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Zullie The Witch - TNordgaren - FiftyTifty

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FiftyTifty

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48 comments

  1. benodjj08
    benodjj08
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    It seems doesn't work in DLC area. No aggro from the birds and other mobs at the gravesite plain or other DLC area. Base game area become more exciting but somehow the mob also target friendly NPC such as Millicent. She got screw when she visited gowry shack after I gave her the needle.

    This is really a good mod for sure, Please update. Thanks again
    1. FiftyTifty
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      As you can see, this was made before the DLC was released. And yeah, there will be aggro towards friendly NPCs, just like the mod for Dark Souls 3.

      If I get into the mood for playing Elden Ring again, I'll take a look at updating this.
  2. Guyduckington
    Guyduckington
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    Is this known to be compatible with any previous versions of Seamless Coop? I assume there are no conflicts and only the host needs it installed
    1. FiftyTifty
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      Just needs to support mods.
  3. DevilNadia
    DevilNadia
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    Enemies charging at you from every direction, enemies throwing themselves off cliffs to have a piece of you, enemies pouring outta the God-damn walls. Pure, unfiltered dopamine.

    Alternate mod title: Everyone is Officially Done With Your Crap.
    1. FiftyTifty
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      And it is glorious. Bad for longevity, yes, but still glorious.
  4. Tolnin
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    Is this compatible with Randomizer?
    1. FiftyTifty
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      From what another user said, there's a soft conflict
  5. Tolnin
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    I wanna preface this by saying I'm doing this along with Randomizer

    So I only got this mod to work through Mod Loader and not ME2.  I'd rather it work for ME2 so I can have it in it's own folder instead of an over encompassing "mods" folder that affects every playthrough instead of just the ME2 folder I decide to use.  I've tried putting the /event/ folder inside the /mod/ folder, that didn't work.  Tried putting /Aggression/event/ inside the ME2 folder and editing the .toml to match, didn't work

    On top of all of this, even when I got it to work with Mod Loader, it didn't work on bosses, but it did with all the other enemies.  I WOULD think this is the fault of Randomizer (and still very much could be), but the fact that the basic enemies still work makes me think it's not Randomizer's fault

    Any help?
    1. FiftyTifty
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      In order to make the aggro mod, I had to edit some of the scripts (or just one big one? I forget, been a while) which unfortunately also controls all the boss event stuff (healthbar, activation, reward on death, preventing respawn iirc, etc.). I'd be amazed if Randomizer didn't edit the scripts as well. So it's a hard conflict, but with just bosses not being aggro, that's not the worst thing in the world.

      What I specifically edited, were the calls that made mobs spawn deactivated, which only have their AI activate when the player approaches a certain distance. I removed them so the mobs spawned normally. You can see this specific behaviour at the gate that leads to Stormveil, with the mobs in the bushes at the bottom of the cliffs.
  6. mr666saturn
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    Is there a way to have a watered down version of this mod? I am wondering if there is a way to make it so that instead of the enemies being aggro as soon as they spawn, they aggro as soon as they see you, and then ceaselessly hunt the player down, etc. Is that doable?
    1. Zaosss
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      I wholeheartedly second this; especially from an immersion point of view.
    2. FiftyTifty
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      Wouldn't be much different from vanilla
    3. Zaosss
      Zaosss
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      You only aggro when you're like a fart away from them. When you kill a "buddy" of theirs, within their sight, but you then run away, they`ll be like "a whatever, I didn't like that guy anyway". 

      Ideally, just like I can see an enemy from miles away and decide to attack it; vise versa, it should target me and keep following me until either of us are dead, but perhaps this is difficult to mod?

      There's so much wrong with the AI their behavior sadly; it makes the enemies come across severely retarded.

      *edit

      Luckily, it would appear another modder agreed and you`ll notice right away that it's vastly different from vanilla.

      https://www.nexusmods.com/eldenring/mods/2207
    4. Tolnin
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      I think this could be good for "roleplay" reasons.  Like, making it so enemies don't give up trying to kill you but obviously they don't try to kill you until they see you.  I'd for sure download that mod and possibly have it for most of my playthroughs for the fun of it
  7. lolonori
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    Doesn't work for me at all, I tried uninstalling all the mods but that didnt work, my game version is 1.10.1, I have no idea why it doesn't work maybe its not compatible with the latest update?
    1. FiftyTifty
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      Do a fresh install of ER, then use Mod Engine 2. Install only this mod. Odds are you're putting it in the wrong folder, not extracting it from the archive, etc
  8. JeffersonROCK
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    How can I edit NpcThinkParam to enemies attack just my character and don´t attack each other  ? I know how to use DSMapStudio but I don´t know what specifically  I need to edit .
    1. FiftyTifty
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      You need to change the team type, I forget where that is.
  9. slydylan
    slydylan
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    edit: wrong post
  10. rishain
    rishain
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    is it possible to get a on and off switch some how, i use a cheat engine version of thsi mod and even there you cant toggle it off and on 
    1. FiftyTifty
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      That's because CE is a debugger and handles code injection by itself. For this, I have no idea how to go about that.