What probably pisses me off the most is what they are doing with the data centers and eating all the RAM for themselves, and the whole bubble shenanigans that have been giving us the most absolute dogsh-t stuff ever like the incoming "Age Verification" crap for Discord or the supposed home robots that literally do anything but being autonomous.
#General Mod Talk and Bepinex Install Instructions
1 messages · Page 3 of 1
ai generated yeti/bigfoot vlogs are peak though
Yeah... it´s the kind of thing that genuinely could be very promising if done right, but 90% of people uses it wrong.
almost all my school stuff like booking teacher appointments time off or handling homework is all done by ai now
Sorry, it´s my duty as a Helldiver XD
Yep, that´s just pathetic
Dude those clankers killed 25 MILLION OF US
IN ONE PLANET
saves the university money so they like it
it's not the tools that kill but the people who make the decision to get them implemented but this is getting very offtopic and I wouldn't like to be court marshalled by the rest of the moderator team :d
real
I really, really hope the supposed "bubble" bursts big time.
The bad part is that I think it will do a "pffffft" and just lose importance instead of a "pop" and have consequences for all of those big corpos doing trash
Also for the mod manager developers out there, feel free to hook into AtomicFramework's loading process through BepInEx/patchers/AtomicModManager.exe if you want to implement the communication API. It's not stable yet but for basic funtions AtomicUtilities.dll in the same folder can help.
Oh yeah, fr, back on topic 🙏
i need to add atomic framework fr
(It was a very nice chat though, you people are very reasonable and it´s enjoyable to talk to you all LGLove )
Dang it Vencord, when I tell you to insert an emoji is to INSERT it, not to put the blue text 😭 🙏
is there an explanation to how atomic framework works?
I myself need to learn what that is in the first place 💀
allows mods on servers i believe
As a user? It does basically nothing other than allow you to disable mods before the game runs (and that is still very WIP)
As a modder? It has a bunch of events to hook into the loading process, networking APIs, and maybe more in the future.
And it automatically negotiates mods when connecting to a server (including disabling when needed.)
hmmmm ok because a lot of people have asked for my mods in multiplayer but never found a safe way to add them
So useful for mod making? Interesting... I may have to include it in the guide in the future
Obviously making a mod disable safe is up to the modder but it only tries if the mod declares itself safe.
Pretty sure 32 bit isn't even supported anymore on modern systems? actually, nvm, I misremembered
#1467160830742106216
i think win11 no longer has 32bit editions
Last I checked x86 still has Legacy Mode to run 32-bit binaries
Albeit support for such mode is OS dependent
ya it does
Unless they're running like, Windows 7, which y'know, has been unsupported for nearly a decade now, and won't even run Steam anymore afaik?
anybody have any idea how the game handles airframe stress? new engine speed mod blows the wings of when turning
ofc you can run 32bit apps on a 64bit system
oh and kills the pilot
just like how you could run 16bit apps on a 32bit system
(and how some enterprises still use 32bit processors for 16bit support)
one of our offices kept harassing me to give them 32bit windows because their crappy labware is 16bit dos app 
eventually they stopped
they got a VM
The local bank in my area has to remote into a terminal mainframe and use command line programs to manage bank accounts
if you haven't seen the black hat atm hacking demo you should
Yeah, that's what had me confused for a min. Just woke up 🥲
Also, published the in-dev rework branch of Nuclei, for those interested.
I'm probably going to have to refactor some of the Discovery code to support communicating kick reasons
Not finished yet, about ~50% feature-complete to where I want it to be. But if anyone has feedback, send it my way.
The current class diagram
Abstractions & Events are standalone / don't depend on anything, so they can be developed against easily.
If the patcher or mod manager is missing, AtomicFramework still works. Unfortunately the rest of the code is entangled (intentionally to force modders to not succumb to anti-patterns) making it all dependent.
Do i need the server to have NBB installed for it to save?
I have it installed client side but i see no track files in the folder after 2 games, 1 singleplayer 1 coop
Verify BepInEx is working (should be a log file in BepInEx folder)
i installed the plugin wrong, it wasn't very specific whether or not it wanted me to drag the noblackbox as a folder into plugins or the contents of the zip
though now im watching a tutorial, it's even more confusing since they've changed the folder structure
do i still need to install the models for tacview?
Im guessing the tacview wiki one is more up to date than the video?
https://tacview.fandom.com/wiki/User_Guide_-_Nuclear_Option
cuz this was updated like last month
Tacview Wiki
Thank you to KopterBuzz for creating a Tacview exporter for Nuclear Option! The below instructions apply to Tacview 1.9.5 and above, and are adapted from https://github.com/KopterBuzz/NOBlackBox...
well thats crap, i managed to miss out on a lot of cool stuff, ill try again and see if it works
TacView has since added first-party support for Nuclear Option (on their side) so unless there are models not updated yet you don't need to copy assets. I haven't worked on NBB in quite a while so you would have to ask in #1458011726808088740
Depends. I don't know how the mod is structured anymore.
If it was flat out not loaded, no the cfg would not exist.
so it did load... ill probably go ask questions in nbb
that wiki article is old
If a cfg is generated, the mod got picked up by BepInEx
up to 0.3.8.2 the default save path is the game's appdata folder
so it didnt matter that its 1 folder deep
from 0.3.8.3 onwards, the default save path will be bepinex/plugins/noblackbox/replays
all files from the release zip MUST go to
plugins/NOBlackBox
if you just toss them in plugins, it won't work
yeah it didnt generate a replays folder
so to be clear i download the zip, i then uncompress the zip so its a normal folder, and i drag it in and it looks like this?
when i say
plugins/NOBlackBox
that means plugins/NOBlackBox
not plugins/NOBlackBox-0.3.8.2
😇
you can either do that
or use the mod manager to install it
and it will create it for you
i should use the mod manager
make sure to delete the manually created stuff to prevent bepinex from trying to load the mod twice
On one hand, I wish my mods worked with NOMNOM. On the other hand, I think that ecosystem needs a bit more time to mature.
cuz the guide just tells you to drag the contents of the zip to the plugins folder
#1457932420882894901 message
oh
I don't know who maintains that wiki
but its not me
I didn't even know it existed
it was the first thing that showed up sorry haha
ya I have no control over it and don't particularly like fandom dot com
i normally have a plugin that autodirects away from fandom to a different wiki
Time to make a Github wiki 😈
do you need to install bepinex manually with NOMM?
would it be a problem if i already had it installed?
...no way 💀
Oh not at all lol
I did that myself and it works
You´re supposed to have it, it doesn´t matter "how" you pull it off afaik
if it is already installed it should detect that it is so and sohw a play button in the bottom left instead
to launch the game
awesome, i finally installed it right...
i swear i can install mods for way more complex games and i mess it up with the simplest ones
Aye, what I meant here is peeking closed source mods with dnspy 🙏
I'd argue that's also alright, you just can't use the code. But it can be valuable for compatibility / security / bug resolving reasons
i mean, we are also all peeking the closed source game at the mercy of the devs
the way I learned how to mod the game was by opening patator's hud mod in dnspy 😊
yeah, similar story here
tell people that if they have more than 2 gb of ram they absolutely have to get x64 bepinex
the game will only run on x64...
ya we finished this topic, though discord loves to not update to latest messages when computer is hybernating or just idles with locked screen
at least for me, I open the laptop, reply to something only to realize several walls of text were unseen by my client
but yeah, worst case when starting out with modding, just look at how other mods do things
I already added it in the guide, lmao
Not even worst case
Looking at some mods that are well-written is a great way to learn
https://github.com/mkualquiera/MKModsNO was my goto when starting lol
his hud notch line code got me FAR
that's a crime tbh, I was suprised not to see it
Would it be possible to make a mod for the mission editor to add new types of objectives and and outcomes?
possible I guess ?
