#Clever's Moveset Modpack
119 messages · Page 1 of 1 (latest)
define "doesn't work"
does the game launch when you use launchmod_eldenring.bat?
cause your mod install looks fine
but you have anticheat toggler, modloader and some extra dlls in the game install folder which will probably cause issues
modengine2 doesn't like installs that have been tampered with
I'd get rid of all dlls and then verify files on steam
some of them are vanilla stuff but it's easier to just clean it up, verifying will redownload any needed files
its about the Clever's Moveset Modpack it doesnt load for me in the game. My game works perfectly fine
how are you launching the game
launchmod_eldenring
ok I guess you didn't edit it
so that's fine
it's weird, normally in these cases what happens is the game doesn't launch with the bat 
not that mods don't work
I would still try a clean game install regardless
anticheat toggler is not needed with me2 and most dll mods can be run through me2
so you don't need elden mod loader either
also how are you determining that clever's mod isn't working?
its these files did i made it in the right folder?
yes, that's correct
i can launch in the game but like the content of the moveset isnt there
you checked the merchants mentioned in the mod description?
i did 5 playtroughs on the clean game i want to try smh new
I don't mean playing vanilla lol
oh
you mean like a eldenring folder without anti cheat toogler and without dll files
yes
that, and verifying files with steam
or just deleting the whole folder and reinstalling to be 100% sure
but it shouldn't be needed
still, you didn't answer my question 
it may sound dumb but I've seen people thinking mods aren't working when they just didn't read the instructions
i did
and they just expected the weapons to magically pop up in their inventory or something
nah
well then the clean install is my only suggestion at this point
all the extra stuff may be preventing me2 from hooking into the game properly
dinput8.dll (elden mod loader) is the most likely culprit, but it could be anything
but are these files normal in the parts folder bcs in youtube tut these files look always not like that?
if this doesnt help im a make a clean game
yes
they probably just have them set to open with a different program (or none)
you have them set to gimp for whatever reason
but they're normal partsbnd.dcx files
I recommend not using another mod loader than me2
I saw in your video that you use probably lazy loader or elden mod loader
Maybe try loading the dlls with me2
And without the anti cheat toggler bc me2 already disables anti cheat
Elden mod loader is dogshit and I don't know if it even supports loading files like me2 does
it doesn't, only dlls
but where should I put the dll files instead when I shouldnt use elden mod loader
like in the red folder or in the yellow?
In the yellow one
And then open config_eldenring.toml
And write "FasterRespawn.dll","DisableRuneLoss.dll" after into the line externall dlls in between the []
So: external_dlls = ["FasterRespawn.dll","DisableRuneLoss.dll"]
But in the same line
You have to put everything from the mod folder of your game directory into the mod engine folder (the one you marked yellow)
Can you show me whats inside the menu folder inside your game mod folder
okay i make it and then i record my screen
Delete all these anticheat toggler stuff and verify game files with steam, then try lauching mod engine 2
so couple things here
the faster respawn mod, I found this in the posts tab
meaning the normal version may only work with elden mod loader and not me2
and no rune loss is a techiew mod which are notorious for having issues with me2 as well
I think if needed you can chain load mod loader into me2 but I've never done it so I don't know how it works
for no rune loss, you can achieve pretty much the same thing with just a simple event script mod tho, no need for a dll
ah okay
i did now mod loader isnt there anymore
the only caveat is dying to deathblight still removes them but eh
How are mods incompatible with me2 i never heard of that
as I understand it it's some kind of timing incompatibility
EML needs one kind of timing, ME2 needs another
are you using any mods that have an event folder atm?
as in literally is there a folder named "event" in the mod folder now
i dont see a folder named event so i think i dont use smh like that
then you can use this as an alternative
make an "event" folder inside the "mod" folder and put this file in there
okay but what does it change
should prevent rune loss in most cases
ah okay
How does that work?
just adds speffect 4290 on every map load
it's possible that it may be overwritten by some other effect in rare cases
but changing that would involve also including a modded regbin and it starts getting complicated
should be fine most of the time
so i cant have multible regbin flies right?
okay understood
but yeah if you ever wanted to add the no rune loss functionality to a mod that modifies common.emevd, it's literally just adding this with darkscript
(assuming said mod doesn't happen to modify speffect 4290...)

this is actually the speffect the game uses in the grafted scion fight so you don't lose runes in the forced death btw
damn thats smart
anyway with that and maybe trying that version of the faster respawns mod linked in the posts tab of the mod, you should be good to go
the whole dll compatibility situation is one of the more annoying parts of er modding 
reforged actually includes me2 compatible versions of some of these mods that you can take from there and use on their own
but not this one
ye youtube didnt help I searched for hours bcs I couldnt get my shi right