Elden Ring

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LukeYui

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LukeYui

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Mod articles

  • Changes in 2.0.0

    This is an experimental release. Please use 1.5.1 if you want to use a stable build.

    Increased the player count to support 127 players (note this has only been tested up to 15)

    The main feature of v2.0.0 is an increase in the amount of players from 6 to 127. Remember that the scaling will adjust accordingly:

    https://www.desmos.com/calculator/swjq4uourn

    Added PvP, PvE, and boss rush modes. You can access these with the shrines at roundtable hold and the Limgrave and Caelid areanas

    The modes are:

    PvP:
    - Teams 
    - Brawl

    5 minute battles which track score.
    https://youtu.be/eJyq8U9F6Hw

    PvE:
    - Easy gauntlet (10 waves; Easy enemies)
    - Medium gauntlet (20 waves; Intermedi...

  • Changes in 1.5.0

    Hi everyone

    The mod has been out for almost 1 year now, thank you for all the feedback and bug reports so far. This next update brings some event-related fixes and improvements that should hopefully make the mod feel a nicer to play. Below is a more detailed version of the change log notes you can find in the 'Documentation' section of the mod page.

    Implemented translations and language file customisation (partially in some cases)

    Thanks to the generous work of the community, seamless co-op is now available in most languages with (almost) all strings translated. You can also make your own translations if you wish by editing / creating new locale files and loading them from the languageoveride option in the ini file.

    By default, the mod will u...

  • Changes in 1.4.0

    *Written in retrospect*

    I hope everyone is doing well.

    Compatibility update for game version 1.08

    Nothing really to add to this - Though update 1.08 was a significant update. The addition of an entirely new multiplayer mode - the colosseum - hit the mod rather hard, so it took some time to fix up.

    Rewrote, fixed, and expanded networking backend

    The mod previously relied on a lot of Elden Ring's own networking backend, and mainly worked to bridge connections between players and aid in matchmaking. As of this update, I'm happy to announce that the game is now running on seamless co-op's own networking system. As I have written this myself, it's much easier for me to update and work with.

    The frequent disconnections due...

  • Seamless Co-op and Mod Engine 2

    Guide by MintedTea:

    How to use mods/Mod Engine 2 alongside the Seamless Co-op mod. If you need further support, please join the mod's Discord linked in the description or add me @ NervousCerberus#4839

    The following method works with literally any mod, including those with a regulation.bin. Not all mods are compatible with each-other though, so only install one at a time if you don't know how to merge them. I won't be teaching you how to do that.

    Some quick background - Mod Engine 2 is how you should be installing mods. By using it, you don't need to unpack your game with UXM or overwrite any vanilla files, making it easy to switch between multiple mod loadouts instantly if you know what you're doing.

    So, let's get to it:

    Make sur...

  • Changes in 1.3.0

    I hope everyone is doing well. The mod has been out for well over a month now. Thank you for all the feedback and bug reports so far, the mod still has a ways to go before it comes out of beta but hopefully these changes are a step in the right direction:

    First of all, please note that the mod will now look for the seamlesscoopsettings.ini file wherever the dll file is located. This means that the .dll and .ini file must be in the same folder to work correctly.

    - Fixed a bug that caused hosts to get diminished runes from substantial enemies

    In 1.2.5 I fixed boss scaling, however I inadvertently introduced this bug. It should be resolved now and both host and guest players should get 100% of the rune reward as intended.

    - Fixed a bug that wo...

  • Changes in 1.2.0

    Hi everyone,


    The mod has been out for just under 2 weeks now. Thank you for all the feedback and bug reports so far. This next update brings some fixes that should hopefully make the mod feel a bit nicer to play. Below is a more detailed version of the change log notes you can find in the 'Documentation' section of the mod page.


    Fixed a bug that allowed the host to spam evergaol begin votes

    Does exactly what it says - hosts should no longer be able to spam the "Yes" prompt when entering an evergaol to spam vote requests to other players.


    Fixed a bug that caused players to get locked in an animation when activating evergaols

    This was a longstanding issue with the mod, where one player would be locked in the activ...

  • Changes in 1.1.0

    Hi everyone

    The mod has been out for a few days now, thank you for all the feedback and bug reports so far. This next update brings some fixes that should hopefully make the mod feel a bit nicer to play. Below is a more detailed version of the change log notes you can find in the 'Documentation' section of the mod page.

    - Fixed a bug which caused some event-linked items (e.g. activated great runes) to not be given to guest players when consumed by another player

    This was an issue with the way that I handled map events that give items. I checked the hosts world game flags first instead of the home world flags which meant that it was possible to miss out on these items.

    - Fixed a bug which caused significant enemy synchronisation issues
    <...