How would one learn how to mod the game?
this /\
github.com/clumzy/NO_Tactitools
have a look at my code if you want too, lots of open source mods
i wouldn't ever call any code i write "well written" lol
Last update for today on the guides! Included the section on how to manually install the mods (a warning to NOT follow the general rules of thumb when instructions are available, and for the sake of everything to READ THE INSTRUCTIONS), so... that´s the last part of this section, I think! Which means the next one will already be the "How to make mods" one which I´m far more eager to get into. 🙂
They will in fact NOT read the instructions
They will instead choose the path of “it doesn’t work” lol
Most likely. But now you'll have the superpower of pinning the guides when they are finished and say "go read, dummy" 🤣
Jokes aside, a genuine question that just popped in my mind. If I make a map with mods... does it load WITHOUT the mods?
I assume the ideal thing would be for the modded assets not to appear and that´d be it, but does it crash or do any weird shenanigans?
Do you mean like a mission with qol vehicles tryna load that without qol installed? From my experience they just get deleted
And if I just edited the restrictions? Like, imagine I have a mod that adds a new bomb and I restrict a faction from using said bomb and the normal 500 one. When I boot the game in vanilla, it still locks the normal 500 and it doesn´t crash?
teardoown
Okay, does anybody have any clue what mod this may have come off, and what it does?
'cause I saw a bug with the spawn and whatnot but I´ve heard that´s a current bug from the audio tweaker so just wanted to check if it had to do with this
which mods do you have
just search in bepinex menu for "next aicraft"
or something
...yeah, I´m quite sure that didn´t come from a specific mod with that name lol
I´ll try to find out by elimination, enabling and disabling mods to see who might be guilty
oh what da hell
that's in the wrong place
how did it end up there
...i think that's in the wrong place
anyways, that's my mod that does that
NOX
it's supposed to be how long until the next aircraft spawns, though it doesn't show correctly until you click a butoon
🤷♂️
You tell me man, I just see it says "Never" and that I can never spawn on that heliport. But lots of thanks for solving me the hassle of going through all the mods XD
on second look, that's in the right place
what? even when you requisition a heli?
send me logs
No matter what, I cannot spawn.
MANY
i would ask you to include harmony debug logs but i will just get jumpscared by all the mods
yeah you're on your own there man
I can tell you exactly which ones though
i only play with a handful of mods
also custom aircraft won't have working RWRs or threat ID
The main screen changer, the OST changer, the one that changes the sounds in general, the one that adds the copilot voicelines, the 2 QoL mods, the NOX (yours 😄 ) mod, the NOTT mod....
Ah yes, the AI aircraft limiter and the Stealth improver ones are also in
Alongside the Loadout Presets and the one that allows individual pylon customization
Plus the Black Box and the Autopilot
2 qol mods?
you mean like the ones from primeva? or...
One is the super well known one, I assume it´s the 2082 one yes
The other is from the video of that guy that came up recently and... well, made a video about it
Might be NOTT all over again tho, it´s late and my brain doesn´t work well at these hours lol
that might be it. disable qol and retry
Ironically I don´t have the kestrel on XD
Nuh uh, not QoL´s fault
I already suspected that because I played with fewer mods before and it worked
I´m gonna check the latest ones I added, hold on
are you in free flight
?
Free flight?
Oh no, lol, I was on a version I made of Terminal Control with restricted aircraft
I´m flying an Ibis as PALA in one of the forward helipads
The thing is that "Next Aircraft" thing shows up in all the airports
But I generally can take off them
I´ve seen that in #1465800205021478975 they are reporting a bug that might be this one though, but I just asked if it also happens in Single Player
I managed to still have the "Next Aircraft" thing and take off so it´s not NOX problem either
Okay, confirmed it, it´s the #1465800205021478975 bug, nvm 🙏 😅
it's supposed to
but it'll say "never" if there's no factories
Hmm, so it checks when the next airframe is produced?
I thought it went for takeoffs XD
That's how I learned as well, by watching how the others did it with dnSpy !
Introvert me learning it by dropping the files to Ai and let it do its job

The OG 🙏
U guys are learning how to hack games 🤣 the devs don’t have a modding API yet and it’s okay, but just know if you apply this practice to other games u might be VAC’ed on steam this game allows it, just a fare warning. ⚠️ also do not use spy on any Willy nilly game (software developer here) tos of applications grant signaling, using reverse engineering programs can trip a flag to a server that you tried, and then they know exactly who you are and (unlikely) sue you (likely) revoke or report you.
So please use reverse engineering softwares with care and responsibility.
Not how that works but nice try
Perhaps we should pin this as a general pointer for people who ask how to get into modding :P
Well, this is bogus. You're not going to get VAC banned for modifying a game. You might get VAC banned for using mods in some (usually competitive) multiplayer games, but that's pretty obvious (I hope). As Tykuhn said, not how that works at all 😅
Daily guide upload, folks! Now includes how to install VSCode, what extensions to get and how/why to make a GitHub repo for all of it
As always, any issues with it do tell me ASAP so I can correct it, the more I edit on later the worse it gets to change everything 😭
The game launches at 1080p despite setting the monitor to 4k?
Does that happen with vanilla or just with mods?
Roger 🫡
First bit of feedback I'd personally give is honestly recommend Rider instead of Visual Studio Code
Both
Problem is, I did the entire rundown on how to set the environment up with VSCode 😭
BUT
I have a solution to that which might come in handy
VSC is a general-purpose IDE, while Rider is laser-focused on C#, has a built-in decompiler (which works phenomenally well for modding - especially with navigation & referencing between decompiled dlls and your own code).
Not needed
If you don't mind giving me the (likely) lengthy explanation as to how that would go, I can add a preliminary section telling the reader that they can either choose the VSCode or Rider. So I can add the Rider part after I finish the VSCode one, which saves a lot of space and doesn´t make me edit the whole thing again
VSC is a good IDE, don't get me wrong. But I'd argue it'd be better to point new users into a direction that's focused specifically on what they want to do (imo).
Yeah, this game is only running at 1080p
Hey, the guide is meant to be as all-purpose on that regard as possible. It really doesn´t matter what my preference of IDE to work with is, I shall (and will) add Rider one way or another into the guide lol
Also, do we need to split up mod-dev & mod-support chats? 😅 @manic marten (I once again would like to suggest a dedicated channel for # mod-development)
I even went as far as convincing a friend to join me in to make mods for NO so we can both learn/refresh our skills at C#, so this is actually great lmao
There's no reason to show someone Rider if they aren't experienced enough
^ This actually sounds like a good idea ngl
VSCode is much more familiar to the average user, more customizable, lighter
Rider is pretty straightforward
And comes with a lot of stuff out of the box to support C# development. It's an incredibly simple setup.
