#General Mod Talk and Bepinex Install Instructions
1 messages · Page 2 of 1
i wanna make a simpit and this game is one of the games i wanna play on it
i know its a little bit of an overkill
Im very new to modding but a lot of my mods deal with live values fuel flares etc so id say maybe? as for the map im not sure if thatd be classed as cheating it would technically provide an advantage in my opinion im sure 7ep3s will respond letting us know lol
i mean you have the map displayed at all times
the only thing that changes is its now on another screen
but again, always on
but even if the mod existed
how would i sync instruments?
im not going to use fancy pricey stuff
ye that would be an advantage as others need to pull the map up its up to moderaters really you could 100% use it in singleplayer thow
pay to ban
im thinking about using cheap arduino stuff like
to this extent my modding experience ends but ivve seen harder stuff be made
idk what to call them
arduino is fine
but still i dont believe it will be a super op thingy since anyone can just see anything on map
im not going to request this as a mod idea because this is way too complex to ask someone but if anyone would like to make it i would be very happy
ye i get that but to others they may see it as an advantage a moderater would need to give the thumbs up
this kind of stuff is considered perfectly acceptable for similar games
the other issue is youd need someone with a simpit to tests
thakn you
as long as its not beyond the scope
well well well
happy days thnxs
of what the user should be able to see in-game
i might know someone like that
me myself and i
except
i dont have a physical simpit rn..
but im working on it
hahaha ping me when your there
<t:1784997300:R>
ill tell you what i know someone whos made sim stuff ( for racing games ) ill dm him see what he thinks
okay but if we are fr i have exams this year so as soon as i am done with them (start of june) i will make the MOST overkill simpit
well for nuclear option
dcs fans migth find it starter level
but the idea is like
a futuristic yet a mix of analog cockpit that could be both inside a modern jet, a retired fighter, or even a starfighter
4 MFDs
dcs die hards will tell you to upgrade if your sims not in a retired airframe of an f14 lol
lmao
oh also
it will have a whole autopilot section that works with the NOautopilot mod
Proud to launch my new website: https://thewarthogproject.com/
All my plans, panel files, and 3D printing .stls are free for download at https://thewarthogproject.com/
I sometimes livestream on twitch- https://www.twitch.tv/thewarthogproject
Or check out my Instagram at-https://www.instagram.com/thewarthogproject/
The Artwork was bought from...
okay
mine will have just a little bit less buttons
mitch give us more buttons im making a compass irl
ah yes the perfect starter rig missing a functional g suit thow
This is small Sim Cockpit Project for ultra immersive sim driving experience in 2026 for the new Assetto Corsa Evo and Assetto Corsa Rally!
Find the full build here - https://youtu.be/8EOZaf7Gu2M?si=t42Mx_qEc_CeXV7J
flipped view
i only have a "normie" setup
yours?
british plugs?
scottland?
ah im a little south of you
Yep, looks the same to me, minus the burstdebuginfo
did you turn the bepiex console on in the config?
okay so
some mods don't load
if you don't change hidemanagergameobject to true in bepinex.cfg
you are missing winhttp.dll
it comes with bepinex
it relies on it to hook into the game
you need it in the game folder
did you install the correct version of bepinex
this is how
it will pretty much
look like
a
im not kidding
literally like this
the vertical blue screens are for engine RPM and horizontal one is fuel
the left right panels come later
technically seems doable id imagine a lot of others would use the mod too not a bad idea
took a nap, time to hate myself and try to learn some more
i made my own gauge for Assetto Corsa once with one of those small lcd segments
its easier for that game because the developers provide a telemetry interface you just have to map the shared memory out and read it
but to be fair basic stuff like fuel level, engine rpm etc its fairly easy to for this game also
ive got no experience with ui except the bepinex ones ( the ai is surprisingly good at tutoring on these ) gonna see if i can get the live map on my second monitor
yeah thats the idea, 4 lcd segments for rpm, 2 extra for when flying tula ( will have a plate to cover it if using something with less engines) and 1 more lcd for fuel
basically a cockpit that has a shape fitting any type of aircraft
but it might look absurd with tarantula
wait
i have a super funny idea
what if i added a second hotas for the tarantula 76mm gunner
my dad has some aim
he will be behind me looking left
with a second (actually 6th) screen

god, the nihilist penguin hit me again
ya I use ai lots as well to give me boilerplate code for generic stuff
and then I shape it to my actual needs
it can speed up the process quite a bit in some cases
ye copilot is doing most of my ui changes but i dont wanna rely on him while im learning so im having him break it down and teach me in a way my other learning ai whos trying his best is really struggling thow lol anytime i let him touch code he just freaks out
okay so
real problem
how do i make the wooden cockpit frame without having any tools or wood
i live in an apartment\
cheap desk and plasterboard or drywall if your american
Map would be cheating, MFDs would be fine I think?
if its the same info on the map that you can see in the game how is it cheating
if it’s broken out to a separate screen it’s always visible
its just on another screen you still have to divide your attention
I do think it’d be nice, though
if the map would give you extra tactical awareness by highlighting threats vectoring towards you etc before you get missile warnings from the game, that would be pushing it though
i mean it kinda is but it’s also fun
I have so many ideas but I do think it would be unfair
I could turn a steam deck into a wso seat 
ye this was my problem id go "hey thats a really good idea" then boom realise im making closet cheats
unity games are notoriously difficult for this iirc
i don't think there is any native support for games that have more than one window
you could always make a different window with a separate app and set up a network socket
for transferring data
and render stuff locally
in the other app
any way you want
idk how much you can mess with custom resolutions un unity but for example the way DCS does this, it extends the game window by a user-designated area, you gotta do some configuration voodoo to align your extra screen(s) with it and then it just stitches things together for you so your in-cockpit MFD(s) show(s) on the real screen(s)
honestly multicrew chicanery with a steam deck tedac would be silly fun
im wondering if thered be anyway to tell certain units to fire for example imagine a map where you can tell ships to fire cruise missiles or agm 99's or even call your own ballistic missile strikes
if i do develop the second moniter app i would really appreciate it if the more experinced modders could take a look for leakage etc
A real alpha male modder would blame the base game for any leak
The only config I see is the doorstop config, the instructions I used said it was BepinEx config
#1457932420882894901 message
Oh, I put it in there, I don't know why it's not now, thanks
have you got the right bepinex installed?
As far as i'm aware I do. I tried both of these and neither seemed to work no matter what I did.
