing. For an interim, I’d recommend using the debug tool or a cheat table to obtain what you need for your test run.
Seamless integration for multiplayer runs: Currently, I have not tested this at all, I have some ideas of what would break in seamless, but I am not 100% sure. Again, this kinda comes down to personal preference, I played a lot of roguelites alone when I was younger, so I sort of prefer a solo experience. If like 10 people said they’d really enjoy seamless integration, I might look into it, but I helped the Dark Moon team with their seamless integration for their colosseum update and, I’ll be honest, randomness and seamless are not friends, they are painful to get to work together.
Let me know how your run goes and what breaks! The time I have to work on the mod varies greatly from month to month, so any feedback / testing from players is invaluable to me since I have limited time to test myself. Thanks again! Comments like these really make my day and keep me working on the mod :)
This mod is incredibly creative, and I hope to see the scenes inside become brighter. I know lanterns can be used, but the dim lighting makes it feel even scarier. The first time a monster rushed towards me, a wormface,you might find it somewhat challenging to imagine that scenario. it scared me so much that my heart almost jumped out. Looking forward to updates for this mod!
Many thanks for the kind words! I’m really glad you enjoy the mod. I kind of like the dark aspect of the maze and I enjoy the glow stone conservation mechanic as a way to light up certain areas so you’ll know where you already went and be able to see in a fight. But I’ll try lightening up the maze and see how it plays, I worry the generated mazes could become too easy to solve with lots of ambient light, but some more torches or bonfires would be nice.
Thanks for the feedback, fresh eyes always give me a lot to consider. I’ll keep working on the next update, but it might be a little while, I want to add more unique events to shuffle around the dungeon, like a knight guarding a chest, or some omen praying to a statue and things like that and a little bit of a story potentially.
Love the way this mod works. But all the enemies just won't attack me and seem have only 100 health. Besides the grace seems not work, I cannot touch or rest at the grace, and Rod just keeps asking me if I went find her friends (maybe due to no grace inside Stormveil is not touched.)
The mod hasn’t been updated for newer versions of elden ring, you’d need to use dsms to update it. I’m working on a new mod that takes a lot of the ideas in this one and makes them cleaner, I’ll post on here when it’s done. Thanks for the nice words!
Hi morgam, I found when I ran into some area randomly, all the walls and floors dispeared except the square floor I'm standing on. It happens three times so far. I can stil walk back to previous area but I cannot see the walls anymore. All I can see is a square floor and I'm floating.
Btw the snake merchant can still be locked on but I cannot deal dmg to it. Maybe you have to fix it.
Thanks for the feedback! I haven’t run into these issues! I’ll try deleting my local version and running the version uploaded here, thank you for the feedback!
Hey Treyniu, I can't seem to reproduce the bug you're having. Are you sure the params are being updated? I use a lot of scaled assets which need custom asset environment geometry params in order to function properly. Maybe you can upload a little clip of the issue if it wouldn't be too much trouble. The fact that you can lock onto the snake is strange too, they shouldn't be aggressive and should be immortal, so I'm worried some of the params aren't being loaded for some reason.
Update: Nevermind! I found the bug, I had these squares on another map as a sort of failsafe if you reloaded a map without resting at a grace and they happened to intersect with the dungeon maps! I'll upload a fix right away. Thanks so much!
1. I didn't ran outside the map again with the updated version, but the merchant still can be locked on lol. https://imgur.com/a/LfVYRfD
2. Btw what are the treasures tier 1/2/3 for? I cannot find them in my inventory or sell them to the merchant.
3. And you may wanna remove the weather nearby. I found its raining inside dungeon lmao. https://imgur.com/a/AXKtGhY
4. When I left the boss room after defeating a boss, I found some item dropped on the floor of boss room, so I returned to pick them up. The yellow fog gates appeared again while no boss appeared. So literally I was stucked in the boss room (me acting as a boss? lol).
All great feedback! I’ll try to get all these issues addressed tomorrow or early this week. Let me know if you run into anything else or have any other overall thoughts. 🙂
Edit: oh the treasure tiers are just temporary items. Elden Ring item lots don’t allow us a lot of control on how to randomize drops, so I made enemies drop these tokens and then a script instantly removes them from your inventory instantly and awards you an item from that item rarity or higher.
Sort of, I made a lot of mistakes with this mod and there are many limitations to the weird makeshift system I built. I also don’t like the mod having the word “shadow” in the name when the dlc does too.
So anyways, I’m in the process of contributing to two other mods with similar concepts from this one, after I’ve completed those contributions, I’ll take what I learned and recycle a lot of the shadow tower content into a new mod.
Oh, the first one was Elden Ring: Dark Moon, I contributed to a dungeon on one of the new islands they added to the game. The other mod is not publicly announced, but should be released this year some time.
Just updated the mod, looking to take it in a more dungeon crawling direction, please let me know what you think!
Thinking about rebranding the mod and naming it something different and potentially adding a story at some point, but I’m not really a writer so we’ll see.
Quick update fixing pathing for larger enemies, the second floor seems too aggressive. I might make it so the revenant only spawns after like 9 other enemies die.
