Using Seamless Coop with other mods.
INSTALLATION GUIDE:
This guide will go over using Seamless Coop in conjunction with other mods.
If you want Seamless coop with no other mods follow How to install instead.
For optimal experience, all players should use the same mods together - with the exception for visual mods, which can remain personal.
IMPORTANT NOTE: Mods have to be compatible with the version of Elden Ring you’re using.
Typically only the latest version of Elden Ring is supported, and if the mod has been abandoned you will not be able to use it.
IMPORTANT NOTE: All players must use the same mods in order to connect to each other.
NOTE: This guide was written with file extensions ENABLED.
If some file names do not match what you’re seeing, please turn this setting on in File Explorer:
A guide on how to setup Seamless Coop with ModEngine 2 + other mods.
Required
You MUST launch Seamless Coop with either ersc_launcher.exe
or ModEngine2
.
DLL injectors like Elden Mod Loader and Lazy Loader won’t work.
Files you need
Seamless Coop and ModEngine2.
Make sure that you have:
Setup (Click on the steps to show their content)
1. Where to put the files.
1.1 Extract
Mod Engine 2
using your prefered file archiver. Like 7zip as an example.
1.2 Rename the folder
ModEngine-2.1.0.0-win64
intoME2
1.3 Place the
ME2
folder into yourGame
folder.
Where is my Game folder
Browser local files in steam.
-
Open Steam
-
Right click
Elden Ring
-
Go down to
Manage
-
Click on
Browser local files
This will open your Elden Ring
folder and inside it is the Game
Folder.
You can pin the Game
folder to Quick acces
by right clicking the Game
folder -> Pin to Quick acces
.
Which will make it available in the left side of the file explorer under Quick acces.
1.4 Go back to where your
Seamless Co-op v1.x.x.zip
is located and extract it as well.
1.5 Open the
Seamless Co-op v1.x.x
folder and inside you should see aSeamlessCoop
folder and aersc_launcher.exe
1.6 Place the
SeamlessCoop
folder into theME2
folder that is in yourGame
folder.
1.7 You can now delete the files unrelated to
Elden Ring
from theME2
Folder.
They areconfig_armoredcore6.toml
,config_darksouls3.toml
,launchmod_darksouls3.bat
andlaunchmod_armoredcore6.bat
2. Set a Password and configure the ersc_settings.ini
2.1 Open your SeamlessCoop
folder in your ME2
folder.
2.2 Open the ersc_settings.ini
file with text editor of choise.
2.3 Change the settings to your/your groups liking and set a password.
[GAMEPLAY]
; Invaders are other players that will join your world uninvited and try to kill you and your party. 0=FALSE 1=TRUE
allow_invaders = 1
; Debuffs (Rot Essence) will be acquired when you die, and will only be cured when you sit at a bonfire. 0=FALSE 1=TRUE
death_debuffs = 1
; Spirit summons can aid you in multiplayer. 0=FALSE 1=TRUE
allow_summons = 1
; 0 = Normal | 1 = None | 2 = Display player ping | 3 = Display player soul level | 4 = Display player death count
overhead_player_display = 0
[SCALING]
; Amount of enemy health (%) per player for each enemy. (Default: 35 = 35% more enemy health per player)
enemy_health_scaling = 35
; Amount of enemy damage (%) per player for each enemy. (Default: 0 = 0% more enemy damage per player)
enemy_damage_scaling = 0
; Amount of enemy posture absorption (%) per player for each enemy. (Default: 15 = 15% more per player)
enemy_posture_scaling = 15
; Amount of boss health (%) per player for bosses. (Default: 100 = 100% more boss health per player)
boss_health_scaling = 100
; Amount of enemy damage (%) per player for bosses. (Default: 0 = 0% more enemy damage towards players, per player)
boss_damage_scaling = 0
; Amount of boss posture absorption (%) per player for bosses. (Default: 20 = 20% more boss posture per player)
boss_posture_scaling = 20
[PASSWORD]
; Session password
cooppassword = I Made A Password
[SAVE]
;Your save file extension (in the vanilla game this is .sl2). Use any alphanumeric characters (limit = 120)
save_file_extension = co2
[LANGUAGE]
;Leave this blank unless you want to load a custom locale file. The mod will default to your game language.
mod_language_override =
2.4 When you are done Save
the changes.
