# 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 = ["D:\\STEAM\\steamapps\\common\\ELDEN RING\\Game\\SeamlessCoop\\ersc.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
모드엔진 혹시 버전 몇이야?
2.1.0.0
버전은 같은데 흠.. 혹시 모드엔진 어디에 있어?
바탕화면에 꺼내놨어
비교해봤는데 경로 빼고는 완전 다 똑같아
심리스는 잘 돌아가?
심리스는 잘 돌아가 모드만 안돼
심리스는 잘 돌아가 모드만 안돼
모드엔진을 지웠다가 다시 한번 해봐 내가 알기론 심리스로 경로설정만 잘해도 문제 없을텐데 모드런처로 실행한거 맞지? 심리스런처로 실행한 게 아니라
https://gall.dcinside.com/mgallery/board/view/?id=fromsoftware&no=4762410&page=1
이렇게 실행하는데 맞지?
모드엔진2 런처로 실행해야 해?
ㄴㄴㄴㄴ 런처모드 엘든링 배치파일 맞음
혹시 심리스 그 멀티설정한거 텍스트파일 보여줄 수 있어? 그게 잘못됐나?
여긴 딱히 뭐 볼거 없음 걍 몹들 보정이랑 비번 거는 거 침입여부만 있음
엘든링>game 폴더 캡쳐해서 올려봐 내꺼랑 뭐 다른가 봐줌
https://gall.dcinside.com/mgallery/board/view/?id=fromsoftware&no=4762438&page=1