Skip to content

infernoplus/JortPob

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

434 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Setup instructions

These instructions are constantly changing as we develop so if you have issues then let us know in the #code channel of the discord.

  1. Pull the project: git clone https://github.com/infernoplus/JortPob.git

  2. Open the project in your IDE of choice. I use VS 2022 so that's what I'd recommend for simplicity.

  3. Copy the file "settings.example.json" and rename it to "settings.json". This is an untracked file for personal settings.

  4. Install ModEngine3 with the installer: https://www.nexusmods.com/eldenringnightreign/mods/213?tab=description

  5. Make a new file called elden-scrolls.me3 and in the same folder make a mods folder, open it in a text editor and use this profile.

profileVersion = 'v1'
[[supports]]
game = 'elden-ring'

[[packages]]
id = 'elden-scrolls'
source = 'mods\'

[[natives]]
path = 'mod\regbinmeme.dll'

[[natives]]
path = 'mod\liveparam.dll'

[[natives]]
path = 'mod\Scripts-Data-Exposer-FS.dll'

[[natives]]
path = 'mod\c0000fix.dll'

Pic for reference: image

  1. Download the Bink Video tools. These are used to encode the video files for cutscenes. You can skip these steps for this if you set DEBUG_SKIP_CUTSCENES to true in your settings.json. Rad Video Tools

  2. Update the value of RAD_PATH in settings.json to point at the location of RADVideo installation. It will look something like C:\\Program Files (x86)\\RADVideo.

  3. Download the AudioKinetic Launcher here. This will require to to create a (free) account.

  4. Install the Wwise Authoring package for the Microsoft > Windows platform. Make note of the target directory.

image
  1. Update the value of WWISE_PATH in settings.json to point at the location of the bin of the Authoring tools. It will look something like C:\Audiokinetic\Wwise2024.1.8.8898\Authoring\x64\Release\bin\.

  2. If you have Skyrim and want to enable INCLUDE_SKYRIM_MUSIC then change the SKYRIM_PATH and SKYRIM_EDITION values in the settings.json. For Example:

image
  1. Edit the settings file and set the paths to your game folders. Here is Nords for reference. Make sure the OUTPUT_PATH goes to the mods folder you just set up.
image
  1. In the settings file set DEBUG_SKIP_NAVMESH to true. Currently there is an issue where nav building is messed up for some people. Nord should have it fixed soonish. (5/7/2026)

  2. Download BSAUnpacker from nexus: https://www.nexusmods.com/skyrimspecialedition/mods/974

  3. Run BSAUnpacker, load the Morrowind.BSA from data files and then hit extract all and tell it to ouput to the Morrowind/Data Files folder. If done correctly you will have a bunch files in Morrowind/Data Files/Meshes like this:

image
  1. Download UXM and unpack all of Elden Ring. JortPob pulls many sources from the unpacked Elden Ring files. https://github.com/Nordgaren/UXM-Selective-Unpack

  2. Run the project in your IDE. It will take a while to build.

  3. Double click the elden-scrolls.me3 file to run the game. There is a debug warp area in the Stranded Graveyard. Create a new character for the mod. Using existing characters probably won't work well.

  4. Once you are inside the debug warp room make sure to this the "Reset Save Data" button. It's a torch. This initializes all the savegame memory for the world. In the future this will happen on game start but for now it's manual.

You can use Elden Ring Debug Tool or the TGA Table to warp to the Stranded Graveyard and spawn items in. The latter requires Cheat Engine.

About

PortJob port to Elden Ring. Triple ported port.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors