#modio-feed
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A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
Fixed an issue in performance caused by me forgetting to add a check to see if Steeve had received his fancy cosmetics yet, so it kept adding more and more cosmetics to him. Sorry about that and thank you for the reports. No longer shall your PC tremble before his style!
Increased the mining helmet size and adjusted location to better protect his noggin.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Freedom Warsโข is a multiplayer coop third-position shooter published by Sony Interactive Entertainment on Playstation Vita.This mod replaced most of the in-game music by Freedom War in-game music ,which is matched by similar in-game atmosphere.
Info
Version: 1.0.0
Size: 170.5 MB
Tags
[AimedForVerified], 1.35.64089, 1.35.64634, Audio
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version v6
Changelog
Fixed the mod to include EVERY material file again. Experimental tweak of V5 was reversed, it didn't work as expected. Thickaxe is back to only changing Material files and does not touch WPN_Pickaxe now. On a side note, I've made macros for updating Thickaxe, so it takes significantly less time to edit each of the 125 files now! Rock and motherfucking Stone!
A new version is available. Version 3.3.0
Changelog
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Updated color picker to allow opacity
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Updated DRGLib Settings menu to use proper widget templates
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Updated checkbox to minimum size 32x32
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I should really figure out how to merge this and the dev branch. Now I've got a few features in each that I should really combine
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available.
Changelog
Added auto recall when 60m away from owner, added animations to turret deploying so it is held like a weapon, improved rate of fire and fixed the firing at nothing visual bug, added a laser beam to the turrets instead of a spotlight to help minimize nausea and give a sense of where it is aiming, improved turret arc range from 15m to 25m and increased the damage radius from 2m to 3m and made the beam from 1m to 2m width and the lifetime to 30s up from 20s to help compete with electromagnetic discharge.
A new mod is available. :tada:
A new version is available. Version 1.2.0
Changelog
Made all song samples 5 seconds longer for the song to properly fade out when jukebox times out.
Reduced frequency of Crumbling Castle.
Added more song samples for Loyalty and Horology.
Increased variety of song samples to lower chances of getting a song on repeat when shuffling through jukebox.
Lowered volume by about 10%.
A new version is available. Version v4
Changelog
Changed the explosion damage and lock-count requirement of Explosive Chemical Rounds OC for LOK-1 Smart Rifle. Moved Smะฏt Targeting Softwareโข from T3 to T4. Updated for the third final patch of Season 1. For the love of Karl, GSG, approve some mods.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.19
Changelog
Rebuilt with new vanilla cosmetics.
Unfortunately, the mod's repository seems to be **** up badly (100% my fault), so this rebuild can cause vanilla or DVP (DRG Vanity Pack) cosmetics be missing. Feel free to report such things. While things are really going bad, I should be able to fix issues that are tracked down and reported.
A new version is available. Version 0.0.7
Changelog
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Added multiple terminals as just one was too easy to miss (apparently)
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Added options to disable some of the terminals. Don't worry you can't disable them all and brick the manager. One will always be there for you! (Terminal <3 you)
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Slight UI changes
A new version is available. Version 4.0
Changelog
-cool animation added back in for the mines :)
-ed files removed as they didn't really do anything
-flamethrower damage reduced: 14 -> 11, vanilla 10
-flamethrower attack speed increased:
ApplyEffectsInterval Min 0.5 -> 0.2
ApplyEffectsInterval Max 1 -> 0.3
A new version is available. Version 0.2
Changelog
Small change/workaround for concurrency issues with idle sounds playing simultaneously with hit/death/pet sounds. I simply made idle sounds only play when you are at least 200-400 units away from the Lootbug using a Crossfade by Distance node in the idle cue.
In practice, this means you'll hear idle sounds until you are about 5-10m away according to the scanner tool, at which point they stop (aside from the very subtle looping BLOURGHOUGH noise which I find amusing). They'll otherwise sound the same as before. This just makes it less likely for you to get multiple sounds playing at the same time while you're within pickaxe range.
A new version is available. Version 3.9
Changelog
-more up-to-date files
-goo particles last for the whole duration of the goo now instead of disappearing prematurely!
-goo particle radius adjusted so you can actually see where the goo is!
-goo slow nerfed slightly (bring unstoppable/dash if it's still a bit much): 0.09 > 0.11 (vanilla 0.3)
-explosion resistance for main healthbar nerfed significantly so that c4 can have a place vs the boss: 0.9 > 0.5 (vanilla 0.4)
-max range of fireball increased: 3500 > 5000
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.8
Changelog
- Fixed registered mods having their settings menu added multiple times
- Improved the way mods can find the manager. The function is now latent to prevent mods that rely on the manager to continue if the manager has not yet been found
- Attempt to have extras that were enabled before the game closed be re-enabled correctly
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.4
Changelog
- Added 25 new songs: 8 level, 7 end, 1 wave, 3 memorial hall, and 6 mission stats
- Added 6 new songs that play when you drink a Blackreach Blonde (Jukebox will overwrite it until Modio loading bugs are fixed so don't drink and jukebox!)
- New songs are listed at the end of their respective playlist
- Some volumizing
- Muted the too loud sparks from the Spaceball Room
A new mod is available. :tada:
A new version is available. Version 0.0.9
Changelog
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Removed introductory UI as it is no longer of value
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Added "Activate Terminal" text when looking at a terminal whilst in range
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Fixed any object entering a terminals activation trigger to capture all use inputs. It now only reacts if you are entering the trigger yourself
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Fixed being unable to open the games ESC menu when standing inside a terminals trigger
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Fixed that the terminal menu would close when removing a terminal that you are not currently standing at
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Temporarily disabled extra features as they are being reworked to be more reliable
A new version is available. Version 35.64856.0
Changelog
Corrosive Sludge Pump:
Added missing x2 Puddle effect from Protein Disruption Mix and Fluoroantimonic Acid Upgrade.
LOK-1 Smart Rifle:
Added missing x2 Fear Factor from Fear Frequency Upgrade.
Jury-Rigged Boomstick:
Added missing x2 Shotgun Jump Force from Special Powder Overclock.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.10
Changelog
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Re-enabled additional feature codes
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Fixed additional feature codes not being enabled and disabled correctly
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Improved the way additional feature codes are validated
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Improved the way additional feature codes are provided
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Added function for other mods to retrieve whether or not a feature code has been redeemed and is currently enabled
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version v7
Changelog
Removed 50% clip-size penalty from Big Bertha. BB is already the most challenged Autocannon IMO and it was further exacerbated by having to reload twice as often. This should make it much more sustainable and comparable to Gunner's other primary options.