Rider is widely-used enough in the modding community to be considered a starter pic even if it may have a steeper learning curve. The guide shouldn't decide the platform for you, you should.
So ultimately yeah, I think putting it is the right way to go. But I need to know if my idea to add it is good enough @wary flint
This one
VSCode is a much more generalist IDE, which is fine, but I'd argue you don't want to confuse users with the need to install extensions just to get C# dev up-and-running. (Replying to Lord Trashcan -- I'll respond to you in a sec, Pump!)
"Plump" legit killed me 🤣
(Whoops)
Nah no worries, it´s fine, you made me laugh XD
I really needed some giggles after the day I had lol
I'm aware, but again, VSCode is, on average, easier to use with more tutorials and customizability (if the user so chooses)
Not to mention, again, it's lighter
I don't deny that Rider is better
Getting Rider set up is basically just installing it tbh. No extensions or other configuration needed. I'd strongly suggest guiding people through setting up GitHub with it (you can log in, and it'll allow you to handle pushing & pulling straight from your IDE)
At least as a NO modding guide
If you're capable of playing Nuclear Option, you're not going to struggle to run Rider.
Lots of players run it badly lol
But when I installed VSCode, AFTER I did that I had to run a ton of commands to make it generate the files I wanted and whatnot. Rider just... spawns those out of the blue?
Hence me saying "capable"
There were at least two major threads about optimization in the last month or so
Because an important part of starting to mod is setting up said files, and I need to know how Rider does that asides of how it installs.
@silk pike I just realised, you have an XB-70 Valkyrie on the pfp? That´s so cool lmao, I love that plane
Are you referring to a new project? You just use a dialogue:
No, or well, not sure... uhh... let me screenshot it rq
Install it, create new solution, get to coding
they are the same picture
The rest came from running command lines
What commands?
yeah i think we are at a point where we need more dedicated threads
too hungover today but it will happen tomorrow :3
And .csproj and some other files have text in them that is needed to work so I am thinking how Rier does that
dotnet add package HarmonyX
I'd really personally strongly suggest a separate modding category tbh. I think I posted a suggestion a while ago on it, but essentially:
# Modding
- mod-forum (rename to mod-releases?)
- mod-support
- mod-development
Oh, yeah, the basic project it just sets up using the dialogue
Wait WHAT
Rider does ALL OF THAT
Using the freaking dialogue
Are you kidding me 😭 🙏
Pretty sure VSC does it as well. You may have missed a button / menu?
Idk, I limited myself to follow what George found while backtracking his own steps 😅
If you want to add packages, you can just use the NuGet menu. Though I may just create a GitHub template instead (so people can fork that and have the entire setup in one click)
Unless otherwise stated, assume I´m as dumb as a rock in general terms
I am not, but it makes it easier to point what I know than what I don't lol
So like making a repository with a base, pre-made project?
And you just download it and you start fiddling with stuff?
Yeah, just an "empty" project with the .csproj set up for BepInEx & Nuclear Option
That´d be very interesting. But you would have to explain me some basic things like changing the name of the project and maybe a couple of other things
All you'd have to do is change a line to point to your NO directory so it can find the dlls
If you are down for it tho, I can slap it in the guide
GitHub's template system takes care of that, iirc
🤝
I can have a peek tomorrow
GitHub has a template system? 😮
How does that even work?
Got an important meeting at work in the morning and I don't want to make it too late
Sure sure, real life takes priority always, no worries
Feel free to reach me out on my DMs whenever you are free so I can try to understand all of this and put it on the guide 🫡
(I´m also busy with tons of exams and whatnot myself while I do this lol)
And thanks a ton again for helping out with the guide, and helping me out as well
https://github.com/MaxWasUnavailable/DiscordPyBotTemplate
Here's an example
GitHub
A modern, flexible template for discord.py bots. Contribute to MaxWasUnavailable/DiscordPyBotTemplate development by creating an account on GitHub.
It has a "Use this template" button on the top right
This?
Yeah
Hmm... very very interesting
I can set up a template repo for NO mods if we want
Peeps can Create a new repository, and then clone that repository locally to work on it
That means they're also immediately set up on GitHub
And what about the extensions? It takes care of those as well? If I was on VSC I mean, Rider aparently fixes that on the spot
I mean, yeah, your .csproj & other build files just take care of that
And those would pre-exist in the template
I'm pretty sure it'd also work fine with VSC
...welp, I mean, it surely makes things easier... but I gotta rework half of what I did today for the guide
💀 🥀
that could be pretty sweet !
quick question but what does the 'reserved' thing mean in the mod threads?
Wdym? Like, some mod threads where someone says RESERVED as the first comment or so?
I saw one like that not so much ago myself, didn´t know what it was about lol
yeah
fair fair
oh also, for finding the aircraft data (like how many targets it can lase and whatnot) thats all stored in the encyclopedia from what im getting? I was wondering where I could find that to toy with it and play around
Yep, as of right now the encyclopedia is the only place that they are consistently listed at. They´ll be featured on the game guide once I get to that one (ETA unknown).
As for where is that... welp, I myself got into the whole modding business a couple days ago properly so I have 0 clue. The fact that it is aircraft-dependant makes me think it could be stored locally per aircraft, but that´s with 0 real proof so don´t listen to what I say LMAO
fair fair, least we both are in the same boat with getting into modding recently 
Yup! 😅
At least future new modders will hopefully have an easier time with the guide I´m preparing. And hey, it probably will serve us both as well, so that´s a win-win!
(I will have to figure out wtf am I reading on dnSpy at some point lmao)
yeah

Is this force feedback, rumble, or both?
force feedback
I see i see
Coolio

can’t wait to actually feel the chicane’s cannon
So... does anyone here happen to have experience with Entity Framework, and are you able to get it running with BepInEx/Unity?
I'm hitting some hurdles
Might need to switch to something like Dapper, but I'd really prefer to be able to use EF tbh
you might actually make me use my sidewinder ffb2 back
#1471205244548550761 message
if you dig it out of the vault, here is the mod 
Possibly dumb Q: but for those that dont have the modder role, do we still publish mods in the custom missions forum?
ask an admin to get the role
you should
👀
they’re good sticks, even if they’re all like 25 years old by now and kinda shy on buttons
there’s still enough there to fly and fight, especially with a headtracker
Has anyone got any idea how to attach a debugger to the game?
I see theres some talk around using something called DnSpy but boy howdy I am not a programmer 🤣 🤣
if dnspy is too hard try unity explorer a lot user friendly in my opinion
you use it in game and you can click on specific parts of the screen to open them
BepInEx has a setting to set a debug breakpoint. Should be able to attach to it through that iirc
Rider also has a good decompiler, if that's what you're looking for.
@wary flint I didn´t want to bother you so soon with this (plus I´ve had exams and I´m ill rn so I really didn´t had much choice before this) but we have any updates on that template you were going to do?
