#ror2-modding
1 messages · Page 113 of 1
are there other options besides spawning in mobs?
like you know, killing the player instantly, giving him random items, giving him specific items and stuff
There will be
I had to get the connection from mod <-> webserver<-> extension it was a PITA, took me about a month and a half to get it working lol
Anybody know how to install Risk of Options?
gonna need a link
does anyone know a mod that prevent the boss music from muffling when outside of the zone?
Anyone here got the goku and vegeta mod and wanna play?
@languid sundial if you use r2modman you can just post your mod file, but I recommend ShareSuite, LunarCoinShareOnPickup for multiplayer to "balance" the game, I modified the config so items are caught up on the next stage if someone dies, all items are shared except equipment and lunar items
Bigger Bazaar is great too if you do want a minor enhancement to the game without making it too overpowered
For certain mods like the above, you can also use UnmoddedVersion
which won't allow you to use Goku or Vegeta, but if you're hosting it will let your friends connect for the above
bigger bazaar is crazy overpowered
depends on your settings
by default yeah
Sharesuite too tbh
sharesuite?
nah he actually did a good job with ShareSuite
chest prices increased to match, I've played with it in multiplayer repeatedly
still get my ass kicked consistently in multiplayer
with sharesuite the only real advantage is the red chest on abyssal
meh even then not really? The game is kind of bad for multiplayer without it IMO
strongly disagree
One person dying = restart game, one person getting a good red vs someone getting none, captain vs other chars (free shrines of chance)
Item inbalance quickly creates competition and that's not fun for me in a co-op game
In MP i quite literally leave 2/3 the items I get for others and still have pretty much 100% success rate

I have viewers join me sometimes, one time someone joined and literally took everything
ever since then I refuse to play multiplayer without it, because it's AIDs if they're not your friends who know the game
I understand your viewpoint Rein, but I would argue you're the minority
I'm sure you already know rein but sharesuite scales interactables and boss drops to 1 player
the increased chest price matters a lot too
so you still end up with the same amount of items in the end, also lunars/printers/cauldrons don't share
the increased price is vanilla
especially if someone dies
Its just time save from having 4 people able to explore. you actually get to loot entire stage while rushing which is normally the biggest tradeoff
IMO the money increase counters that a lot
have you played with it recently? or configured it?
I don't play modded
the cost increase is vanilla but player gold scaling is lowered I'm pretty sure so yeah you still end up spending a good amount of time farming
*I don't play modded anymore
right, updates have happened
ShareSuite is well done. Give it a go with a friend. You might feel the same, but then I'd respect what you have to say a lot more because you're not assuming.
I can tell a lot from raw number crunching
as a programmer I feel like you know numbers don't always work out the way you expect lol
idk what to tell you other than my friends and I play with it every day, I've got a lot of hours in RoR2 and consider myself good at the game and the runs are around the same time even with us splitting up.
They do if you have a full understanding
Not exactly sure if a gif is meant to be a point in an argument... but its lost on me
Lol, it's not an argument. Arguments assume one can persuade the other and you clearly have a set mindset. If you care to explain the numbers sure, otherwise I have nothing else to say beyond what I've said.
Full ShareSuite description (changes / how they balanced it) if anyone else is curious
https://github.com/FunkFrog/RoR2SharedItems/blob/master/DetailedFeatures.md#balance
in particular this is what @mossy lagoon was referencing
Heres some new concepts if anyone wants to give me feedback. Currently working on trying to make Dawnbreaker btw (not going well, ill figure it out)
Soul Stone: Lunar equipment. Use on target to link their life with yours. 300% of the damage you take is shared with linked target. Linked targets death allows for a 2 second window to quickly link to another target. Linked targets death heals the player for 20% of their maximum health over 5 seconds. Cooldown otherwise is 45sec. While linked to a target, you take 25% more damage
Ring Of The Patient: Green item. After standing still for more than 3 seconds, gain 15% extra crit chance, 5% more damage (+5% per stack), and 15 armor. Standing still for more than 10 seconds, and then moving, grants a second jump and 5% (+5% per stack) movement speed for 6 seconds (+1 per stack)
Momentum: Green item. Kills increase attack speed by 1% per kill, stacking up to 15% (+1% per stack), increase damage by 1% per kill, stacking up to 15% (+2.5% per stack), and increase movement speed by 1% per kill, stacking up to 15% (+2.5% per stack). Effects last 3 seconds and refresh on kill
Adrenaline Syringe: Green item. +1 luck during teleporter events. +5% damage per stack while below half health during the teleporter event
@tacit zephyr How do I use r2modman none of the mods are active rn?
you have to just go to Online and hit install
download", gotta stream so here's my poorly made video on it https://www.youtube.com/watch?v=eHnd6nRUyw0
No sound, sorry about that, recorded this quickly to show how to mod using r2modman from the Risk of Rain 2 modding community - the last few minutes are me showing how to install and run the game with mods, I used Goku as an example
QUICK GUIDE:
I'm sure you already know rein but sharesuite scales interactables and boss drops to 1 player
yeah but vanilla ror2 doesnt scale up interactables and difficulty per player
it only adds a little bit onto it
like 4x players doesnt mean 4x items
but it does in sharesuite LOL
ok so basically when i open the game with r2modman it doesn't pull up the installing mod thing on the side
is it because i have another folder mod in it already and i have to delete it?
like 4x players doesnt mean 4x items
@sly moss does the director not get 4x the interactable credits?
huh i wonder why r2modman starts the game as vanilla when clicked on start modded 🤔
oh yeah yesterday i tried playing a modded run but when i got to the character selection screen there were no characters there were 4 white boxs in the place of the artifacts and when i started the run it always made me spectate myself and i couldn't play at all
the shortcut doesnt work nor does browse data folder
make sure it's linked to the right directory for steam, run as admin, whitelist in your antivirus
it is, no av, running as admin, replaced the shortcut and still same
im just gonna install manually
@wise ferry
after restarting i have no mods
someone else just had this issue I can't remember what the problem was lol
make a new profile
in r2mm
apparently that was the fix for the other guy
@mossy lagoon
🤷♂️
^
^
thats likely to offset the fact that multiplayer runs are more forgiving. You can get away with a death easily, especially since TP boss hp scales on number of alive players, not number of players.
oh i did not know that
even if it did scale with total players it would be forgiving
just due to the nature of death
I guess I would agree sharesuite + the artifact that kills entire team would be close to vanilla.
No
or multiplicatively
Exponential is per stage
Difficulty iirc is same as interactable credits?
No thats not right
I don't think so
Checking rn gimme a sec
ror2 backend 
almost certain that difficultly does not scale linearly per player though
1 + 0.3 per extra player
And then the 5th root of playercount is multiplied into the difficulty selected
so 4 player = 1.32x 1 player, and then the +30%
basically drizzle is 1, rainstorm 2, monsoon 3. with 4 players, rainstorm is 2.64
And then the 1 + 0.3 per extra is seperate
Incidentally, I don't think this formula is doing what its intended to
plus starting difficulty is higher per player too
Yeah the 1 + 0.3 is starting
quick question. how do i download a modpack?
You can't without r2modman
download it and it works basically
so i just download the modman and it works
Yeah
the modpack still isnt working and i tried updating all of the stuff
what modpack? and what's not working?
all the mods in the poggerboismodpack
oh jeez yeah I'm not surprised something about that pack is broken it's got an insane amount of mods
what's happening with it?
what is broken about it?
i try to start the modded version on r2modman and it just starts like its vanilla
nothing happens
does a command prompt window show up before the game starts loading?
no
this seems to be happening to a lot of people recently @wise ferry did you break something 👀
turn off download caching, delete the profile, and make a new one. that might fix it, because bepinex is not working
also make sure to run it as admin and whitelist it in your antivirus
wat. turn off download caching
in settings
oh
I'll get the copy paste thing in a sec
also is there a way to update all the out of date mods at once
yes, look up "update" in settings
Settings -> Toggle download cache (disable it)
Settings -> Export profile as code
Settings -> Change profile
Import -> From code
Select new profile
Start modded
Toggle the download cache (enable it)
also yes there's an update all button under settings as well
aight gimme a sec
@mossy lagoon No, just a string of people being unlucky
Only thing that got edited in terms of launching was that the navigation is now a single component across all screens, but the code behind it hasn't actually changed at all
#1 thing to check is that the game install directory and r2modman's risk of rain 2 directory setting are matching
yeah I've been recommending that but it hasn't been the case for most folks today
and yesterday
Yeah it's weird
how do i do that? monka
Although it's not like it happens with everyone
There's only a couple of reports and no one has had this issue upgrading from previous versions afaik
yeah it just seems to have been happening more the last couple days
Yeah, again I just think it's poor timing
was just checkin lol
@bleak hound Right click the game on Steam, go to Manage -> Browse local files
oh the command prompt came up now
From the cache disabling?
I think the first profile people are creating are screwed
also that's what happens when you have like 50 skin mods
I don't think so, there's nothing distinguishing initial profiles
It creates the directory the same way as if you clicked new profile
Potentially just network blips when downloading from Thunderstore
Also antivirus
yeah I've been suggesting av whitelisting too
at least I know I'm suggesting the right fixes lol
Yeah, for the most part it's generally just some checkbox list of steps
I'll write them up eventually
the export/import thing tends to be the fix
but now ready doesnt work 👀
in game? that might just be the sheer amount of mods
Yeah, that fix generally means antivirus messed with it
but now ready doesnt work 👀
@bleak hound send log
settings > copy logoutput to clipboard
honestly just download the risk of a deluge pack instead of poggerbois
it's been tested more and is less broken
Hint: flood warning
there's another error related to that
also yeah I've found fw caused all sorts of problems with other mods unfortunately
Damn it ryan

Wtf
bro wtf is thiccify
gives arti and huntress big butt
Something that is bad
yikes
there's a lot of nsfw mods they should be filtered by default with r2modman
should i be worried or interested
idk they're not my thing
i did
oh okay
its better since i can press ready 🤷♂️
loool
do you have a favourite single mod
hmmm probably generalfixes
or autosprint lol
it's hard to choose I use a lot of them in tandem
aight. just wanted to yk see if i could get an interresting profile 🤣
I can send you one when I get home lol i enjoy it a lot and I've mostly ironed out the bugs
oh great ^^
what is the mod that makes you able to scroll through survivors called?
like the one with pages
I can send you a list of some stuff in the meantime:
character mods: sniper, bandit, enforcer, miner, admiral, artificer extended
item mods: aetherium, supply drop, affixgen
gameplay changes: generalfixes, equipment durability, hailstorm, diluviandifficulty
stages: distant lagoon
qol: scrollablelobbyui, scannerplusone, itemexchangenotifier, rtautosprintplus, betterui
what is the mod that makes you able to scroll through survivors called?
@bleak hound scrollablelobbyui
ahh thanks
np
all those mods should work together just fine out of the box with no configuration
alright
cheers
artifact of origin + speedybeetles is hilarious
wait didnt you also do that duck lol
nah
what's the mod that adds artifacts such as triple the items but they're less frequent?
i tried doing just regular frenzied elites but it turns out its a lot more work than its worth
duck do you know perhaps?
duck knows all
im personally not a big fan of content mods that try to add elites which on-up vanilla elites in all these different elites
like why have frenzied elites buff nearby enemies?
meh
and no i dont know lol
That's the mod
@nimble field
cool thanks
there's a dupe bug with scrap
Artifact of primacy is fun but stupidly powerful. So easy to abuse.
im not a huuuuuge fan of adding extraneous dependencies just for little features
esp for speedybeetles
like SB is just one of those mods that work best as standalone
plus everyone has their own ideas for frenzied elites
the one thing i dislike the most in modding is when a bunch of people have the same idea then they all make it and have their own different versions of the exact same idea
its why im not gonna have an item called hermit scarf or wicked ring or whatever
Yeesh, yeah. A lot of the quality of life mods I’ve seen, looking through the features, I’m like, wait half these things I already have piecemeal from individual mods
yep, but thats mostly an issue with source material haha
and luckily noone has used terraria as source material yet
Luckily?
||im going to do it||
do it
what number did you go with
Dang that was fast
6% for now
make it 60 
Paladins shield would be a cool one, if a bit complicated.
Flesh knuckles(flat dmg red, scale w level)
feral claws(atk speed in close range)
cobalt shield(kB resist)
Hermes boots(speed when holding only one movement key or when running in a straight line)
Reds, prob:
Shield of Cthulu(strafe dash)
Ankh shield(reduce debuff time)
funny story, i almost did accidentally make it 60
im doing cobalt shield too
btw
passively gain a small armor buff. while not moving, become immune to knockback and gain a large armor buff
Wonderful design choice
lol more like duck duck gay duck
15 whites tho
by the time you have 15 of a single white, the skill rotation is probably forsaken
that could have been done pretty easily enough with flamethrower, /shrug
what
the slaughter of lems and golem
but its less fun that way
maybe.
Engineer
a way to make fungus useful for everyone :D
yes!!
That sounds.. very good with Engineer Turrets.
engineer gaming
uuh
i decided to try to get 100% proc chance on atg mark 2 with command
56% atm
i have the wind stage next though
so thatll be 63%
Does anyone know a mod that allows a person to spawn in enemies
Harb's debug console would do @main acorn
Me and my friend are use r2modman and are unable to join each others game. All mods are up to date and we have the same mods. The error says that i am on risk of rain 2 1.1.0.1 MOD
and he is just on risk of rain 1.1.0.1
does any1 know how to fix it
He has unmodded clisnts
ok thanks
@urban compass it is, thats why im reducing the max health of engineer turrets 😏
Does that make Stationary Turrets viable without Cobalt Shield. :v
it technically makes them less viable without it 😔
i mean it is a nerf
but you could take a different perspective to it and say that the strength of stationary turrets now more closely resemble that of walker turrets and basically the entire cast of characters
not sure how health nerf will help though
they'll still be nigh unkillable
to be honest I think the armor while standing still thing is a bit much
like you already have confirmed bungus
Having to balance characters around the fact that getting a single item would most likely break them is not a good direction to go in.
If Turrets are made too good by the Cobalt Shield, I would advise nerfing the Shield instead of the Turrets.
I agree
Or the shield can have a reduced effect on turrets while having normal effect on survivors
if thats possible
i always wonder if there is gonna be a playable sans mod in the future
just make it so turrets can't get the shield
Inconsistent game design is bad game design
So making it weaker on turrets than normal isn't a good decision
every point of armor increases EHP by 1%
% healing is based on max health
therefore, reducing the max health will reduce the potency of % healing and armor
i personally think its more of a stationary turret issue than a cobalt shield issue
because, nothing or nobody else is made 'too good' by the cobalt shield, only more viable
and stationary turrets already massively overshadow walker turrets for the abuse of fungus
it's always been something that has bothered me, that stationary turrets will forever be considered inferior because they just dont abuse fungus
it isnt too strong on anyone else tho
if it were then i can and will just turn down the armor value but no matter what i do with the armor value, stationary turrets will always be far more effective with it than anything else would
imo it wouldn't be too bad on turrets
they're pretty much invincible anyway if you have bungus
and like they're stationary
they engi will have to move them eventually anyway
🤷♂️ I don't think it would be terrible on then unless the armor is super high
you said 50+30 is your target currently
you'll have to feel that out
just due to the way the game is played and due to the way that engi works with stationary turrets I honestly don't think it'll be the biggest issue in the world
in practice it feels like 50 armor is a lot but im mostly trying to shoot high because i want to change the meta of the game, not adhere to it
and that requires testing in practice
yeah 50 is definitely high but like I said u gotta feel it out
I have a question about the prestigious Skinpack, it requires RyanSkinAPI and I was wondering where I would put the RyanSkinAPI2.dll
would it just go into the plugins folder along with the other mods?
(im new to this so im sorry if its a noob question)
i mean stationary turrets being good with stationary items is not a huge issue, so it doesnt warrant a huge nerf, and i dont intend to nerf it like that
their current max health is 130, ill probably bring it down to 120 or 110
(im new to this so im sorry if its a noob question)
@restive spear use r2modman it'll make modding way easier
for reference, 110 is the max health of Artificer
will look into it, thank you :)
np
imagine being weaker than a turret 
also you could just 30+30 per stack
reverse buckler
oh modman does make it so much easier
if you don't end up using r2modman, just put ryanskinapi with the other mod plugins
i think just making it "antibuckler" is a little uninteresting but its still an option
the main reason why i wanted the first stack to have more is that i really wanted the first stack to have a bigger impact since it's something the playstyle needs
also just realizing cobalt shield is a buff to Command
standing still and being invincible with command = fun
also this item would be horrible on enemies
50 armor on a titan or beetle queen or something
just kill me
tru
its actually 60 btw
cobalt shield (and rose buckler will too) has 10 passive armor per stack
ye
if i mod can i join/host vanilla games if its just like the item stats mod? a cosmetic one?
yeah you gotta use unmoddedversion to id spoof
ah, thanks, i knew there was athing for it
and while im here anyone got mod suggesting just in general doesnt need to be cosmetic
I can send you a list of some stuff in the meantime:
character mods: sniper, bandit, enforcer, miner, admiral, artificer extended
item mods: aetherium, supply drop, affixgen
gameplay changes: generalfixes, equipment durability, hailstorm, diluviandifficulty
stages: distant lagoon
enemies: clay_men
qol: scrollablelobbyui, scannerplusone, itemexchangenotifier, rtautosprintplus, betterui, characterrandomizer
thanks
np
all should work out of the box without any major balance or compatibility issues
known minor issues: some item and ability descriptions don't reflect the changes made by mods, hailstorm elites and mimics have bugged 3d audio, and affix gen has a buff icon visual bug when swapping equipments after using one of the equips from that mod due to equip durability
im gonna recommend BalanceOverhaulRBO 😏
hh
its a balance overhaul and also not public yet
but im probably gonna have to open up a server or something for testing
oh...
its the mod thats going to have all of the items ive been making recently, although thats not the main purpose of it (its just the flashiest part)
thats a pretty neat item
with a perma shower, that could become a really reliable source of healing like purity on acrid
yeah :)
also i like the name
thanks, its named after me 😳
heres a better demo
i see
that would have a pretty hard cap though
i mean, especially with a single rejuv rack, you only need 6 for a full heal
it affects regen??
corpsebloom doesn't affect regen
damn
but rejuv does
i got the 2 mixed up
just go into a stage 1 monsoon, grab a rejuv and take a look, you regen double the health
a single rejuv doubles your regen
so that alone can grant you enough healing for a few stages
that sounds really weak for a 5 second cooldown
Acrid's bite has a 2 second cooldown and heals for 10%
would it be a white or a green?
its a green
i nerfed harvesters scythe
gasp
Would relogic get mad if you just nabbed the item sprites from the terraria wiki for your custom items?
Thing is, 1 stack of the item doesn't seem to do jack shit though, as if you get hit by 1 high damage hit you will be hit by more right afterwards
what
what
oh, in the first clip, Loader got hit at the same time she punched so I thought it was high damage hits against you for some reason
I was gonna say someone pick my red item but then I died
yeah nah
it works the same way as bands
anyways with playtesting i already feel like 2 bands (16% health) on a 5s cooldown is a lot
so its definitely going down
Hey yo, is it a thing where playing modded ROR2 makes you have to make a new profile and wipes all your progress from vanilla
cause i dont remember that being a thing
Well, there are some broken mods that can wipe your progress iirc
shit
but I never saw any of that myself
it won't wipe your progress
its just not reading your profile
so remove any recently installed mods
an update on cobalt shield
i found a couple through just playing the game and still never ever used it
soooooooo
50 armor (+50 per stack)
which line would make the best logbook entry for cobalt shield
I hope you have like 6 friends standing around behind you
what
it's one of the lines
im leaning towards the first two, the 4th one, 7th, and the 11th one
ooooohh maybe i can make it pick a random one when the game launches
do you play a lot of terraria
My vote’s on the first, runner up being the 5th
yes
what mods you use
Duck specifically or is that a general question?
yeah I meant terraria mods lol
i dont use mods lol
1.4.1 still dont have mods
before 1.4.0 i didnt play terraria since, well, 1.3.0
but i played it a lot then too
I know tmodloader isn't updated I didn't know if you were playing on newest version or not
there's some pretty good ones
I was so sad when 1.4.1 got released practically the day after my bro and I had reached the point of progression when most of its changes become obsolete
How so?
so you can play through all the new content
tru
any good commando skills mods>
marine
nice looks good
lol it's THE commando skill mod
yeah its just for making yuor own custom moves without code
isn't there a mod that allows meandering in regular runs
duck you trying to bring cobalt shield from terraria?
already did it 😳
Increase armor by 10 (+10 per stack). While standing still, become immune to knockback, and increase armor by another 50 (+50 per stack).
yeah that works
its a bungus item
see every time someone says that, i say im gonna reduce the max health of stationary turrets, then someone says "but stationary turrets dont need a nerf!Q!!! wtf"
give engineer a base double jump, but whenever he uses it, his turrets die
no
is there a mod that replaces steambuildID? allows friends to play on my modded game.
unmodded versions
awesome thanks
perhaps explain what we are seeing
its at the start of the video
why do people tell me this every time when i have the item descriptions at the start of the video
ok
because it's tiny
utility belt gives barrier on utility cast. you see, the joke is that its like, for the
AAAAAAA Battery reduces shield cooldown timer (you helped me with this) and gives armor while shields are active
utility belt's barrier scales with the cube root of the ability's cooldown btw
i tried square root but it felt pretty crazy
So Huntress Blink is fairly small in the barrier department?
ez 80% barrier
90 hp, so later on that'll fall off
its still quite high
Does that mean reducing your cooldowns heavily affects the strength of the shield?
nope, its scaled on base cooldown 👀
😳
i changed the formula to something more comfortable, now it's the square root of 1/3 of the ability's cooldown
and 15(+10 per stack) base instead of 40(+30 per stack) haha
Overall looks like it's gonna be a pretty sweet item. Gonna take a tiny bit of tweaking here or there.
oh, its certainly quite fun
i like it at the state it's currently in, although i havent been able to do much testing with it yet
what's the mod that randomizes item tiers? what's the mod that has tower defense stuff?

the random item tiers artifact mod is named FloodWarning
idfk about the tower defense one
like the void fields defense or smth
idk
champions ring??
probably
It is champions ring
just nerf the health of stationary turrets a little bit every time someone says it duck
so it's a community effort
Does anyone have the link to the modding discord? I’m looking to start learning how to code and all that and wanted to get some help

Pog, thanks guys
imagine antibirth but for RoR
is that an isaac mod
yeah
Dang thats one tiny wisp
Anyone know of a mod that lets you add reviving allies as a game mechanic? like castle crashers style or maybe for gold like you can with drones?
if not I kinda want to make it
ShrineOfDio
I know better shrines has a shrine for resurrection, there's a mod that revives teammates after teleporter boss is dead
oh neat, I misread shrine of dio originally, thought it just gave YOU a dio's lol
I saw the one that revives after TP boss, but I wanted to pull them back in during the stage
Those can be fantastic for drone animations on hand 👀
I might actually still put one together for doing a castle-crashers style revive (maybe with a gold cost too to prevent it from getting too easy)
I like the idea of it being a risk + skill based to revive your teammates
or maybe cuphead style, where you only have a short amount of time to get to them before they can't be revived (obviously with speed adjusted for play area size)
Or better yet a RoR-unique revive where you sacrifice items to the corpse in order for it to revive
one way it could work is just having a chance to revive based on the rarity of the item you sac
like idk a white = 5% chance to revive, green = 15% chance to revive, red etc
or it could be a point total you have to reach (by sacrificing the items) in order for the person to be brought back to life, where whites are 1 point, greens are 3, reds are 10, and the threshold is like 20, and maybe the threshold even scales with time so that when you have hundreds of items it takes hundreds of points
just dump a Syringe into the body, and boom, its running again
or "using" the corpse could spawn a boss and killing it revives the person
or
https://thunderstore.io/package/evGiac/BetterShrines/
https://thunderstore.io/package/MagnusMagnuson/ShrineOfDio/
either one of these
is there a mod that shows me the buff that an item is giving me when i hover over it while holding tab?
BetterGui
i found one
Oh wait, ItemStatsMod too, if they opt in
thx though @warm hill
ItemStatsMod integration coming soon for my mod, Aetherium.
neat
Idk if I like revive for items, but revive with risk I do like. Like you get locked into an anim while reviving
Hey guys, can you help me? How to download mods?
download r2modman from the thunderstore. install it and choose some mods to grab from the online menu from the launcher
Thanks
I got SkillsPlusPlus mod, and I play captain, how can i upgrade beacons?
Same way you upgrade any other skill. If beacons don’t have upgrade descriptions in the load out screen they prob don’t have upgrades.
can you unlock modded character's skills in online coop?
know for enforcer by any chance?
they should be labelled as such though
How hard would it be to make an animated skin for a character?
I was thinking of Vulfoof's gif of commando continually hemorrhaging bits of the model like sand in the wind.
And i thought would it be so cool to have an in game skin like that
how do i download mods?
i see
broooo
Considering the number of 'how does I can mod?' questions we get here, it might be worth pinning a message like so:
How to download mods in 3 easy steps:
--Go to thunderstore.io
--Download r2modman
--use the in-app interface to download and run mods
It occurs to me, is there a patron moderator of the modding channel?
I can't believe ror2 doesn't have this smh my head
castle crashers revive system 😩 👌 👌 👌 👌 👌
Well I mean r2modman isn't essential for modding and most people would be fine to just be pointed to Thunderstore
And Thunderstore is at least pinned
you're so humble
I think Woolie's vid on modding is still applicable
All the info you need to get some modded gameplay goin' for Risk of Rain 2.
Download ALL mods from: https://thunderstore.io/
Follow me on Twitch: https://www.twitch.tv/wooliegaming
Join our Discord: https://discord.gg/aVTPPb7
the one where he says to install everything manually?
well yes
doesnt he literally say on streams that that video is outdated and everyone should be using a mod manager
I don't watch his streams
I know that modman is optional and manually installing works fine but the modman is just easier and has way more convenient features, especially for people who are new to modding. it's a lot easier to not mess up with it
use r2modman
yep
also yeah I've found fw caused all sorts of problems with other mods unfortunately
@mossy lagoon bruh tell me conflicts in the server so i can test and fix them
its stuff I couldn't pinpoint, like sometimes it makes the scrapper menu empty
most of the stuff I've seen has been from other people in the modding discord
you know I be reporting stuff when I can lol
is it possible to make a mod where A) one stage is changed from appearing in one number of stage to another (like making Abandoned Aqueduct appear as a Stage 1 or Sundered Grove as a Stage 5) and B) the Primordial Teleporter can be added to a stage that isn't Sky Meadow?
So are most of the mods broken rn?
Many should work
Unless something totally died in the api. I'll get started on it in an hour or so.
If its function doesnt directly conflict with any of the changes it should work right?
Man... Just when i finally had a good modpack going for this, the game updates. what were the odds? Lol
haven't noticed any issue so far
97 mods I died to mountain shrine dunestriders on sundered grove
it's a really cool map I like it a lot
Might be the reshade I thrown in...
For the most part everything is fine
There will certainly be a mod here and there that stops working, but the only way we're gonna find out is if people try them and report issues.
how can i edit the code directly with a certain program? cause replacing the things in hooks doesnt work
or guide me how to replace them in dms pls
Hello I installed a custom playable characters via the mod manager with deps but they are missing in the game what can i do?
r2modman?
Yes
I can't believe ror2 doesn't have this smh my head
@short pendant this is exactly what I was thinking of! I never used ROR1 mods but I want this for ROR2. Might try to implement it
like idk a white = 5% chance to revive, green = 15% chance to revive, red etc
@dreamy forge I kinda like this idea, if I do end up implementing the mod somewhere down the line I might add it as an option
is there an old mercenary mod?
nope
Anyone here familiar with the Enforcer mod? I'm trying to figure out Schmoovin', but I got nothing
Tried spamming abilities, etc
pretty sure you just press 1.
1 or 2
how do i install that github share items mod?
that works.
i know how to manually, i just couldnt find it on thunder
no worries
will this update have broken mods?
no
Maybe a handful have issues
Is there a mod that reverts shaped glass to pre 1.0
tinkers satchel adds artifact of danger which removes OSP. pretty sure it also changes glass to not give curse
yeah
Removes this now-redundant functionality from Artifact of Glass/other sources of Curse.
Deactivate the artifact using the mod's config file to restore original OHP behavior.```
what's the mod that allows players to join midgame?
dropinmultiplayer
ty
use r2modman and export profile as code
send code to your friends and they can import as code
LOL I FOUND OUT WHY I HAD SO MUCH HEALTH
my white health item (flower crown) is giving 50% of max health instead of 5%
show code? wanna see the funny
it was literally just 0.5 instead of 0.05
oh
also my new fuse item is surprisingly effective and actually really fun
fuse item?
oh this pog item
i found a printer for them and got like 8
will you include config options like disable x item balancing?
or maybe configurable values even
sort of
is it done via try parse?
via what now
answer is probably no haha
heres the changelog and all the things youll be able to disable by config
so one question, why flat values on the healing? seems like a big nerf
so are you gonna change just items?
what if you changed loader 😳
like maybe elite stats
and as for why ive nerfed healing across the board, its cause ror2 has an overabundance of healing, and i believe its to make up for the total lack of proper defense
but ironically too much healing just makes the issue worse
well, "the issue" being the boring-as-fuck oneshot or be oneshot type deal in lategame
effectively, chip damage becomes meaningless, so enemies have to deal more and more damage to do meaningful damage to players
wisps are chip damage, but suddenly they get 6x damage from a t2 elite buff, and now they can basically kill players (in a regular run) instantly
or in 1-2 hits
at least when t2 elite wisps start showing up
on top of that, imagine this issue with excessive healing, but even more exaggerated from increased availability of armor, armor which of course reduces the damage enemies deal
||also i despise % healing for ror2 since it defeats the purpose of stacking items imo||
so i just got off a ~14 stage run, of course quit again because i had too much health, but i can say i really feel like the amount of healing at this level of balance is appropriate, and even monster teeth become valuable
its not terribly low healing as it might sound, in fact i actually still feel like its a lot, but im fine with that
I am having a lot of trouble running any character or item mods. When having any character mods activated the game slows down a ton and it basically unplayble, while when having an item mod installed I literally can't start a round or choose any option when trying to start a round.
yooo is there a mod that adds in a new map o ris the mushroom tree looking forest new
im an idiot
lol its a new map
just checked anouncements
lmao
@warm agate how many mods do you have?
around 18, but they are all small mods that add only small balance patches. Even when I have less than 5 mods the characters lag, and no matter what the item mods just won't work.