Sorry y'all, I got pretty sick in late January so the update is a bit delayed. I'll keep working on it though and hopefully it'll be worth the wait. I've been play testing a lot and I might want to explore the sort of long expedition into a cave aspect of the mod. I feel that's the most satisfying aspect of the mod thus far is the feeling of descending into a dark unknown and managing to survive. Anyways, thanks so much for your continued interested and bearing with me.
What's not working for you? I'd recommend using mod engine 2 and just putting the mod directory in your mod engine folder, then change the name of the active mod to ShadowTower in the config_eldenring.toml
48 comments
Thank you for the interest, still means a lot.
I will try and do as you said. Good luck and do your best :)
What would one need to do with Smithbox to update the mod for the dlc?
How could that work?
God bless you!
Thank you for the interest, still means a lot.
Does this still work? I tried adding it to my Mod folder in ModEngine2 and it's not loading after messing with the config file...
Nevermind got it to work, can you fix the spectral Kaiden guy that shows up that's invincible? Thanks, great mod really loving it.Wish you could memorize spells between levels though.
I was thinking maybe combining the grand merchant and the coop mod [for those who wanna try it together and w that being said opens up the door for greater difficulty multipliers possibly]
this is just me giddily theorycrafting and being goofy: i cannot wait to try what you have put out so far.
It was terrifying to watch and i am gonna try it solo when i finish my download: i gotta play it during the day or get a noise complaint tho lol.
I look forward to testing this: i am inspired and wish i knew how to create at this level.
As for your questions:
Prebuilt characters instead of random ones:
I wouldn’t mind this, but it’s not something that really excites me and I really make the mod for myself and the four other people who actively play, if the people who play the mod really wanted this, I’d dedicate some time to it, but otherwise, I think true random starts is fine. The thing I like about roguelites is how you can be dealt a bad hand or a suboptimal start and through luck and your choices, you can make it a good hand that you enjoy playing. For an interim, I’d recommend using the debug tool or a cheat table to obtain what you need for your test run.
Seamless integration for multiplayer runs:
Currently, I have not tested this at all, I have some ideas of what would break in seamless, but I am not 100% sure. Again, this kinda comes down to personal preference, I played a lot of roguelites alone when I was younger, so I sort of prefer a solo experience. If like 10 people said they’d really enjoy seamless integration, I might look into it, but I helped the Dark Moon team with their seamless integration for their colosseum update and, I’ll be honest, randomness and seamless are not friends, they are painful to get to work together.
Let me know how your run goes and what breaks! The time I have to work on the mod varies greatly from month to month, so any feedback / testing from players is invaluable to me since I have limited time to test myself. Thanks again! Comments like these really make my day and keep me working on the mod :)
Thanks for the feedback, fresh eyes always give me a lot to consider. I’ll keep working on the next update, but it might be a little while, I want to add more unique events to shuffle around the dungeon, like a knight guarding a chest, or some omen praying to a statue and things like that and a little bit of a story potentially.
Anyway I love this mod!
Plz finish it if possible!
The mod hasn’t been updated for newer versions of elden ring, you’d need to use dsms to update it. I’m working on a new mod that takes a lot of the ideas in this one and makes them cleaner, I’ll post on here when it’s done. Thanks for the nice words!Btw the snake merchant can still be locked on but I cannot deal dmg to it. Maybe you have to fix it.
Hey Treyniu, I can't seem to reproduce the bug you're having. Are you sure the params are being updated? I use a lot of scaled assets which need custom asset environment geometry params in order to function properly. Maybe you can upload a little clip of the issue if it wouldn't be too much trouble. The fact that you can lock onto the snake is strange too, they shouldn't be aggressive and should be immortal, so I'm worried some of the params aren't being loaded for some reason.
Update: Nevermind! I found the bug, I had these squares on another map as a sort of failsafe if you reloaded a map without resting at a grace and they happened to intersect with the dungeon maps! I'll upload a fix right away. Thanks so much!2. Btw what are the treasures tier 1/2/3 for? I cannot find them in my inventory or sell them to the merchant.
3. And you may wanna remove the weather nearby. I found its raining inside dungeon lmao. https://imgur.com/a/AXKtGhY
4. When I left the boss room after defeating a boss, I found some item dropped on the floor of boss room, so I returned to pick them up. The yellow fog gates appeared again while no boss appeared. So literally I was stucked in the boss room (me acting as a boss? lol).
Edit: oh the treasure tiers are just temporary items. Elden Ring item lots don’t allow us a lot of control on how to randomize drops, so I made enemies drop these tokens and then a script instantly removes them from your inventory instantly and awards you an item from that item rarity or higher.
Sort of, I made a lot of mistakes with this mod and there are many limitations to the weird makeshift system I built. I also don’t like the mod having the word “shadow” in the name when the dlc does too.
So anyways, I’m in the process of contributing to two other mods with similar concepts from this one, after I’ve completed those contributions, I’ll take what I learned and recycle a lot of the shadow tower content into a new mod.
It’ll probably take a few months to a year.
Thinking about rebranding the mod and naming it something different and potentially adding a story at some point, but I’m not really a writer so we’ll see.
mods = [
{ enabled = true, name = "default", path = "ShadowTower" }
]
Then just start a new save (don't really customize, your character will be replaced with a random one instantly) and you should be good to go.