Because I´ll have to design Section II depending on how you do it, and I´d like to know how you plan on doing so
No rush whatsoever though, just wanted to get updated that´s all 🙂
I was going to look at it this weekend! Been a busy week at work, and the plethora of meetings tends to make me too tired to really dive into side projects throughout the week 😅
I'll toss it in here once it's done.
Ah well, that´s wonderful to hear! Don´t rush it too much, so long as you go for it it´ll be okay XD
Plus as I say my head is killing me so it´s not like I can advance much myself. And next week I have other two exams 💀
Gotcha! Ping me when you do as well, I´ll give it a good check 👍
I´ll probably keep the "how to do it manually" just in case? But add a section before it on how to do it the easy way with your repo, thus keeping the manual section as a safeguard in case anything happens to it
Good luck with the exams!
Thankies! 🙏 😄
What are you trying to do?
Because unless you need intermediate data, or to manipulate intermediate data, you probably don't need transpiling
modifying PlayerAxisControls have videos showcasing what it does #1463328797121187880 message
And you need data on the stack?
nah i needed to use a transpiler patch because i needed to just target "this.rollInput"
screw the player axis controls, me literally made an entire new input system for my NOWTC
HarmonyX allows you to access internal variables with special parameter name binding
elaborate?
And if you need a variable on the stack, you can cheat and pass it as variables to a function call so you don't have to write the entire thing in CIL
why yaw on mouse
oh that specific variable gets used quite a lot inside of PlayerAxisControls
i needed access to the one in "if mapMaximized" statement
just UI inspect the map and you may find it there
someone made a assembly csharp mod for it a while ago, and i rewrote it in bepinex lol
what..?
i dont really have a use for it since i use controller, but it seems popular
one sec
assembly csharp mod
and
bepinex
what
assembly csharp is..
the game code itself..
#1319566766594068531 message
they patched the game assembly and released it
like through dnspy
Yaw on Mouse is an old mod that predates the current modding community
oh i see
yaw on mouse is real!!
yaw integrates with roll and pitch is very powerful
i think you need to look at rewired
well with the blacklist, first checks if you want it changed to yawInput
wdym blacklist
#1463328797121187880 message
so you want to make it toggle able?
i did make it toggleable
so just the blacklist
just wondering if theres a cleaner way to inject code into the middle of a method lol
rather than writing il instructions from scratch
its not a plugin config like this, so idk if it will show up
ill give it a try
looks like this
put like this
but ConfigEntry<bool>
the blacklist is a custom config
oh so like a json file
yup
for mine it just loads it into this
and if the json doesnt exist it generates a default config
the mod isnt THAT intrusive so it should work for a while
and its pretty simple to add support for new aircraft
i prefer
you just add it to the json file
more convienent true
but i want it so that i can easily just add more aircraft to the list
rather than hardcoding them as properties
that could be done too
looks like some of the names dont match
thats because it just json name
wut
yeh thats what i use
where? in the helper function?
wait i think i have a mod that do kind of that
tbh, i could autogenerate the json by getting all the gameobjects of type aircraft
hmm
maybe ill do that
ok
sick
peak
Okay, I got Entity Framework 6 to work at the very least
Not ideal, but better than nothing
Let's try Entity Framework Core again 
are you planning db integration for nucleus?
feel like getting efcore running for mono might be a pain
Yup
would it not be easier to have a .net sidecar for db connections?
I'm working on a generic datasource system (a bit like how Quarkus handles it, if you're familiar with that Java framework)
It might be, but it'd be nice if it's all contained in one project / easy to extend to new Nuclei services tbh
fair
I've managed to get EF6 to run in Mono. Not 100% ideal (I'd prefer EFCore), but it's a win
Unity's mono build supports .NET remoting for the record
Wdym?
Okay, you've definitely lost me there. My .NET knowledge doesn't span that far
does it work with .net 10?
The latest version of mono supports .NET Framework 4.8, however, Unity Mono uses the bleeding edge version. Mono development stopped not long after the latest version because of .NET Core(?)
MarshalByRef allows .NET to generate a proxy in a remote domain (appdomain, remote process, remote client) which redirects the calls to the local copy
Otherwise it defaults to MarshalByValue
Still not 100% on the same page, but I feel like you're saying I could use modern .NET functionality, and possibly use modern EF Core stuff? 
Not quite the same because I use stdio redirection, but I use modern .NET with WinForms for my mod manager
Hm
So, how does that work in practice? You're saying it might enable modern EF Core? I'm still not 100% understanding, apologies.
.NET remoting is much more transparent though, it acts like a local class.
Ah, wait, are you saying I'd deploy a separate app that runs EF Core, and then use remote procedures to interact with it?
on the server you might have
class MyClass: MarshalByRefObject
{
...
public int DoThing()
{
...
}
}
On the client you would do
MyClass myInstance = ... // This depends and I'm still learning this part
myInstance.DoThing()
DoThing() would run on the server and the return passed to the client
Beyond that, if you want EFCore, you might need to modify it since it is designed for .NET 10. Probably by disabling or working around features
I got it to work partially, but kept running into issues with the different providers and their dependencies
I think I finally have EF6 migrations working in Mono, at least
So that's a potential solution
Yeah they're going to expect the same minimum EFCore expects
I'm not familiar with EF so I can't say much
I'll have to experiment with Dapper next, see if that's any better than EF6. I don't have experience with it, but some cursory reading seemed promising
Only reason I know of .NET remoting is I'm experimenting with mod reloading
Doesn't BepInEx provide mod reloading capabilities?
I don't believe so
ScriptEngine does****
But ScriptEngine is doing it in a kinda cheaty way that leaks resources and requires careful programming, I'm trying to do it more natively
Hm, we could try and enforce a standard tbh. Or provide an interface in a simple library mod.
E.g. some kind of Dispose / reload / disable / enable
The biggest hurdle is UnityObject (specifically MonoBehaviour)
Because otherwise I don't see how you can reliably have a clean reload. Some mods create Unity Objects / MonoBehaviours, yeah.
I have an idea that either works amazingly or completely crashes Unity
If it doesn't work I can still do some funky magic with CIL rewriting in appdomains
For reference, Unity Editor uses appdomains and domain reloading, so I suspect that the native calls are more tolerant than exposed
@wary flint I realised that given the developers have "planned" to offer mod support on the long term, I´ll probably have to adapt the guide even more so I´ve decided to keep the manual installation section and instead add variant steps (2A, 2B, 2C, etc) which you choose whatever you prefer. Also put this good 'ol NOTE to explain it 👍
I also figured out how to make custom liveries using Substance so I´m working on this in tandem, already got the cover made lol
Fun fact: the cover of the guides is related to what the guide is about. The modding guide features a Revoker flying with the PAB-350LR from the QoL mod, whereas the Livery one has the livery I made as a test yesterday (while trying not to die of flu 💀 )
No clue what the timeline for official support is, but it's also pretty likely to not change too much about programmatic modding tbh?

Like, either it has feature parity with BepInEx (DLL loading, Harmony, etc...), or people will just mix official and BepInEx mods
Probably the installation does, idk the specifics but just in case a magical second-way to do mods pops up it´ll be available
I hope it doesn´t change it much though, it´d be a pain in the ahh to re-learn everything lol
First thing official support will do is add workshop support
Which is probably really easy to do if we just stick with BepInEx
Yeah, I kind of expect an interface / abstract base class and workshop support as far as official mod support goes?
Bundled Harmony, and DLL loading based on finding any implementations of that interface
They might wait for some maturity in the community's current "standards" to better figure out what to build because if workshop support is added it's pretty ossified.
As far as code mods go, what I mentioned up there would be the easiest upgrade path, and it's equivalent to BepInEx in most ways (except for dependency tracking, but I'd hope for the same QoL there tbh)
Workshop has built in dependency tracking
And an official configuration system, e.g. define a FloatConfigValue somewhere and it's auto built-in to a mod menu in-game
Right, but ordering / incompatibility tracking / soft compat / etc...
Diagetic settings is awkward with Rewired
BepInEx offers a lot of nice functionality when it comes to that kind of dependency tracking, which the workshop doesn't
Is it?
Can't have prefabs or something for it?
Rewired is readonly once compiled IIRC
#1467160166091722763 has some experimental support for it but it required a ridiculous amount of patching
IIRC
In any case, I wouldn't foresee a huge break in BepInEx mods. Probs just redoing the main class / hook and calling it a day
I wish one day that stops sounding like alien to me... 😭
If they don't support prepatchers then they could easily just load the chainloader
It's like BaseChainloader.Run or something
PrePatchers are a bit more awkward because they assume even UnityEngine.dll isn't loaded.
Prepatchers are neat tho
But anyway, Entity Framework works. Next up is a POC with EFCore
They are, I use it to load AtomicModManager and then patch BaseChainloader itself to prevent loading disabled mods.
If that doesn't work, I'll give Dapper a go
And then I need to settle on something
Any other good ORMs in .NET?
I haven't done databasing since some of my SPA experiments using MongoDB
I tried to add some threading support to AtomicFramework but I don't really have the focus atm
NHibernate might be an option I guess
how are you getting it to work with 3rd person camera? I can only get it working in 1st person
my last braincell cooking off trying to add a custom MFD panel
😭 clicking it does nothing
yippie
#1466620964614705277
Had an idea for a mod dont know if it could be useful or not
You can get these rectangle monitors at a decent price online.
the monitor would sit just below your monitor and display your instruments along side a map and other features
it would do direct reflection from game
Hey i'm curious, but does anyone know if the QoL mod or FQ-106 mods break the spawning system? Other than the auto carrier landing system, and sound mods, those are the only two I have, and ever since I've installed mods, a bunch of workshop missions broke where I can't spawn in and take off saying "All hangars for this aircraft are currently in use, please try again in a moment..."
if it was touchscreen i could have options on it that could tie into targeting as well, would be cool if it detected your team then provided a target all AAA, Hangers, etc and what base with a touch of the screen
first try and remove ACLS it might have issues, but i havent seen that issue with the mod before
Okay, I'll disable both that and the QoL mod to see if that does something
Hmm, that did indeed fix it, now is it QoL or ACLS?
Nope, seems like its the QoL mod thats breaking it
I've tested this with tankbusters and Ignus Invasion, tankbusters still mostly works, you can still spawn at larger bases, but smaller bases like K92 are totally broken, Ignus Invasion dosen't work at all, since you can't spawn at the custom spawn point at all
Check if you have the latest version of qol. Kestrel partially broke with the latest hotfix (dismounting doesn't work)
I have the latest versions of both, atleast... if QoL's latest version is 1.1.6.2b2, right?
And yeah, I was trying to figure out what was going on with the Kestrel too, but I think you answered me on that one earlier
I would've dropped a hotfix asap but so much has changed behind the scenes it's gonna have to wait a bit for a bigger update
I've been using it for one way trips now since they're so cheap to buy, just grab that and load it up with the hyper sonic penetration missiles to take care of air defenses and then swap back to the aircraft I'm actually going to fly hahaha
Is there any place I can report the bug with QoL? or is that technically not considered a bug since I'm not fully sure if custom airports/spawn points are supported with QoL
#1337634794040983593
https://discord.com/channels/1303878245942431765/1383514095948660926
Thanks!
I'm using that mod but I only get camera rotation from mouse movement with yawonmouse working only in 1st person
#1470616749161451690
thank you very much! will give it a go
yes
is there a list of all the mods that disable multiplayer server lists ? I want to play online but idk what mods disable the multiplayer features, i know unlimited weapons and stuff and autopilot disable the server list but I still can't find any servers and I thunk some other mods disable it but I can't know wich
Another update on the modding guide! 🥳
This one came with a bit of delay because I was both ill and had some issues in real life that I had to attend to, but I´ve managed to add a good chunk of info to it!
Namely there will be several sections where the modding environment set-up chapter would go, each one labeled with a letter. At the beginning of the collection of said chapters there´s a note informing that all of these steps are equivalent to set up the environment, but given that new forms to set it up will likely appear in the future like GitHub repository templates, official modding support, etc that will render manual set-up as no longer the only way to do things, they´ll be added in these letter-labeled chapters and the reader just has to pick the one they fancy the most
Another thing, this is a minor detail however, is that visual detail in some images has been degraded a bit by the document conversor I´m using. I´m looking (again) for alternatives to it, but once the full guide is prepared I´ll be using the official conversor (which allows for 1 conversion every 30 days) that should solve the issue entirely, so for "proof reading" it should work just fine.
Also an index has been added at the beginning, which will logically get updated as more chapters and sections are added to the guide
As always, anything you want to inform me about it (inaccuracies, errata of any kind, etc) feel free to ping me. Enjoy the read! 🫡
Following up on this, apparently its the sound switcher mod not playing nice with QoL, that kinda sucks
my audio switcher mod? the last update broke it im currently re working it if there is a conflict with qol please do let me know
Yeah thats the one, I don't know if theres a conflict, but with both mods installed, most small bases (like K92) and custom bases won't let you spawn at them
that is audio switcher yes once a hanger or helipad has been used you cant use it again
I asked in the Primeva 2082 server and they said it was a known bug that the audio switcher and QoL mods don't play nice together
Yeah, thats the issue i'm having!
it will be fixed when the new audio switcher is out for now id recommend removing the mod sadly
Yeah, for now I just have it disabled, glad to hear its being fixed though
Not gonna lie, imagine a AI Wingman Mod, like the concept that could come into 2 forms:
The Normal Wingman: A Simple Wingman That you can spawn with a keybind that can fly in Flight Formations ( Echelon, Vic, Diamond, etc), also having a number from 1-3 and can also be tailored to copy your jet (As in Base Game Planes and Standalones) and its loadout (A2A, A2G, Anti Ship, Etc) and can be given commands In Attack, Defend, Cover, SEAD, DEAD, and having the Ability to RTB, Refuel, or RTB and hopefully count as a Successful Sortie.
Drone Concept: How about The same concept of the Wingman but in Drone form just like in the Primeva 2082 Kestrel Drone Mod, a Wingman Drone which is soon to be a actual real life thing in the near future for Stealth Fighters and Next Generation Aircraft for Both A2A and A2G Capability. These Drones can be used as Expendable since majority is very cheaper than an aircraft and could have the wingman count of maybe 1-6 due to smaller size, availability and small cost.