Currently using the top one
I just put the winhttp file in too, launched the game but still nothing
try 64
np enjoy the mods lol
yeah, some sort of tailor made API + a web app seems like the best combo to me
anyone have the link for the vr mod?
yar, thanks
Thanks lol I will
Should be super simple tbh
I don't have a simpit (sadly), but I wouldn't mind looking into it if there's some common standard / open API?
there are apps like simhub that can turn game telemetry into instrument readings etc
and things like flypt mover that can turn said telemetry into motion rig commands
afaik they all just need some structured text via udp socket
(i may or may not be working on a force feedback plugin, ms sidewinder stick coming in the mail soon
)
okay so
i will have 4x 8 inch touchscreen HDMI displays on the front
and i will have to figure out to make them functional and have pages
something like this lmfao
and im all in to make this real
just one big problem, how do i make side cabinets?
do u have 4x hdmi ports on your computer to plug them into something 
thats what my dad asked
i have no idea how to do it
they will come up as normal screens, I have one of those screens
used it originally to build a shoddy VR headset
yes i know
this way both game ui stuff and custom ui pages can be just made on pc
i cut up an android phone vr case and glued the screen to it 
i wanna make something like this
not strictly wood
also i have barely any space to my right so right cabinet will be thin and short, left cabinet thick and long
its not going to be aircraft specific, its like a mix of aircrafts
are you good with descriptive geometry
so you can accurately sketch stuff
like in CAD or smth
you will need to do loads of planning and cutting
that's how its done
i use autodesk fusion
perfect
ya I learned the same way
I use onshape now, because i'm no longer a student and I don't want to pay for it 
yeah
expenshive
okay so
how do we do it?
i think we might just have tools at dad's workplace
ah wait this is perfect
can i somehow coat wood to look not like wood?
of course
my desk is made of chipboard but looks like carbon fiber
i will use one of those "old" LG tvs
its probably some vinyl wrap or plastic veneer
for display
okay
i think i might have another idea
actually no i said it before but
what if there was a mod that wrote data in a txt file in real time?
and simpit would use that data
most simpits work like that ngl
they just don't write it into a file
do u know SimHub
so most sims
i have been making a modular cockpit design for my desk for a year
either provide the data directly into shared memory where you can read it with another app
but only autodesk part
or have a UDP port that you can connect to via localhost
and then they just dump telemetry data via network messages
which is kinda like "writing to a text file"
but its all done in memory
writing to text files on the disk for this is not ideal for multiple reasons
simhub cant just take data itself
yes
i mean you can write the telemetry to disk AND send to another app at the same time
because thats the only part where i need a volunteer to spend time
but the app that drives the simpit shouldn't be reading the data from disk
it will be SLOOOOW
so where does it read?
i think ill have to worry about that much much later
we dont even have a button function list or cockpit frame design
which i will make myself
that's how I'll be doing this for now as well
#1457932420882894901 message
because I have no desire to mess with the games built-in input system (and it doesn't support force feedback)
whats a force feedback?
its when you drive in gran tourismo with a fanatec wheel
and you drive over a big bumpy sausage curb at 200mph
and the wheel jolts
ohH
i remember now
nah that shit aint in my budget
let alone 4 MFD costs 200$
raw price
will find out actual price
also i wont use anything built ready for this project
except
don't want to sound like your dad but you should have checked if your computer can take that many screens 💀
no no
we should account everything
how to check how much ram i have? 
dummy
2 sticks
surely enough
okay
btw ram won't be a issue for this imo
id imagine cpu
cpu
how many display outputs does your graphics card have 💀
you can't daisy chain those screens
CPU
12th Gen Intel(R) Core(TM) i5-12600
Base speed: 3.30 GHz
Sockets: 1
Cores: 6
Logical processors: 12
Virtualization: Enabled
L1 cache: 480 KB
L2 cache: 7.5 MB
L3 cache: 18.0 MB
Utilization 4%
Speed 4.66 GHz
Processes 297
Threads 5077
Handles 148563
i copide it
so you will have to plug them into something
finally
ye
okay
the worst thing we can do is
3 mfd 🙁
i should be ashamed of myself
crying over 1 extra mfd
im sure someones found a way to do it
should i go xtra overkill and get f-35 flight suit and a 3d printed helmet
you can always just plug the screens into something else
i told dad we could use multi port that i found on the internet but he said that it shows same display
and send data over network
suit would be 12 more than the whole etup
that might work if there is an integrated graphics chip in the cpu or on the motherboard
i5-12600 should have onboard graphics so
according to the intel ark page
would an arduino be capable of transmitting the data to a screen i wonder
you won't drive a 8" hdmi screen with an arduino in any meaningful way i'm p sure
but you could drive them with a pi or pi zero
hmmm true
here is my old DIY VR headset/digital NVG using one of those screens and a raspberry pi 
Imma use Pi anyway
would this affect performance or delay?
they can run quake3 i think displaying a simple javascript webapp in a browser won't make them catch fire
also do we really need pi for display? i was looking to buy one of those that come in cases
so all i do is install it on the cockpit and plug in
i think we should maybe take a step back
before you spend any more money
and get one mfd work...
if you have the ports i dont see any reason you would
and then take it from there...
jesus
im not talking about spending every dollar of it
just saying that i could go up to that number
ye of course but ive seen average sim setups at around the 450 mark
but im thinking about spending max 300$
depends you never know you might not even like flying like that
im sure you will but just a thought
lets move the convo there
exclude rudder and hotas
good idea
so we can keep the general modding thread... for general modding

my god 😭
I'm not planning to get a new desktop rig atm because my life might turn upside down for a bit if I get accepted for master's, but at least by the time I can upgrade again hopefully hardware prices will come down to earth
i think this will be usable for a while anyway
Yeah, I'm very happy to have built my rig before prices went up
and I have my old 5900x + 2080s rig for the simpit
me with 16gb ram 
my laptop came with 16 originally, it would fill up from windows 11 and 2 chrome tabs 😭
i need to be able to run VMs on it so i got the max amount it can support
when ram was still cheap
i got my laptop with 16 and awlays said ill upgrade the ram and never did becasue it was so cheap then ai centres 
I bought 64 gigs one year ago, I had a hunch 🙏
For KSP lol, a heavily modded game eats RAM like its free
bdarmoury has my heart
For inspiration 😇
Hell yeah, I used to play a heavily modded semi-realistic game
multiplayer is so good constant 1v1's
My first taste of C# was fixing TAC-LS to work with the latest versions of Nertea's mods
beyond uni coursework, for me the first thing was making a dumb piece of software to reconfigure serial ports in windows
i did everything in the completely wrong way
but it worked
XD
No complaining then 😇
then we bought commercial software that does the same, the right way, and it could be automated so everyone was happy! 😄
I'm still struggling with performance even with my rig 🥲
Oh, what KSP2 could have been. Hyped for Kitten Space Agency tbh.