Try with just one
okay
Nope, even with less mods there is still a lot of slow down and more glitches popped up like enimes not taking any damage
Ok in that case go to modding server in tech support and post a log. It sounds like a bugged mod.
okay
Really enjoying the Vergil mod
I think it’s pretty neat that they implemented the combo system
I AM THE STORM THAT IS APPROACHING
when the chorus hits during a boss fight it just feels so goo dbro
also my new fuse item is surprisingly effective and actually really fun
@sly moss oooh, that DOES look fun. it might give a reason to have a personal shield gen around with this item.
it might be too effective tbh 😅 but its quite fun
as with many of my ideas, im kind of surprised noone came up with it before i did
does the shock item scale with your totaly shield capacity? It would give a reason to maintain more than 1 psg
yes, the proc coefficient of the blast is determined by the square root of your portion of combined max health in shields
so basically the shock lasts longer if you have more shield
and the item itself only gives a flat amount of shield, so you have to either keep chasing more stacks of the item or find % sources of shield in order to not have the proc coeff drowned out by health scaling (which there is a lot more of now)
I kind of wish there were more shield items in the base game. At the moment, there are so many shield items buried in item packs they become way to common, but at least they make shields viable
i feel like many of the shield and armor items in existing item mods are far too gimmicky or "weird" to really be useful or make a meaningful difference on the meta
so most of my items have fairly simple effects - for starters all of the shield items grant shield with no other requirement
or armor items with fairly consistent effects and triggers, like standing still gives you armor or get armor when at low health
the ones from aetherium are really good
its not "maybe shield, with a catch", its "shield, and then some"
the only really complex one is a red and it makes sense
aetherium has a shield red?
ill admit aetherium's shield items are fairly solid tho
blood soaked shield is actually op
for reference i made an item that heals shields (like blood soaked shield) but i made it only 5% of max shield, non stacking, and its a red item LOL
i should say "weird effects" are really not as pronounced of an issue in item mods with shields as much as it is for armor - most of the time people seem to understand that granting shield is good
but with armor you get people giving like 2-5 armor at a time and only temporarily, or on extremely specific/unhelpful triggers and that really bothers me
wait, it's probably from a different mod
🤷
Dang, it was supply drop that I was thinking of
Gain shield equal to 16% of your max HP. If an attack exceeds your active shields, the excess damage is reduced by 10% (+5% per stack), plus an additional 0.5% (+0.25% per stack) per 1% of maximum shield that was depleted.```
Supply Drop also has shell Plating which is nice, giving .2 armor per kill, up to 10 per stack
im thinking things like "grants max shield on multikill" or some bs
but generally its a lot harder to come up with gimmicky conditions for shield since its very tangible
shell plating and hardened bone fragments are some of those armor items that i really dislike
like shell plating is functionally ok, but for a green item??? seriously??? 10% EHP and it requires 50 kills
what about adamantium armor
who now
i think that's a green with just flat 10 armor gain
its a step up for sure, but a little less interesting haha
im launching my modded rn to check the log
i see
and it's definitely plain jane
but if we're expanding into armor as a playstyle
a flat "give armor" item was inevitable imo
like with my armor items, basically all of them (including rose buckler, im buffing rose buckler) give some armor unconditionally, on top of their regular effects
or if they dont give it unconditionally, its either an additional effect on the side (15 armor while shields are active, for example) or its limited to a big armor boost that players are more or less guaranteed to be able to use when its meaningful
I prefer hardened bone fragments way more than numbing berries, that's for sure
the latter falls into the hand of Frozen Turtle Shell, which gives 35 armor when below 50% health
actually FTS might just have passive armor too haha
i can understand item mods giving them out in small amounts, since the meta of vanilla ror2 doesnt really support armor items (Thanks, Hopoo!) but its still a bit frustrating
it feels like the same brand of unhelpful performative support for defensive playstyles that Hopoo puts up

not to preach myself of course haha but its why im pretty excited to have all these defensive items which i feel are actually helpful
but theyre designed for a different meta
Defense is a gaping hole in items in base game, because the primary defensive tier 1 is completely unreliable (bears). You either take full or zero. Even though math side it works out, they do nothing to change the gameplay in a way that makes you feel like you can actually take a hit. Until thats adjusted, defensive items are all basically doa.
yeah thats a HUGE part of it
its also quite literally the first thing i nerfed once i started using IL
Bitter root would go such a long way. Or just 5 armor per bear.
i was considering adding just a straight armor item, probably common, but tbh ill just change RAP instead
and ive actually made a % max health common item as well
based
pog
also these
How hard would it be to create a mod that replaces every bandolier drop with just green scrap instead?
For the runs i do, the sheer amount of ammo packs that end up getting spawned on the ground hurts my frame rate massively. Ghor tome has a similar issue but at least gold drops are easier to pick up and at the very least turn the gold into xp whereas ammo packs are completely useless when you have global cooldowns and tons of afterburmers and backup mags
Would any existing mod let me config their despawn time?
probably not
but it would be far easier than making your own mod to replace every bandolier with scrap
uh? ( I have items btw)
oh ok but why
looks at skinapi
I read that like sknappy
you guys tell him lol no way in hell I'm going to tell someone to do something better when I don't have the first clue about it
I'm just da bug report guy
when I install a mod like Aetherium or classic items does my friend also need them when I host?
yes
ok
If your using modman you can just export your profile for them via code
Also what’s wrong with skinapi?
Nothing it just has a bit of a bad track record with breaking other mods.
worth
it lets unmodded clients join a modded host
i see...how will that affect unmodded clients?
for example I have modded characters added
modded characters will totally break
it only lets you use client-sided mods that dont have to communicate anything to the server; think UI or QOL
ah ok...now i need to figure what UI and QOL mods we have lol
it just changes your build id to the vanilla one
server?
yeah for B.O.RBO
I'm in
fuck it ill just send it here
i guess it gets removed by a bot haha
kUkjkJZq is the code for it if anyone is interested
noooooo hahaa
perhaps 😳
id bet 😳
you should try out B.O.RBO
i installed bepinex
but it doesn't work
no console window opens up
it did before, but now it goes straight to the game
no mods load up
anyone knows what i should do?
