#General Mod Talk and Bepinex Install Instructions
1 messages · Page 4 of 1
that's craig
no the truck is craig
blessed craig
I'm quite happy with my 3rd rewrite
this will make everything so much better
and modules hot-swappable
hell yeah
Nomnom has some WEIIRD issue. It has Lorem ipsum mods outa wazoo
eh
no?
nomnom is a package registry
and it definitely doesn't have lorem ipsum
do you mean #1467341462227124305 ?
in the settings there is a toggle for ui testing to show a lot of generated fake mods
Ah, thank you.
Reversing CIL code is annoying so I cheated and robbed copied NOMNOM of all it's precious data to grab repo names.
the great mod id heist 2026
"I'm putting together a team"
clearly i need to make a mod that adds a button that just collects system info and the player's mod list

bro's tracking players habits and usage to better invest in mods 
it's so it's easier to see what mods players have installed
:(
for debugging
dont forget the keylogger and secret kernel dump uploads
know your customer before the customer knows you
Don’t forget also tracking discord messages sent
i'm not writing warez, i just wanna see what Could™ be conflicting
Bepinex logs should already have that info 
tm symbol????? bro is taking the modding scene corporate
AtomicFramwork logs what mods are initialized
dont suppose theres any mods that can give the VL-49 Tarantula electronic warfare/AWACs capabilities?
i know unrestricted weapons exists but i cant be bothered to scroll through basically every weapon in the game just to find jamming pods or radars
yeah, same with jamming pods on sponsons
shame it doesnt do that for the tarantula
(love using that for naval operations, especially when deploying from destroyers and stuff)
btw only asking since i think it could be an effective platform for those capabilities
not sure where the radar would be mounted though
on the bottom maybe like the Ibis?
on unrestricted weapons set it to whitelist and just give it the radome tag?
i suppose i could do that?
game would be normal except radome would be available everywhere
is unrestricted weapons compatible with QOL though?
yup
ye ive used both before so unless qol has made huge changes over the last month it should be fine
ive strapped a cricket full of HASM's before lol
cant wait to put axiom hypersonic missiles on an Ifrit
love em pricy thow
yep
can destroy ships using them pretty easily though so worth it
wouldnt i have to like scroll through everything there?
or can i just do a thing thats like "whitelist radar and EW pods"
and blacklist everything that isnt those things
no you can either edit the cfg or the much better option is download config manager press f1 set it to whitelist and only type the name of the radome that way everyuthing looks normal except radome will appear on every hardpoint additionally
if you dont want ai to use it when making your loadout turn on slow motion and turn the mod on using config manager equip it spawn then turn the mod off and un slow time
https://github.com/BepInEx/BepInEx.ConfigurationManager/releases/download/v18.4.1/BepInEx.ConfigurationManager_BepInEx5_v18.4.1.zip also thats config manager if you dont have it definitley download it
already got config manager so dw
ah, well thats slightly problematic
hmmm
btw credit to the devs for making such a robust and flexible game.
Ong ^
Any one know what mod allows this dark mode map? I've been trying to look for map mod but I can only find the custom terrain loader ones. I only want the custom tactical map
ATM I think QOL does this and one other mod. There should be something in the QOL config to disable iirc
there are mods for this game? 
No.
we must keep delaying the update indefinitely
when update ?
well yea that's to be expected with every major update
oof
I might need to postpone my big revamp
thank god I designed NOTT to only patch activated components
next version not so much
designing a solid and future-proof architecture has proven harder than I thought
fugg
the next 72 hours after an update are always goblin mode for me anyway
monster energy hq 24 hours before the update :
yeah, same problem here, I've done my best to only patch update and init functions but some outliers are still here
main reason why I'm switching to an event driven system tbh
I sincerely hope we're not talking about some form of obfuscation
my main worry is all the UI elements changing--oh that too
wait are they ?
i'm already doing horrible, unspeakable patches
I SURE HOPE NOT

the only scenes i haven't gotten my grubby little hands all over are the settings and encyclopedia\
and i almost added UI elements to the second one for adding RWR info to the aircraft previews
that'd be kinda cool ngl
well i don't wanna do it now 😭
yeah not the best of times
i'm hesitant to even continue working on the party system
most of the logic shouldn't change too much
once you've got the "access points" figured out, you're good
how i made quick joining friends is honestly super cursed
I gotta look into what you did btw
and i coulda done it a better way but i just didn't care enough
I wanna use the steamworks api for their recording features
add markers for important events
oh using steamworks API is actually pretty easy
like dota does
I'll have a peek 😉
if you wonder why i did something the way i did
i don't remember but i probably had a good reason
thanks a ton !
but yeah you pretty much just wanna patch MarkInit since by that point the steam stuff is done and you can tell if it's running as a server
I might be one of those people and just disappear after the update
i'll just bang out an update for NOX the weekend after
oh wow i don't think i ever pushed the latest code
😭
i don't wanna get on my desktop
Real
lol yeah
Visual studio speaks to me like the green goblin mask
I feel ya, whenever I feel that way I pimp the hell out of my code editor
visual studio tempting me to go and work on yet another stupid idea (Ultrakill style meter)
I have a mod that does random things like fires missile or pulls the ejection handle so this is incredibly real
Reminds me of the fun mod for factorio which just does random stuff
Eagerly await it 
we should make a shitpost mod ala Crack Life at some point
TRUE
I really wanna make random jump scares
I’m currently working on a hypersonic nuclear cruise missile mod if anyone would like to join in. I’m a Java dev with some C# experience. I’m starting from scratch learning unity.
So far, it’s been extremely painful manually going through DLLs with dnSpy 😅😭
I have a lot done, but trying to figure out a way past this “All hangars in use” message that prevents spawning with the weapon. Kinda at my wits end ngl lol
From my knowledge, that only happens if the hangar/airbase's understanding of the aircraft is different than the client's? (I also may be waffling but the general idea is that from what ive ran into, if im wrong someone correct me)
Are you adding the weapon to the aircraft definition in the encyclopedia?
That’s a good question actually. I don’t think I did… I’ll have to check that when I get home later
Yeah
You need to patch the aircraft definition in the encyclopedia singleton to have its hardpoints include the new weapon
just know that in multiplayer, if you dont change the version string so the server browser doesnt show non-modded lobbies, you may lock people out of even spawning the aircraft if they have the mod and the host doesnt
since I know when I made the E/KR-67 and added the radome mount, it blocked you from even spawning it if it even had the mount visible in the loadout select and nothing in it. May be related, I havent done a lot of testing
Thanks for pointing this out. I just checked my codebase. I’m not adding it to the encyclopedia at all. This could be my entire issue. Here I was thinking I’m just missing asset bundles lol realistically, I shouldn’t need it since I’m essentially cloning the HASM-600 axiom from QoL and giving it a nuclear yield and setting nuclear to true.
Now I’m mad I’m not home right now 😂😭
Where’s the version string located? Or where would I define that?
Its should just be making a harmony patch on Application.version and getting the version string and appending it with something else like __result += "_Something-v0.6.7";
lemme drag up what I do when I get back home and get a better explanation, I havent opened up VS to do any work since I've been hooked on arc and been on spring break 
Lmao no worries. I appreciate the help! I won’t be home till later tonight anyways 😂
With this new info, I’m just mad I had to work today lol
i love growlers :3
Is next update out?
(Trying to delay the inevitable of everyones mods being eviscerated)
it is about as close as christmas, seemingly
The game now only shows modded lobbies when the game is declared modded using steam lobby tags instead of version numbers. You can also use AtomicFramework's discovery mechanism to get better control of how vanilla client support works
Oh really?
Huh, I thought if you changed the version string it blocked you from seeing other lobbies that aren’t on the same version (as in share the same version string) in the server browser
It does but the game supports declaring mods
I'd have to look back at it to see how picky it is
#general message
We are safe for now
I’ve seen a few messages saying that this is the largest update ever thow so I imagine getting mods to work again is gonna be a nightmare
Yeah I imagine we're gonna be without QOL for a good while
I just hope the sound mods get up and running quickly again, I don't think I can live without GAS anymore....
And yappinator
I need Jester to comment on everything I do, I need him
Appreciate it I was supposed to restructure and update it this weekend but I’m genuinely dead with the flu lol
I really don’t see sound mods getting touched to be fair especially gas as it is basically bulletproof
I tried doing some GAS restructuring today on flu meds and ended up writing the same class 3 times in a row and decided maybe wait till the meds wear off
hey does anybody here use visual studio 2026? is it worht the change from 22? i have seen conflicting reports from people on both sides online just curious if anybody here uses 26
I just swapped to 2026 for .NET 10 support. It's meh
If you need it your need it, if you don't you don't.
ye i suppose i just couldn't really see a need too unless there were some crazy features but it doesnt exactly seem like it
Lots of AI stuff I think but I immediately turned it all off
I use it too tutor me with new things like im tryna make rain and use the particle system and also my code spacing is awful so i usually get it to properly lay code out ( it messes up a lot thow ) so unless its a huge improvment i'll probably leave it for now
thanks
i tried that but the ui was a bit messy to me? idk i just preffered visual studio i guess any major advantages?