I can't wait too ! Nothing can scratch that itch. I have such a love hate relationship with KSP, the highs are insane but so are the lows
Any interest in a mod that allows you to have friends/chosen players marked on the map in a different color? When playing with my friend I found it difficult to find him on the map to either form up or spectate. I've got a basic mock-up working. I also wasn't sure if any other mod already did this or something similar.
Ideally I'd like the game to have some kind of party/wing system. But I'm not sure I'm capable of doing that. Simple player icon coloring should suffice for now lol
seems doable ill take a look but ive got a lot on atm
I'm mostly there with a working version. I was more asking to see if people would be interested in having it. I'll likely have a first version up in a couple hours. <3
ahhh ok good good
Highly interested
I can test it, and ensure NOTT compat 🙂
That would be handy yes
Could ammunition shot by friends (and me) also be in their unique color?
oh hey, i was doing something like this myself
i've also been working on a dedicated RWR display with threat ID
the directions aren't working correctly right now but i'm werkin on it
crazy how the modding community just keeps going keep it up everyone

God this is so much better the what’s currently used for an RWR in game
dayum, that's pretty great
there's supposed to be different RWRs for different aircraft, such as the cricket only giving you the radar bands of the contact
Hello, how do write my own mod?
werkin on it™
most of what you need:
-familiarity with Unity C# programming (and Unity Editor if you intend to create custom game assets)
-able to use a decompiler like ILSpy or DNSpy, and able to read and understand code written by other people
-understand how to work with BepInEx framework
Hi, thanks for your reply, I have knowledge of C# and some familiarity with Unity Editor. (I wrote a couple small ksp mods.) I never had to decompile anything though. The BepInEx framework is also very new to me.
Guess I will start by getting to know the BepInEx framework
there is no official mod support for the game
and sharing decompiled game code on the discord is not allowed
yet we soldier on 🫡
note that basically we all use BepInEx 5 at the present time
Thanks :). I will be sure not share any decompiled code here.
https://github.com/lunaboards-dev/Nuclear-Option-Extensions Here's the repo

#1469341192733855806 message
Love the name
@tawny blade
let's continue here
so for example one of my simple mods looks like this for references:
and if you need to patch vanilla game code (this particular mod has no patches), you probably also want to reference the Harmony dll BepInEx comes with
yeah, so about what i said, it did NOT pertain to actually making a mod. i was having an issue with another mod, that i am now trying to sort, since it's not working right
wsoyap from the mod loader
jester sound pack
does it matter where the dll's are in general?
not mod specific, just generally
i think it has some peculiarities about where the files need to go
yeah, definitely. im going to have a read through the instructions
again
the way NOMM installs it might not work but afaik Nikkorap is working on an update for it
yeah i dont think he has added support for it yet
i think it will either only work in its current state if the yappinator dll is in the plugins root
and you make an audio directory inside plugins and put the voicepacks in there
#1458041205735555072 message
i had a look at the structure on the github page
bepinex/plugins/
└─ WSOYappinator/
├─ WSOYappinator_version.dll
└─ audio/
├─ Prez/
│ ├─ eventPriorities.txt
│ └─ audiofiles.mp3
└─ Galaxy/
├─ eventPriorities.txt
└─ audiofiles.wav
but
it seems to download to addons
while still fuctioning this way
ya just move them to audio/ manually for now
sorry about that
you are welcome
how do i go about making a thread for my mod?
if you want to post your mods you need modder role
I can ask admins to grant you it
sweet
they aren't on rn but I sent a message
thanks
may i ask what it's about?
role added
sweet, thanks
is NOX your mod? I replied to the PR 🍻
indeed it is
ah, yes, a case of me not being able to read what i wrote
lol
also please make sure the json file name matches the mod id, sorry to be a pain! 😄
I need to improve the schema document 
eh?
hmmm
i need to check why the validator is failing it
🫠
@frigid tendon haha I have a typo in the validator that runs on PRs 😭
2 minutes
LOL feel that
merged ❤️
is that of importance why?
schema based json validation is case sensitive
ah
that
soz misread
ohh i get it
nvm all good
im guessing the filename of the mod.json mod specific manifest
yeah I don't think I do it that way currently, but I prefer if they match in case we would want to do a lookup of metamanifests based on mod id
witouth actually parsing or reading the json
also goes with the theme of Neatly Organised! 🍪
if only my computer desk's surroundings was as neatly organised as the repo, I would be able to make videos without blurring the room XD
also learning moment for me: if you try to rerun a failed action job, but you changed the stuff the action runs since, it will still run on the old version, so if the source of the fail was the job itself and not its target, it will still fail 🫠
-# may or may not be related to the url property change from earlier today 
god bless you
so I'm finally starting a new mod
I forgot how long it took to start a new environment
I'm exhausted already lol


should i release this mod where you can control aircraft in 3rd person using mouse only?

well obviously yes
this is what I've been working on
the connection goes both ways obv, so button presses register 🙂
the server is a simple python webapp that receives the current state from the game on every tac screen frame, the frontend is 95% vibe coded, I hate web dev
I see huge potential for this
as of now I only have a poc but I'm gonna flesh out the project
That's really cool
thanks Nikko !
I see so many possibilities
and since the server is a simple python command to run, I can package it all in one convenient executable
I've been thinking about making something like this but now I don't have to! 😄 🍻
How so?
personally, in the past I would only work on .net projects or touch Visual Studio when I was modding this game, at least in the recent 2-ish years.
when I started spinning up new mod projects after exclusively working on NOBlackBox for a very long time, I also confused myself quite hard.
Hm, I have a personal template I use these days, or I just copy over the csproj of a previous mod
today is the first time I managed to crash the game with one of my mods 
You're free to contribute once I get this project into shape 😉
I'm curious now lol
I'm trying to get Force Feedback working, with the joystick acquired by directinput in the background, so its technically still controlling the game via Rewired, but the FFB stuff is handled with directinput, as Rewired doesn't support FFB 
I think I'm just mismanaging the FFB effect creation and it crashes the game
I already had a working prototype but it was a separate console app getting signals via UDP socket from my bepinex plugin, to generate FFB effects. I want to consolidate, to get everything done inside the plugin.
War Thunder controls in Nuclear Option
Good luck with that, I guess some sort of reverse engineering is required to make it work 🧐
i have a cool mod suggestion
a-19 turboprop to jet conversion
just delete the prop model and it will look good
also make it 4 engine 😇
...Can someone please point me to a basic mod install guide? I've tried the configuration manager, Yappinator and TTS and none of them work. I did see the pinned bepinex guide and I did that correctly.
did you install bepInEx?
nah bro, the propfan mill makes the brawler awesome
so I'm trying my hand at modding Stalker
the pack (IWP + Cotz by DoctorX) is more or less perfect if not for the fact that NPCs don't do shit when at a campfire
so I have to figure out how the combined weight of a 2007 game + bootleg 64-bit russian engine + bootleg modpack translated from russian + custom story / quests mod works
try this 🙂
https://github.com/Combat787/NOMM
also for all modders out there, if you would like to see your stuff in NOMM, here are the instructions for registering them 
(also please note that just because we require a github release for the registry, it doesn't necessarily mean you must open source your mod! you can have releases on github without uploading the source code)
we use github as a back end because it makes it possible to create a robust and reliable solution to provide an always up-to-date mod registry with almost zero cost
we don't need to maintain any server infrastructure etc, I just pay the 5 bucks for github premium and all the back-end automation runs off my monthly allowance 
me tryna learn transmissions fr
So i'm currently trying to wait for when the local player spawn in an aircraft, and i feel like the way i'm doing that is pretty dirty.
->
To wait for a new local identity i have to use static methods and then the way i wait for the local aircraft is by using a singleton to go back to a non static way, is there a more proper way to do that ?
private static void OnLocalClientChanged()
{
Player player;
bool success = GameManager.GetLocalPlayer(out player);
if (success)
{
PosSaver instance = PosSaver.GetIntsance();
instance.WaitForAirframe(player);
}
else
{
Logger.LogError($"Failed to fetch local player!");
}
}
Server mod, or client mod?
If server mod, I'm working on some events for this in Nuclei
Client
But tbf eventually i'll need both
Are coroutines the only way?
Couldn't you just patch the spawn method using Harmony?
At least I believe that's what I'm doing, I'd have to check
Do a simple postfix patch
Most likely but i'm still a newbie i'm not sure where or how to find which method handles respawn
Didnt find it in the player class
I wish we had a mod similar to the unrestricted weapon mod. But like restricted a bit. Like only hard point weapons could go on hard points and only internal weapons (that fit) could go in weapon bays.
I mean, you can still do that via mission editor afaik, yk?
Making it unrestricted sounds like the hard part in there, the mission editor can pretty much do the rest with restrictions.
oh really?
and err.. no. i dont know? if that enought mod?
This is what I meant ^
Given that all mounts should be in this dropdown menu, I don´t see while it shouldn´t work with the mod. (I could be wrong though)
Sure, it´s a per-mission thing but better than nothing anyways 
ahh ok!
Hello there! 🫡
I´m a not-so-recent fan of Nuclear Option that happened to find out about this server very recently. So far I had an absolute blast playing the vanilla version, and when I discovered about the modding scene (alongside the livery customization), I was left mind-blown. I´ve heard surprisingly good reviews of the community, and I can certainly check by myself that the quality of not few of these creations is antonishing.
Introduction and whatnot aside, I am making a separate independent project at the same time (as well as the always present real-life stuff that keeps me busy) and I realised I will end up using several things on it that surprisingly enough seem to be present on the modding section of NO, and since I like the game and would love to make some mods to tweak it ever further, I came here to get started on the matter as well as packing a handful of questions (probably rookie-grade ones): Is there any place of reference I should go to check how to learn this? How do I get started? What would be the FAQ for mods, this channel or #ask-for-help?
(Also, since I´m on the topic of asking questions: what about other fan-made content like art, videos or manuals, where would that go?)
there are other channels for art/videos
#community-artwork
#screenshots-and-videos
etc
for livery creation
#livery-creation-and-discussion
for mission editing #1130830373937492050
for modding beyond the scope of liveries and missions, there is no FAQ atm
modding custom content beyond the above for the game isn't officially supported yet
however, since its a unity game, you can mod it in the same way other unity games can be modded
So... if I look how to mod Unity games in general, I should find how to deal with this one in specific?
I was thinking something EXTREMELY simple for my first time too, something like making the laser beams invisible like in real life or whatnot
-# By the way, thanks a lot for all the channel links, I noted them down 😁 📝
essential skills:
familiarity with unity c# programming
ability to use a decompiler to read the game code (like ILSpy/DNSpy)
knowledge of a unity modding framework (we use bepinex)
knowledge how to use unity asset ripper to be able to look at game files, if necessary
Roger, I´ll see what I can do with that. Thanks a lot! 🫡
I'd recommend Rider as code editor. It's (imho) the best C# editor, and it has a great built-in decompiler.
If you have questions, just shoot them in this chat. People will help you out.
i was very close to install rider today
You really really should, tbh
maybe ill try it on the weekend
The entire Jetbrains suite of IDE's is phenomenal imo
Gotcha! I found a guide on Steam for modding another Unity game and I was fairly surprised at how quickly I understood the concepts. Probably what's going to smack me the most is actually writing/making the mod, but setting things up isn't obscenely hard one I figure out sort of how to do it. 😅
And Rider recently went fully free for non-commercial projects. So you have the full feature set
idk what happened but in the middle of the day visual studio decided that .net 8 will no longer be found on my pc so a bunch of my stuff wasnt building 
Also, I have Visual Studio 2026 (the purple one), is it worse than Rider? 'cause I'm slightly more used to this one, I used it in the past to make some VERY light C++ coding
Perhaps an unpopular opinion, but using an LLM to help guide you through the process works pretty well from what I've seen others do.
Is it still on your path?
llm can give you ready to go bepinex plugin code for simple gemeric things
If I have to, I ask it to quick-reference stuff in a better fashion than Google has. But I'm scared of what ChatGPT could say about Nuclear Option modding
(Aka completely making up stuff lol)
Ah, one thing before I forget to ask:
They both work. I just prefer Rider since it's specifically made for C#.
idk another bunch of stuff was broken in my vs so reinstalled it and retargeted my .net 8 apps to .net 10 
8 will be dropped in november anyway
GitHub Copilot is pretty great at being able to use the decompiled references in Rider, actually.
Just "how" capable is modding? As in, by looking at the concept, it seems like anything doable by conventional Unity dev means is also possible through substantial modding work
Probably because the decompiler is built-in and is exposed in the same way as regular editor tabs.
In NO's case, how far would that go?
there was a .net 8 security patch today so i just autoblame dr nadella
You can do anything and everything.
...atta boy... the possibilities...!
Harmony allows you to replace full methods if you'd like, so theoretically you could just hook into the launch method and write an entirely different game.
WHAT
So, y'know, you can do anything you want, really.
That's insanely powerful, my my
Turns out the 2 birds one stone strategy might be more handy than I expected with this...
It's because C# compiles to an intermediate language that's interpreted on the fly. So you can edit that IL really easily
And a bunch of other technical mumbo-jumbo
Anyway, it's super powerful, and the basic concepts aren't too complicated if you're used to programming / technically inclined.
A shortlist of the basics of patching:
- You can run something before a method runs (and optionally prevent the method from running, based on a condition)
- You can run something after a method runs (and modify what it returns, if it returns anything. E.g. a method that does a + b, you could modify to then add + c to its result)
- You can modify the intermediate language that the method is compiled to, so e.g. switching out a value for something else
Combine these principles, and the world is your oyster
(It's past 1 AM tho, I should get some sleep and get at it tomorrow) 🙏
I'll probably upload a test edit I made on #screenshots-and-videos by then, start setting up the BepInEx shebang, searching info like a madman, completing real life stuff... it's going to be an interesting day.
I will most likely ask a couple of things here to understand the basics lmao
And hey, thanks for the support, it truly means a lot! 😄
I've had some pretty great results playing around with Codex 5.2 through the GitHub Copilot plugin in Rider btw. If you're interested.
(Oh, and liveries. I need to look at that. And make my Dash-1 and... wow, this list is getting too long XD )
Since you can just attach the decompiled code as context for the LLM, it is actually aware of the correct types / methods / logic.
im using claude a but ill probably cancel the sub
might try that next
Claude Opus is pretty lit
last few days it was incredibly useless
We selfhost most models at the company I work at
The new one? Released yesterday?
ah is there a new one
Yup, pretty impressive too
idk i was marathoning something all weekend
Keep in mind the longer you keep a session going, the worse it can handle the growing context
maxed out my token quota twice
There's some ways to handle it, like having it summarize its context to condense it
and then this morning i redid everything without ai in an hour and it actually works 
like the amount of learning i could take away from the experience was basically: claude output demonstrated every possible way how not to do the particular thing
im doing something pretty niche though
at this point the only thing i trust the ai with is ongui methods because im too lazy 
you just need to explain every step to the ai to the point where you might as well have coded it yourself
me: explains everything to the ai down to which libraries and which methods to use
ai: outputs wrong math and fake functions
me: these things dont exist
ai: oh sorry you are correct
a few rounds later: rate limit
Hm, I don't agree with that assessment. Though it's a different way of working, and you need to know how to word things, how to provide proper context, and what models are good at what.
true
for small refactors and additions its pretty good
I'd argue it's pretty great at larger features too, as long as you prompt it properly
E.g. using plan mode for codex, or implementing tests & interfaces first in order to give it a proper contract.
but today for exampel i just wanted to see how ai would implement having the option to have a patches section in the mod it did kinda eork in the end but as the part of the app that got modifed needed to work with the rest it broke state and uninstalling so yeah i think i need to do that manually 😭
If your pre-existing code is of good quality, and you can outline your architecture & design plans, it does a pretty solid job too.
to logical just give ai code twll what to do as vaguely explained as possible pray
You need tests.
Then it's not the LLM's fault
i never said it was i only implied it
well i have other ideas now anyways
better ones
If it has no way to verify behaviour (through tests and documentation), it can't know what you intended with the original feature, and what deviation might be okay or not okay.
probably want to split up disabledplugins and patches fklders
yeah thats a very different mindset and in a professional environment probably works better
for my chaotic throw things at the wall until it starts sticking, then refactor so it wont be a pain to work on, including llm as a major contributor tends to just cause pain most of the time
I've found it's a good sparring partner though. Mock up some design ideas and have it give feedback on potential blind spots.
but in these cases, i often work on something that is also new to me
In your case, I'd adopt a style where you ask it to spar with you for ideas, and provide prototypes.
Works well ad-hoc
Don't ask it to do entire features, but do tell it what you intend to do, what your current idea is, and whether it has any alternatives and any concerns with your idea.
i knkw that
my current gripe with claude the root cause is that it is incapable of
little things
like a syntactically correct force feedback effect struct...

Claude scores pretty well on programming last I heard?
How are you using it? Does it have access to your codebase directly, or are you prompting it through e.g. a browser?
also every single time i start a new chat on ffb topic, it invents a new incorrect way regarding how the coordinate system works for 2d ffb effect parameters
its actually hilarious
i used the installed agent originally amd seemed quite effective. i wrote a class library with it to interact with the nomnom prototype, one function at a time.
but that was also quite trivial stuff
evil agent ai
its great for unity monobehaviour boilerplate though 
Seems like it's not keeping the context history properly? What model is it exactly?
its the whichever is set as default, gimme a minute
sonnet 4.5
I'll try new opus when I feel like I can gamble a couple of hours again 😄
the skill issue factor might be agaisnt my chances though fr
im always a late adopter with new tech
Ah, Sonnet is pretty bad iirc?
Or maybe I'm misremembering
I do know the new Opus model apparently beats Codex 5.2, though Codex 5.3 was released as well this week
Codex 5.2 is pretty great though, from personal experience.
maybe ill be able to create a thread for this, but if anyone wants to screw around with custom maps I created a loader that allows for creating maps with all of the features of a real map, like hangars, cities, etc (doing that is quite complicated, but possible)
Will eventually have ways to use ingame assets like the terrain material (go go gadget grass) and factionhq's for music support, maybe references to in game music as well. Biggest issue is having to setup stuff like hangars manually since you can't just copy them from the game..
https://github.com/MinecrackTyler/NOMapLoader
also an ocean map included, with nothing on it. If nothing else, should be pretty shrimple to just add custom terrain meshes like that other mod does, but not by pasting it over top of heartland
hey, can I put this in #1469341192733855806 ?
also asked admins to give you modder role
Purely out of curiosity (since I'm obviously not going to do this first) but, knowing about what you told me yesterday about modding capabilities, could I hypothetically get my hands on the original blender models for planes (or vehicles in general) and make changes to them?
