Mod Engine 2

by garyttierney & techiew·v2.1·Updated 2023-09-05

Screenshots 1 screenshots

About this mod Machine translation

Mod Engine 2

GitHub:
GitHub:
Merged compatible version of ModEngine2 and EldenRingModLoader for GMM

The first public preview of Mod Engine 2 has been released, supporting mod loading for the Elden Ring game. Please read the attached README.txt.

Warning: This is a preview version and may contain missing features and issues. We do not provide any guarantee. Please back up the archive before using the module (the archive file can be found in AppData\Roaming\EldenRing, or use the archive management tool).
NOTE: Unlike the original mod engine, Mod Engine 2 does not require extraction into the Elden Ring game directory. You can extract it to any location, place the mod file into the included mod directory, and double-click "launchmod_eldenring.bat" to launch it. Please read the accompanying README for more information.

Mod Engine 2 is a new rewrite of Mod Engine, a runtime code patching and injection library used to add modding capabilities to FROM Software's Souls games.

Getting Started Guide

  • Download the latest release version.
  • Create a folder within the mod folder, I recommend using the mod name for added clarity.
  • Unzip the mod into the folder you just created.
  • Edit `eldenring_config.toml` (or the game of your choice), including the folder you just created.

```toml

mods = [

{ enabled = true, name = "default", path = "mod\\testmodName" },

{ enabled = false, name = "default", path = "mod\\disabledTestmodName" },

]

```

Supported Games

Check out the list below for information on games currently supported in Mod Engine 2.

  • [x] Dark Souls 3
  • [x] Elden Ring
  • [x] Armored Core 6
  • Dark Souls 2: SOTF
  • Dark Souls Remastered
  • Sekiro: Shadows Die Twice
  • Bloodborne

Difference

There are some architectural differences between the old version of Mod Engine and the new version, most of which are reflected in the configuration format and how the ModEngine is loaded into the game. More details below.

New configuration format

The old `.ini` format has been replaced with a new structured configuration file based on TOML.

This change is to accommodate the Mod Engine's new extension model, which allows plugins to specify their own configuration requirements.

This is used by mod loader plugins to specify which mods should be loaded and whether they are enabled.

It may be expanded in the future to support "mod manifests" containing additional information such as website, version, author, etc.

Optional as sideload of `dinput8.dll`

With the introduction of the launcher, we no longer need to rely on loading the game through `dinput8.dll`, but can pre-configure the game and launch the game.

This makes this module available for anything else that needs to be sideloaded.

Support loading multiple mods

Multiple game root paths can be specified in the configuration, allowing users to run multiple mods simultaneously without having to manually replace files in their mod folders.

Note, however, that this is still subject to mods not replacing conflicting files.

Focus on mod creation tools

The main impetus for developing Mod Engine 2 was to create a tool that could be used to quickly reverse-engineer games we were interested in.

To this end, we provide the following features to make the reverse process easier:

  • Integrated with Optick Profiler
  • Runtime scripting and live code patching
  • Crash dumps for all users

Function

Mod Engine 2 covers all the existing features of the original Mod Engine for Dark Souls, but introduces some important new features that mod authors should be aware of.

Mod Launcher

We have created a launcher application designed to launch the game with your mod pre-installed without requiring the user to manually copy the files locally on them.

Historically, mods will be located in the same location as the game folder, and the Mod Engine will attempt to redirect requests for game files to the mod file path in a subdirectory of that game folder.

This deployme …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Mod Engine 2 & Elden Mod Loader
File size
5.7 MiB