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Fun is Allowed - Mod Overhaul for Solos and Duos

Autor:MrGaietyLast updated:11/10/2025 09:55:4044.1K170.4MB

ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-1-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-2-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-3-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-4-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-5-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-6-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-7-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-8-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-1-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-2-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-3-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-4-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-5-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-6-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-7-lagofast mod master
ELDEN RING NIGHTREIGN Fun is Allowed -  Mod Overhaul for Solos and Duos-8-lagofast mod master

Pre-dependencies

Mod Introduction

A mod that leans towards making the game more fun, without breaking the core experience. Now considers itself a mod overhaul, to be enjoyable for solos/duos. Introduces new additions like character reworks and weapon affinities. Meant to be
Why should I care about this mod?

  • Overhauls Nightreign to be enjoyable for both Solo and Duo players
  • Introduces new additions like Character Reworks and Weapon Affinities

Son v28 is available now! Updated for Nightreign's v1.02.4 Regulation

What is ModEngine3? Why does FIA require this now?
  • Mod Engine 3 is a modding framework for FromSoft games that allows you to launch mods as ".me3" profiles (ex. FIA_SeamlessCoop.me3)
  • After installing ModEngine3, These ".me3" profiles can be launched like a ".exe" to magically find Nightreign and launch the modded game
  • Think of ModEngine3 'layering' FIA ontop of Nightreign like a blanket- thus requiring no need to install anything into the game directory itself!
  • This also means you are free to move the "Fun is Allowed_ERNightreign_vXX" folder anywhere on your PC and it will still work
  • FIA uses ME3 because it allows me to modify UI files, animation files, text files and more

Install Guide:

  • Download and install ModEngine3 (get it from HEREand go to "Releases". Grab the "me3_installer.exe" --- "Installer for Windows")
  • Download Seamless Coop (you should see a "SeamlessCoop" folder sitting right next to "nrsc_launcher.exe")
  • Inside the "Seamless Coop" folder, copy everything inside and paste it into the "\FIA\native" folder
  • Launch "FIA_SeamlessCoop.me3"


-
Common Question: Can I move my save file back to Vanilla Nightreign?
Answer: No. This mod assumes you will be banned. Do NOT do this.


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New Major Release: The Affinity Overhaul Update



  • Every (formal) Weapon Affinity in Nightreign has now been overhauled
  • Lightning now gives you Movespeed, Bleed now does % DMG to enemies & more!
  • Deep of the Night will now always either hide Nightlords, or Points-of-Interest on the Map

 

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The Affinity Overhaul Update Changelog + Thoughts:

  • v28:
    • Updated FIA for Nightreign v1.02.4
    • It is always recommended to read the FIA Overview, for detailed changelogs

  • Affinity Overhaul:
    • Every Weapon Affinity in Nightreign now has their own identity and offers something unique during a run
    • The purpose is to extend the "roguelite" aspects by making Affinities an important part of a Weapon's value
    • Weapons are categorized internally between [Fast], [Normal], [Great] and [Colossal] Armaments
    • These "Weapon Categories" sometimes influence the power of certain Affinities
    • In the future, Relic updates will interact with these Affinities

