Elden Ring
0 of 0

File information

Last updated

Original upload

Created by

CornflakeRush

Uploaded by

CornflakeRush

Virus scan

Safe to use

Tags for this mod

Mod articles

  • Diablo Style Loot Remastered Alpha 1 Out Now

    Hey folks!

    Diablo Style Loot Remastered Alpha 1 is out

    The default data set doesn't cover the whole game yet, but there should still be enough to chew on!

    You can either download the DSLR program and follow the video guide to generate your own loot, or download and play the precompiled DSLR seed to play straight away....

  • DSL:R Dev Progress Mid-May 2023

    Hi folks!

    So, testing is certainly happening, many instances of "oh god why is it doing that" and one or two complete rewrites of how weapon damage is generated, BUT I'm happy to say I think I'm finally closing in on being able to release a tester version of Diablo Style Loot Remastered for you guys soon! I think I've found a good system for generating Talismans, getting lore generation going wasn't quite as huge a task as I thought it'd be, now it's just a matter of writing drop setups for the game.

    So, that's the good news, bad news is I've got some caveats of the huge list of Massedit commands approach to generating loot through DSLR I should let you guys know about.

    I do believe this is the best approach, it allows DSLR to be at least somewhat updat...

  • DSL:R Dev Progress Update May 2023

    Hey folks!

    DSL:R development is still ongoing and I'm happy to say I'm pleased with the theoretical progress made. SpEffects are being assigned and described in text, the kind of loot being generated is limited to specific weapons and sets thanks to the Whitelist Loot system and, most importantly, DSL:R has been generating weapons and armor in DSMapStudio Portable .massedit script format - now, the terrifying part: Actually testing it in-game!

    The first weapon generated by Diablo Style Loot Remastered was a "Common Graceful Magic Mace" dealing 134 Holy Damage / 20 Magic Damage and I'm so proud of it <3

    Still no set release date just yet but if all goes well with the tests I hope that can change soon!

    The only part of DSL that remains in ...

  • DSL:R Dev Progress Update April 2023

    Hi everyone!

    It's been two months since my last update on here - especially with 0.9 breaking things I thought the time has finally come to make a post letting you guys know where I've been and where the mod is at, and I hope you can forgive me for not updating you all sooner.

    IRL work and projects both related and unrelated to ER lead to my taking a break from programming DSL:R, and before I knew it a lot of time had passed and I'd ended up leaving you all in the lurch. I admit the sheer volume of feedback throughout DSL's time was a bit overwhelming for me and I definitely found myself a bit burnt out come Beta 0.5, but it's an incredible gift to have a creation that people are interested to see more from and I thank you all for your engagement and putting up with...

  • Beta 0.5 and Onwards

    Hey everyone!

    I've made a decision regarding DSL - it's becoming increasingly clear to me that the mod needs a full rewrite, taking what I've learned making the mod and you guys' feedback into account.

    What does this mean?

    I'm going to upload what I've got of Beta 0.5 soon, most prominently fixing a bug that lead to loot being assigned the same effect ID repeatedly even when it said otherwise in its description/title, but unless it's totally broken somehow, that will most likely be the last version for a while.

    For this new rewritten version - maybe I'll call it Diablo Style Loot Remastered - I'm hoping to totally restructure how the mod functions and use Godot 4 as a base (to be honest I only used Godot 3.5 because the Kehom's Forge Databa...

  • Beta 0.5 Plans Thread

    Hey everyone! Thank you for your continued support and I hope you've been enjoying Beta 0.42.

    I'd like 0.5 to be a big update - that's halfway to 1.0 after all! - so I thought I'd let you guys know what I'm going to at least try to put in the mod for the next version, and I'd love to hear the other possible fixes and additions you guys want to see in the comments below.

    What I'm planning for Beta 0.5:


    Better SpEffect generation support for Elden Ring Reforged - I've added two new SpEffect definition settings called "errmultiplier" and "errmultiplierparamnametrigger". ERR multiplier is an extra multiplier that is applied to a generated SpEffect's values if the chosen parameter to edit's name is found in the errmultiplierparamnametrigger array, whi...

  • Beta 0.42 TEST VERSION - Feedback needed

    Hi everyone!

    So, I bring good news, now I'm back home and thanks pretty much entirely to this Soulsmodding spreadsheet cataloguing how ER's Event Flags work and listing a few xxxxxxx000-xxxxxxx999 ID sets that ER has to spare, I THINK I've been able to take advantage of a free set of Event Flags (having rewritten how DSL generates Item Acquisition IDs in the process) and based on my testing with the very first drop in the game and the anvil drop at the Church of Elleh no longer respawning I THINK the nasty bug introduced in Beta 0.41 earlier today might be fixed???

    If I can call upon you guys to help me test this, I invite you to try the Beta 0.42 Test Version below to see if:

    A) Map/Remembrance drops no longer respawn every time you die/quit to menu an...

  • Beta 0.41

    So once again, you guys' feedback has proven invaluable in (hopefully!) fixing some nasty bugs, the biggest that I've aimed to fix in Beta 0.41 being that Sites of Grace were randomly unlocking - I believe this was related to the Item Acquisition ID range of DSL's drops, as it turns out quite a few important flags are found in the 70000 range DSL loot's collection flags started from. Thanks to puddlepup for pointing this out!

    This has been upped to 1200000000, which from what I can tell from this reference page is higher than any vanilla ID range so hopefully that shouldn't still happen.

    Other new additions and tweaks to DSL Beta 0.41 include:


    Decreased chance for the generator to make shields from 20% to 5%, hopefully increasing the number of ac...

  • Beta 0.4 Update

    Hi everyone! Thank you all so much for the continued feedback. Beta 0.4 hopes to refine what Beta 0.3 set up, and some of the biggest new tweaks are as follows:


    Seals and Staffs should only be assigned incantation or sorcery boosting effects
    Seals and Staffs are guaranteed to primarily scale with FTH or INT respectively
    Increased the drop rates of high tier gear now that I'm reasonably confident you won't be getting Mythic+ weapons immediately
    Added a 60% chance that non-elemental weapons will only scale with STR or DEX to try and address reports that there are way more INT/FTH/ARC scaling weapons than STR/DEX
    Bug that stopped you equipping more than one generated talisman at a time should be fixed
    Tweaked "Restorative" generated SpEffects ...

  • Beta 0.3 Update

    Hi everyone!

    Thank you for the feedback, it's been a bit of a crunch to get the fixes and suggestions implemented but I think I'm really closing in on being able to release Beta 0.3 of the mod. This will see some BIG changes to the way that DSL works, and hopefully some improvements to the overall experience. These new features need more data sets added to them to really perfect them, but I hope that Beta 0.3's changes will be able to coax a few of you guys who've held out to take the plunge on starting a run.

    The big new changes are:


    A selection of enemy types will now only drop DSL enhanced versions of their original loot drops - for example, Knights and Soldiers from all factions will now only drop DSL weapons and armor using their factions' ar...

  • Beta 0.22 Update

    Hi everyone!

    I'm so, so pleased with the response to the mod so far, I was stunned to see a few articles have been written on the mod! I hope this new version can continue to entertain.

    I've made a LOT of changes with this version, including but not limited to:


    Implemented different area drop rates - Gatefront massacres shouldn't give you boatloads of high level loot anymore
    Weapons now have their element's visual effects applied to them - e.g. fire weapons are actually on fire
    Implemented randomised shield drops
    Added one completely new armor piece - you'll know if you get it!
    Fixed a number of bugs, including one that was making weapons be generated with much lower damage than they should've had
    Implemented more map...