A new version is available. Version 1.0.4
Changelog
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Reworked UI so that all settings actually fit
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Reworked UI so that the scrollbar doesn't show when advanced settings are hidden
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Fixed broken function determining the current mission type. This should make it a lot more reliable
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Fixed some settings being hidden even when advanced settings was turned on
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Fixed settings changing even when no changes were made
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This might break your current settings. It might be worth checking the before heading into a mission
A new version is available. Version 0.0.11
Changelog
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Added many new useful functions for when making mods. It is most likely that you will never see them. Just acknowledge that they are there doing very hard work so that you can enjoy all supported mods :D
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Added logfile support
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Fixed startup order of some features. This should make it more reliable
A new mod is available. :tada:
A new version is available. Version 2.5.1
Changelog
M1000 gets a few adjustments.
Base weakpoint damage modifier: 20% -> 10%;
T3 Focus Damage mod: +50% -> +35%;
T5 Precision Terror: +25% Focus Shot damage bonus -> +36% Focus Shot damage bonus;
Capacitor Clips OC: x0.65 ammo penalty -> x0.6 ammo penalty;
Supercooling Chamber OC: +165% Focus Shot damage bonus -> +190% Focus Shot damage bonus.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
Adjustments:
โข BooloCap: Now much better visible from sides.
โข Fossils: Front light power got reduced a bit but light from sides got increased. Now better visible from all sides. Also, it looks more beautiful in darkness.
Added:
โข The brightness of the resource chunks from Nitra, Gold, Morkite, Croppa and Dystrum got increased.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
Added:
โข The brightness of the primary objective Oil Shale got increased.
โข The brightness of the secondary objective Hollomite got increased.
โข The brightness of the minerals Croppa, Bismor, Magnite, Umanite got increased.
โข The brightness of the resource chunk from Red Sugar got increased.
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
v1.1, small update:
- Added some additional frequency reductions for misc. deposit and random comment lines
- Additionally included some rarely-used cough/hack/spit SFX in the cues, which means there's an even lesser chance of hearing the same audio over and over, as instead you'll have some generic coughing and stuff mixed in as well. Might tone this aspect down if the coughing/spitting is too dominant instead of the original lines, though, so let me know if it seems like there's too much repetition in this direction instead. My goal is to avoid repetitiveness, after all!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
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Attemp to fix settings getting set to "off" after a successful mission
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Improved the way the mod registers on the Miracle Mod Manager
THIS UPDATE WILL BREAK YOUR CURRENT SETTINGS. PLEASE MAKE SURE TO SET THEM BACK TO THE CORRECT VALUES BEFORE STARTING A MISSION
A new mod is available. :tada:
/!\ CURRENTLY NONFUNCTIONAL DUE TO A MOD.IO BUG /!\ -- Simply disables audio ducking globally for Mission Control lines.
Info
Version: 1.0
Size: 1.0 KB
Tags
1.35.64089, 1.35.64634, 1.35.64856, Audio, Auto-Verified
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
Small update to further increase turret longevity. I've been playing with mods that add additional enemies, and I realize what people are talking about now with the extra ammo not being nearly enough. Made some changes to compensate:
- AmmoCount changed from 900 to 2500
- MaxAmmoCount changed from 900 to 3000
Let me know if this helps at all for those of you playing with additional enemies. I might make a further-boosted version of this mod that ups the turret damage and range as well, specifically designed for mods that heavily increase enemy presence, or Haz6+ type stuff.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
v1.1, substantial update:
- Reduced boss music volume just a bit
- Increased volume for a few different ambient pieces that were hard to hear during normal gameplay (compared to all the other ambient tracks)
- Added a few different "action" tracks (Bleeding Out, Handgun Harmony, and Flashbacks) to the ambient cues since they can fit in both places quite well
- Specialized the WaveLooping vs WaveSingle cues, reducing the number of choices for each, but putting more of the longer pieces in the Looping cues and the shorter ones in the Single cues. This means that shorter swarms, like what Mission Control announces (that tend to be over in a couple of minutes), will play more of the shorter music that has more immediate action to it. Meanwhile, the longer cues (used during refinery defense / drilldozer extraction / I think hacksy defense, maybe some other places) will play the action tracks that have a slower buildup or have a longer runtime since you'll likely be fighting long enough to actually hear all of it.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
v1.2, some fixes and improvements:
- Created a few shortened versions of action tracks with a slow buildup so they can still be played in the WaveSingle cues (used for normal, short waves)
- Similarly, added a few more of the shorter action tracks back to the WaveLooping cues (used for longer, sustained waves)
- Fixed a few audio files having been saved as 4-channel .oggs instead of stereo, which resulted in them having slightly lower volume than the rest of the soundtrack since the other two channels were empty
- Modified ambient spacerig cue so that it always plays the Dusk title sequence first, then switches to random ambient tracks after
- This should be the last update for a while unless other issues come up. I'm trying to avoid excessive updates for this since it's a large file to download, so thanks for bearing with me!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.2
Changelog
- Changed category in the settins menu to more closely reflect the category on mod.io
A new mod is available. :tada:
A new mod is available. :tada:
Boss music: Clavar La Espada, Cynthia's theme, and Shinji Vizard theme. Lobby music: Tarrey town from botw. Memorial hall: Nier automata city ruins. Loading music: persona 4 corner of memories. Discover music: Zelda sound effect
Info
Version: 1.0
Size: 21.5 MB
Tags
1.35.65069, Audio, Auto-Verified
A new version is available. Version 1.3
Changelog
v1.3, mainly some audio quality fixes:
- Reduced the volume on the loudest tracks by ~5%, which is nearly imperceptible, but enough to prevent clipping (pops and clicks). There were actually a LOT of them that needed this. All the audio was the original volume from the soundtrack, and it all sounded fine outside of Unreal, but it seems the conversion process on import was juuust sensitive enough to the high volume that some of the tracks ended up with subtle-yet-annoying clipping in the game. Not anymore!
- Restored the space rig ambience cue to a fully-randomized list instead of one which plays the main theme first every time, as this backfired a bit when events that reset the music kicked in frequently (i.e. jukebox)
A new version is available. Version 1.1.0
Changelog
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Added option to scale the killfeed
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Added option to offset the killfeed along the X axis
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Added option to offset the killfeed along the Y axis
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Added icon for Hollow Bough maggots
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Added icon for Bosco
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Fixed disabling the background hiding the whole killfeed
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Passives now track their killer correctly
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Clients should now be able to see the killer just as the host does
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Further attempts to make clientside initialisation more stable
A new version is available. Version 1.1
Changelog
v1.1, small fix:
- Fixed overly loud and crackly impact sounds since I had forgotten to remove them from my project folder after cooking (and before packing for DRG)
Shoulda caught that one when testing, and I would have... if I had tested it :V
PSA: Remember to always double-check your mods after upload!