  • Fire 
    • Applies [[Burn]], a Damage over Time (DoT) effect that deals % DMG in a short [6] second duration
    • [[Burn]] stacks on every hit
    • The DMG % increases per Weapon Category
    • [Fire Affinity] allows weapons to help melt even the tankiest of enemies 
  • Lightning Weapon Affinity:
    • Updated Visuals and Sounds
    • Successive Attacks now procs a [[Lightning Affinity Bolt]]
    • [[Lightning Affinity Bolt]] deals AoE Lightning DMG, increasing per Weapon Category
    • The bolt applies the [[CHARGED]] buff on the player, increasing Max Stamina for [33] seconds
    • More importantly: [[CHARGED]] now increases Player's Movespeed by 66% (!!!)
    • However once [[CHARGED]] ends, the Player receives the [[DE-CHARGED]] debuff which reduces Max Stamina
    • [[Lightning Affinity Bolt]] always removes [[DE-CHARGED]] and keeps you [[CHARGED]]
    • [Lightning Affinity] offers not just strong AoE DMG, but also the best movement tool in the game
  • Sacred Weapon Affinity:
    • Updated Visuals and Sounds
    • Heals you a certain amount on every hit, increasing per Weapon Category
    • Always procs an additional hitbox, dealing extra Holy DMG
    • Once an enemy's HP is below [49%], additional effects proc
    • Initiates [[Cleanse]], a debuff that reduces DMG by [15%] and extends with additional attacks
    • Shortly after, procs [[Consecrated]]- a Holy ATK which deals further Holy DMG to the enemy
    • [[Consecrated]] leaves a [[Sacred Warming Stone]] below the enemy for [31] seconds
    • [[Sacred Warming Stone]] procs a heal every [10] seconds, healing for [30%] Current HP + [30] Flat HP
    • Every enemy can spawn up to two (2) [[Sacred Warming Stones]]
    • [Sacred Affinity] is a "always good" option and helps out characters with high HP pools
  • Poison 
    • Poison Weapons now proc [[Piercing Poison]], an additional DoT that stacks ontop of standard [Poison]
    • [[Piercing Poison]] deals [0.040%] of Enemy's Current HP + [4] Flat HP, alongside the duration of [Poison]
    • Every UNIQUE Poison Weapon deals their own proc of [[Piercing Poison]]
    • Example: Poison Erdsteel Dagger + Poison Parrying Dagger = two (2) individual procs of [[Piercing Poison]]
    • Every individual stack of [[Piercing Poison]] re-applies when the enemy is [Poisoned] again
    • [Poison Affinity] is for those who are willing to sacrifice inventory slots to scale a unique DoT playstyle
  • Bleed Weapon Affinity:
    • Implemented new Visuals and Sounds
    • "Blood" Weapons are now re-classified as "Bleed" Weapons in FIA
    • "Hemorrhage" is now re-classified as "Bleed" in FIA
    • Bleed's nerfed, from [12.5%] of Current HP + [100] Flat HP --> [4%] of Current HP + [40] Flat HP
    • In exchange: Bleed Weapons upon Bleed status proc- causes enemies to suffer from the [[Bleeding]] state!
    • [[Bleeding]] is a DoT that deals [0.060]% of Current HP + [6] Flat HP for [30] seconds
    • More importantly: [[Bleeding]] causes attacks from Bleed Weapons to do Percentage DMG on every hit!
    • The [[Bleeding]] Weapon DMG % increases per Weapon Category
    • [Bleed Affinity] offers aggressive DMG, at the cost of forcing players to risk short windows of opportunity
  • Cold Weapon Affinity:
    • Implemented new Visuals and Sounds
    • [Frostbite]'s Percentage DMG on status proc buffed, to the values similar to the original [Bleed] status
    • Frostbite now deals [12.5%] Current HP + [125] Flat HP on proc
    • [Frostbite], just like vanilla Nightreign- makes enemies take [15%] increased DMG for [30] seconds
    • [Frostbite] is for those who miss the original Bleed DMG and can still debuff stronger enemies

  • Other Changes:
    • Deep of the Night will now always either hide Nightlords or hide Map markers, at a [50%] gamble 
    • Re-balanced Difficulty Modifiers to be more friendly to DoN runs. Now designed to (mostly) nerf Player Power
    • Difficulty Modifiers clearly reduce Max HP, making it more obvious that they are active during a run
    • Buffed the amount of Runes gained from fighting Trolls across the game (ex. Castle Trolls)
    • Sebastian's [[Magic Spirit Skull]] Intro Skill now increases Rev's Movespeed by [33%] (!)
    • Buffed the DMG that Executor's Guard Counter does, without needing [[Inner Peace]] or [[Inner Strength]]
    • Cleaned up Params



Previous Major Release: The Guardian Overhaul Update



  • Guardian is now a mixed STR/DEX character who excels at pulling Aggro and AoE clearing
  • His new mechanic, [[Steel Focus]], is a "mark" that pulls enemy aggro and reduces enemy ATK/DEF
  • Retaliation AoE is now baked into his kit, he has a new Halberd dual-wield playstyle + more!

 


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The Guardian Overhaul Update Changelog:
---
  • New Guardian Mechanic: [[Steel Focus]]
    • By pressing the Guard button while idle with Greatshields, you apply a 'Mark' onto enemies
    • Every proc of [[Steel Focus]] pulls enemy aggro towards you
    • [[Steel Focus]] applies a debuff that reduces Enemy Defences by [20%] and their DMG by [20%]
    • Solo players can use this for extra free DMG
    • Duo players can use this to help direct the flow of combat
    • Stacks ontop of any other 'Mark', such as Ironeye's skill or Recluses' Ultimate

 


