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eldenring_alt_saves's Issues

Playthrough migration tooling

A lot of modpacks are already deployed and people have been running the game with them enabled meaning that the OG savefile now has the modded playthroughs already in it. Do I want to support a config option that allows mod developers to copy over an existing savegame?

Regulation version mismatches

It seems that the game will complain about the regulation version under certain circumstances causing a "Could not read savefile" (or something along the lines) popup. I need to figure out what is actually causing this issue.

I need help with my save file

Hey I installed the mod with modengine2 and it worked amazing but now I want to play multiplayer with that modded save, when I start my vanilla game it just prompts me to make a new game is there a fix for this I guess I missed something, thanks in advance

ER 1.10.1 Failures

Elden Ring crashes immediately when loading mods which depend on eldenring_alt_saves.dll.

Without any kind of symbols, it's very difficult for me to understand exactly what is happening, but it seems like one or both of the offsets used to interact with eldenring.exe is no longer valid.

const REGBIN_CHECK_FLAG_IBO: usize = 0x3acea92;
const REGULATIONMANAGER_CONSTRUCTOR_IBO: usize = 0xdc95e0;

My assumption is based on the fact that the crash is caused by invalid memory access, likely caused by memory corruption (this library is accidentally overwriting some value in eldenring.exe's memory causing it to attempt dereference memory it does not own thus getting killed by the operating system.

A mostly incompetent inspection of the resulting minidump provides the following:

Unhandled exception at 0x00007FF68B8395E1 (eldenring.exe) in eldenring.exe.37736.dmp: 0xC0000005: Access violation reading location 0x000000000000007B.

I have a few dump files I can look at, but (again) without symbols I'm not great a dissecting minidumps. One easy bit of information is that I can see the following libraries have been loaded:

  • modengine2.dll
  • dinput8.dll
  • eldenring_alt_saves.dll
  • elden_ring_seemless_coop.dll
  • lua.dll
  • ErdTools.dll

If you have any instructions on how to better debug this issue, I'd be happy to assist.

Call stack (same for multiple crashdumps) is provided below:

> eldenring.exe!00007ff68b8395e1()	
  eldenring.exe!00007ff68b83a872()	
  eldenring.exe!00007ff68b83a136()	
  eldenring.exe!00007ff68b839dce()	
  eldenring.exe!00007ff68ac7a3ae()	
  eldenring.exe!00007ff68d08423d()	
  eldenring.exe!00007ff68d07cd1c()	
  eldenring.exe!00007ff68d07d21e()	
  eldenring.exe!00007ff68ac67d0f()	
  eldenring.exe!00007ff68ac68b28()	
  eldenring.exe!00007ff68ac67847()	
  eldenring.exe!00007ff68d100165()	
  eldenring.exe!00007ff68d100460()	
  eldenring.exe!00007ff68d0b74f2()	
  eldenring.exe!00007ff68d07ffae()	
  eldenring.exe!00007ff68b8e26b4()	
  eldenring.exe!00007ff68b81fc04()	
  eldenring.exe!00007ff68b6d03a4()	
  eldenring.exe!00007ff68b6d06de()	
  eldenring.exe!00007ff68cf252bb()	
  modengine2.dll!00007ffc0086f4df()	
  kernel32.dll!BaseThreadInitThunk()	
  ntdll.dll!RtlUserThreadStart()	

The call stack is the same (offsets varying of course) with The Convergence or without, so long as modengine2 is used w/ eldenring_alt_saves.dll.

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