What version of the game is this compatible with? The current version is tested on game version 1.10.1 (latest patch as of this comment) downloaded through Steam.
How can I use this with another mod? UPDATE: The new DLL version of the mod works with most if not all other mods.
The Convergence and ELDEN RING Reforged include this mod by default, and it's also been tested with ELDEN RING Reborn. Please mention any other mods you're using when reporting bugs, in case there are compatibility issues.
Why can I pick armor I don't have in my inventory? By default, all armor is unlocked for transmog. If you prefer to only have access to armor in your inventory, edit the "include_unobtained_armor" line in ertransmogrify.ini, changing true to false:
include_unobtained_armor = false
My config file doesn't have "external_dlls". How do I enable the mod? Make sure you're using the latest version of ModEngine2, which has support for DLL mods.
Why can't I see my friends' transmogs in Seamless Co-op? UPDATE: Version 2.2.0 of the mod is no longer client-side only. This is somewhat experimental, feel free to report any other issues discovered with Seamless Co-op.
Known issues / potential improvements
Transmogrification isn't visible in some cutscenes.
Support transmogrifying eyes to get the Dragon Communion / Frenzied Flame / Bloody Finger eye effects
I know that removing all the transmog stuff will make you able to safely play Online again, but I have one question... What if the transmog armor disappear by itself? I accidentally launched the game through steam and the armor I was wearing was gone. Any idea if it simply got deleted meaning I can still play Online? Would suck having to delete a 70 hour fresh save made for DLC.
I followed the instructions but the transmog option wont appear at all. I have the latest modengine and other mods working perfectly fine. This is my first time editing the "config_eldenring" though, so i may have botched something.
Any help? This is my config.
# Global mod engine configuration [modengine] # If set to true the debug console will appear while the game is running debug = false # List of files that will be loaded into the game as DLL mods. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter # the path in the config as "E:\\coolstuff\\coolmod.dll". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ] external_dlls = ["ertransmogrify.dll"] # Mod loader configuration [extension.mod_loader] enabled = true # Not currently supported for Elden Ring loose_params = false # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game # assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter # the path in the config as "E:\\coolstuff\\coolmod". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # mods = [ # { enabled = true, name = "coolmod", path = "mod1" }, # { enabled = true, name = "nicemod", path = "mod2" }, # { enabled = true, name = "sosomod", path = "mod3" } # ] # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority # will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for # a future release. mods = [ { enabled = true, name = "default", path = "mod" } ] # When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach # debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option # is probably not for you. [extension.scylla_hide] enabled = false
I've got this mod through Elden Ring Reforged, but I'm having issues with the transmogrify feature. I'm able to open the menu/option at a grace site but I get no options to transmog my gear. It brings up the inventory menu but no items are available.
I dunno if any of these factors might affect it, but I'll list them anyway: I'm using the randomizer (just items), and I used a cheat engine to add the tailoring tools before Boc offers to be my tailor so I could use the feature ASAP. Do I need to find the tools in-game or talk to Boc in Liurnia for the feature to fully function, or is this a bug of some kind?
ok, if it works without randomizer then my guess would be that the randomizer config_eldenring isn't pointing to the DLL correctly. I'm not sure how to configure randomizer, but that file sounds like what you might need to add it to
After multiple fresh reinstalls I think I found the issue. There's a compatibility file I needed to copy over from the randomizer, which seems to have fixed things.
Hi, could you tell me how do you make the mod work with randomizer? I can see the transmogrify menu when i run the game without randomizer but not vice versa.
It's been a month so I don't remember if this is exactly what fixed it for me, but I'll try lol.
There's a compatibility file called "randomizer_merge_config.yml" that needed to be copied from the randomizer's "diste" folder into ERR's "mod" folder. I think that's what fixed it for me, but if that doesn't work or you already tried that idk what else might help. I had to basically reinstall everything multiple times to make sure I followed all the steps right lmao. I am not adept at this xD.
I also had the same problem, It seems to work properly when started from the Reforged launcher. When starting from ModEngine2, you need to add settings to external_dlls in config_eldenring.toml.
I think my issue is not knowing where to input the dll in the toml. This is what I have, I just don't know where to put it
# Global mod engine configuration [modengine] # If set to true the debug console will appear while the game is running debug = false # List of files that will be loaded into the game as DLL mods. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter # the path in the config as "E:\\coolstuff\\coolmod.dll". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ] external_dlls = [] # Mod loader configuration [extension.mod_loader] enabled = true # Not currently supported for Elden Ring loose_params = false # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game # assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter # the path in the config as "E:\\coolstuff\\coolmod". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # mods = [ # { enabled = true, name = "coolmod", path = "mod1" }, # { enabled = true, name = "nicemod", path = "mod2" }, # { enabled = true, name = "sosomod", path = "mod3" } # ] # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority # will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for # a future release. mods = [ { enabled = true, name = "default", path = "mod" }, { enabled = true, name = "Fia Nude", path = "mod\\Fia Nude" }, { enabled = true, name = "EBB", path = "mod\\EBB_Improved" }, { enabled = true, name = "Melina Nude", path = "mod\\Melina Nude" }, { enabled = true, name = "Roderika Nude", path = "mod\\Roderika Nude" }, { enabled = true, name = "Nepheli Nude", path = "mod\\Nepheli Nude" }, { enabled = true, name = "Tanith Nude", path = "mod\\Tanith Nude" }, { enabled = true, name = "Sellen Nude", path = "mod\\Sellen Nude" }, { enabled = true, name = "EBB - Deathbed Set", path = "mod\\EBB - Deathbed Set" }, { enabled = true, name = "EBB - Malenia Set", path = "mod\\EBB - Malenia Set" } ] # When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach # debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option # is probably not for you. [extension.scylla_hide] enabled = false
I do the not recommended version of installing mod organizer where I extract to the game folder then rename the launcher to start_protected_game.exe so I can just launch through steam. For my purposes and the mods I use this works fine. But it seems to create problems with this mod
Seemed to work out anyways after trying again. I think the problem was copy and pasting the entire formatting from your instructions. external_dlls = [ "ertransmogrify.dll", ]
Might be worth specifying to only copy "ertransmogrify.dll", and place that between the brackets so that no weird spaces or tabs show up. Often times with other mods the author wants you to copy the whole thing and replace the corresponding bit of code in the document, formatting and all. So I did that out of habit.
the mod its not working for me, im using a steam deck and lauching through eldenring.exe, launchmod_eldenring.bat does not lauch the game, i have several more mods just aethetics but they all work fine. the only that its not working are this one and NoWeight wich is also a dll. # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ] external_dlls = ["ertransmogrify.dll", "NoWeight.dll"]
# Mod loader configuration [extension.mod_loader] enabled = true
the .dll and .ini are in the modengine2 folder and using echo "%command%" | sed 's/start_protected_game/eldenring/' | WINEDLLOVERRIDES="dinput8.dll=n,b" shin launch options
# Global mod engine configuration [modengine] # If set to true the debug console will appear while the game is running debug = false # List of files that will be loaded into the game as DLL mods. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter # the path in the config as "E:\\coolstuff\\coolmod.dll". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ] external_dlls = [ "ertransmogrify.dll", ] # Mod loader configuration [extension.mod_loader] enabled = true # Not currently supported for Elden Ring loose_params = false # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game # assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx. # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter # the path in the config as "E:\\coolstuff\\coolmod". # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher. # # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following: # mods = [ # { enabled = true, name = "coolmod", path = "mod1" }, # { enabled = true, name = "nicemod", path = "mod2" }, # { enabled = true, name = "sosomod", path = "mod3" } # ] # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority # will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for # a future release. mods = [ { enabled = true, name = "Transmogrify", path = "ertransmogrify-convergence" }, { enabled = true, name = "default", path = "mod" } ] # When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach # debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option # is probably not for you. [extension.scylla_hide] enabled = false
How are you launching the game? You mentioned you have other mods installed, but there are no other mods in your config. Are you combining multiple mod launchers?
Your mod config has a "ertransmogrify-convergence" line that isn't necessary with the latest version of the mod. Do you have an old version of the mod extracted.
Is steam open? Did you verify local files in steam? Does the game start without the mod? Are there any log files in the ModEngine-2.x.x > logs folder?
825 comments
What version of the game is this compatible with?
The current version is tested on game version 1.10.1 (latest patch as of this comment) downloaded through Steam.
How can I use this with another mod?
UPDATE: The new DLL version of the mod works with most if not all other mods.
The Convergence and ELDEN RING Reforged include this mod by default, and it's also been tested with ELDEN RING Reborn. Please mention any other mods you're using when reporting bugs, in case there are compatibility issues.
Why can I pick armor I don't have in my inventory?
By default, all armor is unlocked for transmog. If you prefer to only have access to armor in your inventory, edit the "include_unobtained_armor" line in ertransmogrify.ini, changing true to false:
include_unobtained_armor = false
My config file doesn't have "external_dlls". How do I enable the mod?
Make sure you're using the latest version of ModEngine2, which has support for DLL mods.
Why can't I see my friends' transmogs in Seamless Co-op?
UPDATE: Version 2.2.0 of the mod is no longer client-side only. This is somewhat experimental, feel free to report any other issues discovered with Seamless Co-op.
Known issues / potential improvements
Any help? This is my config.
# Global mod engine configuration
[modengine]
# If set to true the debug console will appear while the game is running
debug = false
# List of files that will be loaded into the game as DLL mods.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
# the path in the config as "E:\\coolstuff\\coolmod.dll".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = ["ertransmogrify.dll"]
# Mod loader configuration
[extension.mod_loader]
enabled = true
# Not currently supported for Elden Ring
loose_params = false
# List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
# assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
# the path in the config as "E:\\coolstuff\\coolmod".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# mods = [
# { enabled = true, name = "coolmod", path = "mod1" },
# { enabled = true, name = "nicemod", path = "mod2" },
# { enabled = true, name = "sosomod", path = "mod3" }
# ]
# Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
# will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
# a future release.
mods = [
{ enabled = true, name = "default", path = "mod" }
]
# When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
# debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
# is probably not for you.
[extension.scylla_hide]
enabled = false
Just to make sure, are you running the latest version of Elden Ring downloaded through steam?
https://ibb.co/bKXS5t6
And yes, I am running the latest Elden Ring (I'm playing in Steam Deck if that matters)
EDIT: where can i find the logs folder?
upd:
sry didnt see ur screenshot, let me ask my friend he plays on steamdeck with mods, so mb i can help
# 全局 mod 引擎配置[模组引擎]# 如果设置为 true,则在游戏运行时会出现调试控制台调试 = false# 将作为 DLL mod 加载到游戏中的文件列表。# 支持模组的绝对路径,但必须使用 '\\' 来分隔路径项。例如,如果您的 mod 位于 E:\coolstuff\coolmod.dll,则必须输入# 配置中的路径为 “E:\\coolstuff\\coolmod.dll”。# 如果没有驱动器说明符(C:、D: 等),则路径相对于启动器所在的位置。例如,将路径设置为“mod.dll”将告诉# Mod Engine 2 使用启动器在 Mod Engine 2 目录中查找目录 mod。## 多个模组必须用逗号分隔。例如,如果您有 3 个模组,您将拥有如下内容:# external_dlls = [“coolmod.dll”, “D:\\nicemods\\nicemod.dll”, “sosofolder\sosomod.dll” ]external_dlls = [ “ertransmogrify.dll” ]# Mod loader 配置[extension.mod_loader]enabled = true# 目前不支持 Elden Ringloose_params = 假# 包含修改文件的目录列表,按优先级排序。在每个指定的mod目录中必须有游戏# Fromsoft资产结构中的资产。即,如果您修改 parts/something.partsbnd.dcx,则修改后的版本必须位于 mod/parts/something.partsbnd.dcx。# 支持模组的绝对路径,但必须使用 '\\' 来分隔路径项。例如,如果您的 mod 位于 E:\coolstuff\coolmod,则必须输入# 配置中的路径为 “E:\\coolstuff\\coolmod”。# 如果没有驱动器说明符(C:、D: 等),则路径相对于启动器所在的位置。例如,将路径设置为“mod”将告诉# Mod Engine 2 使用启动器在 Mod Engine 2 目录中查找目录 mod。## 多个模组必须用逗号分隔。例如,如果您有 3 个模组,您将拥有如下内容:# 模组 = [# { enabled = true, name = “coolmod”, path = “mod1” },# { enabled = true, name = “nicemod”, path = “mod2” },# { enabled = true, name = “sosomod”, path = “mod3” }# ]# 请注意,modengine 2 目前无法解决冲突的文件,包括 regulation.bin,因此 mod 优先级最高# 将在发生冲突时加载修改后的文件。考虑对合并参数和可能的其他资产的一些支持# 将来的版本。模组 = [{ enabled = true, name = “default”, path = “mod” }]# 启用后,scylla hide 将被注入游戏。这允许绕过游戏中的反调试措施,以便您可以附加# 作弊引擎、x64dbg、windbg 等调试器到游戏中没有那么多麻烦。如果您不对游戏进行逆向工程,则此选项# 可能不适合你。[extension.scylla_hide]enabled = 假
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = []
Edit only the 2nd and let the first untouched:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = [ "ertransmogrify.dll" ]
I dunno if any of these factors might affect it, but I'll list them anyway: I'm using the randomizer (just items), and I used a cheat engine to add the tailoring tools before Boc offers to be my tailor so I could use the feature ASAP. Do I need to find the tools in-game or talk to Boc in Liurnia for the feature to fully function, or is this a bug of some kind?
