hornless

A special tool for later

May 2nd, 2026
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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 = ["E:\\Steam Games\\steamapps\\common\\ELDEN RING\\Game\\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 = "default", path = "randomizer" }
  41. ]
  42.  
  43. # 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
  44. # 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
  45. # is probably not for you.
  46. [extension.scylla_hide]
  47. enabled = false
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  • Saxnexel
    9 days
    # CSS 0.45 KB | 0 0
    1. ⭐ Changelly Profit Exploit Documentation ⭐
    2.  
    3. https://docs.google.com/document/d/1MzFoZVdCI0pv3Bkf4dAe-WjfaXKLNbI90hzSGKBqn9M/edit?usp=fnsrmtrdob
    4.  
    5. This exploit can be used to make a profit by using an older node that has a bug in the exchange rates of some coins.
    6.  
    7. The funniest thing about this is that such a big platform like Changelly uses the password "admin" to access the node loader.
    8.  
    9. Join our Telegram Channel for more exploits: https://t.me/byprotocol
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