How to Mod Elden Ring with Universal Modder
To mod Elden Ring with AI, install Universal Modder, set up me3 with a dedicated profile and a separately named save, and have the agent plan one small reversible change that you test offline. Keep the normal installation and its saves out of the experiment, leave anti-cheat files alone, and never take the modded profile online.
The working example for this game is an advanced native-code conversion, not a one-command beginner recipe. Pick a much smaller first goal and follow the general tutorial.
Can Universal Modder mod Elden Ring?
Yes. A working offline conversion runs on Elden Ring 1.17.1, Steam/Linux/Proton, using me3 0.13.0. It combines a native Rust DLL with game-data changes. Windows, other game versions and co-op are outside that setup. Read the full build notes on GitHub.
The route is FromSoftware native code and data, not Unity scripting. An agent should inspect the executable and project before deciding which tools apply. Compare other targets in the supported-games FAQ.
For a smaller script-first action-RPG experiment, compare Dragon's Dogma 2's REFramework Lua route. GTA V's Story Mode guide shows a different native-plugin workflow that also depends on the exact game build. The game guides can help you select a starting route without assuming these loaders or saves are compatible.
What you need
| Part | Requirement |
|---|---|
| Game | Your own PC installation with exact executable and regulation versions recorded |
| Agent | Universal Modder installed with access only to the project it needs |
| Loader | A me3 release compatible with the game and chosen mod |
| Save | A backup and a separately named practice save |
| Change | One mod package or one original change with explicit version requirements |
| Verification | Baseline behavior, expected result, logs and a removal test |
me3's project documentation lists Elden Ring and the platforms the loader supports. Check each native DLL's own platform and patch support separately. Do not copy an address table or rebuilt data file from a mismatched executable.
Step-by-step
1. Record versions and make the backup
Write down the game's installed version, mod version and loader version before editing. Close the game, copy the saves to a separate backup location and confirm that the copy exists. Keep an ordinary unmodified launch as the baseline. Use the backup reference if you want a folder snapshot with a recorded comparison.
2. Install the loader from its own project
Follow the me3 installation guide for your platform. Read the release requirements and inspect its local help. Set up a dedicated profile before adding any mod package; do not assemble a mixture of unrelated loader instructions.
3. Separate the practice profile and save
me3 profiles declare supported games, package paths and optional native libraries. A profile can set its own savefile name, and me3 blocks official matchmaking by default; leave that on. See the profile configuration reference.
This minimal illustrative configuration contains no mod yet:
profileVersion = "v1"
savefile = "ER0000.um-practice.sl2"
start_online = false
[[supports]]
game = "eldenring"You can select the code to copy it manually.
Check it against your installed me3 release. me3 may copy the existing base save into a new name, so expect your current character rather than a blank one. Confirm the practice filename and retain the backup before proceeding.
4. Add one small change
Ask the agent to inspect your selected mod's compatibility statement, package tree and license. For your own work, start with one reversible cosmetic or data change supported by the chosen tools. Keep generated output in the project folder and review the exact package path added to the profile. A native hook requires additional executable-specific engineering; it is not required for every asset replacement.
5. Test only through the offline profile
Verify the offline status and named save first. Then observe the single changed behavior, preserve the log and compare it with the baseline. Repeat after a restart. A clean launch only shows the game started; confirm that the data loaded and the change behaves as planned.
6. Remove the experiment and verify recovery
Close the game, remove the experiment from its dedicated profile and check that the expected baseline returns. Keep modified saves isolated even after removing a package. Record all file changes so a later update can be assessed without guessing. Use the troubleshooting workflow when the first failing stage is unclear.
Example prompts
Use these as investigation requests:
Use Universal Modder to inspect my Elden Ring project for offline play only.
Record executable, regulation, loader and mod versions. Check the dedicated
profile and separate save plan. Propose one small reversible change and a
verification checklist. Do not modify anti-cheat files or online settings.You can select the code to copy it manually.
My offline practice profile launches, but the expected visual change is absent.
Compare the profile package paths, active files and version requirements.
Give one reversible test at a time. Keep the normal installation and save out
of the experiment, and do not add a native hook to solve an unproven path issue.You can select the code to copy it manually.
For a reusable change record, adapt the planning prompts.
Mods people built
The CS2 conversion brings Counter-Strike-inspired weapons, movement and interface behavior into offline Elden Ring. It was checked through in-game play plus separate renderer and UI tests. Source-game assets are transformed from the player's own local installation and stay local, so the project is an engineering reference, not a redistributable asset bundle or a ready-made release.
A useful smaller project would investigate one original visual change or one diagnostic display with an explicit test. Plan the verification before expanding scope.
Known issues and fixes
A discovery report chooses the wrong engine. An unrelated artbook directory can mislead the scanner. Inspect the executable and data layout; a keyword match is not enough to choose a modding route.
A native project stops working after an update. Stop using it until its supported executable and data versions are established. The conversion is pinned to specific versions; revalidate after any change. Do not “repair” it by guessing memory addresses.
The right mod appears to use the wrong save. Compare the profile's save name with the actual file being accessed, after backing up both. The me3 savefile documentation explains the initial-copy behavior. Keep the practice save isolated throughout diagnosis.
Frequently asked questions
Which Elden Ring version has a documented working example?
Elden Ring 1.17.1 under Linux and Proton, with me3 0.13.0, runs a working offline conversion. Other game versions, platforms and mods need their own checks.
Can I take this modded setup online?
No. Play this setup offline only, with an isolated profile and save. Leave anti-cheat files alone and never take the modded save online.
Does the example conversion work on Windows?
It was built and verified on Linux with Proton. me3 supports Windows, so treat a Windows setup as a port and check the conversion's native dependencies there before relying on it.
Does naming a separate save create an empty character?
Not necessarily. me3 can initialize a missing named save from an existing base save. Back up saves first and check which file the practice profile uses.