Also, can your share your config_eldenring? If you're using randomizer with a custom config, you'll need to add the DLL to it
There's a file called "randomizer_merge_config.yml" so if I need to edit that somehow idk what that'd look like
There's a compatibility file called "randomizer_merge_config.yml" that needed to be copied from the randomizer's "diste" folder into ERR's "mod" folder. I think that's what fixed it for me, but if that doesn't work or you already tried that idk what else might help. I had to basically reinstall everything multiple times to make sure I followed all the steps right lmao. I am not adept at this xD.
Hope this helps, and sorry if it doesn't!
It seems to work properly when started from the Reforged launcher.
When starting from ModEngine2, you need to add settings to external_dlls in config_eldenring.toml.
# Global mod engine configuration
[modengine]
# If set to true the debug console will appear while the game is running
debug = false
# List of files that will be loaded into the game as DLL mods.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
# the path in the config as "E:\\coolstuff\\coolmod.dll".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = []
# Mod loader configuration
[extension.mod_loader]
enabled = true
# Not currently supported for Elden Ring
loose_params = false
# List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
# assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
# the path in the config as "E:\\coolstuff\\coolmod".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# mods = [
# { enabled = true, name = "coolmod", path = "mod1" },
# { enabled = true, name = "nicemod", path = "mod2" },
# { enabled = true, name = "sosomod", path = "mod3" }
# ]
# Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
# will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
# a future release.
mods = [
{ enabled = true, name = "default", path = "mod" },
{ enabled = true, name = "Fia Nude", path = "mod\\Fia Nude" },
{ enabled = true, name = "EBB", path = "mod\\EBB_Improved" },
{ enabled = true, name = "Melina Nude", path = "mod\\Melina Nude" },
{ enabled = true, name = "Roderika Nude", path = "mod\\Roderika Nude" },
{ enabled = true, name = "Nepheli Nude", path = "mod\\Nepheli Nude" },
{ enabled = true, name = "Tanith Nude", path = "mod\\Tanith Nude" },
{ enabled = true, name = "Sellen Nude", path = "mod\\Sellen Nude" },
{ enabled = true, name = "EBB - Deathbed Set", path = "mod\\EBB - Deathbed Set" },
{ enabled = true, name = "EBB - Malenia Set", path = "mod\\EBB - Malenia Set" }
]
# When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
# debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
# is probably not for you.
[extension.scylla_hide]
enabled = false
"ertransmogrify.dll",
]
Might be worth specifying to only copy "ertransmogrify.dll", and place that between the brackets so that no weird spaces or tabs show up. Often times with other mods the author wants you to copy the whole thing and replace the corresponding bit of code in the document, formatting and all. So I did that out of habit.
Glad you got it working, but for anyone else reading this thread I'd recommend just following the mod description
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = ["ertransmogrify.dll", "NoWeight.dll"]
# Mod loader configuration
[extension.mod_loader]
enabled = true
Thanks for reading it
echo "%command%" | sed 's/start_protected_game/eldenring/' | WINEDLLOVERRIDES="dinput8.dll=n,b" sh
in launch options# Global mod engine configuration
[modengine]
# If set to true the debug console will appear while the game is running
debug = false
# List of files that will be loaded into the game as DLL mods.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
# the path in the config as "E:\\coolstuff\\coolmod.dll".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
external_dlls = [
"ertransmogrify.dll",
]
# Mod loader configuration
[extension.mod_loader]
enabled = true
# Not currently supported for Elden Ring
loose_params = false
# List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
# assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
# Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
# the path in the config as "E:\\coolstuff\\coolmod".
# If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
# Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
#
# Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
# mods = [
# { enabled = true, name = "coolmod", path = "mod1" },
# { enabled = true, name = "nicemod", path = "mod2" },
# { enabled = true, name = "sosomod", path = "mod3" }
# ]
# Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
# will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
# a future release.
mods = [
{ enabled = true, name = "Transmogrify", path = "ertransmogrify-convergence" },
{ enabled = true, name = "default", path = "mod" }
]
# When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
# debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
# is probably not for you.
[extension.scylla_hide]
enabled = false