ELDEN RING

ELDEN RING

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RyuKazé Jun 27, 2024 @ 4:38pm
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Seamless Co-op Mod Update 01/21 to 1.9.0
Download Seamless Co-Op Mod from:
Nexusmods[www.nexusmods.com]
Github Mirror:[github.com]
File size: 1.4MB
Seamless Co-Op Discord[discord.com]
Expect a few bugs.

- Please sit at a bonfire to receive the new items.
- Please make a copy of your save file.
- If you have questions about pirated versions, they won't be answered.
- Invasions are opt in by default.
- Please change invasion setting in .ini file from 1-> 0 to disable them.

Update 01/21
version 1.9.0
- Fixed a bug that causes spirit ashes to crash under certain circumstances - Fixed a bug that prevents mimic tears from functioning correctly under certain circumstances - When using the dried fingers item, your current invasion cooldown period will be reset - Added information message to inform users if a new mod update is available - Fixed a bug relating to inescapabable frenzy when used with a catalyst in the off-hand slot - Torrent now takes significantly more damage from other players
Update 9/28
version 1.8.8
- Scaled back some anticheat measures for invasion matchmaking to allow for some QoL and performance improvement mods - Fixed an issue which caused alternative launchers (such as Mod Engine 2) to severely restrict user matchmaking - Fixed a bug which could cause inappropriate world event flag synchronisation when invading other players with more progression - Fixed a critical bug which caused some world event flags to inappropriately linger between reloads causing bugs with certain boss fights (e.g. Fire Giant, Radagon, etc..) - Added score count into the PvE hoard / boss rush modes - Removed test code causing problems with enemy damage
Update 9/23
version 1.8.7
- Fixed a bug introduced in 1.8.6 which caused critical hits not function correctly
Update 9/22
version 1.8.6
- Added PvE enemy horde modes (accessible at Limgrave Arena) - Added PvE boss rush mode (accessible at the Table of Lost Grace) - You can now perform a critical strike players in PvP when you knock them off horseback - Fixed a bug that could occasionally cause mismatched regulation files to connect with each other under certain conditions
Update 9/11
version 1.8.5
- Compatibility with game version 1.14 - Added new item: Dried Fingers - This is intended for people who wish to engage more with PvP - Disabled safe zones when in PvP scenarios
Update 8/12
version 1.8.4
Fixed compatibility issues with Japanese copies of the game
Update 8/10
version 1.8.3
- Fixed an issue which caused some enforced safe-zones to persist in pseudo-multiplayer events - Fixed an issue which would cause spectating players to only partially complete Starscourge Radahn - Invaders can now use the compass to find all players, not just the host - Improved mod stability when handling spirit ashes - Players can now share waypoints on the map with each other - Added new INI option: "skip_splash_screens" that allows you to skip the introductory logos on game start - Added new INI option: "default_boot_master_volume" that allows you to preserve your hearing on game start
Update 7/30
version 1.8.2
- Compatibility with game version 1.13
Update 7/27
version 1.8.1
- Fixed a bug which caused invaders player instances to persist for too long after failing their mission - Fixed a bug which could allow matchmaking between players using overhaul mods - Fixed certain DLC-specific actions in multiplayer- Fixed certain DLC-specific actions in multiplayer - Fixed a bug which caused a DLC NPC storyline pseudo-multiplayer event to have no completion condition - Fixed a bug which made it impossible to transport to Dragonlord Placidusax as a guest - Increased invader cooldown time (the grace period in which hosts cannot be invaded by another player) - Improved invader spawn positions - Modified the starting animation for invaders - Added invader PK droptables (rewards for killing invaders because who needs furcallingg remedies)
Update 7/19
version 1.8.0
- Fixed a bug which caused some interactions (such as waterfall coffins) to be disabled in multiplayer - Fixed a bug that allowed host players to send home invaders - Fixed a bug that caused bonfire warp / level up names to fail to be retrieved - Fixed an event state bug which caused various NPC pseudo-multiplayer events to have no completion condition - Fixed an event state bug which caused NPC pseudo-multiplayer invasions to be impossible when playing alone - Fixed an oversight which displayed a player's steam name instead of in-game name on death - Reworked invasion spawn positions - Enabled overworld invasions
Update 7/13
version 1.7.9
- Fixed a bug that caused invading players to not display any notification to others that they have arrived - Fixed a bug that caused the teleporters in the Ainsel River boss fight to not work in multiplayer - Fixed a bug that caused the teleporters in the Nokron, Eternal City boss fight to not work in multiplayer - Fixed a serious bug which could cause significant world event disruption - Warping to a bonfire will now inform other players in the session which bonfire you have warped to - When invading as an evil spirit, you now get information regarding how many opponents are in the world - Added new player display option: 5 'Display ping AND soul level' 1.7.8 will be pulled due to the severity of the event synchronisation bug. For context it caused some event flags to get flipped when being sent to other players, which was most obvious when activating stonesword key-sealed gates, but it is prevelent in other ways that might not be as noticable.
Update 7/07
version 1.7.8
- Fixed some locked and special evergaols (e.g. Golden Lineage Evergaol, Ordina Liturgical Town) - Fixed Grand Lift of Rold - Fixed Dectus lift - Fixed horse flickering for guest players - Fixed guest players horse remaining dead after respawning (requiring a re-connect) - Fixed a few outlier fog walls in multiplayer (e.g. Academy Crystal Cave) - Fixed a bug with the mission for assisting Millicent missing it's ending condition - Fixed a bug with the mission for fighting a key DLC invasion boss missing it's ending condition (note -- the boss itself is still extremely buggy but now possible) The host will be able to complete it. All guests will have to use the Severing Finger to exit, and then rejoin the completed session.
Update 7/06
version 1.7.7
- Fixed a bug that caused some interactable objects (such as elevators, fire pillars, etc.) to reset to their default position - Fixed infinite loading screen when loading into Roundtable Hold
Update 7/03
version 1.7.6
- Fixed a bug that caused human-type bosses to give an incorrect amount of souls on death - Fixed a crash involving invading NPCs - Disabled Ensha's Round Table Hold event whilst bug fixes are in progress - Bundled crashpad launcher required for creating crashdumps in the event of crashes
