All I'd have to do to enable the mod engine to recognize the name change is to do the same within "modengine.ini". For instance, say I changed the new empty folder's name from "mod" to "Cinders game". What you can do is simply change the name INSIDE the "modengine.ini" to match whatever you want the folder to be called. If you change the name of the new empty folder you made to "mod123", mod engine will not be able to find it as it is looking for a folder called "mod", not "mod123". This means that when the game runs, the mod engine will activate whatever mods are inside the folder called "mod". If you go to the file, "modengine.ini" and click on it, scroll until you see this sentence. If you want a lengthy explanation about the new folder name and why it has to be "mod": If you wanna activate mods, simply download whatever mods you want, then copy and paste them into the "mod" folder. Don't add a 3 or a "?" or anything else just call it "mod". Next, in that same directory, make a new folder and call it "mod", like this. Copy these two files, and paste them into your Dark Souls 3 game directory. Once you download it, all you have to do is extract the files within, which are named "dinput8.dll" and "modengine.ini". Ok so the first step is to download the mod manager from here.
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