vscode runs on linux lol
ah that would make sense lol
also it doesn't take 10 millennia to start
i heard its good for debugging code but not much other than that i may have to take another look
for university i have to use visual studio so thats why i started with it
For uni I used IntelliJ
i have no idea why they make us use it but we have too post proof of progress basically videos of us in visual studio showcasing how we made the code very jarring tbh
I love my template
A good template will take you miles
React CSR SPA, easy API, runtime type checking (in a dynamically typed language 😱 ), asymmetric page loading, and a build system that recompiles and reruns as needed (hot reloading missing sadly)
i am NOT this built for coding yet lol I hope to one day thow
I have a less powerful template for my NO mods but it's still nice
I am learning ( slowly ) sometimes I feel like a coding god other times it's a reminder of how little I actually know lol like rain I was doing great then not so great im sure i'll get better rome wasn't built in a day so on lol
hey im using NOMM for my modding is there an issue with it and connecting to steam for multiplayer? or did i miss something
certain mods ( alot of mine ) disable multiplayer what do you have installed?
a few installed but tried disabling them all already
is steam running?
ya
i'll try restarting steam again
ya still nothing so far
workshop works now
but no multiplayer still
I think there was a mod that let you put whatever liveries you want on any plane
But i cant find it now
Can someone help?
oh not livery
loadout
like bombs, rockets etc
i found it
maybe try verify steam files
will try that now though the steam version works fine
same issue
Steam version? I’m pretty sure you can only get it on steam?
steam version as in not launching through NOMM
reinstalled Bepinx same issue just gonna reinstall game
reinstalled everything including NOMM using the portable one this time still no luck
was it working before NOM?
id also try resetting your internet box
? it still works fine if i launch the vanilla game
im trying to use nomm though
is it whenever u use nom to launch or is it if mods are installed at all?
i havent used manual install i was specifically trying to avoid it
i mean NOM just basically does the same way manual does so if you enable mods in NOM then launch through steam they should be enabled
they are not
huh
now it does??
got it!
works now if i launch through steam
is there a seperate server list with mods on or is there really only 2 servers up rn?
from your screenshot you have qol they have their own servers i believe but only qol my weapon mods and unrestricted do that i believe theres a lot of dedicated servers should be alot more than 2
gotcha
Is it possible to swap a 3d model from an existing airplane and replane it with a different one with animations for landing gear and all
like the vortex
How hard would it be to mod in the rumbling?
You can add custom models yes but if you use a model you find online it’s not gonna look right at all and is a very big pain due to how nuclear option aircraft are built you would be much better off learning blender and loading custom assets I also wouldn’t go straight for aircraft try a bomb or gun or even ground vehicle first
Like gamepad vibration or flight stick vibration?
Oh no like the rumbling from attack on titan lmao
Oh hahaha I have no idea what that is could you describe it?
Buncha big fellas who try and trample the map
i'll be very honest here that sounds very difficult
alright I want to dabble in mods for NO
any recommended mods that are multiplayer compatible?
(entirely client side stuff)
Nuclear Option Tactical Tools (NOTT)
also better pip
it doesn't initially show up when I search the forum
what's the mod about?
self-explanatory
replaces the game's gun pipper with a better one
NOTT, Fuel burn timer, WSO Yappinator, GAS, War thunder controls, Third person HUD theres a lot tbf
Are there any specific sound packs that are good with GAS?
https://discord.com/channels/1303878245942431765/1436134603277602827 betterpip is over here at the QOL discord (i hope that link works) but it works in regular multiplayer
It doesn’t work lol
https://discord.com/channels/909034158205059082/1337634794040983593 join this discord and then try the link
they have a few mods that are useful and usable in regular multiplayer
i use the realistic sounds pack mixed with the russian pack
Uh a little problem
My RWR missile warning system is not making any sound
I only see the lights flashing
with GAS?
default if theres no wav files should roll back to the originals
Also where could I find a catalog of said sound files btw?
Assuming I wanna change it
GAS looks for clip names and if it sees one attempts to swap them if theres no named wav it cant swap so it rolls to default
theres a mega linked at the top of the GAS post theres packs in there you just place them in the packs folder and use config manager to swap them
do you have config manager installed?
Yes
ye just put them in packs and press f1 then GAS and swap the packs you can sap mid game
yeah there is a problem
the RWR is not working correctly for the default
and there are no wav files in the default one besides the radio chatter (but this issue happened before I added it anyway)
im about to release an updated GAS file try this one if that doesnt work im more than happy to troubleshoot
new GAS is out you only need to replave the dll
Sounds good, I really appreciate the help
I am the latest victim of Blenderisms. ._.
Surely, you know the feeling of a texture not saving when you save the blend file.
thou shalt blend
For now, the 0.33 update is just around the corner, so I need to get ready to fix the mods.

Am I a joke to you 
Legalize nuclear bombs
didn't the emoji have a different name before?
A while ago, yeah
whyd it change?