How it could work: The wingmen mod could work like the normal Hanger UI like purchasing a Prop/Heli/Jet/Logistics Aircraft meaning it would take a sum probably half of what the plane actually costs and spawning in a wingman that will form up with you and match your speed. The commands could be configured through the config manager through a set of PC keybinds to the Users liking.
Someone please turn this idea into a reality someday, it might be great.
I tried this and honestly without official modding tools it would be extremely difficult
hey is there anyway to make so i can see every server available and if it doesnt have qol, kestrel or any other hard requiring mod it just doesnt use it?
like i wanna play multiplayer and sometimes qol in singleplayer but i dont want to switch back and forth
AYO JOHNY BROCCOLIHAND??
the way qol and kestrel plugins work, they alter your game client in a way so that you can only see servers that have qol or kestrel
if you have to play vanilla you have to remove the mods from your plugin list afaik
no way around it
what if it didnt do that?
it just won't show you vanilla servers
what would happen if the server showed up and i tried joining
okay but what if it DID show?
it would probably crash the clients game pretty fast
and you won't see other lobbies/servers unless they have the same version attribute
you want to play with mods you have to pay the sacrifice
i wouldnt EVER want to switch if multiplayer was possible with qol and kestrel but NO ONE PLAYS
because after trying qol i love it so much
hm
there are weekly QoL multiplayer sessions
different gun types, different tara turrets
hosted on Primeva 2082 server
not enough
every weekend
then make more
just ask for people to play with you
not right now
everyone plays vanilla
its so hard
what if we moved the whole playerbase to modded nuclear option
goals
like qol is so epic that i fucing question opal
opal why dont we have these features in vanilla?!
30mm turret for tara plus internal jammer is just blessing me
also it has WAY cooler payloads
im just unsure why would i need 57mm
Just getting into modding NO, **am I the 91,225th person to request modding the available nuclear payloads and delivery packages? **
I looked and could not find. Poking around the .json, seems like bigger yield payloads would be a lot of visual work - 1.2 Mt and 5.0 Mt payloads would make things interesting. That aside, just expanding delivery options and price-balancing for yields would be nice. 1.5 kT Tusko / ASHM-300 (or that fun hypersonic AGM in the QoL mod), 20 kT GPO-N + glide versions of all 3 payloads, 250 kT Piledriver / ALND, pricing & weight in proportion to yield, fractional use of "cores" for smaller yields. A 1.5 kT anti-air payload would be fun in the R6 Longsword, etc., maybe even nuclear artillery. Cold-war-inspired.
Anyone worked on such a thing yet? All I've seen is some guy on YouTube making pumped-up yields, including a map-clearing Tsar Bomba.
Are there any mods that change the gun crosshair?
do yalls mod have linux support?
what do you mean
it's running in proton
you have to set an override for winhttp for bepinex to load
Mods work with Linux, yeah. Just gotta install BepInEx to work on Linux, they have a guide on it
thanks man
i love mods
And mods love you
Mods, love this guy ❤️
NOTT and NOAutopilot have overtaken NOBlackBox some time ago, actually
That's unexpected
at least within the list of mods that are on the NOMNOM registry
NOTT leads by far at the moment
I don't count the top 2 since they are utilities used for many games, not actual NO mods
the download count comes from GitHub API
its the sum of the downloadcount for all uploaded releases
QoL probably has many many downloads as well but we don't have it in NOMNOM yet - though it may happen in the future 
NOTT is a more visually impressive mod that has many appealing features that players will immediately recognize, while NOBlackBox is kind of a single-purpose addition so it will have a more limited scope when it comes to potential userbase. it was also around for much longer than many other mods. its average growth rate is much slower than popular mods that have been published since.
i did lose a couple of hundred-ish from the download count by editing a release file which reset the number for 0.3.8.2, but even then it would only be around 2000 downloads
thx
https://github-release-stats.ghostbyte.dev/Combat787/NOMM even NOMM surpassed it lol
I'm not surprised, since a lot of other were thanks to NOMM 🍻
wouldnt work without NOMNOM either
i'm genuiinely surprised NOX has more downloads than WSO yappinator
my guess is that it's a barrier to entry thing and also due to the age of each mod
you have to go to github anyways to grab the voice packs for yappinator i think and people just don't wanna do that
yeah the voicepack downloads atm don't work well with NOMM
my yappinator broke for a few weeks and i didn't even notice which is freaky, but i reinstalled it again a couple days ago and it's been so nice
but i do not use nomm
has anyone made a mod for first person ejections?
i feel like that would be sick asl
very immersive
hmm ill look into this
PilotDismounted::Setup
CameraStateManager::SetFollowingUnit
from a quick glance, i think those two are the relevent methods
thanks muj!
who should I ask to get the modder role? made a tiny mod I'd like to post in here:
https://codeberg.org/maevi/nuclear-option-mods/src/branch/main/livery-manager
#submit-a-ticket and an admin will sort you out🍻
done, thanks
hey nikko quick question did you ever mess with reflection probes?
Don't think i have
ah ok no worries
#now-hiring message damn wish i knew unity well
hi, configuration manager is installed, and f1 does nothing. i am using the non-il2cpp one as expected
Close the game, and open it again?
@kindred finch Would it be possible to add ACLS and background replacer to NOMM?
didnt work
ordered this for my cougar MFDS
you can mount them using a 3d printed frame to this LCD and use them as intruments. I plan on making a mod to map any flight instrument to be fullscreen on a monitor so that users can put any flight instrument on an external MFD
oh, maybe i should work on the external RWR at some point lol
I have some external mfd code I’m planning to share it’s not finished but does actually work I’m gonna compile all the important stuff and make a post in the mfd thread incase anyone wants to take a crack at it
NOMM is just the modmanager you want to add it to NOMNOM @manic marten
https://github.com/KopterBuzz/NOMNOM?tab=readme-ov-file#how-to-add-your-nuclear-option-mod-to-nomnom
GitHub
testing some ideas for a mod manager. Contribute to KopterBuzz/NOMNOM development by creating an account on GitHub.
Must have been the wind
Does anyone know how to get Bepinex to activate?
I put the files into the Nuclear Option files then ran the game but Bepinex create the new files
did you install bepinex 64 or 86?
also a screenshot of the folder would be good
x64
Screenshot inside the bepinex folder please
nothing else was made after launching the game with Bepinex inside
have you tried re installing it? also bepinex 5 ye? and i highly doubt it but anti virus didnt flag it?
ye ye BepInEx 5.4.23.5
reinstalling NO? I have not tried that
this?
yee
i would verify steam files then try reinstalling
okie ill try that
will doing that reset any liveries or missions I have gotten from the workshop?
no they are stored in a seperate folder
ah
this is where all your workshop content is stored
oic
if the verify reinstall doesnt work try going a version back on github also are you unzipping directly into the game folder?
