#ror2-modding
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well there is goku and vegeta
if anyone could ever do it it would be really great xD
Yes, but you'll admit that jotaro and dio would be great too
i dont know how to make it, maybe you could ask rein, he did make the amazing rogue wisp mod
just dont bother anyone too much
anyone know how to use the world breaker skill with that dante character?
you have to kill a lot I think
Hello, i have a quick question that might sound stupid but...
Do i have to update manually the differents mdos i have installed or are they updating themselves automatically ?
If youโre using the pinned mod manager it will tell you when a mod needs an update and you can update it
You gotta tell it to update yourself but the mod manager will handle the rest
R2Modman
alright, thanks
hmm, my post telling people about r2modman isn't pinned still...
Is there any way to Play modded with my friends? They dont want to install the mods themselves..
there is a mod for that but i forgot what it was called
Please do ping me if anyone remembers the name
unmoddedversion
note that if the mod actually changes gameplay that will cause sync issues
So, For instance Skills++
yes
jojo mods ?
this is the closest I can find on Thunderstore
Says this when you pick up Dio's Best Friend
does that just turn all rares into Dio's?
no, it tries to jebait you whenever you pick up Dio's
Would be pretty funny if it did just turn everything into dio right before you grab it.
Imagine trying to fight mithrix and the only items you ever picked up were Dio's
what's the name of the mod that adds the befuddlement artifact?
Possible dumb question: How do I access or edit the config file for a mod?
in the BepInEx folder in your risk of rain 2 game folder, find a folder called config
the config files only appear after you launch the game with the mods for the first time
my friends having a problem getting the modloader to work
@stoic goblet Floodwarning
keeps getting an error where it cant find riskofrain2.exe
Which modloader?
hmm, have you used the "Change Risk of Rain 2 directory" setting?
he's been trying but its giving the same error
he already tried that
@rustic badger well that's because they clicked "Change data folder"
Not "Change Risk of Rain 2 directory"
ty
r2modman issue
Refuses to launch the game, have that be in vanilla or modded, it only scrolls up to the top of the mod list
any way i could fix this?
hey guys using ror2modmanger how do i get steam to also have a vanilla version of the game as well
I do own ror2 on steam, r2modman was working just fine a bit ago, only a week ago or so did it start doing this @wise ferry
@covert forge Nothing should have changed
Potentially force quit Steam, and run the manager as admin?
i will try
@spark saffron Most people use r2modman when they want to have both modded and unmodded versions of their install
Assuming you want to stick with RoR2ModManager instead of using r2modman, you can add RoR2 as a non-steam game, and add --doorstop-enable false as a launch parameter
whats r2modman
a different mod manager
the better mod manager
can someone help me
everytime i use diluvian with other mods, i get all the status effects and cant move
im using r2modman
you should ask in the modding discord tech support channel and post your output log
wehres the moddin discord
Check pins
@covert forge try allowing through anti-virus, there was an update recently and it messes with it sometimes.
everytime i use diluvian with other mods, i get all the status effects and cant move
@low aspen you tried syzygy out before beating mithrix on diluvian, restart your game
also, i will try that
does anyone know if theres any skins for sniper that make him look more like the og sniper from ror1
Classic skin is wip
model is done, but it will be a little bit before I can get it in game.
Teaser to hopefully tie you over until then.
is there an easy way to go between modded and unmodded ? or do i need to mess around everytime i want to play online?
r2modman does it for you
simple matter of clicking launch modded vs launch vanilla.
iirc launching without r2modman open also launches vanilla
cool, ive just been using bepin, no manager
that works too yeah, managers just make life easier
what files are supposed to be in the vanilla risk of rain 2 folder? im tryna get rid of all the mods so i can use the manager
mods add winhttp.dll, doorstop.ini, and the entire bepinex folder
note that if you want to keep config settings you should grab them from the config folder in bepinex
alright, and where should the config go once i take it out of bepin
actually nvm
thanks for all the help
im back to vanilla now
np
wow chen made this stack horribly or do I not understand
its just displaying incorrectly
ah okay
that 1.7 is what your base damage would be multipled by to get the damage of that item
also what's the general consensus on classicitems, balanced or not balanced? a lot of them feel not balanced at all probably because it's the same stats ported from ror1 iirc
Not balanced
yeah its pretty unbalanced
but its fun so it doesn't matter much
not balanced at all
a lot of the items kinda just suck to have imo
the worst is rusty jetpack
i also wish whoever made ancient scepter would add a generic additional effect if it doesnt recognize a certain skill
Classicitems is focused on retaining the numbers of RoR1. I think the mod author is planning on adding a config setup focused on being balanced around vanilla items
agreed
shame that ancient scepter loses all purpose on a lot of modded characters
model is done, but it will be a little bit before I can get it in game.
@gray mulch wow that looks great man, i wish you luck on that super excited to see it in game
thanks :) drag did the model so I'll pass it on.
๐
Just dropping this here, but Champion's Ring is fun to host for a bunch of friends. It takes a bit to figure out how to setup the items and macros, but it works out to a fun alternative to the usual RoR shtick. 
@gray mulch super work you ve done !! can i see the wireframe ? i m leanring 3d stuff for my studys
Just wanted to quickly ask how to quickly disable mods since I wanted to give the prismatic trial a shot
nvm, scrolled up a little and learned about ror2 mod manager
@muted mica here is the rifle for example (classic mesh rifle)
Is there anyway to share my modman profile with my friends? I feel like im missing something simple.
There's a code somewhere that you can copy
Don't remember where you can find it though
I found it! >settings >export as code tyvm <3
can someone help me test a modpack real quick like 5 mins
poggers for rein
Do you people know of any stage mods? All i can find is a minecraft themed one, but nothing more
To me it seems like modders are not that interested in creating stage mods, but id love to see more, Id love to make some, but I have no idea on how modding works :(
@echo adder that is because stages are hard to create. What i can say is that the tool for making stages is actually very far into development so once that releases, people can start making stages a lot more easily
plus, this tool will also come with a few stages of the creators themselves (but remember that this is all fan-made)
The tool to create maps is already available. You're looking for Rain of Stages
There are a few maps available
oh well even better then
Maps have been possible since forever, the problem is that nobody in their right mind wants to make the whole darn thing purely from code. To do it nicely we needed a way to use traditional map making software and get results into the game. That required writing extensions for unity editor, those finally reached usable state within the past month or so. (Twiner, the one who wrote them, suffers from the classic curse of the good programmer, where you don't wanna release anything until its perfect)
What does that tool do? Is it for modelling and texturing the map? I guess the textures are made of that tool
Theres a few things that RoS does. The most important one is it helps with the director. Basically, there is a thing called nodegraph, which is a set of points and connections placed on the map. Thats how enemies find their way around, and how items are placed.
Oh hi rein, loved some of your character mods
:)
Nodegraph is essentially a navmesh with some extra info attached. Making one by hand is an awful experience (some vanilla stages have around 4000 nodes)
RoS also handles a lot of other stuff, but the nodegraph was the thing that was the primary reason we haven't seen tons of custom maps.
If you're interested in starting to make maps though, definitely should hop into the map creation channel on modding discord. There are also some cool wip projects you can see showcases of there. At least one person is doing what looks like an underground magma level of some kind.
Is that channel RoR focused?
About as focused as a discord channel gets XD (so lots of tangents every now and then)
Its quite a ways up, but this was pretty recent. #697582823925743657 message
I cant join that channel, the link leads mo to log into discord from the browser, but nothing about the server appears
You need to be in the ror2 modding server
free time
Christ. 
4000 nodes as in every point/line that connects shapes or just shapes?
Ye.
๐
They have tools to basically paint them on.
Oh cool.
so uh anyone wanna answer my question?
You need to be in the ror2 modding server
@chilly glen aaahhhh thanks
Heres a thank u clover for u
4000 nodes as in 4000 points, the number of lines connecting them I don't recall but it is higher.
oh
the links are automatic for most part

Just hide and pretend its not there. Thats what I do.
I've been working with nav meshes a bit in the past and 4k isn't really a big number
It is when there aren't tools to place them for you.
yeah that's true... they do have tools though?
Yeah they do, for a long time modders didn't though. which is why I brought it up :)
how in tf do you get the classic soundtrack mod working with modman
is starstorm 2 even real or am i being fooled
pog
i was in the project briefly but i didnt contribute to anything and left
you were asked to work on it?
well i joined the server and they made me a coder immediately
Does anyone have a mod that can disable nametags in multiplayer as to disable seeing through walls?
or how would one go about doing that?
my twitter???
i forgot i had that
but nah its a new project i dont think ive shared it publicly anywhere
i actually have a team this time and its a feasibly achievable project ๐
what kind of game is it
its a
its a good game, thats what it is
you know im not entirely sure yet
we have a main mechanic in mind but the specific way itll manifest in gameplay is TBD
so far its effectively a platformer with a really cool gimmick
but im biased
(its TBD because were doing a "follow the fun" type deal)
how does it look like? idk what TBD is, to be determined?
yes
art style is also TBD
the artist is currently working on another project, an animated pilot for his show, by himself
so prototyping art style comes after
yeah tbd is to be decided
although once the pilot releases were probably gonna also drop a teaser trailer on the same channel to ride the wave of attention and hopefully gain a bit of extra support
cool
Is it possible to play multiplayer with the ItemsStatsMod? Every time i try to join my friends lobby it shows this error window...
@pale fiber just read it, your version is using mods and your friend isn't
either have your friend get the mod as well or get unmodded version thing
UnmoddedVersion
^
so its impossible to use this quality of life mod for myself in a server
get unmoddedversion
ty
@chilly glen where do i put the 2 files (manifest.json and unmoddedversion.ddl )? It doesn't say in the ZIP...
just in the game folder or in the plugins?
IS forecast a safe modmanager?
just use the pinned one on the site, r2modman
Note that depending on how the mod works, using unmodded version may potentially just brick everything.
ok thanks, but how do i install the unmodded version?
Just use r2modman to install
I heard that Forecast modmanager is good, never tried it myself
You know what? There should be a mod that adds extra arms to commando or similar at attack speed milestones.
if 100% = two arms (default)
then 150% = three arms,
250% = five arms
Each maybe set at a different angle, until you have sheer octopus commando. each arm doing its animation at default speed.
Bonus points if there's something like a funny floppy animation when an arm folds out or retracts as attack speed fluctuates
I love doing pixel art but I blow ass at Blender so its impossible for me to make this into a mod lol
If you're running ChampionsRingCore made by PlasmaCore3 then everything should be automated.
However, I do have a guide for host only.
If you want a guide on how to play, I also have that.
Maybe I just need to try the mod again. Last time it didn't modify anything from core gameplay, just an odd series of void vents with vanilla items. I'll let you know, sorry if I wasted your time.
There's a lot of custom items (some displayed in the thunderstore website) that is altered, although I do have the complete list of all altered items/survivors.
If it appears to remain unchanged, I can hand you the complete Champion's Ring modpack that I use. It alters and changes a lot of gameplay aspects into a further balanced build.
Don't worry about wasting my time, I'll be more than happy to answer any questions related to Champion's Ring.
I'm suspecting it was some kind of interaction with a UI mod I had, but I'm trying it now with just the core and Cap module.
This is the current patch. Besides the ClassicItems mod, is this what you're seeing?
It appears to be working well! I'm going to add the ClassicItems and I'll see if I can figure out what mod was breaking it tomorrow.
Tonight, I'm gonna play it. I've been hyped to try this for a good while but always miss your lobbies.
Glad to hear! If you have any more questions, I'm always open.
Best of luck to you and your runs. It's recommended to run Champion's Ring in Multiplayer since the scaling was designed with multiple people in mind.
If you'd like, you can add me in Discord and it should notify you whenever I'm playing Risk of Rain 2.
Done! Look forward to it, and thanks for the help.
I take it I'm supposed to manually tier the items? The mod doesn't seem to automate that bit.
I used your modpack import, that seemed to do it.
That I wasn't aware of.
Can you try this code for r2modman: 5cLN8fhjlB
This will copy all of the current mods, including the experimental build.
Will do
Yeah, it looks the the mod is supposed to be part of a pack. It only enables the gamemode to work on a basic level, it seems like
The imported pack works.
The Champion's Ring mod is an automated system that also allows various tools to work. For example, Radar Scanner spawning a bubble, similar to the Cell Vent that prevents taking Void Field's Damage but it won't charge the cell vent. Courtesy to Plasmacore.
@heavy glade Export codes don't include experimental builds unless it's available through Thunderstore
Only configs and a mods.yml found in the profile folder
Friend just found the writhing jar from harbcrate (spoilers).
Also my mic is muted but you can hear me on his mic in the other room later in the video. https://youtu.be/0iTSYEGJlUI
Please tell me there's a mod to add chef?
there isnt
i mean there is one that kinda adds chef but its like just the moves and a model of a different character but i forgot what the name of the mod was
Was wondering what the current state of modding in custom maps is for the game? Is it possible to implement custom environments into the stage rotation?
yes, there was at least 1 stage that does it. Only 2 stages have really caught my eye so I can't really say much on that matter
this one
Aight. I've been thinking about getting into modding and thought I'd start off with custom stages.
Oh shit thereโs a modding channel now
starting with stages whew good luck
Stages are an easy starting point
Because no code is needed. Just really need the mesh if your level and you're good to go.
how's the level editor? is it like hammer?
Its not strictly unity. You can use any tool that can export a format unity can handle. So pretty much any tool.
yeah ik
Actually modeling in unity is kinda horrible XD
i have a bunch of risk of rain 2 mods but when i play it artifact of command drops dont drop is there a way i can fix it
I've got a lot of experience with Hammer, so I'm fairly confident that some of it will carry on over to Unity.
Tbh you could probs find a tool to export a map from hammer as a mesh, and then import
guys where do you put the import code in r2modman
found it
@heavy glade I was gonna dm you but we aren't friends yet. I ran into a major issue with the modpack you shared; It worked great for me, but inviting a friend seems to make cell vents spawn zero items. I am so confused.
I was actually testing because I wanted to start hosting games here
That seems to be an interesting bug that I have never encountered.
Would it be alright to show me a log output to when it happened? Or if not, tell me the specific conditions on when you invited your friend: was it at the beginning of the game, during the middle of a run, or the action that you were doing when you were joining. I'd like to recreate it and see if I can experience the same issue.
For the time being, a workaround is to manually set the rewards either using Console Command with (CTRL + ALT + `) and using 'set_rewards 3' for Cell Vents 1-8 then 'set_rewards' at Cell Vent 9. Or you can use the Macros found on the righthand side of the screen with 'F2' and scroll down to find 'Cell Vent rewards', there should be a list of numbers; example: 'Void Fields Rewards 3', 'Void Fields Rewards 4'.
I'll attempt it again when my friend is around again, but I don't entirely know that's the issue, since the chat log still specified the cell vents' rewards, just didn't award them to us.
does anyone know how to add the console to give you items when in a run?
Not sure if this answers your question, but there is a cheat menu mod on thunderstore that covers that and more
i dont know what that is...
there's a mod called ror2 cheats or something, get r2modman and install the mod
Debug toolkit
The command is give_item
@lofty badger did you enable the items in the item drops menu?
Do the printers in the bazaar show up as empty?
All hail poglips?
(is with a mod. That gives my turrets my items)
He's op
Poglips is carrying my run
๐
Its.. Literally the name of the mod
"Turrets get your items"
lmao
Do you mean this mod?
oh thanks
@vernal lance if there are items I manually must enable, no, and the first bazaar printers are indeed empty
we tried twice, no cell vent rewards
using the code provided
this menu here
ahh, so I have to enable items there?
I think I'll make a modpack for this if I get it working honestly
should look something like this
yeah, they don't walways make the transition for some reason
That's frustrating, but hopoo has said they'll make it easier for modders soon (tm)
thanks for the help, I'm checking items
Yeah they're all disabled, nice.
I appreciate it! I'm gonna pack these mods together tonight so people can quickplay CR from thunderstore, unless you'd like to
The modpack is in the zip for the core mod
although that particular one is currently one version behind
huh
probs gonna push another update tonight
I mean...
soo how is the heart of the void from aetherium not a red?
Because if you fall off a ledge you can just be locked in a death spiral hoping an enemy is nearby
get it bazaar 2 and you win by actually just killing yourself
@jade prairie I don't see how that makes it a lunar
it's still an opportunity to revive again
because if you ever fall below a certain threshold of damage, you are dead. you just gotta hope an enemy is close.
um sure but that's not a downside
that's like saying atg has a downside because it doesn't always proc
And Gesture also debatably does not have a downside
I mean gesture is dumb
Every lunar item has some element of risk involved, and the risk for Voidheart is thst at a certain amount of health you are marked for death
is it supposed to kill you earlier when you have it?
wdym by that
idk if it's bugged for me, when I have it it's just "if you die you die and kill something with the explosion you get revived"
there's no downside
The downside is that you hit 30 percent health, all healing you take is converted to damage, including natural regen. So you will slowly take damage until you hit zero. unless there is an enemy nearby, you die.
after you revive or at all times
if at all times then ok that makes sense
ok it's at all times
you die no matter what. you only revive if an enemy dies in the explosion as well
ok I see now
Is there a way to bind mwheel down to jump? In game if you try and do it, it only binds mwheel up.
Most likely can be done with a direct edit to profile. I don't know exactly where offhand though.
You guys got any mods that can make multitudes still be a challenge after stage 1? 32 multitudes sac swarms drizzle is some of the most fun and challenge you can have in stage 1 but after clearing stage 1 and especially after doing void fields, you just start instakilling entire stages. Surely there must be some mods that can boost enemies so that theyre still a threat after that point
I wanna be op but i also want enemies to survive more than a single shot
^^
otherwise your wants are in direct conflict
void fields becomes practically required lol
direct opposition
Ill try that but man its gonna be interesting beating stage 1 with diluvian 32 multitudes
idk
yeah it just removes player osp now
darn
i mean either way nallimok wants more difficulty but is playing on drizzle
just turn up the difficulty you don't need more mods lmao
didn't even notice they said drizzle
but theres not really much balancing getting 32 green items by the end of stage 1
yea
I mean i mostly wanted the balance scailing to be better late game. 32 multitudes stage 1 on drizzle is way harder than 6mm but after stage 1 theres no challenge anymore
because you're getting 32 items minimum on stage one, like duck said
the game's not balanced, stat wise, no matter what multitude setting you're on, to handle a player on level 2 with 40ish items
download a mod that adds a bunch of defense items like supplydrop or aetherium, it really helps late game scaling. the problem with late game is that everything dies instantly without you having to play the game and your only threat is getting instakilled. having more defense items in the pool alleviates that to a degree. also you can download itemdroplist and just straight up turn off tesla, razorwire, dagger, willowisp, shatterspleen, etc. if you want to not have the game play itself
Shark Teeth+fungus engineer=win
shark teeth+rap=win
I suggest changing the TicksOfDamageDuringDuration to 5 in the config instead of 10
so you get bled every 1 second instead of every .5 seconds and the damage per tick is a little higher so it's not as cheesy with razor wire/repulsion armor plating
still really strong but not as much
why are there like no content mods
There are?
I mean like enemy and stage mods
Stages only became possible within the past month or so. There are a few in progress atm.
I've only seen a few item mods, most of the others seem to be characters, qol, artifacts or some random shit
oh really?
They were "possible" but a massive pain before.
Twiner released RoS, which is a toolkit for maps.
ah ok, thanks for explaining
Also there are a few enemies
They're makin Starstorm for RoR 2 right
Moffein did clay man iirc, jarlyk added mimics, and I did ancient wisp.
oh cool
(ancient wisp may be slightly borked atm, looking into it now)
I haven't played modded in a while but I did try Rogue Wisp and it was really cool
so well done very nice
:)
Here are the Item mods I enjoy
Supply Drop, ChensClassicItems, ClassicItems, Tinker'sSatchel, Aetherium
are item mods really THAT hard to make or is there just a drought of them like there is with skill mods
because skill mods are easy as hell to make but people just dont make them
i kinda wanna try making a mod, would be hard though
make mulT extended
Well, TILER2 makes item modding much easier, but modding is still relatively new
seriously so many people want it
artificer extended but for mulT
Artificer extended adds a bunch of skills. he probably means a mult version
oh I havent tried that
yea
maybe some day
if i remake alternative artificer im gonna call it alternate artificer just to fuck with people
mark my words
literally no one will even notice
Dude I just got the best idea
Someone make a mod for loader
Where you can unlock jabs as a primary attack
He swings for his attack so what if you made a new primary where he uses like boxing jabs
You gotta unlock it with a achivement called Lightweight by staying in the air for 45 seconds as loader
Then jabs would do like 140-160% but with higher attack speed
staying airbourne as loader is easy tho
basically "play loader" achievement #3
the achievement should be to fill your healthbar with barrier
I have a good mod idea for loader: remove the op barrier passive
Loader is a woman btw
I dont think the barrier is what makes loader OP
I know but it's the only think I can think of to nerf that wouldnt ruin the feel of the character
can't nerf damage, can't nerf fall resistance, can't nerf mobility
all that would just feel bad, it's why they haven't nerfed her yet
because she doesnt need nerfing?
you cant exactly just swing your fists and always win as loader
you literally can
That's what I like to call a "bruh moment"
she doesn't need nerfing
the other reason why she hasn't been nerfed is that they can't nerf anything without major backlash
even if it's a good change
actually that's a great idea
coe rapeize
honestly
i think the barrier passive is good to have for loader
it doesnt really make Regular Loader any stronger and if you choose to use it then congrats youre playing loader at her funnest
OMG christian preach
i belive my list of mods is client friendly right ?
id like to see a mod for loader where she gets an alternate utility skill, that makes her more of a brawler. The 2 ones she currently have are cool, but id love to have her play more like in the 1st one, where she mostly stays on the ground punching mobs
like her utility makes her be in gorilla mode where she can push enemies or deflect damage taken or changes her other abilities idk
The Han-D mod is a bit similar to what youโre asking even though its a different character rather than s change to loader. You could give it a try and see if you like it.
hi guys, i have problem with ClassicItems mod, after installing it and starting the run the chests does not have any shit
and my objectives does not show (sorry for bad english btw)
@hollow sparrow don't use bettercommandmenu with betterui, they will conflict. remove bettercommandmenu, betterui does everything it does and more
also auto sprint is not clientside
I just played some runs with the Han-D mod and, wow, it is great
It feels very vanilla, except for polish in some parts, but there are many details that I loved
For example his M2 used mid air acts like a second jump
Though using its utility should have some better visual feedback, like turning Han-D orange or making it glow
yeah that's planned
as well as a ui indicator
you can check the mod page to see what moffein has left to do with the mod
With HAN-D, you can use his utility skill, jump during the beginning of it, cancel his utility skill to get a second jump and then use M2 during that jump to get a triple jump.
@mossy lagoon ok ty
@hollow sparrow don't use bettercommandmenu with betterui, they will conflict. remove bettercommandmenu, betterui does everything it does and more
no problem 
where is smile champ from? 


Also having the healer drones orbit around Han-D would be nice too, like in RoR1
pretty sure drone rework is planned too
if youve seen how good bandit reloaded has gotten, then that might be a clue as to how good han-d may get
Han-d if under construction by Moffein right?
yeah
Idea: a Deathmatch mode.
2 or more players spawn to map, loot, and try for the win at tp event. Could be fun, esp. with artifacts.
Posted this to modcord already, but why not here also
its interesting but how would damage be regulated
Merc can't be hit, Loader is way too fast, Engi is hell to deal with bc shield/harpoons, mines and turrets, Arti has pretty much infinite range, Rex just kills himself etc.
"arti has pretty much infinite range" lmaoooo
no, not really
commando or mulT are better at engaging at long ranges
probably easy as hell to avoid though
Loader would be scary if she gets the drop on you
and @rare mantle there already is a pvp mod, just install that and establish lobby rules https://thunderstore.io/package/60dfb16d5e944afc/RoR2PVP/
images taken moments before disaster
coin hack
Images taken before disaster
Thanks @sly moss , I didn't even know! Or well, I saw it on thunderstore ๐คทโโ๏ธ
Too bad it has so many modes, too many choices to host a server
๐๐
nah bro i just play alot aha
I have a ton of coins for mod testing purposes
not using temporary lunar coins smh
everyone should play the way that I play because it's the right way

I have tons of coins for... well... I don't think I've spent a coin on something other than order shrine in months.
Ah nvm I lie. I stacked corpsebloom 2 weeks ago.
genfixes corpsebloom 
whenever I play a command run with friends I stack the everloving shit out of gestures
Does the 16 player mod still work?
If that is the only mod you are using modded for, I believe you can use a couple commands in the dev console for a 16 person lobby
@vernal lance what is this and why is pearl green
WAKE OF VULTURES IS A WHITE WHAT ARE YOU THINKING YOU MADMAN
BRAINSTALKS IS GREEN
?
I don't make the rules, Crescendo does
Also, wake and brainstalks are lower tier because elites barely spawn in the void
I mean, that's the game mode
Champions ring takes place almost exclusively in the void, and is balanced as such
Kinda iffy on that one too
But I can say that Kjaros belongs in red lol
If you remove the Core mod from the modpack, you can do that
stacking on green happiest
You forget that when you do exclusively void fields, with bazaar visits in between, you get a lot of reds
Oh, and shatterspleen has been banned in the most recent version
It was too good, even at the cost of 3 reds
Rosebuckler better make me immortal
imagine you bet at the chance shrine and a drone comes out
TC-280 stage 1
So uh
Aatrox go Brrrrrrr
(His alt R has a Wierd interaction with Skills++, Which allows you to get SO MANY skill points)
drizzle and bugged skills++ you could go forever that way
I play for fun
not for a Massive ass challenge that will get me to scream
because that's just my life
yeah I didn't mean that as an insult or anything lol
Ik just..
brain go brr
any mods that are reccomended?
i got a few character ones but idk if there are any else that are good
i know theres a difficulty one but idk what its called
Diluvian difficulty
i got the difficuty one
nice
yea it was that one
also picked up some skins cos they looked cool
are there any mods that i really should get?
in terms of characters: rogue wisp, sniper, enforcer, bandit, gunslinger, clay templar, aatrox, twitch
got em all
qol: scannerplusone, itemexchangenotification, rtautosprint
I also recommend admiral and artificerextended
hailstorm
raincoat
equipmentdurability
yeah it's not for everyone
might just try these atm i got 33
for items: aetherium, supplydrop, classicitems, chensclassicitems, tinkerssatchel
oh damn
the classic items mods don't have 3d models so they don't really fit in but they're fun
anythin else?
honestly, just try out this modpack
https://thunderstore.io/package/DigitalySane/RiskOfADeluge/
can't think of anything off the top of my head but I'm definitely missing stuff
ty bro
np
does it normally open a black setup box thing with commands
? wym
you mean the command essence ui?
it'll bug out if you have bettercommandmenu or commanditemcount
but betterui does everything those mods do and more
also you can configure it if you'd like to turn features off
this thing
oh yeah that's just the console you can turn that off in bepinex config
that's just for debugging
should i just wait?
it also shows sacrifice drop rates and stuff
@ancient shuttle if nothing is happening, press enter in the console
yeah or right click it
hey guys, Im thinking of dabbling in very light mods, like legit only 2, one for the wiki descriptions and the other for the one where vanilla players can play without the need for the mod manager
can anyone give me the link to these mods?
cheers

do I have to configure the mod for it to show wiki descriptions?
Im looking for the mod that instead of saying "deals bonus damage to nearby enemies" says "deal 15% more damage to enemies within 13m"
yeah that's betterui
how do I enable it?
check the betterui.components section of the config editor
make sure everything is set to true
yup
uh weird, mine works fine
send your log
settings>copy log.output to clipboard
then paste in here
yeah ty one sec
I haven't messed with the mods configs, and I have both dependant mods along with one other mod that just allows vanilla players to join modded lobbies
yeah idk wtf is going on there's no issues in the log or anything
try disabling your cache in settings, creating a new profile, and then redownloading it
disable all mods?
no just make a new profile in r2modman
disable your cache under the r2modman settings before you download anything
it's all I can think of unless the mod is bugged
it was working for me last night
also this is unrelated but you might also like itemstatsmod
what does that do?
shows you total stats of an item when you mouse over it
like if you have 3 glasses, it'll say
30% Crit Chance
below the description
betterui has integration with it, if you can get it to work
so without itemstatsmod, items didn't have advanced descriptions? but then when you added it, the descriptions were fixed?
yep
cool ty, I'll let the dev know
you should also probably enable the cache again if you disabled it
yeah
how many mods yall running? I've generally got around 46
72-82ish
there's like 10 mods I like but aren't super immersive that I sometimes don't use (robs character mods like twitch and aatrox, and dragonycks model swap skin mods like doommando)
also the classic items mods for the same reason
I play with like 2 max. 4 if debugging something.
Tbh sometimes its kinda funny to just install everything and watch the world burn.
it makes multiplayer hell which is one of the main reasons I play the game
Rein do you not play with wispy?
I meant other mods
BetterUI explicitly does not provide advanced item descriptions intentionally, but is compatible with them
Iirc
is there a way to export the survivor models to a unity-compatible file to use in VRChat?
ever heard of starstorm or ues prime
yes
upps wrong tab
does beating embryo have a chance to double spinel tonics effects?
does unmodded clients mod deactivate them in multiplayer
yeah i have that
okay yeah thats just an id spoofing mod so you can connect with vanilla players
if youre connecting as a client you can only use client-side mods like betterui
if youre hosting you can only use host-side mods like sharesuite
those are just examples
a host can still use client side mods as well right?
host is also a client
so yes. Except dedicated server, where the server can use a UI mod... but why...
how do you get the hardest difficulty in diluvian mod thing
is it by obliterating or beating the boss on diluvian?
either
yes
is there a way on r2 mod manager to sort by client or server mods?
dont think so
id just reccomend making 2 modpacks
one with client side mods and one with your big modpack
do skins count as client side mods?
fine be me lol
ah ffs
i just tried to do void on diluvan
nope, died on round 8
idk what hit me, dead mans foot really hurts when its jellies and wisps
You can only filter by what Thunderstore provides
And there's no way on Thunderstore to currently see which mods run on client or server
there could be a tag for it ngl, thatd actually be nice
I mean it's quite easy really
If it depends on R2API, it's server
If it doesn't, usually UI related, it's client
Well that's why I said usually UI related 
grovetender
people are allowed to make bad decisions
I didn't say anything about among us
it's absolutely broken
yeah...
i literally dont know whats causing it anymore
Anybody here able to get models from the game to 3d print?
Has anyone had success getting splitscreen to work on Switch recently? Thinking about buying a copy for a friend's birthday, would be great if we could play together
So is it just me or is it impossible to host a vanilla accessable game with extra characters included IE bandit,enforcer,sniper,miner, han-d. Meaning is it always going to require vanilla players trying to connect to have ror2modman open with those specific character mods?
Same question I have for classic items as well. Can you actually run classic items vanilla and vanilla players able to just join?
I'm running unmodded but whenever I try to run additional characters it won't let people connect
anything with new content doesn't work without everyone having the files
Yea figured as much
Ok confirmed ty
Same thing for new maps then I would assume as well
yes
Would be nice to have default in vanilla, players joining modded servers just download the required mods off the server automatically.
Css style
yes
Someone suggest it other than me I have bad luck on upvotes
Steam workshop integration would be necessary for that
(not steam workshop integration) that might enable some malware though
Yea steam workshop would be nice I've suggested that a few times
What program are they using to alter maps or make new maps?
Risk of Stages
Does it have a stage build mod?
Dammit I'm so used to using hammer from css yes I'm old
you can port maps from hammer iirc
I love hammer
Elaborate please
Ask in the modding discord.
they will be able to answer the question in more detail
no, this is just a channel
check the pins in this channel
I really wanna make some pvp compatible maps. I also would like to figure out how to mod in a capture the flag style event that would reward players based on kills(tier 1,low chance tier2), flag carrier kills(tier 2, low chance tier 3)and flag captures(tier 3, low chance boss item)
Something like the flag is a fuel array and the capture point is in either teams base as a unactivated rex(worth X points) game is to (X) points
.
IE rex activation is worth 10 points
Game is to 50 points Map shifts after.
Kills do not count as points but do reward items.
Fuel arrays drop from pods that drop along the line of equidistance from both teams base (random location on the line)
making your own item and giving it a model would be better
or hijack the banner model for warbanner and make an item that uses the model

@sage zealot, that's entirely possible. In Champion's Ring, Radar Scanner now places a Warbanner onto the area you're looking at, similar to Effigy of Grief, and has a safe zone from Void Field's damage.
Yea but making my own item would negate it's vanilla compatibility
Then again without steam workshop so would custom maps
it is highly unlikely that steam workshop will ever happen
Why say that?
Frankly speaking, trying to make mods that are serverside only is a dead topic. The limitations are just too great for you to be able to make any really interesting mechanics. There was a phase around the start where people were making things like that.
@sage zealot Making a capture the flag gamemode is completely possible with vanilla compatibility, the pvp mod actually had plans on adding gamemodes such as capture the flag, king of the hill, and all vs 1 super boss but due to being busy with other projects has not had time to work on it
Not if you want the user experience for vanilla users to actually be good. You need to convey all objectives through chat window which gets crowded fast.
theres ways around spamming chat to convey information such as creating custom pings to show where objective points are
chat msges can be ressurved for more important information such as if someone captured the flag and showing score when flag reached the objective point
it wouldn't be a spam
you don't need custom UI to keep track of score
But my point is that all of this ends up being really backwards and hacky, and if two identical mods popped up, one of which had a solid UI but required everyone to have it and another which used hack workarounds just to accommodate vanilla users (which can't even join without you bypassing the ismodded flag) its clear which would be more popular.
oh course that can be an extra on the client side should the mod be installed
Its a major limiter to place on scope.
while also substantially increasing the workload for the dev.
I don't think forcing everyone to download a mod just to play a custom gamemode is required, frankly there are many players who perfer to use vanilla clients and not wanting to do the extra work of installing, which is why vanilla compatibility was considered in making the pvp mod, why make others have to install the mod when the host can just install and host public lobbies where both modded and vanilla players can enjoy
(don't get me started on the confusion and constant requests I get to make my mods work clientside only)
yeah its more work but it gives more access to other players on who can play
The whole game, and the whole modding framework is build around the idea of identical client states, just like most games with this style of networking. sure you can hack it all, but users really shouldn't expect anything to work at all without everyone having it installed.
yeah idk why people think you can just magic some clientside stuff
most modding scenes requires every player in a lobby to have the same mods and mod versions
Everything is actually there to make it possible to make the gamemode a server sided mod, I don't see why you'd need to add an additional restriction of requiring everyone to have the mod installed just to play that gamemode. In my opinion that would already downgrade the pvp mod
you can actually accommodate players who have the mod with custom models etc but keeping it client sided so vanilla can still play with modded but see a different flag model than those thats modded for example
the game would be limited to vanilla assets. Not only would that make development harder, it would also make the experience limited as the makers have to work around a lot of pot holes
you're the pvp dev right
yeah
ah
:)
impossible to tell what with the complete lack of identity lol
I only knew because I saw them around in the modding discord
Can you add objectives to the UI on a server side mod?
I know the imp shrine can do it, but I kinda doubt you could do it server-side only...
You take advantage of the existing UI system that gets sent over the network and send your own custom network bytes tricking the vanilla clients on showing things that's normally not possible, like pings for example is a network UI
Rein is correct on limitations with server sided mods, a lot of things have to be considered before attempting anything
Also need to consider that technically vanilla users aren't even meant to be able to join modded. The fact that they can is only due to mods that bypass the flag.
However, in r2api we actually do have the beginnings of the ability to support serversided mods. NetworkAPI functions that are built into r2api can allow for more varied communication between clients that don't have that specific mod (but do have r2api)
For example, a client normally cannot apply a buff to themselves, but a client can send a message through r2api to request that the buff be applied to them and r2api can handle it, even if it has no knowledge about why or what caused the request to be sent.
๐ค
I actually have a feature request then that involves rules and rule categories being added to the R2API which would both benefit server sided mods like mine as well as client sided mods too. Currently if a modder was to add something like in this picture they would run into a "Unknown message ID" should they play with anyone who doesn't have the same mod installed also ruining their UI. I have my own networked system for this that supports those that doesn't have the mod installed by sending custom bytes only when needed (for both modded clients and vanilla) but the current problem is since im using my own system if any other modder was to attempt to add rules and rule categories it would immediately cause incompatibility between our mods due to my system ethier believing the custom rules as vanilla or forgetting the custom rules all together. I would like R2API to actually handle a system like this so there's a universal way to hook onto the same system
if this was to happen, people can start adding some config options onto rules to switch ingame instead of just relying on the configs, also allowing those that have the same mod installed to vote on the options
can i install BepInEx with the mod manager?
or does it HAVE to be manual
i know i can just put it in manually but
i wanna make sure
r2modman installs it right
infact, you don't want to install it manually if you use r2modman
yes it does
okay thank you
Huh, I installed bep and api before modman and nothing went wrong
It means that the vanilla game isn't all that vanilla I guess.
@deep raven Make a PR XD networkAPI is incredibly easy to extend. Usually a message winds up being maybe 40 lines of code.
Multitudes is the one that scales the game as if you had more players, right?
yes
Whack
I'll look into it
How does one begin the process
type !gettingstarted in the modding discord's general chat
How to edit modding files?
modding files like configs? or
@gray mulch I noticed there's a LobbyConfigAPI inside the R2API repo and wanted to test it out before considering a PR but I can't seem to get it to work, is it currently in working order and I'm just missing something or is it still in development?
this is what I attempted
LobbyConfigAPI.LobbyCategory header = new LobbyConfigAPI.LobbyCategory("Header Title", Color.red, "Header Disc");
LobbyConfigAPI.LobbyRule<int> selection = new LobbyConfigAPI.LobbyRule<int>();
selection.AddChoice(1, "Choice 1", "Disc 1", Color.red, Color.green);
selection.AddChoice(2, "Choice 2", "Disc 2", Color.red, Color.green);
selection.AddChoice(3, "Choice 3", "Disc 3", Color.red, Color.green);
header.PushRule(selection);
I also included LobbyConfigAPI in the R2APISubmoduleDependency attribute
it's pretty similar to how my version does it (the format currently used for the pvp mod, will be changed a bit for the PR)
RuleCategoryDef header = VoteAPI.AddVoteHeader("Header Title", Color.red, false);
RuleDef selection = VoteAPI.AddVoteSelection(header, "Choice", new ChoiceMenu("Choice 1", Color.green, "Disc 1", Color.black, "Sprite Path", "Unlock Name", 1));
VoteAPI.AddVoteChoice(selection, new ChoiceMenu("Choice 2", Color.green, "Disc 2", Color.black, "Sprite Path", "Unlock Name", 2));
VoteAPI.AddVoteChoice(selection, new ChoiceMenu("Choice 3", Color.green, "Disc 3", Color.black, "Sprite Path", "Unlock Name", 3));
selection.defaultChoiceIndex = 2;
/BepInEx/config/<file>
Open in notepad
If using r2modman, there's a config editor included
Others managers also have config editors too
most mods generate the config file after being first run iirc
guys just use r2modman
modman makes everything better







looks like you cheated
what other mods?
nothing was risked and nothing was rained
some serious bruh momentum here
ok
might be time to do my best BestAcridKitty impression
<@&559786374228738069>
what's up
kyl_e#9860 was banned
why did I have to type when you wrote moderator I'm not a mod 
what did he post?
Yeah what did they post
"FUCK" spam as well as "some serious bruh momentum here" spam then "TF" twice when someone atted moderator
@jade prairie what's the point in this
ghoul#4064 was banned
Bye
what did ghoul post
spamming "FUCK" over and over
again? ๐ค
attack of the clooones
ahhh! i'm gonna cloooon
Anyone here able to get the models from the files? I wanna be able to 3d print Acrid
I believe the people over in the modded discord know more about getting models
i have a guide for getting characters to blender if that helps at all
With modman my game was running slower
Do you have ryanskinapi as one of your mods? It really slows down the loading of the game, and Ryan said he would depreciate it in a second once someone makes a better alternative
Can some one make a mod that turns worms into pickles? It would be the funniest thing ever!
Hey not sure if the creator is here but i just wanna say the goku mod is way better than expected and whoever made it should be proud
He is, but his is pretty busy so he might not see it
Also does diluvian lower odds of getting items from sacrifice with the โlowers player luck in some areasโ aspect? I had the stats page and i straight up got 1 item in 120 kills which feels super unlikely when every enemy should have at least a 5% drop chance or more
That was the worst example but i ran a few runs and my items gained/kills were never indicative of anything above a 2% chance
Sounds like it.
@brazen charm Usually caused by a mod throwing errors, if not, try using LighterPatcher and StutterStunter
@trail stag no. It only affects tougher times
It affects all bears too, so even the enemies'
So I have a question about a mod: I tried using Versatile Survivors because it looked and sounded amazing and that's the main reason i started modding. It just isn't working, like at all. Anyone have any suggestions?
send your log output
Last updated 6 months ago
in your bepinex folder
i don't think it's updated for 1.0
ah
Where exactly is the log output? I started modding 3 hours ago..
in your risk if rain folder there should a shortcut to your bepinex folder
which will have logoutput.log
or if youre using r2modman, there's a button under settings to copy logoutput to clipboard
It's over the character limit. I'm trying to find the file
yeah it'll upload as a text file which is fine
go to r2modman settings>run preloader fix
then try making a new profile and reinstalling
okay. it's verrifying risk of rain right now. I'll let you know if it works. Thanks
it did not work...I'l try that fix as well
I disabled the cache, uninstalled the mod, and reinstalled. I am just waiting for it to load now...still didn't work
send log again
the last one was weird
copy from r2modman and send here
btw the official modding discord has a tech-support channel you might want to ask in if I can't figure it out
oh. I did not know that
you can find it on thunderstore.io or through the discord server discovery search thingy
12:41:33 PM [INFO]: Launching modded
12:41:33 PM [INFO]: Steam directory is: C:\Program Files (x86)\Steam
12:41:33 PM [INFO]: Running command: C:\Program Files (x86)\Steam.exe -applaunch 632360 --doorstop-enable true --doorstop-target r2modman\BepInEx\core\BepInEx.Preloader.dll
12:43:09 PM [INFO]: Files to remove:
-> C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\r2modman\BepInEx
-> C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\doorstop_config.ini
-> C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\winhttp.dll
12:43:09 PM [INFO]: Removing previously copied file: C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\r2modman\BepInEx
12:43:09 PM [INFO]: Removing previously copied file: C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\doorstop_config.ini
12:43:09 PM [INFO]: Removing previously copied file: C:\Program Files (x86)\Steam\steamapps\common\Risk of Rain 2\winhttp.dll
12:43:09 PM [INFO]: Launching modded
12:43:09 PM [INFO]: Steam directory is: C:\Program Files (x86)\Steam
12:43:09 PM [INFO]: Running command: C:\Program Files (x86)\Steam.exe -applaunch 632360 --doorstop-enable true --doorstop-target r2modman\BepInEx\core\BepInEx.Preloader.dll
Is that right? I tried to just get the last launch that I had.
uh that looks weird
make sure the your steam directory matches the one in r2modman
in settings
@wise ferry help me out idk what is goin on lol
yeah, it seems right. Every mod except this one works... which is weird
idk then maybe it's just screwed
I had ~38 mods, and I deleted them all to test this specific one and fix it
Does anyone else on here use that mod?
That's mostly for debugging purposes
How hard is it to use RainOfStages to make my own stage? I have map creation experience via RustEdit with my custom Rust map, but that tool is very user friendly. Im interested in mapmaking for roR2 though
iirc you have to use your own tools to create the stage, ROS just handles putting the stage in the game and making it functional
I suppose thats why it suggested i have Unity experience, which i do not. If i have to make my own models that changes things, but if im able to utilize things in the RoR2 game files and just have to sculpt the terrain, i can do that
well, if you can sculpt the terrain, then im sure at the very least you would be able to find someone to help you with using ROS to put your stage in the game
but im not too sure how ROS works, havent checked it out myself, so for all i know it may just require no unity experience at all
sooo
im slightly pissed but lets see if the "modding" tab is any less dismissive
im looking for someone who can make a "rename" mod for me as a gift for a friend
a rename like changing the text files to say funny stuff?
well...certen items and entitys we have nicknames for
I think that's something you don't even really need coding experience for you can just edit the lang files
the void revers he calles "void bois" and the spinal tonic he calles "zuse juice"
looklast time i tried something like this i broke it HARD
pulse i want the specific items the mod renames to be a surprise
its more of a "surprise gift"
i see
would do it myself...but...well the only thing I'm OK AT is welding....that doesn't help this
im not even expecting it to be free
who expects to have something made for free in this day in age...seriously...unless you know the person personally
so if anyone thinks they can help...please do tell me
So if this whole stage making thing doesnt go well, is there a tutorial for dummies on making items? Or at least an example i can try to decipher
I do have basic coding knowledge, but extremely entry level
you could look at the source code for any of the item mods
I think there's some tutorials on the wiki but I can't remember
tiler2 makes it a lot easier though
definitely join the modding discord they can help you out
I had no idea there was a seperate modding discord. Mind linking me, if you have said link?
....now im sad
Im mostly interested in stage design, but i have some item concepts too
it's linked on thunderstore.io or you can search for it on discords server discovery thingy

also sorry @olive star I don't really know how to do that type of thing
Gotcha, ill look for it when VS is done downloading
anyone have an issue where you go to the next level with modded characters and everyone but the hose spawns in with 9000/0 health and cannot move or see their character
Yep
go to the modding discord and post your log output in the tech_support chat
yeah someone from the modding discord did it already hehe
go to the modding discord
@mossy lagoon link?
pins
the scrap
That is a lot of scrap
Lemurian mod is the most batshit crazy thing I have ever had the pleasure of playing
@mossy lagoon Mod should be ready to test in the next day or two
so excited, finally got the connections working
dude fuck yeah nice
Anyone having an issue that drops frame rate to like 5. I uninstalled all mods except bepinex and r2api and the issue persists
have you tried installing lighterpatcher and/or stutterstunter
I just verified files, even vanilla RoR is doing it. I didnt change anything since the last time i played either
Was it laggy before?
If so, have you tried playing on something that isn't a toaster?
Is it common for people to assume other people have crappy devices :P
No, it was not laggy. Iv never once had this issue
Maybe try restarting your PC?
It never hurts to try. There might be something running in the background stealing recourses
Windows did forcibly update itself last night, it could be something like that. God i hate windows 10 updates >.> brb ill try that
Anyone know if there's a sniper mod?
What is a sniper?
no sir
no sniper mod here
I haven't touched modding but if there is thats gonna be my gateway.
IIRC, the mastery skin is going to be the classic look
Mega thanks!
Rein is still working on it
soon tm (a few weeks maybe?)
Hey Rein, what are some reccommended items for a Sniper Command run? I feel like that will help me get into her
Depends on ammo
ok but real talk
Sniper config when?