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
v1.4, more audio quality fixes and some playback changes
- Seems some of the files I edited weren't edited enough, as they still had some clipping. This update should HOPEFULLY nix that for good, but please let me know if you notice any scratchy playback at any point! (Whether or not it was boss or ambient music or drop pod escape, etc. would be helpful in isolating the offender, too)
- Also added some loops for the shorter ambient pieces. I'm aiming for each ambient piece to have a 200-400 second runtime, and some of the ambient tracks I recorded from the game were only around 100 seconds. Adding a loop node to those to make them play 2 or 3 times before switching tracks should even things out.
A new version is available. Version 3.3.0
Changelog
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Updated color picker to allow opacity
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Updated DRGLib Settings menu to use proper widget templates
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Updated checkbox to minimum size 32x32
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I should really figure out how to merge this and the dev branch. Now I've got a few features in each that I should really combine
A new version is available. Version 1.0.4
Changelog
Changed default config (this will not change your saved config)
This patch is mostly to make it apparent that the inconsistent loading was fixed (i.e. Shows in-game that it was updated so it can be assumed it was fixed despite being a bug with drglib)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.2
Changelog
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Removed offset calculations from the left side of the screen, giving you more freedom on how to position the killfeed
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Added a preview button to the "Generic Settings" section of the settings menu, allowing you to preview the position and scale of the killfeed on the spacerig
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
- More then doubled the lines added to salutes. Now about 400 different lines including "I'm totally loaded!"
- Cons: I haven't heard the "loud scream" in a while so I might change up the percentages except for the "50% Original".
- Also, I'm not 100% going to keep every line. Leave feedback or suggestions!
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.3
Changelog
- Fixed Glyphid Exploder not saving correctly
- Fixed Mactera Spawn not saving correctly
- Fixed Mactera Brundle not saving correctly
- Fixed Q'ronar Shellback not saving correctly
- Fixed Q'ronar Shellback Youngling not saving correctly
- Fixed X and Y offset being reset to 0 when clicking "Reset to default" on the tracked creatures tab
- Fixed scale being reset to 1 when clicking "Reset to default" on the tracked creatures tab
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
Added UI with customization on a per class basis, such as allowing you to change outline colors between red, white, blue and none, duration for only while the laser pointer is held (like vanilla) or for unlimited time for constant tracking. Includes Scout, Engineer, Driller, Gunner, Bosco, Molly, Doretta as of 1.1.
Fixed outlines affecting the mod user.
Potential fix for red outlines remaining from death.
Have not tested grab state or dead state colors being overwritten, but they shouldn't be.
Next update will include the friended versions of Rival Tech, Steeve and Bet C.
A new mod is available. :tada:
A new version is available. Version 1.5
Changelog
v1.5, maaaaybe final version?
- Reimported the entire soundtrack using .wav source audio instead of .ogg and now the clipping seems to be gone. Hooray!
- This process also fixed a couple of volume issues with some of the tracks that seems to have been introduced while trying to hunt down clipping, so now everything has normalized volume again too.
- Since audio quality issues seem to have been eliminated, I think that probably wraps up this mod barring any potential bugs stemming from future patches!
I suspect that UE4 either doesn't like decompressing .ogg files on import, or the compressor I used when converting the original .mp3 soundtrack files to .ogg introduced some kind of artifacting that wasn't detectable until after importing into UE4. Either way, no such issues occur when using regular ol' uncompressed wave files. This makes the source audio take up well over a gig on my hard drive, but UE4 recompresses it anyway when packing, so the overall file size of the mod is still basically the same as befo
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
v1.2, some additions:
- Reduced sticky grenade callouts by ~25%, and additionally gave all of them a 25% chance of playing the more generic "Sticky grenade" line instead of whichever other phrase would normally be picked. I did this to further dilute the oddball ones a bit since they stand out a LOT when you play Engineer frequently and spam sticky nades everywhere, heh
- Reduced platform deployment callouts by ~40% since these can play a LOT when Engineers are busy constructing bridges and the like
- Reduced grappling hook usage callouts by ~25%
- Reduced inventory full callouts by ~25%. These also include the coughs and stuff mixed in, but those are much less likely to play than they are in other cues such as the "depositing minerals" callouts. Hearing when another player's bag is full can be useful info, cluing you in to go help gather up minerals, etc, so I didn't want those reduced TOO too much
A new version is available. Version 1.1.1
Changelog
Thunderbolt: reduced explosive damage, reduced spin up time and overheating. Added new tracers and muzzleflash.
High Caliber Recalibration: Reduced movment speed and heat dissipation. Added new tracers and muzzleflash.
Cryo Cylinder: reduced base damage but added cold damage on direct hits.
Inhibitor-Core Bullets: effects increased to 30% but last only 15s. Added new impact effect.
Heavy Gustav: small damage bonus, reduced RoF. Added new tracers and muzzleflash.
Little Boy: reduced radiation radius. Added new tracers and muzzleflash.
Tactical Buckshot: removed explosive damage, increased precision and RoF. Added new muzzleflash.
Pheromones Cartdriges: reduced damage, RoF, % to affect. Added small explosive bullets.
A new version is available. Version 1.2
Changelog
Added custom icons to track Steeve, repaired Bet-C and hacked Patrol Bots so that they have icons like players, Boscos, Mollies, etc.
Added outline options for Steeve, repaired Bet-C and hacked Patrol Bots.
If outlines don't update immediately, just take out the laser pointer again.
This is because the system for outlines is different for certain creatures for some reason, so I wasn't able to make it work all the time.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.4.0
Changelog
New features:
- Widget "IntSlider"
- A slider that snaps to specific values. Works best with 10 or fewer options
- Widget "TreeView"
- A tree view widget that helps simplify making a nice looking treeview
- Overhauled logging system
- Logs now save on every line
- Can save logs from previous sessions
- Can more reliably detect a new session to restart the log
- Converted many nodes to "Pure" functions
- I would have done this sooner but I worried it would break compatibility. Turns out it just works, so that's nice
- Implemented array sorting functions
- As of now you can sort an array of objects using a custom compare function
- You can also sort strings
Bug fixes:
- Fixed bug where DRGLib would often fail to load as a client
- Fixed bug where DRGLib would often fail to load when entering spacerig after a mission
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
The end is nigh! At least it seems to be about every 20 minutes, after you press that button on the M.U.L.E.. Now with one (1) additional dreadnought per button pressed! What a deal!
