Games · Bloodborne

Bloodborne Modding with DSMapStudio

Tested on v1.11.1 Updated 2026-06-09

Bloodborne Modding with DSMapStudio

Bloodborne is the one supported game you can't buy on PC. It's a PlayStation exclusive, so there's no Steam install, no one-click UXM unpack, and no PC ModEngine2 to load the result. The editing is the same DSMapStudio workflow — params, text, maps — but everything around it (getting the files, running the mod) is console-shaped, and that's where Bloodborne actually differs.

Console-only — what changes

No Steam directory to point at, no UXM, and ModEngine2 isn't how a Bloodborne mod runs. You work from files extracted off a legally-dumped PlayStation copy — they come out as the game's dvdroot_ps4 directory tree, which is what you point DSMapStudio at as its Game Directory. That tree is the console equivalent of a UXM unpack: same goal (loose, readable files), PS4-specific source. You then run the edited result on PS4 hardware or, increasingly, a PS4 emulator.

Setup, in order

  1. Install DSMapStudio — release build, VC++ x64 + .NET 7, outside Program Files (installation guide).
  2. Have the extracted files ready — the dvdroot_ps4 tree from a dumped copy.
  3. New Project → Game Type: Bloodborne, Game Directory on the extracted files (first project setup).
  4. Verify — weapon and item rows load with names.

Bloodborne at a glance

DetailBloodborne
PlatformPlayStation 4 (no PC release)
Game DirectoryExtracted dvdroot_ps4\ from a dumped copy
UnpackPS4 file extraction (not Steam UXM)
Main param fileregulation.bin (in the data tree)
Map EditorSupported — no collision render
Mod loaderConsole / emulator (not PC ModEngine2)

What you can edit

Bloodborne gets full param support — weapons (EquipParamWeapon), enemy stats (NpcParam), drops, shops, and the rest of regulation.bin — plus text editing and Map Editor access for placement and layout. The Map Editor doesn't render collision for Bloodborne, so map work happens without that layer. Workflow: Param Editor hub; bulk changes: CSV export/import. Most projects start at trick-weapon and balance tuning in EquipParamWeapon, the easiest entry point.

Testing is the real difference

This is where Bloodborne diverges most: you don't load with ModEngine2. You apply the edited files back into the game data and run on PlayStation hardware or a PS4 emulator — emulation has made PC-side testing practical, though it's less plug-and-play than the Steam games' ModEngine2 flow. Plan around it: edit in DSMapStudio on PC, then move the changed files into your console/emulator setup to test.

Merging and troubleshooting

Two Bloodborne mods both editing regulation.bin merge via the row-level CSV method in the merge regulation.bin guide. For tool-side problems — empty Param Editor (wrong Game Type or files), black Map Editor viewport (Intel GPU), or won't open — see the troubleshooting hub.

The editing is standard DSMapStudio; only the file-extraction and console-testing steps are Bloodborne-specific. Start with the installation guide and Param Editor hub, and the Map Editor guide if your mod changes placements.