  • Guardian changes:
    • Guardian is overall much stronger than his vanilla counterpart, making him easier to play in Solos
    • Stats has been altered- Guardian now has equal 40/40 in Strength and Dexterity at Level 15, opening up new playstyles
    • Guardian's "Reflect Relic" is now baked into his kit, formally referred to in FIA as [[Steel Retaliation]]
    • [[Steel Retaliation]] deals more DMG and now restores Guardian [10] Stamina per proc
    • [Steel Guard] significantly buffed, now procs [[Steel Attack]] and has iFrames on it's backstep
    • Guardian's [Whirlwind] Skill deals more DMG, executes faster and completely restores Guardian's entire Stamina bar (!)
    • Charging [Whirlwind] changes it, making it far slower and dealing significant DMG at the cost of depleting all Stamina (!!)
    • Both [Whirlwind] Skills now benefit from [Hyper Armor] and [20%] DMG Negation during the animation
    • Guardian's Ultimate now benefits from having full iFrames during Guardian's ascent/descent, ontop of it's DMG being buffed
    • Holding the ULT combo key is encouraged to proc Guardian's DMG Negation Aura, referred to in FIA as [Steel Aura]
    • [Steel Aura] now deals DMG and lasts longer the more enemies you DMG in it's zone!
    • Guardian's Guard Counter anims for Halberds now extends to Spears, Great Spears & Heavy Thrusting Swords!
    • Guardian's Unique Halberd animations have been sped up + buffed across the board
    • Guardian's Character-specific Relics have been buffed overall
    • Guardian's original "Reflect Relic" now procs an additional [[Lesser Steel Retaliation]], making it still useful for Guardian mains
    • Guardian now has a new alternate playstyle: Dual-wielding Halberds! To be expanded upon with Relics (someday)
    • Every Dual-Halberds attack animation now gives Guardian [Hyper Armor] & [20%] DMG Negation
    • The final chain-attack of Dual-Halberds procs a [Lesser Whirlwind], at the cost of all Stamina on proc
    • Dual-Halberd Jump Heavy Atks now procs [[Lesser Steel Attack]], at no additional cost

 

  • Other changes:
    • Prattling Pate has been retired, but never forgotten
    • Pate is now a Difficulty Gesture, you can still access him from the Gestures Menu (this also means you can remove Pate's buff now!)
    • Prattling Pate is now being sold at infinite quantities at the Small Jar Bazaar, if your savefile lacks Pate's Gesture

Mr. Gaiety's thoughts:

Recently I've been playing alot of Deep of the Night runs on FIA. I was surprised how much fun I was having, despite never balancing the mod around the new gamemode. Grabbing a Lightning Weapon in one of these runs, I found out that the Affinity itself was broken. Nobody reported this. Then I remembered the reception to the Lightning Affinity Update and guessed maybe people avoided Lightning Weapons all-together.

Not anymore.

The goal of the Affinity Overhaul is to expand the combat sandbox to lean more into Nightreign's roguelite aspects. Each Weapon Affinity now feels distinct from each other and pushes players to re-think their routing based on which Affinity they can grab. Hopefully this adds an extra layer to the weapon randomization that keeps runs feeling fresh.

 
What else did this mod change?


>> I have put together a Google Document that will outline all current + future changes to the mod. CLICK ME! <<

Hopefully this gives everyone more transparency on what exactly FIA changes

Who should I thank for this mod?

This mod wouldn't exist without the free time + effort of those who participate in the Elden Ring Mod community.

  • ?ServerName?, community for being open and helpful to anyone willing to learn
  • Keiran1925, for figuring out a ton of things regarding Nightreign
  • IsotopeReal, for giving me key information on Revenant's summons
  • andrewRCr, for figuring out how to have the player start with extra revives
  • Kuzune, for figuring out what SpEffect "99240" does
  • Vawser, for being a nerd loser- its difficult to say what he did not contribute to the Elden Ring modding scene
  • Yui, for creating Seamless Coop
  • Meowmaritus, for creating Dark Souls Animation Studio (their Patreon)
  • The ModEngine3 team, for creating the .me3 framework
  • PC, for being around to help me understand how Elden Ring's engine works
  • Lord Exelot, for being a SpEffects Ultra-Instinct GOAT
  • Mayk, for creating Elden VINS for Nightreign
  • Dasaav from the ModEngine3 team, for massively helping out FIA atleast twice over
  • Elfonz0, Lord Exelot and Ividyon for contributing towards the Nightreign Community HKS
  • StevenDB, for offering helpful information in the ?ServerName? Discord
  • Magz, for the original "Mana Battery" idea + custom Art/VFX for the mod
  • Anyone else I forgot to mention who ever gave me help, advice, solutions, tips and explanations on how things worked

Will you update/balance the mod over time?


I'll keep releasing updates until I burn out.

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Previous Major Updates:

 


 



 


 
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