Which files inside common.emevd.dcx do you change with this mod? I'm looking to use it but I already have a mod that I don't want to lose that uses this file.
In Common.Emevd.dcx add this line in event 0 : InitializeEvent(0, 131, 0); then create a new event like this : $Event(131, Default, function(X0_4) { SetSpEffect(10000, 3450); EndEvent(); });
EDIT: the way to do it is as the mod author instructs, but without the X0_4 in the parenthesis. Use DarkScript, which is a program that can unpack and repack the dcx files.
Basically repack the js file into the dcx and it should work.
And when u say : "so inside mod engine 2 you create a folder named Great Rune always active (that a exemple call it the way you want) inside this new folder you put the mod folder called event and then you have a files called config_eldenring.toml you open this file and you have a line like this { enabled = false, name = "Default, path = "mod" },inside this line you replace "mod" by the name you called your folder in this exemple that Great Rune always active (for the randomizer i don't know but i think it work)" It change the location of where ME is finding all the other mod that are IN the "mod folder" ? Bcs if this is what it does how can i use my other mod and this one at the same time ? Saying that bcs i'm already using a mod who is in a folder named "Event" and with a file named "common.emevd" as one fo the file of this mod so i need to install it in an other folder
so in the exemple i give you have this line : { enabled = false, name = "Default, path = "mod" }, in this exemple "mod" is configured for being not launch cause the "false". so if you want to launch multiple mod you did something like this { enabled = true, name = "mod 1", path = "mod 1" }, enabled = true, name = "mod2", path = "mod 2" },
if your mod doesn't change anything in the "Event" folder just drag and drop mine , if it change just download a software call DarkScript 3 open my common emevd and copy paste what i do in the common of the other mod ( you will see some // commentary where i change something)
so inside mod engine 2 you create a folder named Great Rune always active (that a exemple call it the way you want) inside this new folder you put the mod folder called event and then you have a files called config_eldenring.toml you open this file and you have a line like this { enabled = false, name = "Default, path = "mod" },inside this line you replace "mod" by the name you called your folder in this exemple that Great Rune always active (for the randomizer i don't know but i think it work)
i can't help you sorry here a link that go to the official discord of souls modding community you will certainly get an answer :https://discord.gg/servername
I would like to use this mod with eldernmodloader instead of modengine2, unfortunately can't figure out how. Other mods i use are dll's or ini's or regulation.bin, none of them uses .dck .bak .js I moved the events folder with content in the mods folder but i have no .toml file to specify anything.
so inside mod engine 2 you create a folder named Great Rune always active (that a exemple call it the way you want) inside this new folder you put the mod folder called event and then you have a files called config_eldenring.toml you open this file and you have a line like this { enabled = false, name = "Default, path = "mod" },inside this line you replace "mod" by the name you called your folder in this exemple that Great Rune always active
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add this line in event 0 : InitializeEvent(0, 131, 0);
then create a new event like this :
$Event(131, Default, function(X0_4) {
SetSpEffect(10000, 3450);
EndEvent();
});
Basically repack the js file into the dcx and it should work.
"so inside mod engine 2 you create a folder named Great Rune always active (that a exemple call it the way you want) inside this new folder
you put the mod folder called event and then you have a files called
config_eldenring.toml you open this file and you have a line like this {
enabled = false, name = "Default, path = "mod" },inside this line you
replace "mod" by the name you called your folder in this exemple that
Great Rune always active (for the randomizer i don't know but i think it work)"
It change the location of where ME is finding all the other mod that are IN the "mod folder" ?
Bcs if this is what it does how can i use my other mod and this one at the same time ?
Saying that bcs i'm already using a mod who is in a folder named "Event" and with a file named "common.emevd" as one fo the file of this mod so i need to install it in an other folder
{
enabled = false, name = "Default, path = "mod" }, in this exemple "mod" is configured for being not launch cause the "false".
so if you want to launch multiple mod you did something like this
{
enabled = true, name = "mod 1", path = "mod 1" },
enabled = true, name = "mod2", path = "mod 2" },
you put the mod folder called event and then you have a files called
config_eldenring.toml you open this file and you have a line like this {
enabled = false, name = "Default, path = "mod" },inside this line you
replace "mod" by the name you called your folder in this exemple that
Great Rune always active (for the randomizer i don't know but i think it work)
Other mods i use are dll's or ini's or regulation.bin, none of them uses .dck .bak .js
I moved the events folder with content in the mods folder but i have no .toml file to specify anything.
you put the mod folder called event and then you have a files called
config_eldenring.toml you open this file and you have a line like this {
enabled = false, name = "Default, path = "mod" },inside this line you
replace "mod" by the name you called your folder in this exemple that
Great Rune always active