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How to Merge regulation.bin for Armored Core 6
How to Merge regulation.bin for Armored Core 6
Two Armored Core 6 mods that both edit regulation.bin overwrite each other if you copy one file over the other — the same problem every FromSoftware game has. AC6 modding is almost entirely param work (mech parts, weapons, AC stats), and merging is param work too, so even though DSMapStudio's AC6 support is experimental and lacks the Map Editor, it merges AC6 perfectly well: export each mod's changed rows, import onto one shared vanilla base.
The shared, screenshot-level CSV mechanics are in the Elden Ring walkthrough — identical with an Armored Core 6 project open. What follows is the AC6-specific layer.
Param-only support is no obstacle here
AC6 gives you the Param and Text editors, not the 3D Map Editor — and for merging that's irrelevant, because combining mods is entirely regulation.bin rows for parts, weapons, and balance. The same Param Editor and CSV tools that work on Elden Ring work on AC6. The only practical note: for param work a minimal UXM unpack is enough — the msg folder plus the root regulation.bin.
What you need
- DSMapStudio v1.11.1 — AC6 support added in v1.09.
- AC6 files, UXM-unpacked — at minimum
msgandregulation.binfrom...\ARMORED CORE VI FIRES OF RUBICON\Game\. - A vanilla AC6
regulation.binof your exact version as the shared base — every mod onto one identical base. - The mods (each a
regulation.binor CSV). - ModEngine2 (configured via
modengine.toml).
The merge, in AC6 terms
The standard CSV export/import workflow with an Armored Core 6 project:
- Open each mod, apply the Modified filter to each table to see exactly which rows it changed.
- Export those rows to CSV — one mod at a time.
- Create a project on a clean vanilla AC6 base, Game Type → Armored Core 6.
- Import each mod's CSV (Replace existing / add new rows).
- Resolve any rows two mods both changed, then save.
Exact menu paths: the Elden Ring walkthrough. What differs is the conflicts.
AC6-specific conflicts
AC6 is a mech game, so its params — and its conflicts — look different from a Souls title. Instead of weapons and armor, you reconcile mech parts and AC tuning:
| Conflict | What's colliding | Resolution |
|---|---|---|
| Weapon params, same weapon | Two mods retune damage, heat, ammo, or recoil | Pick an authority, or hand-merge the columns each changed |
| Part params (frames, boosters, generators) | Two mods rebalance one AC part | Decide per part; or hand-merge non-overlapping fields |
| AC performance values | Two mods change overall AC tuning | Reconcile the shared rows deliberately |
| Mission / enemy params | Two mods edit the same mission or enemy | Choose which version wins per row |
Same resolution logic as any game — overwrite, or hand-merge specific columns — applied to AC6's part-and-weapon data.
Re-merge after every patch
The AC6 reality worth planning for: it gets regular balance patches, and each ships a new regulation.bin your merged pack wasn't built on. Keeping the pack current means re-merging onto the new patch's base — re-applying each mod's modified-rows CSV onto the updated vanilla file. That's the re-base process in updating params after a patch, and AC6's cadence makes it routine. The habit that saves you: keep each mod's modified-rows CSV from the original merge, so a post-patch re-merge is just re-importing them in order. To make that one command, see DSMSPortable.
Test
Save (Ctrl+S), point ModEngine2 at the project's mod folder via modengine.toml, launch AC6, and check a retuned weapon or part in the AC build screen. The Modified filter should show both mods' rows together before launch; a change missing in-game but present under the filter is ModEngine2 config, not a failed merge.
Full step detail: the Elden Ring walkthrough. Mechanics: CSV export/import. Every game's guide: the merge hub. AC6 setup specifics: the Armored Core 6 guide.
Watch it in action
Community video guides this article draws on — credit to their creators.