Info
Version: 0.0.1-I
Size: 58.6 KB
Tags
1.35.64089, 1.35.64634, 1.35.64856, 1.35.65069, 1.35.65383, 1.35.65539, Approved, Gameplay
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Boss music Changes boss Music to a randomized list of 16 songs. Memorial hall: Nier automata city ruins. Loading music: persona 4 corner of memories and zelda menu music. Discover music: Zelda sound effect
Info
Version: 1.0.0
Size: 121.0 MB
Tags
1.35.64089, 1.35.64634, 1.35.64856, 1.35.65069, 1.35.65383, 1.35.65539, Audio, Auto-Verified
A new version is available. Version 0.1.5
Changelog
v0.1.5 beta, some additions
- Added Call Molly lines
- Added Deposit in Molly lines
- Added Random Comment replacements
- Added "Worthless but fun to destroy" replacements
- Added Lootbug Kill callouts
- Reduced frequency of 'Bosco, light it up" replacement lines
- Implemented the same repetition dilution technique used in my "Less Repetitive Dwarves" mod for some of the Molly deposit lines, i.e. making them only play about 70% of the time AND having random coughs, spits, and grunts mixed in as well, so you don't hear the same lines over and over. For now, the coughs and stuff are still using stock dwarf lines, but I will try to replace them with TG-based audio in the future
- Reduced pitch by 5% for the Call Molly lines to make them stand out juuust a little bit from other places where some of the same lines are used
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
v1.1, further adjustments:
*** Mod is now Approved! Huzzah! ***
- Fixed Scare Duration still being 5 instead of 7 like it should have been (5 is default)
- Decreased ResponseTime from 0.5 to 0.25 (default is 1.2)
- Increased base MaxRevives from 3 to 4 (default is 2, which is not enough for high-hazard missions)
- Increased base damage from 5 to 6 (default is 4)
- Reduced MaxEngagementRange from 1500 to 1100 (default is 900. Higher range seemed good on paper, but resulted in Bosco being too far away from you dealing with non-priority enemies when you really needed help during big swarms
- Changed MaxRandomBurstCooldown from default of 1 to 0.5
- Changed MinRandomBurstCooldown from default of 0.4 to 0.2
- Changed MinShotsInBurst from default of 5 to 6
- Changed Fear the Rocket chance from default of 0.5 to 1 (100% chance instead of 50%)
- Changed Tier 1 damage upgrade from default of +2 to +3
- Changed rocket recharge time from default of 90 to 70 seconds
Bosco is seriously incompetent in major swarm situa
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
v1.2, some more changes
Bosco:
- Restored MinShotsInBurst from 6 back to the default of 5. The additional shot didn't seem to do much, and I think it also introduced some fire sound anomalies (occasionally you'd hear the gun firing when it wasn't)
- Rolled MinRandomBurstCooldown from 0.2 back to the default of 0.4, also to address fire sound looping issues
- Increased MaxRandomBurstCooldown from 0.5 to 0.6 (default is 1) so there's still some variance, but not too much
- Reduced base damage from 6 back to 5 (default is 4). It felt like single-target damage was a bit too high, especially when facing dreads, which wasn't intended. Swarm management capabilities are my primary complaint with Bosco, and I think focusing on rocket improvements is a better way to address that. Faster launches, shorter post-launch cooldowns, and reduced recharge time have helped noticeably!
Rocket:
- Increased MaxCharges for the rocket from the default of 2 to 3
- Increased DamageRadius from default of 250 to 275
- Increased MaxD
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.1.6
Changelog
v0.1.6 Beta, lots more content!
- Downed and revived lines
- More enemy kill cries
- Drop pod banter before a mission begins (which is fully randomized and can produce some hilarious results)
- Healing
- Environmental reactions like goo, sandstorms, etc
- Drunk slurring
- Some fixes and improvements to existing cues for volume and content
- Probably more stuff I forgot to mention!
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
judgment time
Added Drumfire, My Own Style, Random Fire and ฮ from Judgment as wave music.
Added 1811, Blue Stompin', Ferocious Red, Fog and Hydra from Lost Judgment as wave music.
Added Bruise from Yakuza 3 as wave music.
Replaced Receive and Bite you with Endless fight from Yakuza 5.
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
Changed a lot of internal stuff to make implementing new features easier in the future
Now works with Cryo Cannon and EPC
Made minor cosmetic changes to the settings UI
Cleaned up logging (a lot of new and changed logs were moved to VerboseOnly, if you enabled this, I recommend disabling it)
New Settings:
Change settings per-weapon
per-profile toggle
Always Show
Clockwise
Added more info to the expandable info section for all new settings (and fixed a typo)
ScaleX, ScaleY
Changed Settings:
max values of thickness and radius are now 50 (was 10 and 25)
Aspect Ratio settings removed (this is now detected automatically)
A new mod is available. :tada:
A new version is available. Version 0.1.7
Changelog
v0.1.7, more content additions:
- Added another 20 or so lines, though only about half are currently in use
- Implemented the same changes as Silent Born Ready in this mod since there's no need for voice lines for that in the first place. One less mod you'll need to have installed if you're using this one!
- Also muted all the Fuel Canister Invalid Target lines ("We need oil, not soil!") since they only ever trigger when you accidentally mouse over something. They get kind of annoying once you understand how escort mission gameplay works, i.e. after the first time you've done it (seriously, these lines are completely unnecessary)
- Replaced remaining stock dwarf coughs and stuff with TG hiccups, coughs, and a couple of quick expletive shouts
- Added taken by grabber callouts
- Added more spacerig stuff, like beer toasts, jukebox starts, and reactions to drinking
- Added forging vanity item lines
- Added inventory full remarks
- Added perk activation lines for See You In Hell
- Some more misc. content fixes an
A new mod is available. :tada:
A new version is available. Version 3.5.0
Changelog
- Improved window ducking behavior
- Windows should now properly duck out of the way of the game's pause menu and similar Windows
- Added RemoveItem to LIB_WT_TreeView
- Added GetSelectedIndex and SetSelectedIndex to LIB_WT_Combobox
- Added node AddRawLogEntry
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.6
Changelog
v1.6, small update:
- Added a single built-in loop to two action tracks: Death From Above and Skinwalker. These would fade out during enemy waves at their original length, which could be confusing. Now, they'll not fade out until the wave is almost over (if the wave doesn't end first), keeping the action music going during the actual wave combat
- Added Ashes to Ashes, Dusk to Dusk's action track to the end mission screen cue as a random choice, so it won't always play the same music each time. It'll pick the existing one (Still Alive) or this one, to add a little variety
- Fixed the promotion cue not working, so promoting a dwarf should now play the Ashes to Ashes, Dusk to Dusk action track
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.1.8
Changelog
v0.1.8 Beta, more content:
- About 50 more lines, most in use, most of the rest with planned uses
- Resupply call-in, arrival, and resupplying callout lines have been added
- Out of ammo callouts
- Remaining \Misc\ lines (dwarf being left behind and dwarf paralyzed) are done
- Red sugar laser pointer lines
- Added Bosco pickup order cues
- Hoarder laser pointer callouts
- Shellback kill cries
- Some core infuser lines, but not all yet
- Tipping Lloyd
- Some more stuff I can't remember
- Improved some existing cues with better lines
Have fun!