Note: Host’s ersc_settings.ini
determines the world’s Scaling
, Player Invasions
, Rot
and Spirit Summons
.
Note2: You need to set the password in this location, When you are using Mod Engine 2
to launch the game.
Optional You can change the save file extension you use for a save depending on what mods you use.
[SAVE]
;Your save file extension (in the vanilla game this is .sl2). Use any alphanumeric characters (limit = 120)
save_file_extension = `co2`
Change where it says co2
into as an example Moddedco2
,
then make a copy of your ER0000.co2
file and rename the copy into ER0000.Moddedco2
.
This will separate Seamless Coop only saves and saves using other mods.
So you dont accidently open them up and lose a lot of modded items on those characters.
3. Setting up Mod Engine 2
3.1 Download the preconfigured Elden Ring ModEngine2 toml or configure it manually like the following example:
config_eldenring.toml
[modengine] debug = false external_dlls = [ "SeamlessCoop/ersc.dll" ] [extension.mod_loader] enabled = true loose_params = false mods = [ { enabled = true, name = "default", path = "mod" } ] [extension.scylla_hide] enabled = false
3.2 Open your
ME2
folder.
3.3 Paste the downloaded file from step 3.1 into it, overwriting the exisiting one.
3.4 IMPORTANT Go back into your ME2 and launch the game with launchmod_eldenring.bat this is so you crate a save file and update an existing save file to the latest regulation.bin version. THIS HAS TO BE DONE BY LAUNCHING ONLY SEAMLESS COOP WITH NO OTHER MODS.
4. Adding aditional mods.
MAKE SURE TO READ THE DESCRIPTION AND/OR READ ME OF MODS YOU WANT TO USE
What is the difference between what's refered to as file based mods and .dll mods?
File based
mods are mods that would have to replace game file to function,
which we get around by using Mod Engine 2
to launch the game.
This means that if you are using 2 mods that are file based
they may replace eachothers files which can and most likely will cause issues.
.dll
mods are mods that need to be injected into the game to function and would not replace game files.
How do I know if it's a file based mod or a .dll mod?
File based
mods are usually overhauls like
Clever’s moveset packs, Convergence and Elden Ring Reforged
or something like a armor replacer but can also be simple edits to the regulation.bin
.
Big overhauls will sometimes come bundled with .dll
mods and Mod Engine 2
.
.dll
mods will generally speaking only have a .dll file, a config file aka a .ini file.
The .ini file may be in a folder sometimes. They can also come with it’s own .exe file like Seamless Coop.
You can preview
what files a mod has on NexusMods before downloading
by going to the mods file
page and click on Preview file contents
.
My mod is a file based mod.
We’ll be using Clever’s moveset modpack to demonstrate since it comes with no additional .dll
mods or Mod Engine 2
-
Open the zip file you have downloaded with prefered file archiver,
by selecting open archive or double clicking. -
Open your file exploerer and go to the
ME2
folder in yourGame
folder. -
Open the
mod
folder. Which should at this point be empty. -
Drag and drop the files from the mod into the
mod
folder. -
The mod is now installed.
NOTE: You can only have one regulation.bin
mod at a time.
Aka mods that come with a regulation.bin
file.
NOTE2: Only you will see the texture and modle modifications you are using.
If you are using parts
mods like armor and weapon mods
and you want it to be shown on the other players in your session when they wear this equipment.
Make sure that the parts
files in your parts
folder
come with a regular version and a _l
version. (l
is a lowercase L
)
If they do not then make a copy and rename it.
Example: wp_a_0120.partsbnd.dcx
’s copy would be renamed into wp_a_0120_l.partsbnd.dcx
My mod is a .dll mod.
You can use Mod Engine 2
or Elden Ring Mod Loader
for .ddl
mods.
Some .dll
mods needs to be last in Mod Engine 2
for them to work.