I unzip in my downloads then drop the files into the NO folder
try placing the zip into the game folder and extract it that way
I put this into NO's folder
also there is a mod manager that will download bepinex for you and has some mods on there ( mine arent on there currently ) but you can still download from file https://github.com/Combat787/NOMM/releases/download/2.4.0/Nuclear.Option.Mod.Manager-portable-2.4.0.zip
:o ty
oh im stupid LMAO
I didnt see omg ty ty
np enjoy the mods
Is there a mod that lets you do range/bearing stuff on the map? Someone I know takes AWACs-type air control seriously and would like something like that.
anything come of this?
not yet but ill work on it tonight
How so do you mean?
Presumably a click and drag measuring tool?
Ohhhh you mean like actual distance measuring like in km or miles etc
I think that's what they're asking for, yes
Hmmmm I have a mod half baked for drawing on the map I guess it could track distance?
Hypothetically speaking
the tools from uboat would be sweet
chat, what do we think :
https://imgsli.com/NDUyOTIx
https://imgsli.com/NDUyOTIy
https://imgsli.com/NDUyOTI0
I'm working on a Reshade with a grittier "Battlefield-like" look
the last photo is absolute heat with how it looks
I tried not to go overboard, the sharpening is on purpose, I wanted the textures to look a bit "noisier"
main issue is that the cockpit interior is not in the depth map
Honestly I didn’t even notice the cockpit section- but I think it’s still really good considering you’re only looking at it for information and you’d want it as visible as possible imo
Half way there. Got the LCD mounted behind my MFDs now I just need to add the real reflection of the in game MFD
Glad someone else is making this lol I hated tryna get it to work lol
I got it working but it was one solid mfd display i never mapped where each separate screen was lol
Monitor 2 is the mfd lol
i got the same setup im trying to make it to where i can customize each mfd tthough
Have fun hahahaha I didn’t lol
with this mod i plan on integrating an always on manual slew tgp where you can control tgp zoom,IR, laser so you can lase even without a selected target or use it for long range spotting
Where do i get the qol pack that everyone is playing? Can't seem to find anything but reddit posts making allusion to it
you can find it here (or on the p2082 discord where the real magic happens) https://discord.com/channels/909034158205059082/1457936949741617223
I was asking for a link to their discord but I saw it's in that post!
ah okay 🍻
wow, this is cool
hello for some reason whenever i host or play singleplayer my spawn points glitch out after a while (it says its occupied when its literally there, empty)
which mod could cause it?
its not one of these 100%: smoketrail, qol, rcs, ifritmod, unitcopypaste, fq106
Because i had this problem without them
Yeah ill do that
You know how this game’s code works, which mod could somehow interact with it?
all I know for sure is that it isn’t mine
this issue happens from time to time in vanilla, but I've personally only seen it in multiplayer (I guess I don't play much SP anymore really)
is there anything in the log when it happens?
Log?
İ dont play singleplayer much too. İts just im testing my custom mission and the same thing happens there
And it happens EVERY time i host
that is strange, I hope someone can help you out
C:\Users\{your username}\AppData\LocalLow\Shockfront\Nuclear Option\Player.log
Oh okay
İll check it out when im home
İ suspsect its either targetgrid, wso, truefactioncolor, betterpip
Might have happened due to the new patch
It’s audio switcher there’s an updated patch in the mod thread
#1465800205021478975 message
Thmnk you
its the audio switcher
yeah okay nvm someone already helped you lmao
Still, thank you
if anyone else is thinking of using external MFD screens here is a python script where you can outline your mfds where they sit on your backscreen and it will create a config with the display data
Modding Tutorial
- Prepare your money, time, and ideas.
- Purchase Claude
. - Download the include Claude
code from VS Code and log in. - Now you can create a mod.
i like claude etc but i tried letting it make a mod once it made the code in about 30 minutes and i spent 5 hours debugging lol i now use it for ui and simple tasks lol its also pretty good at labeling code and really good at remembering example code
tried and true
"Changelog
v69.67
Refactored entire codebase"
mod is now unusable 😎
I have an ai for university we have to teach I thought ye I’ll let him do some basic coding my ammo mod had a slight issue very minor so I asked Ugg to fix it 3 minutes of thinking later he jus decided the best way to fix the problem was remove the cause and deleted all of it
I really hope that one day we get a mod that replaces the current in-game 3D aircraft models with their real-life counterparts. For example, swapping the A-19 Brawler with the Fairchild Republic A-10 Thunderbolt II would be absolutely amazing.
It would add so much more and immersion to the game. I’d definitely download that on day one.
I’m no expert on models but that is technically possible I’m gonna look into modding aircraft really wanna try and make some cool stuff
i think it's funny you mentioned this, because QOL had this exact same thing happen, although it's just mildly broken now
and was done by a person
I was joking about that specific thing LOL
Didn't realize it was boomercoded though. Props to brudda for screwing the pooch o'natural
boomercoded!?
If you know how to develop software without access to GPT, that's boomercoding!
please just put the fries in the bag
what
model swaps 💔
?
they never look good
ye
ah havent tried currently looking at blender tutorials etc
thank you
to be fair could you not match the materials to make it look right?
bruh
that's not what the problem is
I have literally no idea what im doing so just guessing
like, you know how the aircraft in game are very detailed, far beyond most games, due to the damage model?
so now imagine having to do that for a model swap at bare minimum
oh yeah i get that im not tryna make a kestral level aircraft i just wanna learn the basics of how this all works and go from there
makes sense. hope it works out
ye
oh shit hell yeah
gonna try this out tonight u the goat man
Anyone tried giving cruise missiles ir counter measures? Im thinking about giving it a shot
Thinking it should be possible to tie into the targeting system so that when a cruise missile is being shot at that I can sorta copy and paste the existing flare deployment from the planes and rig it to the cruise body.
i did touch on this after seeing the russian cruise missiles lol i had a working ish mod the biggest issue was large volleys of cruise missiles would dump flares and fps took a hit
ah okay cool stuff
i did try and find the file but i think its on my external storage that i dont have atm lol
#1131013817011294249 message @rapid pilot feel free to make something with it, i got too much on my plate to do it myself atm
appreciate it if i get it working you can expect a credit @ lol
Hey, here's a fun question
Is there anyone who does aircraft mod commissions?
Pls ping me with any response
(In case it matters, I'm looking for a multiturret gunship and a B36-inspired strategic bomber, also with support for a plethora of turrets, at least in the latter case preferably with ability to engage missiles)
wtv ur doing sounds cool
Not doing anything yet XD
But yeah
Uh
The idea is basically to have an aircraft that uses a bunch of turrets to defend itself and or engage both close air targets and ground targets
Actually, is there a discord server for modding the game?
#1337634794040983593
however extremely unlikely you get your comission
How so?