A new mod is available. :tada:
A new version is available. Version 2.0.4
Changelog
Fixed bug where settings from last selected profile would apply to the held weapon's proifle if the settings page was opened in-mission
Fixed bug where switching profiles with override enabled would not update the crosshair preview to the new profile
A new version is available. Version 3.6.0
Changelog
|- New features:
| - Added LIB_WT_ImageButton
| - Added LIB_DEB_A_DebugWatch
| - Allows for tracking variables/functions in real time (When set up for them)
| - Includes a robust system to switch which variables you want to watch
| - Open by pressing "F3" by default
| - Added LIB_I_CustomTreeViewWidget to allow a treeview to spawn a widget for each entry, not just those with held objects
| - There has been an event dispatcher named "GenericCustomWidgetGenerated", to allow for passing data to these generated widgets
| - Renamed "CustomWidget" to "UniqueWidget" on AddItem. This will cause minor compatibility issues, but shouldn't be mod-breaking
| - Added a "Popup" flag on draggablewindows, meaning they close themselves on losing focus
|- Changes:
| - Improved automation Bats
| - Modified LIB_WC_TreeViewEntry so that custom widgets fill all available space
| - DraggableWindows in the background now go "Dormant" with a slight dark overlay. I'm not super happy with how this works but it
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.1.9
Changelog
v0.1.9 Beta: Some more content, plus muted a bunch of unnecessary lines that don't have an easy replacement (at least for now)
- Added another 30 or so lines, some of which are re-cut from existing material to add more usage flexibility
- Added beer ordering lines for most beer types, plus associated beer effect lines
- Added waiting in drop pod lines on the space rig + last dwarf in pod remarks
- Added pumpjack request/arrival lines
- Added Bosco orders for building pipes
- Probably added some other stuff I'm forgetting. I've been at this for like 3 hours today
- Muted hexawing / cave angel killcries
- Muted small damage from thorns lines (same thing that another mod does, so it's essentially integrated now)
- Muted pipe placed / pipe built / pipe repaired lines
- Muted a few other misc. refinery and escort-specific lines that are more or less unnecessary and have no fitting replacements. Again, temporary if I can find viable lines to swap in, but some may just have to stay muted in this mod
A new version is available. Version 1.1
Changelog
Rebuilt the mod from scratch, made new UI for use with BPMM.
Added Lunar Festival, Year 4 Party, Eyeballs, Pumpkins, Presents, Baubles, Spaceballs, Spaceball Goals, Union Beer Signs, Beer Signs, Pinecones, Tumbleweeds, Comba Buds, Hammers, Yellow Crates, Yellow Barrels, Red Barrels, Green Barrels, Blue Barrels as toggle-able options.
All 17 non-vanilla Space Rig decorations are randomized in size, rotation and populate 42 different spawn locations each to keep the results as random as possible and decorating the majority of the Space Rig.
Can cause certain entryways to become blocked due to some large pumpkins and other objects, you can toggle them off in real time to get past them if need be.
Can cause performance loss if all options are turned on as it spawns over 800 objects.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.7.0
Changelog
|- Added function "TimeSpanToString"
|- Added function "QuickSortFloatArray"
|- Added description to entries in the debug HUD watch selection page
|- Moved DRGLib settings page to avoid confusion by stacking it with the category
|- Modified logging behavior
| - Logs will now always save with a date/time name, instead of the most recent log being saved to "ActiveLog"
| - Log entries now have a timestamp
|- Added function "GetDRGLibVersion"
A new mod is available. :tada:
A new version is available. Version 0.1.10
Changelog
v0.1.10 Beta: some more content
- Added all grenade shoutouts, including impact axe, satchel charge, and reactions to explosions
- Added character selection lines
- Added weapon overclock lines
- Added the rest of the beers for ordering at the bar
- Added upgrade purchase lines
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
This is a QoL mod to add more information to the HUD while in the space rig. For example, it summarizes which missions have anomalies and warnings without having to drill into each biome.
Info
Version: 1.0.0
Size: 31.2 KB
Tags
[AimedForVerified], 1.35.65722, 1.35.66200, Cosmetic, QoL, Visual
A new version is available. Version 1.1
Changelog
v1.1, small tweaks:
- Possible fix/improvement for mega volume screams by just drastically reducing the base volume of that cue (it only is invoked now and then, so it's not going to affect the normal audio you hear 99% of the time anyway)
- Also tweaked attenuation settings a bit for that cue; others already had the longer-range attenuation in place because I forgot I did that
- Otherwise should be the same as before!
A new mod is available. :tada:
A new version is available. Version 0.3.0
Changelog
- Added options to move the timer and change its color
- Can now select whether you want to use RTA,IGT, or MissionTime. (RTA is the current speedrunning community standard)
- Counts down to when the doors open on the droppod
- Now shows your time in the mission end screen
KNOWN ISSUES:
- The countdown has weird negatives. I need to push an update to DRGLib to fix it
- The summary only shows during the season recap end screen, but not the main mission recap. I'm looking into it
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
This mod will replace 3 overclocks for each of the main and secondary weapons of the engineer class (Lok-1 Smart Rifle excluded). This means that until this mod is installed everyone in the lobby will be using the custom overclocks if they have them
Info
Version: 1.0.0 Launch Release
Size: 358.1 KB
Tags
[AimedForApproved], 1.35.65722, 1.35.66200, Audio, Gameplay, Visual
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.1
Changelog
- Fixed a bug that would incorrectly lable the first profile in the list as "Default" whenever you deleted another profile
- Fixed a bug that could crash your game when launching a mission without having a profile selected (It now uses the default materials)
- Fixed a bug that would allow you to change the preview M.U.L.E. when no profile existed
- Fixed a bug that would prevent the layer selection buttons from being re-enabled after deleting all profiles and creating a new one afterwards
- Fixed a bug that would prevent materials from loading when a biome without a specific profile was loading, but all profiles were set to other biomes. (It now uses the last profile selected or default materials if no profile exists)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.2
Changelog
v0.2 Beta, a whole BUNCH of new things:
- Fixed a few missing lines: two for healing, one for clearing throat on the space rig
- Claiming perk points
- Pickaxe customization
- Generic "very big kill" cries
- Zipline too steep / too far
- Crassus Detonator laser pointer callouts and kill cries (forgot those before)
- Glyphid Guard laser pointer callouts
- Glyphid Slasher laser pointer callouts
- Glyphid Praetorian kill cries
- Huuli Hoarder kill cries
- Low oxygen gasping and such
- Machine event startup, success, and failure lines
- Grappling hook use
- All different types of Dreadnought laser pointer callouts and kill cries, including cocoon callouts
- Perk activations for Field Medic, Heightened Sense, Hover Boots, and Iron Will (and it turns out the Dash perk was already done too)
- More Drilldozer lines, including laser pointer and repairs and such
- Fester Flea kill cries
- Molly and Mini Mule laser pointer callouts
- Aaaaand some new lines, content tweaks, volume tweaks, and small fixes
A new mod is available. :tada:
A new version is available. Version 1.0.5
Changelog
- Auto-hide by reacting to the visibility of the primary HUD.
