Game Modding · Systems · Implementation

Elden Ring Mod Prototype

A lightweight Elden Ring proposal prototype that turns an existing item into the custom Shield of Jasmine ring.

Cover image for the Elden Ring Mod Prototype.
Project overview

A lightweight Elden Ring mod prototype created for a proposal. I replaced an existing in-game item with a custom ‘Shield of Jasmine’ ring, updating its presentation—name, description, and icon—while keeping it consistent with the game’s tone.

Role

Design · Implementation · Testing and iteration

Elden Ring Mod Prototype overview
03

Overview

The prototype replaces an existing in-game item with a custom proposal ring while respecting Elden Ring’s lore tone and interface constraints.

05

Key Changes

  • Replaced an existing shop or purchase item with a custom proposal ring.
  • Created a new item identity: name, description, and icon.
  • Ensured the item fits Elden Ring’s lore tone and UI constraints.
  • Tested in-game for display correctness and stability.
06

Learnings

  • A core understanding of how game mods work.
  • Parameter-driven iteration and UI dependencies.
  • Packaging and in-game testing workflow for small-scope mods.
  • Constraints-driven writing: matching lore tone within tight UI text limits.
07

Executable Workflow

  1. Identify the target item ID and icon ID to override.
  2. Replace icon textures in the correct UI package paths: menu/low/.../MENU_Knowledge_[ICON_ID].tpf.dcx and menu/high/.../MENU_Knowledge_[ICON_ID].tpf.dcx.
  3. Verify in-game UI rendering by checking the item inside the inventory panel, including both thumbnail and detail view.
  4. Edit the item text data to fill in the name, summary, and description.
  5. Optionally add a talisman-like buff by assigning or creating an SpEffect entry and linking it to the item or talisman behavior.
  6. Package and test.

Timelapse Video

A condensed recording of the end-to-end implementation: UI asset replacement, text edits, packaging, and in-game verification.