Plane models in nuclear option are extremely detailed due to the damage models etc to make a custom aircraft could take weeks or months the 2082 team do make aircraft yes but as you can see by release it takes a while lol
^there are mulitple people working on an aircraft at any given time
unless you have like, a thousand dollars
i don't think you can comission an aircraft
not to mention these are passion projects
maybe with official modding tools it could get easier but we are a ways away from that lol
doubtful considering what all goes into an aircraft
commissioning mods for a yet-to-be-finished game is bad busineess
I just finished setting up a full Mistral install for my environment, I'll let yall know how this goes
my money was wasted on copilot tbh, agents that are too good takes the fun out of programming
very early test but entirely possible
This will be the new meta
2op
Plsnerf
your right i just lit my computer on fire its gone
i don't see this being a popular mod made it more for myself but i might release it it applies random calling card emblems and ranks when either you kill an aircraft or one kills you shout out toni
what the god damn did you do
i forgor references lmao
Is there any sort of infinite ammo mod for single player?
mr krabs i have an idea
I actually finished the mod lol very fun to use
I really wanna try adding animated calling cards and emblems but I have no idea took me a while to understand how to add the png files lol
e
Does anyone know if that new nuke mod is a BepinEx file yet or is it still just modified game files? I don't know how to tell, thanks.
The mod release has finally arrived. Thank you all for your patience and support.
You can download the mod from the following link:
https://github.com/NOMOD12/TsarBomba-mod
in the Releases section.
Download the ZIP file and follow the instructions provided in the folder.
The mod will receive updates, and I look forward to your feedback and sugge...
its still core game files theres a pull request but nothings come of it this mod also does break the EULA as it redistributes the files lol
Yeah that's why I was asking, lmao. That's a shame
does anybody have any nuclear option black box mod footage i could borrow please?
For?
testing a mod
I know we have a better camera system now but has anyone looked into a camera preset mod?
so users can create custom camera hardpoints that will attach to the aircraft itself
i was trying to use the built in camera system and an issue i was facing was having to manually move the camera to each position i wanted
would make it easy so users can create custom camera angles tied to custom buttons. cycle from bomb bay, pylons, etc. might work on that rn
i looked into the cinematic camera for this tbf when making the ace combat intro mod it showed some promise
i do have a camera mod that places a camera at the gun on the ifrit but i never really went anywhere with it
it would be really good for cinematics
that was my original intention with the gun camera and then it evolved into the ace combat intro mod the plan was allow people to make custom aircraft intros etc
sweet! ill look into the custom presets
ye happy days one less thing for me to do lol appreciate it
speaking of cinematics #1466478023879688213 message rain soon
im really glad you asked this tbf i always worry im gonna make somewthing or start making something as someone else is lol
oh actually i did make a diagram of the compass with sliders that would move the camera to a selected locastion so you could see where it was gonna go it didnt really work thow but might help
im working on a mod that automatically creates tickets in a web gui for server owners so they dont need to gather data from multiple sources on griefers before banning and other moderator actions. The ticket system will build a ticket for the incident. it prevents spam by creating one ticket per offending players and lists out the incidents and whether they had been kicked from the server before and chat logs leading up to the friendly fire
interesting i looked into multiplayer safety measures recentley because of my draw on the map mod i am very reluctant to allow anybody and everybody to draw because well we all know why so i was looking at a whitelist and block system glad to see others are taking multiplayer measures serious too
lol yeah and whitelist would be good, it can create a sort or private room and peers that have others keys can be connected to the drawing session
I would say steamid but then in theory i could just join a lobby and find someone's steam account copy their id and reconnect and would i have a chance at seeing the enemies drawing?
revealing info
i was looking at atomic framework actually have a mock up already made but im still figuring out atomic tbf seems very useful
IDK if this helps https://github.com/TYKUHN2/AtomicFramework/wiki
oh yeah ive been all over that im new to coding in general so i keep making little mistakes and forgetting small things lol
very basic rn but this is built into the mod itself
so theres no extra programs you need to run. just the bepinex mod and users can set friendly fire limits per type of vehicle whether its a ship, vehicle, or aircraft
Ui is very nice I personally hate making ui it’s one of the only things I’ll let ai do fully lol
All my "nice" webapps used React and Bootstrap. Do with that what you will
doing everything i can to put off doing UI, both NOX's web ui and unity ui stuff
i hate ui i hate ui i hate ui
though i wanna make a proper squads system for NO so you can have parties, party chat, etc

well, a simple addition is adding a timer for the next nuke lol
Have you looked into atomic framework for multiplayer?
hm?
https://discord.com/channels/909034158205059082/1467160830742106216 I’m only just learning to use it myself but seems very good
It would in theory solve the squad chat
oh i've been working on my own networking, oops lol
Hahahaha fair enough
where do i know this author from lol
He’s in chat a decent bit tbf
i just swear i've seen the name elsewhere lol
Ah no idea lol
I wouldn't know lol. I use this name virtually everywhere, but this pfp was made by me for discord.
server panel has auto moderation built into the panel as an opt in option now
testing phase so willbe updated and change a bit
Unironically that’s doable for me, but its also probably not worth it.
Thanks for letting me know tho
Right, but you say that like its a matter of doing business.
Comissioning mods is bad business in general, there‘s no ROI.
Also as someone who mods another game (that, fun fact, is also unfinished), I am very much aware this sort of stuff is a Passion project 90% of the time. But that doesnt stop people from being willing to do it for money.
And well, a turret fighter is a Passion project for me
its not about that, its more like you get a mod commissioned, and then 2 weeks later it might no longer work because underlying system drastically changed. would you be willing to pay someone every patch to keep it fixed?
Bluntly put, I‘d assume maintenance work to be generally a lot simpler then the full creation.
I also don‘t play this game all of the time. So I could pay them to update it if it doesnt work whenever I‘m playing.
Given it would, presumably, be a lot cheaper due to the reduced workload, that sounds fair to me.
But I suppose I will wait anyways
the risk on maintenance complexity is more like 50:50 imo
if the developers decide they need to completely rework one or more core system inside the game that impacts everything, it could result in a lot of rework for any mod
historically this hasn't happened a lot recently as far as I can remember but given the nature of early access, the probability is way higher than zero
flash backs to dedicated server reworking the player class
modders on patch day:
🫠

Mirage also changed a lot around the same time requiring quite a bit of rework in AtomicFramework
Also changed again n 0.32.4
The days of only modded dedicated servers and getting just the server itself working again let alone all the moderation tools
How do you install NOMM
erm download and run it?
download the portable one
there seems to be nothing to run
youve got the wrong version portable you need that link downloads the latest one
right
thank you
i now have to remove bepinex and reinstall it with the app right?
nevermind
no it should find the folder and mods already insyalled
Mono.Cecil somehow being more concise than MetadataLoadContext and System.Reflection
I warn my loved ones in advance that I simply won't exist for the 24 hours after the update
But your mod still works despite some error logs:

When people tell me the update broke them I will simply say no it didn’t and gaslight them
I can work on that. A multiturret gunship and a B36 inspired strategic bomber with multiple turrets is doable, and I can set up the bomber turrets to engage missiles if the game supports it
Discord flashing up a notification for a react for 0.56 seconds before deleting it completely.
Pagination sucks
I am rapidly regretting making Mod.Options a struct and not an attribute
when I make something a dictionary that shouldn't be a dictionary and curse at myself for realising that i just wasted 2 hours on debugging because i made a typo when referencing a key
thought i already disabled AI usage of the unrestricted weapon mod, but uh... this is quite hilarious to see nonetheless
forbidden PALA technology
missile truck :c