Any sufficiently advanced technology is indistinguishable from magic
- Isaac Newton, 1960
Huh. Always assumed it would be somebody like Asimov
try uninstalling any mod related stuff you have including bep, then download modman and let it do all the work for you. It has a dedicated button to start modded or start vanilla too which may be handy.
Isn’t that how artificer works canonically?
Considering 'nano-bomb,' 'ion surge' pretty sure yeah
can someone help me setup mods?
Sure
like in dms?
download r2modman it'll do everything for you
3 steps:
go to
thunderstore.io
installr2modman
open the app
search up which mods you want and hit download
click start modded
easy pie
uhhhhhhh
i installed it and put it in the ror2 folder
and when i open ror2 there is no mod thing like you're talking about?
shit
by default it'll install r2modman to your appdata folder
oh pog
it's all good
also make sure to create a new profile because people have problems where their mods don't install properly on the default profile
then you just run it
so would i have to redo everything on the other profile?
like all of the achievements and unlockables?
noo it's just for mods
no they mean your modding profile
r2modman profile
within the program
what mods should i get?
are you looking for improvements of life or big changes such as new characters
either/or
Speetles
probably one where i can choose items at the beginning of the run
i kinda want to get purity and other achievements through bullshit means
if thats possible
?
Get debugtoolkit or rorcheats then
do you want them through just straight up cheating or make it easier to get them
Starting items is a less cheap way
multitudes is also quite fun
Are either of these on modman or thunderstore or do you have to get them from somewhere else?
has nobody really made a mod to re-implement grandparents?
nope
surprises me, they're fully functional
their drop would need balancing (permanent parent allies as an on-hit bonus lmao) and they could probably use some kind of ranged attack
lunar equipment idea: summons 5 allied wisps who have all of your items but when they die they come back to life as enemies
wisps feel a little weak for a lunar
yeah but with all your items? suppose they could have more health too, 500% or something
im pretty sure grandparents are not actually fully functional, and in fact have quite a few issues with them
oh pardon my misinformation then
it still surprises me that nobody's taken the time to fix them up
@mossy lagoon lemurians maybe? or a single greater wisp?
Is there a mod where you get to travel to every stage created sequentially?
for eg Stage 1 is DIstant Roost, Stage 2 is Rolling Hills, etc etc
rolling hills?
err yea my bad
oh
and then third would be aqueduct, fourth wetland, etc
i dont think so
as opposed to doing one or the other each stage
@astral owl yep you got it
tbh i'd try that
you'd be going to mithrix after stage 10 then
or loop, whichever you like
well yeah
i'd make it if i knew how to mod lol
if i knew how to mod i would make an alternative final level
making a map is up there for most amount of work required
i imagine
along with a custom survivor
a new boss would be big too
yeah
rogue wisp has both a custom boss and survivor lol
using unused models but still lol
i tried rogue wisp, the survivor
but man that thing is just hideous
way too many particles
no hate to the maker of course, it's the fault of the model i'm sure
shoot I'd love to make a raid boss for 16 players lol
yea 4 is fine
but make end boss something huge and disgusting, kinda like Borderland's 1 Destroyer
well yea of course
or an alien boss from the contra series lol
giant beating heart that summons facehuggers or something similar
dragons, aliens, mechs, plenty of ideas to work with
zombie providence
providence was way cooler than mithrix ngl
havent played ror1 to appreciate his badassery
i haven't beaten ror1 but he had a presence from the start and that helped a lot
i also just liked his design better but i'm a total sucker for ponchos and for characters who float instead of walk
I like wisps fx
but they can be a bit much for sure depending on how you customize the skin
I usually use darker colors it's a little easier on the eyes and also better for mp so your team can actually see shit through your domes lol
i was also not big on having the new resource to manage
sniper turned me off for similar reasons
off topic but I find Enforcer class lacking...
yeah, it's not to have a class who relies so heavily on the environment
primary is weak, and he stops moving everytime he shoots during shield
and his guns are all way too loud
honestly that was the worst part of playing him for me
his cooldowns are waaaay too long
I think enforcer is pretty nice
i love how the character is made
the only mod survivor i've played and really liked was bandit
but his skills need some cooldown and dmg number improvement
and his gun needs to be fuckin quieter
that said if it were me i would abandon the riot shield altogether
and instead make his primary like, a machine gun that has a projected energy shield on the front
so instead of having to fiddle with the r ability he just has the shield whenever he's shooting his primary
Eh
idk riot shields are never fun in games
It does a pretty good job of translating him to ror2
fair
No cooldown on the shield is nice
i never much like when people add their own extraneous mechanics to their survivors
like wisp's energy, goku/vegeta's power level, sniper's reload
yeah better make it cookie cutter
tbf goku and vegeta are just a case of completely non-serious design
All of the ror1 survivor mods are pretty nice
sniper's reload for example is something that was ripped straight from ror1 and it actually existed for ror2's unfinished version of sniper
so id say your issue is arguably that you just arent a fan of modders doing new things
idk, i gravitate to more straightforward survivors, and i wish more of the modded ones were that way
i mean im a victim of it too, i dislike when modders make elite types that only serve to one-up existing elites and probably power creep the game to hell and back (as if it hasnt been already)


