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[Update] General mod making update (02/2026)

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[Update] General mod making update (02/2026)
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Hi everyone

I wanted to make a brief post regarding some general mod-making announcements. This will apply to my seamless co-op mods as these projects are currently my main focus.

The start of 2026 is particularly busy for my professional life, as I have a few looming exams I need to do well in to progress in my career. These will of course take priority over mod making but as I like to do it in my downtime I will continue.

Dark Souls: Remastered [ BETA ]

Dark Souls: Remastered seamless co-op receieved an update in November last year to 0.0.4. Although a small update on the outside, it included an upgrade to the new standard matchmaking interface for Seamless Co-op (YuiNexus3) which is a lot more stable overall as it runs inside the game itself rather than alongside it.

The mod is still in beta as it is not feature complete. That being said, for the most part the mod is at a point where I'm happy with how it functions.

To do:

Addition of item Vagrants

Fixing bugs to do with NPC deaths

...

Dark Souls II [ TBA ]

Dark Souls II seamless co-op is highly anticipated and I am very grateful to my supporters for helping make this mod possible.

As time goes on, people are understandably anxious on the progress and ETA of the project. I'm still not comfortable enough to lock myself into an estimate time of release. As I continue development, sometimes I hit snags that take me weeks to power through which set back progress significantly, and the last thing I need to feel on this project is release pressure.

Dark Souls II seamless co-op is by far the largest project I've ever undertook, and I've had to rewrite or rework over 30 game classes / modules to get it to the point where it is right now which is - semi functional. I'm still not happy enough to have it even in pre-release.

Work does continue on this project (although at a slightly slower pace since I have my exams coming up).

I continue to make supporter-only posts which offer some more behind-the-scenes insight into the development of Dark Souls 2 seamless co-op.

Dark Souls III [ ALPHA ]

Dark Souls III seamless co-op is a pretty neglected project. There are multiple changes and issues that I need to fix before considering it a beta project.

There isn't really a specific reason for it being left behind in terms of project development. I've just had fewer significant issues reported so it has been less of a priority to update. That being said, I understand that there are some people who are unhappy with the way that I've managed the project. Rest assured that I have not forgotten about it and it will get the attention that it deserves.

To do:

Upgrading the matchmaking interface (it is currently still on YuiNexus2)

Fixing issues to do with asynchronous enemy death states and soul gain

Covenants and PvP QoL updates

Fixing NPC questlines

Addition of pseudo-multiplayer features (e.g. invading NPCs)

...

Elden Ring [ BETA ]

Elden Ring seamless co-op received an update to version 1.9.2 on 02/02/2026. There have been lots of rumors and concerns on why:

The update appeared rushed (with the last update in Jan 2025

The new update is flagged by some antivirus software.

Essentially, some player(s) were making use of an oversight in 1.9.0 which allowed them to infinitely queue disconnect messages onto people's games and crash them remotely. They were rampantly abusing it so I had to push a fix.

For context there is a line of code in the SteamChatLobbyUpdate callback that triggers whenever someone enters or leaves your game lobby that adds the disconnecting player's name to a queue to alert players when someone disconnects in an unusual way (e.g. sudden disconnect). You can see the code as it appeared in 1.9.0 below:

The oversight has now been corrected and the queue has also been limited: 1.9.1+

Some players were speculating that this was a hack, RCE exploit, or that the mod was compromised. I want to re-assure people that this is NOT the case, and it was just as simple as one player joining and leaving random lobbies extremely quickly in a loop

I was originally going to do more work for the update, however I had a list of fixes for spirit ashes and decided to push the update for 1.9.1. I use a post-build tool called Themida to protect sensitive regions of code in seamless co-op so that it's more difficult to reverse engineer and analyse by cheaters. I did not use this in 1.9.0 but I do use it in Nightreign and hadn't had any issues so far. When using this, I protected the code (bringing the size of ersc.dll from 2MB to 6MB) but also packed and encrypted it which antivirus tools absolutely hated because it saw the packed code and assumed that it was malicious (as some malware do this to avoid static analysis). These false flags did not appear immediately, so I was happy with the upload and posted it.

When I realised how many false flags 1.9.1 had, I was pretty sure it was the packing and encryption that did caused all of the false flags so I removed it (meaning the size of ersc.dll went from 2MB to 10MB). And just as I expected the total number of false positives went from 14 to 2.

Unfortunately I believe that the false positive from Malwarebytes means that there's a lot more issues with this version triggering antivirus protection, though I don't really fully understand it myself.

Over the past few days, the antivirus detections have fallen dramatically as false positives are cleared, and I'm hoping this explanation gives some players re-assurance by being more transparent on what is going on behind-the-scenes.

If people would like to check the VirusTotal reports for the most recent versions of the mods. They are always performed and verified by NexusMods, and be found either there (by clicking on the green checkmark next to the file) or I have linked some relevant ones here:

1.9.0

1.9.1

1.9.2

I always encourage people to be cautious when downloading files from the internet. I also encourage criticism and skepticism (especially on closed source projects like seamless).

False positives are very common in game mods, because the behaviour of mods (e.g. hooking and modifying a process at runtime) is also behavior exhibited by certain types of malware. If you don't trust me, my explanation, or the mod, then I encourage you not to use my mods.

Elden Ring: Nightreign [ Complete ]

Elden Ring: Nightreign seamless co-op has had 6-player functionality added back and, as a result, is now considered feature-complete.

A friend of mine (Umgak) has kindly made some key fixes for 6-player mode (not limited to: event script fixes, boss fight compatibility, etc.) which I can thoroughly recommend if you're wanting to run a session with more than 3 players.

Sekiro [ TBA ]

Sekiro seamless co-op (a complete rewrite of the now 6-year-old Sekiro Online mod) development has ground to a halt whilst I proritise other mods. I apologise for this, however the amount of work to make a single-player game multi-player is much greater than the time I have to spare right now. Once I get some other projects out and fully released I will complete this.

Armored Core VI: Fires of Rubicon [ ALPHA ]

Similar to Dark Souls III, this mod has been neglected quite considerably due to other projects taking my interest over it. That being said, it will of course be updated and maintained until it is fully stable and functional from start-to-finish. There are a number of changes and fixes I need to make before it can enter a beta release:

To do:

Upgrading the matchmaking interface (it is currently still on YuiNexus2)

Fixing some progress soft-locks associated with co-operative play

PvP QoL updates

Fixing bugged / locked missions

I hope this is an informative post, and that you enjoyed reading it.

As always - thank you for your patience and a huge thank you to all of my supporters <3

Take care,

Yui

Yui PATREON 22 favs
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POSTEDFeb 6, 2026
ARCHIVEDFeb 6, 2026