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Dark Souls 2: Scholar of the First Sin Modding with DSMapStudio

Tested on v1.11.1 Updated 2026-06-09

Dark Souls 2: Scholar of the First Sin Modding with DSMapStudio

Dark Souls 2 modding starts with one hard constraint: DSMapStudio supports Scholar of the First Sin (SOTFS), not the original 2014 release. And the second thing to internalize — DS2 is the odd one out of the whole series. It was built on a different branch of FromSoftware's tech, so its file formats and some systems don't match the Souls/Elden Ring norm, and a handful of workflows behave differently than they do everywhere else.

Only Scholar of the First Sin is supported

Two separate PC products shipped: Dark Souls II (2014) and Dark Souls II: Scholar of the First Sin (2015) — a re-release with a different engine build, reworked enemy placements, and updated content. DSMapStudio targets SOTFS, which is where tool support, tutorials, and the active mod scene all live. They're separate Steam entries; check your library. On the original DS2, the practical move is simply to use SOTFS instead.

Setup, in order

  1. Install DSMapStudio — release build, VC++ x64 + .NET 7, outside Program Files (installation guide).
  2. Unpack SOTFS with UXM Selective Unpack — required, as for the other Steam titles.
  3. New Project → Game Type: Dark Souls 2: Scholar of the First Sin, Game Directory on the unpacked files (first project setup).
  4. Verify — weapon and item rows load with names.

Dark Souls 2 SOTFS at a glance

DetailDark Souls 2: SOTFS
Game Directory (Steam)...\Dark Souls II Scholar of the First Sin\Game\
ExecutableDarkSoulsII.exe
Unpack toolUXM Selective Unpack
Game Type in DSMapStudioDark Souls 2: Scholar of the First Sin
Original DS2 (2014)✗ — not supported; use SOTFS
Runtime mod loaderModEngine-style loader for DS2

Why DS2 behaves differently

Because DS2 sits on a different technology branch, its file formats and some internal systems diverge from Dark Souls 1/3, Bloodborne, Sekiro, and Elden Ring — which is exactly why DS2 tool support historically developed on its own track. The practical upshot: param and text editing are the most reliable DS2 tasks in DSMapStudio, and when a DS2 tutorial's steps diverge from a general DSMapStudio guide, the DS2 tutorial is right — the differences are real, not mistakes.

What you can edit

The bulk of SOTFS mods are param edits — weapon stats (EquipParamWeapon), enemy values, item and drop changes — through the Param Editor, with CSV export/import for bulk work, plus item names and descriptions in the Text Editor. Beyond params and text, expect map and enemy workflows to look different from their Elden Ring/DS3 equivalents, and lean on DS2-specific community tutorials (large enemy reshuffles and world edits — like restoring DS2's cut content — exist, but they depend on DS2-specific knowledge). Start with param and text work, then branch out.

Merging and troubleshooting

Two SOTFS mods that both change params merge via the row-level CSV method in the merge regulation.bin guide, onto a shared SOTFS base. DS2-specific snags: params won't load or read as garbage → confirm the Scholar of the First Sin Game Type and that you pointed at the UXM-unpacked SOTFS files (not the original DS2); a general guide's steps don't match → expected, follow DS2 tutorials for non-param tasks; won't open at all → runtime/download issue.

On SOTFS? Install, create your project, and lean on the Param Editor hub for the param/CSV workflows that make up most DS2 modding.

Watch it in action

Community video guides this article draws on — credit to their creators.

I Restored the Cut Sewers Map from Dark Souls IIby Doneda · watch on YouTube →