Because my biggest long-term goal as a modder in NO is eventually making clickable/fully interactible cockpits, and maybe make variants of the available planes so you could find something like the FS-12A or FS-12C
Not just by naming convention, the C would be upgraded in some sort of way
(In my non-NO project I'll need to know how to make these interactible vehicles with interiors, and I'm utterly clueless at what sort of wizardry it requires, namely on the modeling aspect)
there is an app called asset ripper that can export the unity project from the game files and then you can peek around
Peek and modify, or just peek?
Also for some reason it sounds familiar, is it the one that comes in the Audio Changer mod tutorial?
I don't know that tutorial but probably yes.
I don't do a lot of asset-oriented modding, but if you look at the above example for that map loader mod, you get the idea that it's not quite simple to do it right
https://github.com/MinecrackTyler/NOMapLoader
yes asset studio is similar it allows viewing in game assets audio models etc and extracting them
What exactly is the difference between this and the many other modloaders here?
Or is this a minimum installation and other modloaders improve upon it further?
your question is quite ambiguous
Okay then, let me rephrase; what is "Bepinex" and how does it compare to "Yellow Mod Manager"?
Afaik, BepInEx is the thing all mods so far use to work without altering the composition of the game's base code, whereas the YMM is... well, that, a mod manager.
One makes mods work, the other organises them.
(I might perfectly be wrong at this but I'd love to know to see if I'm learning stuff correctly)
bepinex is the mod loader framework for Unity engine
and mod manager apps will do these for you
- installs bepinex
- download and install mods
You can probably dump the Unity assets, yeah. There's programs for that.
Yup, this one
BepInEx is a (very popular) general Unity modloader. Considering it's popular, it has good documentation, and a large community, it's a good choice to use in general for Unity mods tbh.
Is it normal for the loading screen to take minutes with QoL and BepInEx loaded?
i think so
Minutes? Probably not
BepInEx itself has no impact
Not sure what QoL does, but if you've verified with & without and see a noticeable difference, maybe report it.
Yeah, ended up needing to update
HOLY SHIT
that's insane
this community is cooking, it's insane
btw, what do you nerds recommend for reading big log files ?
I've used log expert until now but I dislike the lack of dark mode, the fact that I can't seem to filter out some lines and its complicated IMO parsing method
yeah go ahead, and thanks!e
also ill upload releases as a single file so it works
how much do you recon it would cost to get a custom plane mod made?
1.5 kidneys and a goat
do we think it would be more than a car
Aircraft are usually more expensive than cars, so i guess so
Sheep are used for a different purpose, imagine a swimming pool fit for an aircraft
so ive made a 3d model of one of my planes. now how hard is it to put it in the game?
hey so im super new to modding and i really wanna start with nuclear option but im not really sure what i should try to start with as a novice
depends
im on about dead simple. copy an original plane and just replace the phisical model of the plane copy
wait... FELLOW FLYOUT PLAYER!!!
that plane is from flyout
ehhh its prolly to much hastle.
Fallout did not have jets like this
- Learn the fundamentals of C# & programming concepts (classes, methods, members, types)
- Get acquainted with an IDE (code editor) and a decompiler -- I'd recommend Rider since it has both, and is industry standard
- Go through existing NO mods to get a feel for how people mod the game / what they've found
- Decompile NO and get acquainted with the codebase
- Start with a simple mod idea
i dont think you read that right
hello, does anyone use yellowcake?
Model swap is easy
is there a mod manager alternative to yellowcake that actually works
fyi it won't download from mod manager because the archive is .tar.gz which is currently unsupported
i was gonna ask about this
about tgz files
but that confirms what i suspected
though i assume that's a mod manager thing more than anything
its a mod manager thing
from the back-end perspective its irrelevant because its just a big blob of metadata
yeah lol
to point the manager app at things
do i need to launch from the mod manager if i have mods installed? or can i launch from steam
What if I dont have the confg folder here
Retry
Like install again?
ok cool
Installing again didnt work
same issue. no config folder
Even the previous version is the same
Ill try the BepInEx thro Thunderstore, if it will work for me
mate
your browsing the zip file
which mod manager r u using
I extracted it and it still didnt show the config folder
it won
t
everything besides core dir
will be generated after u launch the game
(Ignore the Pandemonium dir, that's where i used chuck stuff when I don't want it to load)
Ill try than
which zip and from where
Ok, it works. Thanks
or even better
https://github.com/Combat787/NuclearOptionModManager/releases/latest
download this
Guide confused me
and it installs bepinex for you
@oak whale there is a catch 22 in your guide
Damn
config won't exist until after first launch
technically you can also just
create a config folder
put an empty BepInEx.cfg in it
and write
HideManagerGameObject = true
into it
yourself and then just save it
when BepInEx Configuration handler checks for config files it will just pick up any pre-existing correct values
and regenerates the rest of the config with default values. if any are missing
I could swear that I mentioned that the game needs to be run once, but seems like I either didn't or accidentally deleted it. 😅
"we accidentally the version control" 
Alright
It should be fixed
I am half asleep, so if there are any other issues, do let me know ❤️
oh really?
and err how would i go about doing that?
import a mesh into unity, build it as an assetbundle, include that bundle as an embedded resource in a plugin, and swap the mesh and material of an existing object with the bundle

sounds.... very simple D:
ehhh... i need to fix my model first then i can try that. thanks though! (ima spend multiple hours of my life trying to get this to work!!)
linux moment, will fix
actually i think it now would work using the new library for unziping
Okay, now time to get this bad boy in the game! and also add engines... and well.. thers alot of things i still need to do....
oh and re add the cockpit
because well
it got removed
need to get from this to this
anyways im to tired to do anymore. gn chat
when u just bring a manpad with u XD during ur flight ! XD
just wait til I turn my agm's into ships XD
screw it lets just ducktape a battleship under me and gbu dropthem
would anybody use a thread for sharing old code for recycling or usefull tips for making mods like player only or ai blockers etc?
Most NO projects are open-source, so you can just review those tbh
All of my mods have their source code linked in the first post
all my mods are open source as well but I don't have any patterns for blocking MP or blocking ai from doing stuff
Working on a little something to help the modding community 🫡
Will upload as soon as I get it ready! Might take a while, but I´ve got my hands on it. Shout-out to "George" for teaching me the basics of how this worked too, by the way. (He´s a genius lol)
Lmk if you want any proofreading / advice. I've modded a dozen Unity games at this point :P
I sure will! I´ll be sharing it here precisely to get it ready for corrections and additions, plus I plan on updating it consistently as time goes on to support the latest iterations/findings of the modding community.