- Removed "M" keybinding due to stronger potential for conflicts.
- Move HUD to right side to avoid overlap with player chat.
- Increase height to support about 10 rows total.
- Use official color for missions instead of silly color-matching.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.3.1
Changelog
- Moved time breakdown to avoid overlap with season rewards
- Fixed bug where countdown would have a - in the middle
- Fixed bug where time breakdown could persist into spacerig
- Fixed labels of time breakdown
- Timing now stops when aborting mission, as well as when completing
- Modified stop/start behavior to help make it more consistent
A new version is available. Version 1.0.2
Changelog
-
Fixed materials being overwritten when changing to a different profile, whilst the layer selection buttons are still active
-
Decreased particle lifetime to prevent clipping
-
Decreased particle emitter scale
-
Added a small collider to prevent you from standing too close to the terminal and clipping the camera
-
Added a small collider to prevent the menu from closing if you miss a mterial ball by event just a pixel
A new version is available. Version 0.2.1
Changelog
v0.2.1 Beta, some small changes:
- Fixed a missing Bosco attack cue
- Swapped one of the longer Praetorian kill cries with a shorter, more generic cut of the same line
- Started work on some custom-curated drop pod banter sequences, which will be expanded with more sequences as I think of new ones to add!
A new version is available. Version 1.1.0
Changelog
-
Moved the filters menu to the upper left screen
-
The name filter now gets applied as soon as you hit "enter"
-
Added an option that allows you to hide the particles when you interact with the terminal. They will still show when you are not editing the M.U.L.E.
-
Added a new menu that disables all particles and allows you to put a single color background around the M.U.L.E.
-
Added a button to the profile settings that allows you to access said menu
-
The background of the M.U.L.E. can be changed to whatever you want to
-
Removed the "Edit" and "Save" button from the profile settings page. You can now freely change the name of the active profile. Changes will be saved as soon as you hit "enter" or click anywhere else but the textbox
A new version is available. Version feb 8, 2022
Changelog
more random DoT effects are now constant
- corrosive sludge pump
- grenade launcher (fat boy radiation)
weapon changes (mostly minor): - cryo cannon
- drills
- stubby
- grenade launcher (fix)
- breach cutter (major changes)
- autocannon
- jury-rigged boomstick
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
version 1.2:
โข M.U.L.E colors and light intensity changed.
โข O2 canister got light up.
โข Drop Pod ramp and driller metal got light up.
โข Resupply Pod driller metal got light up.
โข Spawn Drop Pod light removed back to standard.
โข Omen Modular Exterminator Barrel Dispenser and barrels got light up.
A new version is available. Version 0.3.0
Changelog
v0.3.0 Beta, another huge content update! Getting close to a 1.0 release at this point. I've probably done like 2/3 of all the cues in the game, prioritizing by how frequently you hear them, so it's likely possible to go through entire missions without hearing stock voice lines now.
- Added most of the Sabotage mission lines (only a handful left to do, namely laser pointer callouts). LOTS of stuff has been added, too much to list
- Added more Escort mission lines I had missed before
- Added specific killcries for Dreadnaught Hiveguards, Arbalists, and Lacerators since I'd missed those before
- Expanded the drop pod banter's conversation roster from 4 curated presets to about 16 so far, with plenty more possibilities to make. The fully randomized selection is still present, too
- A few misc. additions and improvements here and there
A new version is available. Version 1.2.0
Changelog
- Obtrusive materials are now hidden by default, making it easier to see other materials
- Added an option to the filters menu to show the now hidden materials. They are still large and will overlap other materials, so use it at your own risk
A new version is available. Version 0.3.1
Changelog
v0.3.1 Beta, some more additions:
- Added Glyphid Oppressor laser pointer callouts and kill cries since I kept forgetting to do that
- Added Lootbug / Golden Lootbug laser pointer callouts
- Unmuted a few of the Cave Angel killcries with some lines for the occasional remark
- Fixed a missing grappling hook use line
- Some additional misc. additions and changes here and there
- Muted some more stuff (at least for now):
-- Scrip / Cosmetic Tree stuff in the Season Terminal
-- All the Mineral Trade lines
-- Shield Link perk activation
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0
Changelog
v1.0, first full release!
- The only lines that don't have replacements are tutorial messages and laser pointer callouts for specific minerals. These need to stay intact since they're important for gameplay and have no viable replacements, but if I do find a way to replace at least some of them, I will in the future!
- Otherwise, all other lines have been handled! Just over 3,000 cues have been handled with nearly 750 audio files in the package. God DAMN.
- Fixed a couple of missing lines as well. Please let me know if you hear normal dwarf voices and it's NOT from calling out Gold/Nitra/etc., because those should all be covered now.
- I still plan on making improvements over time, cleaning up redundancies a bit and refining some other areas, plus unmuting the muted lines as much as I can. And of course, more drop pod banter selections!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
v1.1, small fixes to volume:
- Made the same changes I did for the Blood Cultist Grunt Revamped mod for the General Scream cue, cutting the volume multiplier down to 0.2. This should prevent ear-blasting megascreams, as it seems to have worked for the cultists!
- Also reduced the volume of the flesh crack sounds mixed in to the death cue. You'll still hear it plenty, it'll just be slightly less pronounced
A new mod is available. :tada:
A new mod is available. :tada:
This mod is my own personal Bosco stat changes Mod, heavily inspired by the currently existing "Bosco+" and "Very Slight Bosco Improvement" Mods. I've decided to share it here as a public mod for anyone who wants to try it out.
