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- # 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 = [ "mod\\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 = "SeamlessCoop", path = "mod\\SeamlessCoop" },
- { 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
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