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ModEngine2SC

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Jul 3rd, 2024
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  1. # Global mod engine configuration
  2. [modengine]
  3. # If set to true the debug console will appear while the game is running
  4. debug = false
  5.  
  6. # List of files that will be loaded into the game as DLL mods.
  7. # 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
  8. # the path in the config as "E:\\coolstuff\\coolmod.dll".
  9. # 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
  10. # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
  11. #
  12. # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
  13. # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
  14. external_dlls = [ "mod\\SeamlessCoop\\ersc.dll", ]
  15.  
  16. # Mod loader configuration
  17. [extension.mod_loader]
  18. enabled = true
  19.  
  20. # Not currently supported for Elden Ring
  21. loose_params = false
  22.  
  23. # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
  24. # 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.
  25. # 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
  26. # the path in the config as "E:\\coolstuff\\coolmod".
  27. # 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
  28. # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
  29. #
  30. # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
  31. # mods = [
  32. # { enabled = true, name = "coolmod", path = "mod1" },
  33. # { enabled = true, name = "nicemod", path = "mod2" },
  34. # { enabled = true, name = "sosomod", path = "mod3" }
  35. # ]
  36. # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
  37. # 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
  38. # a future release.
  39. mods = [
  40. { enabled = true, name = "SeamlessCoop", path = "mod\\SeamlessCoop" },
  41. { enabled = true, name = "default", path = "mod" }
  42. ]
  43.  
  44. # 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
  45. # 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
  46. # is probably not for you.
  47. [extension.scylla_hide]
  48. enabled = false
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