Info
Version: 1.0
Size: 39.8 KB
Tags
[AimedForApproved], 1.35.66942, Gameplay, QoL
A new version is available. Version 1.1
Changelog
Changed Base Gun Damage from 5 -> 6.
In my own personal testing, I kept struggling whether to choose between either value. 5 felt alright in Hazard 3, but seemed to struggle in Hazard 4 and higher. 6 was what I originally set it to be, but I was worried it would be too strong.
For now, we'll change it back to 6 and see how it goes.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
Updated Base Speed from 675 -> 750.
Base Rotation Speed changed from 8 -> 4.5 (Default is 5).
As it turns out, increasing Base Rotation Speed tends to make Bosco wobble a bit when he's trying to lock onto enemies. Lowering it seems to actualize stabilize him, and lets him start firing at targets sooner.
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
v1.1, minor fixes and adjustments
- Fixed a missing pipe grinding line (the cue's name had an extra underscore in it for some reason)
- Fixed missing Driller character selection lines
- Reduced volume for pickaxe part selection lines since those were weirdly loud for unknown reasons (same multipliers as basically everything else on the space rig, yet they felt twice as loud)
- Added some missing escort mission lines, though I also found a few more that aren't handled yet
- Improved Engineer platform deployment lines (more or less just coughs and subtle under-the-breath swearing, and they play about half as often as normal)
- Improved Engineer turret built / armed lines
- Some changes for lower-priority cues to use slightly lower volume multipliers
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
Base Gun Damage: 6 -> 5
Gun Armor Damage Multiplier: 3 -> 3.6
Max. Shots in Burst: 13 -> 12
Min. Shots in Burst: 7 -> 9
Max. Random Burst Cooldown: 0.5 -> 0.45
Tier 5 - Overcharged Rounds: 30% Electrocution Chance -> 60% Electrocution Chance
6 Damage per shot really was just a tad too powerful; while it felt adequate enough for Hazard 4, it tended to trivialize Hazard 3 for experienced players. The damage per shot has been lowered to 5, reducing his total potential DPS from 72 to 60. However, the following buffs are meant to compensate for this.
Extra Armor Damage also allows him to now quickly punch through the heavy armor of Praetorians, allowing him to deal full damage no matter where he shoots.
Bosco's bursts have been tuned to be more consistent in length and firing output.
Lastly, higher Electrocution Chance let Bosco proc his DOT off quicker at the start of his bursts, offering reliable crowd control and making up slightly for the missing 1 damage per shot.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Implemented equipped perk check and set on argument ID 28.
Implemented range integer check and random set on argument ID 3.
Fixed bug in argument ID 22 caused by disconnected wire.
Modified most argument IDs to accept 'i' for using the internal integer as an index.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Replacing all tracks in jukebox to dj dop'e collection [dub/electro/house/hiphop and more] check it out
Info
Homepage, Version: 1
Size: 46.3 MB
Tags
1.35.66942, Audio
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3.0
Changelog
Added variable to integer set as argument 4
Added statement results check as argument 5
Added current beer buff check as argument 29
Extended argument 18 to be able to check any number of warnings
Disabled running script on deep dive due to bug.
Added autorun for joining spacerig.
A new mod is available. :tada:
A new version is available. Version 1.1.0 Shield Boost
Changelog
Buffed slightly heat damage for the EM Beam Heater.
Buffed slightly cold damage for Cold Frequency and Hail Storm.
Electric FlashBoom now applies a small shield boost to allies.
Added new special effects and audio for Electric FlashBoom and other small changes for the others.
A new version is available. Version 1.4
Changelog
Did some tinkering and was finally able to give Bosco a working spotlight.
Spotlight Inner Cone Angle: 25 -> 30
Spotlight Intensity: 10 -> 90000
Additionally cleaned up some numbers for Bosco's gun burst cooldown values to try and prevent a rare sound issue where you would hear Bosco's gun firing even after he stopped.
Max. Random Burst Cooldown: 0.45 -> 0.5
Min. Random Burst Cooldown: 0.35 -> 0.4
A new mod is available. :tada:
A new version is available. Version 0.8
Changelog
!!!RAISED VOLUME GLOBALLY PLEASE TURN DOWN VOLUME BEFORE PLAYING!!!
-Changed volume balance of most tracks
Added 3 dreadnaught tracks (2 new tracks)
-Moved an on-site refining/escort duty track to dreadnaught
Added 2 new on-site refining/escort duty tracks
Added 13 new ambient tracks
Added a fade in effect for alot of tracks
Changed files from .ogg to .wav for quality and control
Changed where the loading music begins
Changed where the stat screen track begins
Fixed/edited the timing of some drops on the wave music
Fixed all (?) issues with track looping
A new mod is available. :tada:
A new mod is available. :tada:
Adds an improved UI for managing mods, including the ability to add presets
Info
Homepage, Version: 0.3.2
Size: 70.9 KB
Tags
1.35.67430, Tools, Verified
A new mod is available. :tada:
A new version is available. Version 0.3.3
Changelog
Fixed bug where applying a preset with sandbox mods while not on a sandbox save would cause the save menu to appear and disable the cursor once modhub is closed (The save menu still shows up, but the cursor remains, if you reopen modhub and close it, the cursor will be removed, DRGLib has a bind to show cursor that defaults to F2 that can be used in this case)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.3.4
Changelog
Fixed bug where locally installed mods were saved as the same mod (meaning it would either enable none or all locally installed mods)
Fixed log entry always showing 0 mods mounted/unmounted when applying settings
fixed bug where only dependencies for the first UGCPackage would be detected (dependencies still load slowly regardless due to how drg handles this, I might save previously found dependencies in the future to reduce the time for dependencies to be enabled properly)
A new mod is available. :tada:
A new mod is available. :tada:
Replacing all tracks in jukebox to dj dop'e collection [dub/electro/house/hiphop and more] check it out
Info
Homepage, Version: 1
Size: 46.3 MB
Tags
1.35.67430, Audio
A new mod is available. :tada:
A new version is available. Version 1.5
Changelog
Adjusting (Nerfing) some numbers to back away from the borderline between "Approved" and "Sandbox" mods. Should put Bosco more in line as an updated version of his Default Self.