<t:1775073600:R>
would it be possible for someone to make a mod that adds the ufo into the game
sure
something wicked
I have done as much prep for the update as i can for my mods why did i make so many
side note im pretty good at ui now and im working on something that should make making custom menus a breeze no promises thow
still very early never made anything like this before but hey im tryin
for anyone confused its to make custom menus for mods really easy
that is really really cool !
new toys are here! https://discord.com/channels/909034158205059082/1488992920316018788
Can somenone make a mod to let us use ??? After it gets removed
hey guys i need some help with linux setup
Sup
just trying to figure out how to install the things needed to get mods working on Cachyos
i thought i did things right but didnt seem to take'
It should be that you install the windows version of bepinex and add a launch argument on steam
huh ight let me try that
ONLY if you are using Linux OS, add the following to the game’s Steam launch options:
WINEDLLOVERRIDES="winhttp=n,b" %command%
now the next question is i dumped the 2 mods i was wanting to test but really all i wanted to see work first was the FREE FREE FREE mod to do some practice missions with the dogfight mission solo but the plugin isnt seeming to load in on game start
Did you edit the bepinex.cfg?
no
The info should be available here #1457932420882894901 message
eeh well thanks to a little bit of chattin with the AI overlord ive discovered im using wrong bepin build that being 6 instead of 5.4
Does anyone have anytips for learning how to make/use the blueprinter mod? it seems intresting but I'm unable to find any information about how it works.
Private I believe
Why are all the blender tutorials so old 
Blueprinter is still wip, every time i inject a new tester with the project i find a bazillion bugs to fix. There's also zero documentation on how to use it
im working on my own little version can confirm horror show i seem to be fixing an issue just for the fix too create more bugs
i think ill just wait for blueprinter to have a stable release because this is way out my comfort zone godspeed nikkor
is the guide out of date?
Nope
got it i installed the linux version instead of windows
modding scene appears to be blowing up and my university work is also piling up looks like its time to retire some old mods lol i think i'll continue with the sound mods, rain and vr if anybody has any info on vr let me know so far i have managed to get true 3d cockpits working however they are a bit clippy and framy also got some of the menus too work i have no idea how to display all the usual HUD stuff lol
I appreciate the advice ill give it some more time before I try to play around with it.
There’s rain too??
#1466478023879688213 message
nowhere near finished yet ( maybe never will be lol )
Absolute cinema
i made them a new png to use and it looks better its just riddled with issues sometimes scene lighting works sometimes it doesnt sometimes it spawns rain sideways sometimes straight down and so on its not my main focus thats GAS but i play around with rain every so often
Is there a mod for menu music?
GAS can change any audio menu and aircraft music included
Still has to be an audio file though, right?
Of course and has to match the original file name
sounds good, what's the name of the file for the menu music?
I actually don’t know aha you can use assetstudio to find any of the file names thow just look in the tutorial dox
alright
thanks a lot man
#1465800205021478975 message
here’s an example of me swapping the ifrits theme
There we go
this is so funny lol
I've seen enough, quadruple the defense budget
I love the NO ost’s but swapping them for project wingman music is chefs kiss
lowk I need to add like an ace combat zero theme if they ever add an aircraft like the F-15
or just do it for the ifrit
Ternion is hopefully coming after 0.33
peak
also if you do have the file still, could you send the custom ifrit theme?
i actually dont sorry its from an old test build of GAS and i deleted all the old test sounds when i got new ones
I'm trying to follow the Bepinex install instructions, here.
https://docs.google.com/document/d/16aRWcrkt89YEn9_THwe9Fxo7AYPLE9SYSab_Y929dvE/edit?tab=t.0
However, on step 7, it doesn't look like any new files are being generated when I run the game, and no BepInEx.cfg file exists.
This is what my game folder currently looks like. Did I misinterpret the instructions and put something in the wrong place?
BepInEx Installation Most mods for Nuclear Option (and all P2082 mods) require BepInEx, a mod loader, to function. To install BepInEx, follow the instructions below. If you have any questions or need assistance, please ask in the Nuclear Option or Primeva 2082 Discords. Download BepInEx from ...
Never mind, turns out it was because I was using the x86 version instead of x64
Yeah don’t use x86 unless you have a good reason
...............
Uuhh.... playing as ships and vehicles is actually super fun in this game...
I was lied to my entire life
i like sniping helis with the Type-12's railgun lol
I was telling yall all this time
I had a vision
Thıs feature really got me screaming like i have a dream
Driving the destroyer had me foaming
Ships in this is absolutely fun as hell
Yea, driving the boats is fun with the physics mechanics, plus there's an insane amount of strategy. Also cool how you can get failed launches so you gotta sail a specific way
If there was a little more micromanagement and better target selection itd be like fully playable
Click and drag target selection would be huge
My main strat is to use VLS only and intercept missiles.
Cannons and CIWS are automatic but it seems VLS are the only manual vehicle.