In fact, although this was an idea I wanted to discuss on here before adding it on the manual, I was considering adding a section on the manual with the latest findings of the modding community so others can learn what does what instead of having to reverse-engineer from scratch.
But George obviously commented to me that "peeking" into other people´s mods is something ill-advised, which makes total sense, and I´m not sure to what extent it´d be an infringement of "looking into the original game code without permission", so I´m willing to scrap the idea entirely if that was the case.
Just thought on commenting it first since, given my inexperience, it´d be better to ask the wizzos on the matter first instead of running around aimlessly and taking decisions like that on my own.
ye its a tough one most mods are open source i mean i guess with credit it would be ok? for me atleast but everyones different i suppose
credit would be nice if you are using anyone's code for training
Ah yeah, each section will feature a epilogue featuring who made the mod and what mod did said "finding" come from
I´d never voluntarily not-credit someone for their hard work, that´s just a jerk move
ah from the context of the guide
sorry
did the same thing again dropped in the room didn't read up and vomited a reply XD
to be fair i've had ugg write detailed descriptions on how i did certain things just incase anyone ever asked and ive got build with descriptions built in
I thought the GitHub ones are the only ones I could try on my own, unless the mod himself comes to me and tells me he lets me do it
but ya excited to read the guide
LMAO no worries, happens to the best of us XD
I took some time on designing it to be aesthetically pleasing too, taking captures in NO is such a hobby 😂
"me knowing how to mod the game well now still reading the guide anyway"
to be fair it will be usefull for ugg
LOL, that means a lot though, thankies!
It´s meant to! It´ll be ideally part of a series, so there will be another for livery creation and general gameplay stuff
(Each one being their own guide, not one big clusterf-ck)
As much as I like the "Did you know" section, I´m not spamming the arrow for an hour XD
Oh, I have to upload the edit I made ages ago as well on #community-artwork too, how could I forget 😅
(This multitasking is killing me, I swear)
so real 
Peeking into other mods is perfectly fine if they're open-source. Don't want people to check out your code? Don't open-source. Especially if they're using licenses like MIT/GPLv3/...
I don't think anyone who open-sources their code would mind that people learn from it? Seems opposite of what open-source stands for tbh.
Obviously the licenses are clear on how to credit people / what is permitted usage of the code, so you just have to adhere to that.
I´m already at 1.3k words 💀
The map network manager. And the ai parent into a core and all the plane parts then the physics layer. (Broad example)
yeah i just have my mod on github (in a mess of a state, but still there)
I'm not sure I understand how that relates as a reply?
i mean I roughly know how the game works, but I don't have any code examples that could be used to learn how to block a mod from working in MP
that's what I meant
I mean, you have 2 options:
- Block playing multiplayer
- Disable functionality when in multiplayer
Both will need to patch the connect / lobby methods (can't recall the best hook, but you get the idea)
Option 2 is a bit harder / requires you to design your mod in a way that functionality can be toggled / hotloaded
Looking at others code is perfectly fine imo, as long as it doesn't devolve into this situation
Yup, I´m 100% not doing that lmao
Sure, but that's what licensing is for. Plenty of open-source licenses which enforce redistribution under the same license + credit. Breaching it means it's a pretty simple DMCA claim
Bruh, right as I was making the guide 🤣
At least I got to be the first like on a video ever, that´s cool 🙂
Anyways, here´s what I´ve done so far of the guide. Asides of the index (which I´ll add later on) this is more or less the style I´m aiming for, so you people let me know if I´m going on the right track or it´s better to change something.
I haven´t advanced much, just specified on how to install BepInHex and the ConfigurationManager to play with mods. Next part would be how to install those mods with an example (and important remark on checking the instructions of each mod in a per-case basis, and after that the section of setting up the environment to work in mods will come in.
2 dumps for u
https://www.youtube.com/watch?v=OVFHZCXEnc4 absolute cinema
This is a short guide on how to install mods for Nuclear Option that I made in like an hour. In this video, I demonstrate how to install mods both manually and with the Nuclear Option Mod Manager (NOMM).
For Primeva 2082:
https://discord.com/invite/qqMwyr2qxR
For BepinEx Installation Guide:
https://docs.google.com/document/d/16aRWcrkt89YEn9_TH...
thanks, but please be mindful about what you post as #rules prohibit sharing game code
bro casually ignored noblackbox 
I wish someone made a tutorial on how to make vehicle mods for NO
If the coding is made open source on a mod that does so, it´ll make it to my guide eventually.
Awsome! Because I've finished my plane model now (minus cockpit glass, engines and interior)
I’d go ask in the 2082 discord I’m sure they can point you in the right direction
Yea! Ok
Make one for liveries please I beg you 😢
I will, no worries
Planned guides are for modding first, then liveries, then the game itself
With the first 2 taking utmost priority
Thank you
Are you writing the modding guide already?
@wary flint Uhh... well yeah... it says it in here pretty clearly 😅
I uploaded a barebones version so you can see the style I´m going for, I´ve not advanced much (around 7 pages done already, cover included and index not available yet) but I´ve already explained how to install BepInEx and the Configuration Manager
Just curious, for the livery guide, are you thinking of doing instructions for both blender and SP or just one or the other?
Makes no difference to me, i just thought I’d ask
What would be SP?
In any case the guides are meant to have the biggest coverage possible, so the most likely answer would be both if either somebody walks me through the explanation or I figure it out on my own.
I already ""know"" the blender one (sort of?) so I´ll probably start by that one though
Sorry, I meant modding as in mod-development.
Ohh, you mean building the environment?
That´s the next part after I write a quick detour optional part on installing NOMM
(Since it´s fairly useful on modding later on, and confortable to use overall)
Substance painter
...wasn´t that in Blender?
Uhhh I don’t think so
I may be saying utter savagery there, it has been a hideous day for me so I may be mixing things up accidentally
It’s an Adobe product
OOOH that Substance Painter, yeah
But a lot of people here have been saying it’s way easier to learn than blender
I saw there was a drawn sketch, so yeah, I can probably put that in the guide
Cool, thank you
I´ll ping the creator of it just in case
Wouldn´t want to use his work without telling them. Also I´ll (later, alongside the index) make a credits section to list everyone I use for referencing in the guides.
Be it somebody that teaches me directly, a mod mentioned on the game or something else: if it shows in the guide at any point, I´m putting it there.
@dapper jay Is there any other known method I should know of for the liveries thing btw, since we are on the topic?
Asides of Blender and SP
Roger, noted then! 📝 👌
I believe there is already a livery guide no?