Update 7/02
version 1.7.5
- Removed spirit ash nerf - Fixed a bug that could cause the game to crash if dismounting a horse on a moving object - Fixed a bug that could cause players who skipped the Radahn cutscene to perpetually fall
Update 7/01
version 1.7.4
Fixed any issues caused by 1.7.3
Update 7/01
version 1.7.3
- Fixed a stonesword key evegaol in peninsula - Disabled invasions during active boss fights - Fixed a bug that could cause invaders to rarely progress their world whilst invading a session - Clarified some options in the ini - Shops stocks are now local to your save file, and aren't session shared - Removed black screens when loading in enemies after resting at a bonfire - Bonfire lighting range increased to global - Added bonfire light notification string - Rewrote CSLockTgtMan which should hopefully fix the lockon breaking on horseback - You can drop sorceries, incantations, and upgrade materials - Reworked invasion matchmaking thresholds
Update 6/30
Features of Seamless Coop 1.7.2
- Compatibility with Elden Ring App Version 1.12, including Shadow of the Erdtree DLC - Completely rewritten code; some old bugs (e.g. enemies falling through the floor) do not occur anymore - Items gained in conversations are now given to all players - Event flags are properly synchronized now - Player death count is now a player banner option - Have the option to view the current session password ingame - ModEngine 2 compatibility - Matchmaking verification: only people with the same mods will be able to connect to each other - Added invasions (optional)
Update 6/29 - Hi everyone. The mod will be ready to release on Sunday June 30 @ 8AM. While not perfect, it has reached a state where it can be used to play Elden Ring and the DLC in coop. I'm aware of some bugs still present in it, and will continue working on it past the initial release - the next few days will be crucial so that I can work on fixing any problematic issues quickly should they arise. - As this is a re-write from the previous version of seamless co-op, I will be updating the mod page and also making a post here explaining the new changes, and will post this information tomorrow at around 6AM so that people can know more about what to expect. - Thank you all for your support.
Update 6/28 - Made good progress today. I went through fixing some unique multiplayer interactions in the game (i.e. invading NPCs). Sadly this took up a lot of time because I had to re-write large portions of the game's code to support multiplayer sessions in pseudo-multiplayer (NPC invasion) environments. They work now and appear stable so hopefully people can progress story-lines line Volcano Manor without having to constantly end and restart sessions solo. - The mod isn't going to come out tonight since I'm still not happy to release it as it stands. The end of the week at some point is still a rough estimate of what I'm aiming for.
Update 6/27 - Ongoing bug fixes. - The previously stated timeline has not changed. - Today was mainly making sure previously neglected areas of the mod (e.g. evergaols) were working as expected, and implementing DLC checks between two players. - There's been a lot of questions about DLC vs non-DLC players. If you are in a DLC area then players who do not own the DLC cannot connect to you, they'll just get a short information message letting them know that they cannot join the session. They will however, be able to play with you as normal if you're in a base game area. - Not at work tomorrow, so I'll be able to spend the entire day working on the mod.
Update 6/26 -Just a short update today - I've been doing some bug-fixing / feature polishing tonight - and don't worry the update to Elden Ring today (1.12.2) did not affect the mod and the release time-frame has not changed.
Update 6/25 - I was working overtime so I wasn't able to work on the mod today. However testing is ongoing and we've found a fairly broken boss fight when using the mod, so I'm going to fix it tomorrow when I have some time off. - Still on track in regards to the schedule. Other than this boss, the other bugs are fairly minor and I'm pretty sure I know how to fix it.
Update 6/24 - Fixed several bugs today, and the amount of new issues being found has ground to a halt so the list of outstanding tasks is getting smaller every day. - The plan is still to release a public build at the end of the week. - To clarify - the rewritten version of the mod has been in development since February / March time. The current code-base for 1.5.1/ 2.0.0 mod did not survive the update to game version 1.12. - In the rewritten version of the mod for example, enemy scaling is entirely customize-able. Meaning the host can tune it up or down from the default (per player) to their party's liking, which I've wanted to implement for a while based on community feedback, but because the foundations of the mod were shaky, as I wrote it a long time ago, it wasn't really possible to do. - The new mod is also much more optimized, and will support more stable multiplayer sessions. It'll also be significantly easier to update, identify bugs, and add new features in the future. - The rewrite also fully supports mod engine 2.
Update 6/23 - Much of the new DLC content has been tested this weekend, and the mod seems to be handling it well. Sessions appear stable, and a major new feature is working well. Today I've fixed a few crashes and some multiplayer session bugs, as well as some legacy seamless co-op bugs. - I've arranged for some time off this week so that I'll have more time to work on the mod, and be around to fix any issues when it's released. I'm aiming to have a public build out towards the end of the week, but I'll continue to post updates here to let people know if that changes. When the mod is released, I'll post it here and make an announcement on the discord. Thank you. - I'd like to highlight that this is not just an update of seamless co-op 1.5.1 / 2.0.0, this is a complete rewrite from scratch, which is why there is the delay in the update.
Last edited by RyuKazé; Jan 21 @ 4:08am
Originally posted by zero:
Originally posted by Figs:
isn't it cheating to hide! from invaders? should be...
its not about invaders, its about fogwalls, hence seamless.
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Showing 1-15 of 313 comments
Sayo Jun 27, 2024 @ 4:43pm 
2
Wholesome
Thesightless Jun 27, 2024 @ 4:45pm 
glad this dude's parents had some fun
Darth Invader Jun 27, 2024 @ 5:06pm 
Fresh meat.
Jero Jun 28, 2024 @ 1:11am 
You are an hero for doing this! keep up the good work.
DieFast Jun 28, 2024 @ 10:00am 
So the mod is functioning well with the new dls? or is it at least playable?
AzureTheGamerKobold Jun 28, 2024 @ 10:10am 
Originally posted by Die Fast:
So the mod is functioning well with the new dls? or is it at least playable?

its not working with the current version of the game as of yet, last i checked anyway.
Last edited by AzureTheGamerKobold; Jun 28, 2024 @ 10:13am
RyuKazé Jun 28, 2024 @ 4:17pm 
Updated in first post.
Originally posted by Die Fast:
So the mod is functioning well with the new dls? or is it at least playable?
Not as yet, but he is aiming for EOW (basically tomorrow or Sunday). Life happens unexpectedly though so don't hold him too closely to it.
zab Jun 29, 2024 @ 10:05am 
cool :coolkitty:
I NEED HELP Jun 29, 2024 @ 10:52am 
Hells yeah
incompetente Jun 29, 2024 @ 11:14am 
Fresh Meat tomorrow
Mr. Clarke Jun 29, 2024 @ 1:50pm 
The quick turnaround on updating the mod deserves an award thank you!
I NEED HELP Jun 29, 2024 @ 3:40pm 
Did he mention what timezone for 8 am?
RobinTheSpider Jun 29, 2024 @ 3:57pm 
This mod is a big reason why I decided to buy the game in the first place. Although I am yet to use it I am very thankful for you taking he time to create what I (And many others) have wanted since playing Dark Souls with Friends. Thank you very much!
echo_ML Jun 29, 2024 @ 3:59pm 
Aww, no more Pver bullying tomorrow. :steamsad:

It's aight, have fun you guys <3
zero Jun 29, 2024 @ 4:02pm 
fun fact that isn't in the updates (unless i skmmed over it) is that luke stated that because they we-wrote the mod, they were able to include a setting for how much the scaling is per person, so you can make it as messed up as you want.
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Date Posted: Jun 27, 2024 @ 4:38pm
Posts: 314