Im still new to it but VLS S3s will get you out of a lot of situations
FR
I'm having some trouble installing bepinex on linux, it just isn't creating any of the folders on launch. I'm using the x64 version, ive put in the launch options on steam, and I've put the executable name in the run.sh. I don't know what could possibly be wrong. Does anyone have any idea how to fix this?
the difference between the Windows and Linux versions of BepInEx are the games they work with, not the operating systems they work with
the Linux version of BepInEx is for Linux-native games
So youre saying that bepinex can't be used for non-linux-native games?
install the windows version of bepinex and it will work
that's just the intended approach. The game is technically windows and runs through proton
yeah that makes sense
Tysm it actually worked!
i was saying that it's not about the operating system BepInEx is compatible with, it's about what operating system the target game is compatible with
as nikkorap said, since Nuclear Option is a Windows game, u have to use the Windows version of BepInEx
@ionic charm Hi just wanted to ask if it's normal that multiplayer lobbies do not appear when blueprinter is installed? This is what it looks like until I remove the blueprinter dll from my plugins folder. Sorry to bug I just have not seen anyone else mention this.
Yes, it makes sure only lobbies with compatible content are visible
The modlist is top left
👍 Gotcha, thank you kindly!
The only version of BepInEx that ever works with NuclearOption is the 64-bit Windows version. Nothing else will ever work.
Thanks for everyone willing to participate seems vr is wanted a lot more than I realised lol
hello, i’m trying to make a custom aircraft mod for nuclear option but i’m kinda stuck on how the modding part works. i can model the plane already, but i’m not sure how to handle importing or actually getting it into the game. could someone point me in the right direction???
the 2082 discord would be the best place to ask as they handle custom aircraft mainly
ok
so what exactly is the vr news?
nvm found it, so i was gonna work up some fixes as well, unless you have something already done that makes things a lot better
tooladoo
yea
a bit of a design thing when you have both big wings, big LERX, and big stabilators
yuh
how to make a custom missile mod .i have model ,but not sure how to make it to the game
Prolly blueprinter
are there any mods for a reticule to dumbfire the rockets
I dont think there's dumbfire rockets in the game, all of them are optically guided
I mean just fire them on targets without locking on
but then again one rocket is too valuable to spam away at *potentially nothing and there's just too few of them, so either way someone will probably have to make a dumbfire rockets mod anyways
isn't there the unguided nuclear rocket?
forgot what its called
the Genie?
yes its the genie added every april fools update or through json keys and mods
didn't realise it was air to air with a fuze delay that sounds evil 😭
very fun to use i modded it to remove the time fuze and made optical and ir varients very fun broken now thow 
hmm,how to use that
@daring locust may i ask for blueprinter use?
#announcements message gentlemen, ladies may your will be strong and mental state stronger and may god have mercy on us all
i dont remember who made that quote but seems relevant rn
I have intro to combustion on monday 
i just work 7 to 4

i have the new GAS patches and menu patches etc just sat here i have been waiting but still i fear all may break
This might’ve been asked before, but with Bepinex and all of that installed and the way how the multiplayer thing is now redone, is there any way I can play with my friend who has a un-modded Nuclear Option?
unless your running mods that block multiplayer like a couple of my weapon mods or qol multiplayer will still work if you do use multiplayer blocking mods just take them out of plugins and store them either desktop or in the bepinex folder
bepinex itself does not block multiplayer only certain mods do on purpose
neither should block multiplayer as far as im aware
I read something prior about how Bepinex or something adjusts the multiplayer button thing so you play with people who only have bepinex installed
Either that or I misrememebred and misinterpreted
f-16 blocks incompatible lobbies
or more specifically blueprinter which f-16 uses does that, so you only see lobbies which have the same content mods loaded
was this always the case? i had tylers cursed weapons mod at one point while still playing online?
did the other players have it too?
o
er no it was the pack from the 2082 server the old one when blueprinter was just coming out i think i had a lot of test mods on but i doubt they would be able to override it?
gamplay mods? not too hard you just need some basic unity and c coding skills took me 4 days to make my first mod with 0 experience. aircraft mods extremely difficult without something like blueprinter and experience in modeling with blender etc
any idea what kind of mod? i could maybe help you a bit
^^ ditto on that it took me a week to understand how it all worked
But then again, I also do software for my studies so background does help. Understanding C# specifically is really useful, and if you know Java the transition over isn’t too hard
There is a modding guide pinned I’d suggest also looking at
wanna make a custom aircraft mod but don't have blueprinter:(
im sure nikko and the team are working very hard to get it working last i heard it was riddled with bugs as to be expected from something so advanced as this although blueprinter isnt the hardest part of making an aircraft id say its still possible to make one without blueprinter however the hardest part of making an aircraft for NO is the model and all that comes with it mainly cockpits and damage model specifically
Has anyone looked into automating custom map voting?
I had some possible security concerns on whether its something I could implement into my servers.
Users would be able to add a steam workshop link that matches the criteria for a no workshop map. The server would fetch it, then copy from workshop folder to server missions folder, then set the mission as next mission.