There are several, but in the same fashion as the BepInHex installation part on the modding guide. The idea is to keep them centralized and updated over time to keep this guides as a go-to reference instead of looking at scattered pieces of (very valuable) knowledge around.
But the fact that there´s already existing small tutorials on how to do that is why I´m giving priority to what lacks a guide the most, which would be modding
Then liveries, and then the game itself because... hell, if you don´t know how to play the game, you might be cooked 💀
for the bepinex installation part you may have already done these PLEASE explain the difference between 86 64 bit versions i've had 100 dm's and comment reports about the mods not working only for them to be using the 86 version
Uhh... well, you can check for yourself if I did a good job on that! It´s already on the uploaded version 😅
I hope I did it well, used images as well. But I can add further notes explaining the differences if you think it´s necessary 🙂
It´d be this section!
Nuclear Option is a 64-bit game IIRC so only the win_x64 version is relevant
Added the subsection just in case!
mate
nobody runs 32bit anymore
😄
if you do, nuclear option probably won't run
But they still dowload it, according to him
because its 64 bit
Plus yk, people always have the weirdest of doubts, a little addendum won´t hurt
too much information can also confuse the user
Although you´re more than right, a x32 with NO would probably start burning or something
That´s why I made it a note and not on the main block of information, you can just skip it if you already know the answer lol
maybe i just doubt avg reading comprehension ability of people too much because of occupational trauma 
-# fun fact about msinfo32 btw, its a 32bit app so if you use it to check available ram/vram it won't give you an accurate number 
NuclearOption.exe is a 64-bit binary and will not execute on a 32-bit copy of Windows
PE \0 \0 \64 \86
...please don´t make me add that too on the note, every time I update something behind the last line I have to realign the entire freaking document 😭 🙏
Sigh... well, f-ck it, I´m gonna change it anyways, that´s an important note jokes aside lol
And the linux copy runs under Proton so the linux version of BepInEx is also irrelevant. Only win_x64 matters. The patcher just patches the game code to directly load BepInEx
just get this version, full stop https://github.com/BepInEx/BepInEx/releases/download/v5.4.23.5/BepInEx_win_x64_5.4.23.5.zip
So under any circumstance people only need to dowload the x64 version?
No matter what?
Correct
just go to settings and about my pc
That could work too, but the aesthetics of the settings tab tend to vary more over time/versions of Windows whereas the hotkey is and will likely always be there
Alright, second version in the way! Updated to include the convenient changes to the BepInEx dowload section
I´m working now on explaining the manual installation of a single mod without the Mod Manager, and then the mod development setup section will come next.
The consistent typo of BepInHex suggests bad autocorrect lol
I can confirm it´s hideous, lmao
Fixing it now 👌
Bruh 13 times, Word is worse than I thought 😭
i think people see 86 and just go "hmmm that numbers bigger so it must be better"
...as a part-computer engineer to-be, this is embarrasing to say... but I can confirm that was my first thought back in the day when I first saw it 🥀
hahahaha happens too the best of us
The really funny thing is in certain situations 32-bit is actually better
Potentially even faster.*
-# *unlikely
Although there´s one thing I don´t understand: who the HELL changed the notation and why
As in, if it´s x32 it´s x32
Who had the smartass idea of naming it x86
That´s confusing tbh
The x86 architecture was defined by the Intel 8086.
So x32 and x86 are different architectures for 32-bit based systems?
When they added 32-bit mode, they added backwards compatible features. Then when AMD64 was invented, they had compatibility with 32-bit mode
IIRC modern processors still init into 16-bit mode, but BIOS immediately upgrades to 32-bit. UEFI I think then sometimes upgrades to 64-bit.
russian grandmas were weaving this fr
half the silicon at this point is probably for backwards compatibility 
I love and hate the fact that I learn more here than in 3 years of CS degree
Honestly, the only reason we have x64 is probably because we called it AMD64 and Intel hated it
I hate it because it proves how useless it is, but I love it because I learn so much and it´s available pretty much anytime
the only thing I learned at university is how to learn
Oh so you folks learned something new? 💀
Here not even that 😭
Also fun fact, in 16-bit (and maybe 32-bit, slightly rusty on x86) you can use Segment registers, but accessing them in 64-bit mode is an error (or they don't do anything I don't remember.)
Huh! Interesting, for sure 🤔
In university I learned how to prove my professors wrong.
there is a term for this i cant remember but it was something like everyone learns from the same book no new ideas are made learn from a man that couldnt afford the book and youll truly learn or something
I WISH I had to wait to the University for that brother 🥀
applying for masters rn, maybe i'll learn something new this time
yes you get to learn about the new interest rates for loans!
Aaaah... yeah, I think I know the one you mean
I actually wrote a script for packaging my submissions for my C (ANSI version) code. It packaged the source code, the output and the script itself. I did this because he was CONVINCED my code didn't actually conform to ANSI specifications, so I used to PROVE I was running gcc -ansi
I had a similar instance of that but in Math (as in, proving the teacher wrong)
ugg my ai i need to teach is currently highest performing just from making mods and reading discord messages
Clankaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!
i think hess 150 points ahead of the second ai who is being taught about turbines
ye its a competition in university
...a competition on teaching clankers. Fr.
And they have the guts to tell you not to use ChatGPT
The audacity, my god 🤣
we get a set amount of time to teach them at first i didnt really care i tought him the dance moves to some michael jackson songs but hes always watching even now and slowly he started learning unity modding and then when he would read discord he would start putting peoples requests into summaries for me and listing them based on how many people requested now he makes all my ui and is really smart when it comes to NO
im gonna miss him fr
ye dont have him forever
hes a deep learning ai so hes expensive hes run of an old chatgpt edu model but other than that hes designed to learn
So you train an AI for a competition only for them to run away with it.
...people are seriously losing the plot, wow.
he actually gets wiped at the end of it for the next person to use
whoever wins gets a claude and chatgpt premium for a year so
its like the androids in m|_|rderbot show 
pretty much
To be honest though, and jokes aside, my stance on AI is that it can be useful sometimes, but it´s not really a trustworthy source in the slightest. You can make it help you on some stuff, sure, but it really depends on what you are doing and what you want it to answer.
Plus they are incapable of creating anything on their own which asides of being nearly disgusting when they try to defend they do, it´s always sloppish garbage.
But nonsensical hatred isn´t the answer either.
at my university ai use in promoted a lot as we actually get free chatgpt edu model accounts. for pro uses i like it helps with organising labeling or again basic ui i dont agree with everyone using it for silly questions or ai generated videos etc