Regarding NR modding
Added 2025-06-09 22:09:42 +0000 UTCTLDR: All ER mods can be ported to NR, the processes are complicated for now. If you want me to make a tutorial, put down a comment and I may just make it.
So basically, all ER mods should be compatible with NR, whilst porting NR stuff to ER, in a more native way, is still a challenge (on which the community GOATs are currently working).
What that means is that, all ER mods in this Patreon (or any other armour mods elsewhere), can be ported to NR. The caveat is that the current processes are not exactly straight forward.
There are currently 2 approaches. One based on UXM with Smithbox, the other one based on Mod Engine 3 (ME3, still very much in early development).
The UXM based approach is a matured approach for Souls modding. It is based on unpacking the game and then loading loose files, meaning that you would need to know how to unpack the game with UXM, patch it, and then backing up the files to be replaced by the mod. If the game gets an update, you would have to restore the game and then unpack it again with all everything else repeated.
On top of it, since NR only loads one armour file by default, you would need to use Smithbox to mod the regulation.bin to force it load all four pieces, which is an added complication.
The ME3 approach is very involved at the moment (based on version 0.5.0 of ME3). Its strength is that you would not need to unpack the game or patch, so if the game gets an update, you don't need to repeat everything all over again. Essentially, you could get an experience similar to ME2, when you've done all the hard work setting it up correctly (harder than setting up ME2 at the current version).
ME3's problem, at the moment, is that the installation and configuration of it have quite a steep learning curve. You would need to write a profile file (similar to the config toml that ME2 has) and then run ME3's exe from command line to load the profile. This could be a significant challenge for the ordinary gamers, considering that many got stuck setting up the toml for ME2, which by comparison, is a piece of cake.
However, once ME3 gets into maturity, I think it would become the standard approach for NR modding. We just need to be patient.
Anyway, if you guys are interested in learning either of the two modding approaches above, put a comment down. If there is enough interest then I may just make a tutorial.
Comments
The modding process seems intimidating, but that jiggle is ✨heavenly✨
Hadrian B
2025-06-19 02:36:28 +0000 UTCYes I would sign up. I want to port NR mods into ER but I'm having issues with cloth sim.
Lucile
2025-06-11 13:11:09 +0000 UTC