My only worry is that someone could potentially embed malware into mission files and execute on server.
this is a really interesting idea!
i hope it works out
wonder if it's even plausible for workshop missions to have malware like that
I wouldnt imagine it being impossible. Ill do some research on whether theres any danger and if it seems safe enough ill create a mod for it
dreaming of abusing my mod powers on a server to force a full lobby to suddenly play ibis death races...
LMAO
you can do that already lol, just download the map and run your regular map then set the death race to run next and dont tell them lol
It seems I wouldnt be able to add the custom voting. It doesn't seem at least on the surface that steam checks for dll files and executables on workshop upload so someone malicious could create a zero day eske malware wrapped map that wouldn't be found as containing malware until the system would already be compromised.
I don't think custom maps can execute code so it wouldhave to be a vulnerability in the map parser
Im more worried that someone will throw a dll into the map files
Throw in a dll with the map files and then they can have the dll execute along side the game or anything like when you run your web browser
I guess what I could do instead is a containerization approach.
I can fetch the workshop map and keep it in a quarantined folder. Then scan the folder for any extensions not expected. I can flag any issues there and if they look good then script will proceed to allow the movement to server missions folder
will everything break in .33 update?
i mean mods
Probably a lot of mods will break imo
it definitely is possible. it probably isn't a big security concern, but it does mean anyone can upload to the workshop and that file they uploaded does go into my server
so if theres any vulnerability, it can be exploited
you can have the code check if its just a json file in there
Im definitely going to work on getting this system working for my server panel. Instead of needing 10 missions rotaring with a vote users can instead choose from the same list but have an option to add another map to the queue to vote on.
So almost like a battlefield portal server, the users can generate their own experience and run it on an already populated server with other users to share it with.
So I have started development of the F-106G Omega Viper.
I would provide my multiple write-ups for it, but I've not got time for that yet. However, the short of it is that it's a super souped-up new-build F-106A, featuring new avionics and missiles, and it is built by Avro Canada. It entered BDF service in the late 2060s, when these frames were new. It's got a mad EW suite, and was BDF's frontline EW aircraft before the Medusa entered service in 2071. Some are still in reserve as of 2082, and examples are still rolling off Avro's production lines. It has no stealth shaping or coating, but does have a new engine, new radar, and a new cooling system. more later
HOLY CRAP BASED!!
also do y'all know how one would make maps if that's possible?
and if there's a size limit
There two map mods I have not touched either so can’t really say how to use them or if they even do currently work but in theory it’s just adding a new asset
Hope it's the place to ask but if I have mods installed can I play multiplayer
Pretty sure aryx made one already
Certain mods disable multiplayer
they only made aircraft
that'd be interesting lowkey
but like I feel it's more important to experiment with aircraft since, yk, it's a plane game
imagine a scenario where its a whole manned island vs this monstrocity
ALICORN MENTIONED

dude best alicorn mod has to be sea power ong
And sound mods don't disable it I hope
from what I've heard you can play mp with sound mods yeah
There is an Alicorn Squadron skin for the Revoker on the Steam Workshop
I wonder if it's possible to make some aircraft faction specific
My crisp white sheets...
'technically' it is
if we get more plane mods in the future
wut
it'd be really cool to have NATO vs Warsaw Pact shi
Bitchin' Betty will always be on 🗣🗣🔥
nuclear submarines...
Incorrect #community-artwork message
Ground vehicle and boat screenshots have been posted since before aircraft
That's not released, and as of today, there are no modded ships from what i've seen.
Concept models are one thing but the only modded vehicles we got that are custom modeled are the F-16M, MiG-15, and FQ-106. All of which are aircraft.
Before I get corrected, I am aware the FQ-106 is a "drone" rather than an aircraft. I still see it as an aircraft.
Meant to ping someone else, mb.

But a lot of client side mods aremultiplayer compatable with some exceptions.
Like the NOAutopilot being favored in some servers and disliked on other servers.
cause I feel like really really REALLY big maps would fit this game
after all, this is nuclear war with missiles
we have a lot of ordnance that can be launched from far away
would also give bombers a way to arrive without having to scrape treetops
Anyway I mean to say technically this is possible depending on what game mode it's for.
Like for example, the carrier battle scenario has faction specific vehicles for each factions carriers, and those carriers are faction specific.
Boscali having the Annex, and PALA having the Hyperion.
https://nuclearoption.wiki.gg/wiki/Aircraft
Here you can see the aircraft which factions they're assigned to.
This page includes every aircraft in the game.
View or edit this templateAircraftFixed wingSTOLCI-22 Cricket · T/A-30 CompassCTOLA-19 Brawler · FS-12 Revoker · KR-67 Ifrit · SFB-81 DarkreachVTOLFS-20 Vortex · EW-25 MedusaRotary wingSAH-46 Chicane · UH-90 IbisTilt wingVL-49 TarantulaPrototypesAlkyon AB...
I want to make a mod where in the map you can see who(alles) is targeting what, so taht you don't actually end up wasting missiles
time to update NOX right before a major game update
(adding scripting for RWR displays)
I have a bug where repeated player (and maybe ai) aircraft spawns permanently block the spawns at an airport
Is a mod or a mod combo known for this bug?
I think I gotta reinstall everything manually. NOMM moves the mod files around in the plugins as intended, but the game starts up as vanilla.
what mods do you have?
worst case just trial and error by disabling mods one by one to see whats causing it
quite a lot
lua scripting, that is
I miss that game man, I was blown away seeing early gameplay and physics simulations as a kid
helicopterrrrr
you would need something like blueprinter to make them functional and it isnt public atm sadly. Adding custom aircraft etc without bleuprinter is possible however takes considerably longer. if you just want to add them as static models extremely easy you just use unity assetbundles and write a loader that adds them to the encyclopedia i managed to make a plugin that does this in under an hour. bottom line is props very very easy - fully usuable aircraft, vehicles gun emplacements etc very hard
F-14 mod is all I ask of the great modders of this server 🙏🏼
as far as im aware blender and blueprinter are the go to at the moment but until blueprinters stable release its more effort than its worth. if its purely props your going for i could possibly send you a lil plugin to add them but if its full playable assets sadly not
Probably gonna have to wait for that to be added to the game vanilla wise because of those folding wings mod flight.
Nuclear Option has suddenly started stubbornly refusing to boot with mods
Worked yesterday, doesn't today
2 mutual friends in common lol
Like is it just vanilla?
And what mods do you have installed?
Nevermind, I did a fresh (manual) reinstall and it worked. It's weird, though, reinstalling BepInEx didn't fix it when done through NOMM

Wonder what's up with that, though
Do you have QoL installed?
You can import 3d models to unity and use in game assets to see size difference etc I’m pretty sure unity has an auto scale thow not 100% sure modelling is actually what I struggle with lol what are the models saved as? As in format
I would recommend it since it also shows the mod loading states when you first load into the game.
Vehicle mods like MoG/F-16 are red but they'll still function normally.
It doesn't seem to require QoL for that, they pop up regardless
If you’d like I could rig up a test plugin to see if your props are compatible I’m no expert at modelling but I am able to import custom assets and If your props do work I’m more than happy to port them in they would be great for cinematics and custom airbases etc
I'm curious, how much of a online game is client sided and how much of it is server sided?
most stuff is handled by the host, with the exception of the player aircraft pretty much, and I think units connected via slingload to your aircraft as well
ships, missiles, ground units, are all handled by the host/server in most cases
guns are handled on all sides individually for the tracers, but the bullets that actually do damage are handled on the owner of the gun in most cases, so server for anything that isn't a player, unless the gun has a flag checked which will force it to simulate on the server instead
Mind if I drop you a dm? I only need some small things from you whenever your free
My university just dumped huge workloads on us I can’t do this 
My ass with an exam this monday and then another exam the week after 
my uni casually were just like "oh hey by the way you need to understand everything about material sicence by friday" like oh yeah cool no worries 
felt
just with DBMS and Finite Automata
Granted DBMS is easy memorizing the calculations for i/o with pages of memory is the part thats beating my ass
hope the devs list out the API changes in the backend for modders
Ability for users to add their own workshop maps to voting is added in The Underground servers
Took some security based tweaks but its here!
hmmm calling cards, trash talking ai and now map votes my old call of duty dream is nearly complete
this is very cool didnt realise it was linked to discord
Theres security based features/checks that need to be added with it
it should reject all downloads that arent workshop maps and files that shouldn't belong to a worskhop map.
mod only moves valid mission files outside of quarantined folder where nothing can execute. Otherwise it would be a pretty big vulnerability. So someone cant just stuff a dll into a mission file then have the server download it
i had a look into networking stuff seems like dark magic.....
Creating server mods like this is interesting
I have the mod write to the webhook on sucessful downloads and fails so i know if someone is trying to find an attack surface in the downloader and alerts me if the quarantine scan found any files inside of a workshop map that arent supposed to be there. Powershell script, python script, etc
python is gods gift to man
now imagine the entire Heartland vs. this
Nimbus for land attack
i wonder if... if given the right tools, can we make an advanced b29 ?
anything's possibly with the right tools
gasp :D but i don't have them :s

Is there a mod for only separate chaff/ecm button? i know there's one thay does this but I can't make it work and i don't like the other featuresbos the mod...