Spotlight Intensity: 90,000 -> 120,000 (Added in some more power to the spotlight)
Base Rocket Regeneration Time: 48 -> 60
Base Gun Damage: 5 -> 6
Gun Rate of Fire: 12 -> 10 shots/sec
Min. Shots in Burst: 9 -> 7
Max. Random Burst Cooldown: 0.5 -> 0.66
Tier 4 - Fear the Rocket: 200% Fear Chance -> 125% Fear Chance
Tier 5 - Fast Regeneration: -24s -> -30s Rocket Regeneration Time (30s possible Rocket Regen Time)
Tier 5 - Overcharged Rounds: + 60% Bullet Electrocution Chance -> + 40% Bullet Electrocution Chance
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.8.5
Changelog
Adjusted volume to be closer between wave tracks (down) and ambient tracks/everything else (up). Apologies, as it's not as straightforward as one would think/hope lol.
Added 2 new on-site refining/escort duty tracks
Fixed vanilla tracks playing during on-site refining/escort duty tracks... except "RUN!" because that **** slaps
Tried and failed to fix the memorial hall track
Cleaned up internal file structure
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3.0
Changelog
-
Changed the colors of the layer selection buttons
-
Added a small ring around the material selection balls, showing you which materials are selected on the profile you are editing. The colors of the ring will match the layer selection button colors
-
Added an option to the settings menu to set the amount of material ball rows
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Added an option to the settings menu to set the amount of material ball columns
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Added an option to the settings menu to set the scale of the material balls
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Added an option to the profile settings to allow the selected layers to be randomised each mission
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Added a list of options to the profile settings to select which layers to randomise, if material randomisation is enabled
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Made it so that the area around the droppod recall button is also affected by the materials you have selected
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
Grenades - Incendiary, Cluster, Mines and Cryo count from 8 to 10, cluster minelets 9 to 20
Traversal and Class Tools:
Grappling Hook - max length upgraded 5m to 15m, T1 cooldown -0,5 - -1,5
Flare Gun - ammo from 12 to 24 (upgrade 3 to 6), mag size from 3 to 4
Zipline launcher - ammo from 3 to 9 (upgrades from 1 to 3, min-max angle - from 36 to 60, base max length from 30m to 60m (upgrades 10 to 20m)
Shield - x2 capacity, time and size (upgrade included)
Platform Gun - x2 base ammo and capacity (upgrade included), slightly bigger platforms
LMG Gun Platform - full-auto, max ammo from 425 to 900, capacity from 90 to 180 gemini ammo bonus and ammo upgrade +180, and some other upgrade values also multiplied by 2
Drills - Base fuel from 38 t0 60 (upgrades +10)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.3
Changelog
Reset all adjustments to base for all classes, then narrow changes to just Scout. Will likely revisit Assault Rifle for next update for additional buffing, likely tune down Dual Machine Pistols a bit, really just want to see the 1 second full mag dump :p
Assault Rifle:
+3 Damage baseline, +1 Rate of Fire baseline, Spread and Recoil ~halved baseline
Tier 2 Ammo Perk -> +125
Tier 3 Mag Perk -> +25
Tier 4 Weakpoint Perk -> +40%
Tier 4 Rate of Fire Perk -> +4
Dual Machine Pistols:
+1 Damage baseline, reduced shot cost to 1 (from 2)
Tier 1 Ammo Perk -> +250
Tier 1 Dmg Perk -> +2
Tier 2 Mag Perk -> +30
Tier 2 Rate of Fire Perk -> +20
Tier 2 Reload Perk -> -1.2
Tier 3 Dmg Perk -> +3
Tier 3 Spread Perk -> -80%
Tier 4 Blowthrough Perk -> +3
Tier 4 Ammo Perk -> +250
Tier 5 Bonus on Electricity -> +60%
Flare Gun:
Base Ammo -> 15
Ammo Perks -> +9
Duration Perks -> 60
Mag Perk -> +3
AutoReload Perk -> Reload @ 2 secs unequipped
Grapple Gun:
Baseline Cooldown -> 3
Tier 1 Cooldown Mod -> -1
Range Mods -> +20
Tier 3 Coold
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
โข M.U.L.E colors and light intensity changed.
โข O2 canister got light up.
โข Drop Pod ramp and driller metal got light up.
โข Resupply Pod driller metal got light up.
โข Spawn Drop Pod light removed back to standard.
โข Omen Modular Exterminator Barrel Dispenser and barrels got light up.
A new mod is available. :tada:
This mod gives a slight increase in ammo capacity and rate of fire to the platform gun, combined with slightly larger platforms by changing 6 values in the WPN_PlatformGun and PRJ_PlatformMaker uassets.
Info
Version: 1.0
Size: 21.8 KB
Tags
[AimedForApproved], 1.35.67430, 1.35.67713, Gameplay
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
Spotlight Intensity: 90,000 -> 120,000
Max. Random Burst Cooldown: 0.66 -> 0.5
Min. Shots in Burst: 7 -> 8
Improved Bosco's spotlight to be equivalent to Bosco Retooled.
Further reduced Max. Random Burst Cooldown to exactly 50% of its original value, and gave Bosco one extra bullet to his Min. Shots per burst value (1.5 * 5 is 7.5, so just rounding up a bit.)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
Fixed Bosco triggering the "ow" and "deploying" sounds.
- In order to do so, I had to completely remove those cues. If enough people ask, I can re-add them, but there's no way I know to prevent Bosco from doing that. I'm sorry.
Added more turret lines.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A mod project that aims to adjust the combat experience.
Info
Homepage, Version: 1.0.0
Size: 12.5 MB
Tags
1.35.67712, Approved, Gameplay, Visual
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
v1.2, fixed some missing lines:
- Laser pointer callouts now in place for Unknown Horror / Korlok, Menace, Warden, Mactera Spawn, Goo Bomber, and Grabber
- Also added some other stuff I'd missed and improved a few other cues here and there
- Pretty much on hiatus with modding until Season 2 at this point, but will be making sure all my stuff gets updated once that drops!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.4.0
Changelog
Added:
- Ported to Retrograde Mod Spawner instead of the abandoned BPMM.
- Ported to Mod Hub instead of the abandoned BPMM.
- Wheel seleciton widget now is hidden when the HUD is toggled off.
Fixed:
- Fact of TCW being spawned is properly reflected in Retrograde Mod Spawner UI's spawned count text.
A new version is available. Version 0.2.0
Changelog
Added:
- Ported to "native" spawning in order to replace the abandoned BPMM.
- Ported to Mod Hub in order to replace the abandoned BPMM.
- Support for Hazard Persistence Enjoyer and Random Mission Selection.
- Support for possible future Mod Hub update related with client ownership tracking.
- Better mechanism for tracking spawned mods count.
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
Combined Resources now has an optional settings menu with 7 settings! Check the description to see how to enable it.
-Fixed Nitra not showing properly in some languages
-Fixed the first tick of the HUD showing an inflated number of collected resources if resources were brought into the mission
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada: