Hey, just confirms this WORKS on 1.16! No idea if it runs on mod engine, but in an unpacked game it reveals illusory walls in the base game and in the DLC areas. Thank you!
Just to confirm, should we place the mod in the mod folder for Mod Engine 2, or the Elden Ring installation location? Like say for example: D:ModEngine-2.1.0.0-win64\mod\Auto Reveal Illusory Walls\events\common_func.emevd.dcx
If so: is it necessary to add the mod in the config_eldenring.toml? I'm mainly asking since I placed the mod in the Mod Engine 2 mod folder, and added the mod's folder name into the .toml file. I added this mod in the middle of the playthrough and I have yet to encounter an illusory wall (I think, I haven't memorised the fake walls), so I'm not sure if it's working.
Would like an answer to this, so other confused souls like me can be told accordingly. Thanks for the mod mate. This removes one of the other major downsides of modding besides lack of invasions: no convenient messages to show where the illusory walls are.
I'm more of a basic b&@*$ and I personally don't have custom folder names in my modengine config. so for me it would look more like this: D:\ModEngine-2.1.0.0-win64\mod\events\common_func.emevd.dcx and in the config it's just: { enabled = true, name = "default", path = "mod" }
In your case it wouldn't work without editing the config, I think it would look like this: { enabled = true, name = "default", path = "mod" }, { enabled = true, name = "AutoRevealIllusoryWalls", path = "mod\\Auto Reveal Illusory Walls" }
Don't forget the the added comma at the end of the first line for default, and also the "name" can be whatever.
But honestly if you don't already have a lot of mods installed and want to organize them, just do what I do. Copy the events folder directly into the mod folder and don't change the config file. mod\events\common_func.emevd.dcx
Oooh, smart. I didn't think of just using path = "mod" to avoid editing the config file everytime I add a mod. I'm such an idiot, I keep adding new folders to mod, so I keep needing to add more lines to the config file. Sure it looks way neater and is technically easier to debug/update, but I now realize I don't do those things too often in Elden Ring modding.
Thanks for the tip mate! This is gonna save a ton of effort. I already added the separate path lines in the config, so I suppose I just need to find an illusory wall to finally test it.
the shackle's hitbox is so big that it would hit and reveal illusory walls once u use it on dungeon, in fact u can also use shackle to destroy the seal of spirit spring on the dlc bcs the same reason, big ass hitboxes
Do you think this mod requires you to walk around spamming an item at every wall in the game? One requires an active change in behaviour, the other is a passive aura. They are in no way the same. Stupid comment.
27 comments
game\ME2\mod
should look like game\ME2\mod\event\common_func.emevd.dcx
Great mod tyty
Edit: Moving the mod engine files inside the game folder worked for me. Thanks for the mod.
Edit:
Now it work, but i dont know why
Like say for example:
D:ModEngine-2.1.0.0-win64\mod\Auto Reveal Illusory Walls\events\common_func.emevd.dcx
If so: is it necessary to add the mod in the config_eldenring.toml?
I'm mainly asking since I placed the mod in the Mod Engine 2 mod folder, and added the mod's folder name into the .toml file. I added this mod in the middle of the playthrough and I have yet to encounter an illusory wall (I think, I haven't memorised the fake walls), so I'm not sure if it's working.
Would like an answer to this, so other confused souls like me can be told accordingly.
Thanks for the mod mate. This removes one of the other major downsides of modding besides lack of invasions: no convenient messages to show where the illusory walls are.
D:\ModEngine-2.1.0.0-win64\mod\events\common_func.emevd.dcx
and in the config it's just:
{ enabled = true, name = "default", path = "mod" }
In your case it wouldn't work without editing the config, I think it would look like this:
{ enabled = true, name = "default", path = "mod" },
{ enabled = true, name = "AutoRevealIllusoryWalls", path = "mod\\Auto Reveal Illusory Walls" }
Don't forget the the added comma at the end of the first line for default, and also the "name" can be whatever.
But honestly if you don't already have a lot of mods installed and want to organize them, just do what I do. Copy the events folder directly into the mod folder and don't change the config file.
mod\events\common_func.emevd.dcx
Thanks for the tip mate! This is gonna save a ton of effort.
I already added the separate path lines in the config, so I suppose I just need to find an illusory wall to finally test it.
If anyone tests this, please report back.