i really appreciate you going out of your way to explain the github part for the folk who aren't familiar with this sort of stuff, lord knows at one point i was that person, thank you for making great content fiji!
Hey nice tutorial, I have one question though, does the mod have to be from nexus mods for it to work? I hope this isn’t a stupid question, but I’m trying to get a free cam mod for videos and I found one, but I need to know if it works the same way since it’s not from nexus mods.
@@Fijiworld hey it worked, thanks for this tutorial, probably the clearest I’ve ever seen on UA-cam for modding Elden Ring. Really underrated, you deserve a sub
@@BrandonNinja you can have multiple, as long as they aren't overwriting the same armor pieces. You can change which armor is modded by altering the files in parts folder to different armor pieces. you can find armor id's on nexus
Please tell us how to use multiple mods with Mod Engine 2. I tried putting ONE mod into the mod folder of Mod Engine 2, and it's not loading the mod. I'm trying to use the Map For Goblins mod.
@@Fijiworld Currently I have one mod, listed in my OP. Are we not allowed to put the contents of the mod inside of a folder, and put THAT folder inside of /mod?
@@Fijiworld Alright, what I was doing wrong (not sure about that) was putting the mods in a folder /ModEngine2/mod/ and then trying to give the path as "mod\\fooModName" in the key:value pair in the "mod" array. I only realized this when I thought about looking at the log. The mods, as far as I'm aware, HAVE to be in the same directory as the ModEngine2 batch file. I'm sure the mod:path "key:vale" pair can actually accept nested folders. The easy way to handle this, for any others who might be confused, is to have a name convention system to keep mods organized. In my case I use "mod_fooABC" for the specific mod folder name, and then in the mods array I do this: mods = [ { enabled = true, name = "mod_fooABC", path="mod_fooABC" } ]
i did everythiing in the video, steam is open and all my files match yours but clicking launchmod_eldenring doesnt open the game or show any screen or application open at all
can you teach us how to make a mod please? I really want to play as furina from genshin impact with her signature weapon as the Rapier but i cant seem to find a mod for it so i decieded id make my own but most guides are outdated sadly :(
Thank you my guy! Modding this game is weird and I was so frustrated before I watched this video, you’ve helped me understand it a lot better!
Glad I could help
At this point, I wanna learn how to mod myself.
I'm in the process of learning now bro
i really appreciate you going out of your way to explain the github part for the folk who aren't familiar with this sort of stuff, lord knows at one point i was that person, thank you for making great content fiji!
I appreciate the kind word's, hope you enjoy the mods!
No bs just straight to what I came here for. big thanks, I'm defiantly dropping a sub🔥
Thanks bro, I appreciate it
@@Fijiworld ofc man, keep up the good work
Starting from scratch, so I'm building a PC for Elden Ring and DayZ mods. what are the specs that I need for the best high performance
Would I have to repeat this process if I want to try a different mod or would I just have to delete the current mod I have then just add a new one?
Also does mod engine work for any mode I choose for Elden ring?
Hey nice tutorial, I have one question though, does the mod have to be from nexus mods for it to work? I hope this isn’t a stupid question, but I’m trying to get a free cam mod for videos and I found one, but I need to know if it works the same way since it’s not from nexus mods.
I've used mods from other sites before. Just be careful
@@Fijiworld hey it worked, thanks for this tutorial, probably the clearest I’ve ever seen on UA-cam for modding Elden Ring. Really underrated, you deserve a sub
my game doesnt launch when i launch the batch file
Run steam first
Let's say you have multiple mods? Is every file inside of a parts folder? Do I have to replace any previous parts folder?
nah they can come in different folders like event, chr, etc. what you want to avoid is overwriting mods if they alter the same file.
@@Fijiworld Okay, so if it asks to replace the mod just make a copy instead?
One of the mods is being overwritten. Boot it and see. And always remember to back your save file beforehand
@@Fijiworld Okay, so I can only have one armor mod at a single time?
@@BrandonNinja you can have multiple, as long as they aren't overwriting the same armor pieces. You can change which armor is modded by altering the files in parts folder to different armor pieces. you can find armor id's on nexus
Great Video! But what About the Anticheat?? Won’t your account or system get bricked for not using the Anticheat?
Not if your using mod engine 2
Is mod engine 2 safe without anti virus? Also, is there a chance for all my elden ring progress to be deleted if i mess something up?
Also, is it possible to do without using winrar?
yeah its safe, also its always recommended to back up your save. I think you can use another unzip tool but im not sure
Please tell us how to use multiple mods with Mod Engine 2.
I tried putting ONE mod into the mod folder of Mod Engine 2, and it's not loading the mod. I'm trying to use the Map For Goblins mod.
It should work, unless the mod is outdated or the mods clash and overwrite each other. Check and see which file types are being changed.
@@Fijiworld Currently I have one mod, listed in my OP. Are we not allowed to put the contents of the mod inside of a folder, and put THAT folder inside of /mod?
not sure, i can do another vid showing multiple mods if that helps
@@Fijiworld Alright, what I was doing wrong (not sure about that) was putting the mods in a folder /ModEngine2/mod/ and then trying to give the path as "mod\\fooModName" in the key:value pair in the "mod" array. I only realized this when I thought about looking at the log. The mods, as far as I'm aware, HAVE to be in the same directory as the ModEngine2 batch file. I'm sure the mod:path "key:vale" pair can actually accept nested folders. The easy way to handle this, for any others who might be confused, is to have a name convention system to keep mods organized. In my case I use "mod_fooABC" for the specific mod folder name, and then in the mods array I do this:
mods = [
{
enabled = true, name = "mod_fooABC",
path="mod_fooABC"
}
]
I downloaded the clever moveset mod and the items are there but the effects dont work can someone help? all it says is ?weaponname?
I've used clever before, what's happening exactly?
My game launches with mod engine but then it just stays on a black screen
Are the mods up to date
when i do this does it brake like my old game plays or can i then get no acievments again?
I get the achievements and nothing breaks.
i did everythiing in the video, steam is open and all my files match yours but clicking launchmod_eldenring doesnt open the game or show any screen or application open at all
Start the game on stream first. Load in, then back out and try the mod again
can you teach us how to make a mod please?
I really want to play as furina from genshin impact with her signature weapon as the Rapier but i cant seem to find a mod for it so i decieded id make my own but most guides are outdated sadly :(
I'm not sure myself unfortunately
my mods don't work everytime I put them in the folder and start the game they don't work
Have they been updated to run on DLC
same :( idk how to fix it
I get it now thanks for helping you where most helpful at all of the UA-camrs I see you where the beast
I did it all but . The game works but without the mods
Which ones did you use
sup man so i already have all that set up i just cant find the jojo or yuji mod?
nevermind that i found them they work just non of the abilities do lol
Carian combo
Its didint work
Just blackscreen broo