Some will only work with Elden Ring Mod Loader
.
If the .dll
mod you are using is giving a Error saying “Could not find signature!”
try loading it last in Mod Engine 2
or try using Elden Ring Mod Loader
and making a load order in .
It could also mean that the mod is outdated
Using `Mod Engine 2`
-
Download what ever .dll mod you want to use. I.ll be using the Posture bar mod as an example.
-
Open the downloaded zip and navigate to where you see it’s
.dll
file. -
Go to your
ME2
folder in yourGame
folder. -
Make a new folder and name it into
dllMods
.
(You can name the folder to whatever you want,
if you do replaceddMods
with what ever you named the folder into) -
Drag and drop the
.dll
mods content into thedllMods
folder. -
Go back into your
ME2
folder and open theconfig_eldenring.toml
-
Add the
.dll
mods.dll
file into the config where you added Seamless Coop in a previous step.
Separate the.dll
mods you are using with a,
.
# 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 = ["SeamlessCoop/ersc.dll", "dllMods/PostureBarMod.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
-
do the same for all
.dll
mods you want to use. -
Save the changes when you are done.
Using Mod Loader
Some .dll
mods may require Elden Ring Mod Loader
to load properly.
THIS WILL MAKE YOU UNABLE TO LAUNCH VANILLA ELDEN RING IN OFFLINE MODE.\ UNLESS YOU RENAME dinput8.dll
INTO _dinput8.dll
.
-
Download Elden Ring Mod Loader
-
Open the zip file you downloaded and drag and drop it’s content into the
Game
folder. -
Download whatever
.dll
mod you want to use. I.ll be using the Posture bar mod as an example. -
Open the zip and navigate to where you can see the
.dll
file.\
Then drag and drop it’s content into themods
folder located in yourGame
folder. -
Go back into your
Game
folder -
Open
Elden Ring Mod Loader
’smod_loader_config.ini
file. -
Add the mods you have installed to your load order. Lowest number has highest load priority.
Increase the load delay if some.dll
mods fail to load properly.[modloader] load_delay = 5000 show_terminal = 0 [loadorder] PostureBarMod.dll.dll = 1
-
Save the changes when you are done.
I want to use a randomizer
-
Download Elden Ring Item Randomizer
-
Open the zip file you downloaded with your prefered file archiver.
-
Drag and drop the
randomizer
folder into yourME2
folder located in yourGame
folder. -
Open the
randomizer
folder and run theEldenRingRandomizer.exe
. -
In the Randomizer window click on
Select game exe
-
Navigate to your
Game
folder, select theeldenring.exe
and pressOpen
. -
Change the settings to your likeing in the
Item Randomizer
,Enemy Randomizer
andMisc Options
tabs. -
If you want to use the Randomizer with other
file based
mods you can click onMerge other mod
.NOTE: Trying to use Randomizers merge option with mods that make map edits can cause the randmizer to fail to randomize and spit out an error.
-
In the pop up select the option that suites your needs but easiest is to just click
Select mod directory to merge
. -
Navigate to the
ME2
folder and click on themod
folder and then click onSelect Folder
. -
When you feel happy with your options click
Randomize items and enemies
and wait for the randomizer to finish.
If you uncheck a tab theRandomize
button will reflect this. -
Uppon a succesful Randomization the Randomizer will say Done in green at the bottom.
-
Close the Randomizer window and go back into your
ME2
folder and open theconfig_eldenring.toml
. -
At the botton find the line
{ enabled = true, name = "default", path = "mod" }
-
Add a
,
to the end of this line like so{ enabled = true, name = "default", path = "mod" },
-
Move the line down once, copy the line and paste it in the line above.
and change where it says"mod"
into"randomizer"
It should look like this.
```
# 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 = "randomizer" },
{ 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
```
Save the changes
NOTE: If you do not want to use the randomizer anymore or just disable it for the moment.
You can add a #
to the beginig of the line and Mod Engine 2
will skip launching it.
5. Launching the game
5.1 Open your
ME2
folder located in yourGame
folder.
5.2 Launch the game with the
launchmod_eldenring.bat