#1457938330153910440 message shilling my own guide to doing it with NOTT, I guess
that's why I posted it there after all
though you may be talking about NOTT when you say you don't like the other features
in that case I'm not sure you can be helped
yeah that's my main issue
oh well, still thank you for answering
the config for NOTT should allow you to turn everything off, what features were present that you did not like?
can you be more specific about what MFD changes were troubling you?
i bet george would provide more options to disable things if necessary, so i'm curious what the issue was
this is what it looks like for me and I know I can turn off the thing on the right (and the info is duplicated elsewhere on my screen too) but maybe some of the targeting cam stuff isn't optional? uncertain
the weapon change window
that really bugs me XD
i believe i know what you're talking about! that one can be turned off
i know i have it turned off in mine, it shows in the corner for me tho
lemme experiment with turning it off and on real quick so I can remember how it works lmao
set it up like this and you can turn that off
can someone make it so there's a way to fire multiple types of guns at once
I don't wanna swap between different calibers all the time
I just wanna let it rip
Base game already, you have to just link your guns
how does one do that
it should be a keybind you can set in the settings
That’s so nice
I have 4 final exams after two weeks😭
The uni hates us
3 of them are back to back to back
Has anyone looked into adding voice lines for the game?
Seems like it would be feasible by having a mod where users can inject a start dialog objective and run a local Ai model that can do the voice generation locally.
Or users can upload their own mp3s and assign it to that start dialog obj
Or you can use a text-to-speech to play these voice lines.
Or have them be prerecorded
I think WSO yapper does something like this?
what
I don't understand what you're getting at
but they are completely different games no? with a completely different community correct me if im wrong
and also why would they add official modding tools and such if the game itself is still in early access?
it would just be a pain in the ass for modders to have to constantly fix their mods because obviously the game is going to get a ton of more updates
Probably because this game is still relatively early in development still. Aside from other games that die from the neglect of modders, this game does account for mods, and even, as of now, has a channel dedicated to mods like vehicles and quality improvements.
This game, is still relatively new, it's still being worked upon, and it's not denying modding as a scene. They just haven't polished it to support mods not breaking after updates. It's like sea power for example. It didn't support custom assets in the early version till the community started finding ways to easily make a lot of mods, polished it, and then devs later made tools to support those mods to make it no longer rely on external loaders for custom assets and made the worship more functional for any kind of mods.
Every game that heavily fore through mods go through this. Mods are heavily early testing, the game isn't "ready" for it, and then soon they'll have tools to let mods support longer survivability without breaking. The dev team completely supports mods and acknowledged them to have their own channel so it's easier for modders to share mods on here, and I feel as if that's not the situation in your "crisis" games situation where they were "walked over"
More modding support is on the roadmap!
Speaking of mods, modding is going to take a backseat for me for a bit so if anyone has interest in adopting any of my mods then let me know! (I'll still try to keep blueprinter working tho)
I might lowkey start getting into modding
basic modding isnt really that hard, you just need an understanding of how the game systems work, which https://github.com/ManlyMarco/RuntimeUnityEditor is good for
a good chunk of mods are open source so you can also just figure out how certain things can be done from there
'This gets misconstrued as arrogance, but in reality it's this.' That is the most arrogant statement on the planet, bro.
#announcements message congrats fellas glad you are all on the team
Why did bro delete their message? 😭
there's no rewards for modding other than thanks and praise so i don't see it as competition if there's no prize to each their own thow i suppose. i'd encourage you to return if willing even if the mod helps 1 person out its worth it in my eyes
Some people do openly compare mods and modders, though not many
pretty sad tbf i'd never view others in regards to their modding ability the fact that they actively wanted to share just purely to help others is enough for me
This is like the doomsday clock for modders 
2 hours?
20?
Was probably taken yestersday
nope its a live counter
The release is in Australian eastern time so I think 9 hours ahead of Europe and like 20 ish ahead of America?
can't wait for this to break ❤️
very cool
it's not even finished, half this stuff is just MVP for the few testing it. already have 3 things for the bug report
how are you holding up?
One silver lining is that it’s only a few hours after my exam is done so I can just head home and immediately get to debugging if my stuff is broken lmao
finished all the patches for GAS and its new features just tidying up my new menus and deciding what mods are getting the axe lol
nice
you ready for the update lol
nope, but i think some of the stuff will live
we'll see
hahahaha very true
At the moment are there any mods or has anyone tried messing with tying weapons to specific score/ranks?
like, for example, you need to be rank 5 to start slinging GPO-500s around and whatnot (very poor example for what I want to do but its what came to mind first)
which mod adds those piledriver booster missiles that end up getting mounted to every ai aircraft
i should really start using a mod manager 😭
oh i found it i think
Nomm is the best one. Flat out
Update thou art in the making,
Hallowed be thy changelog.
Thy release will be done on client,
As it is done on server.
Give us this day our quarterly update,
And forgive us our incompatible mods,
As we forgive those who make mods incompatible with ours.
And lead us not into crashes to desktop,
But deliver us from memory leaks,
For thine are the gamestate,
And the machine spirit.
For ever, Amen.
There's a mod "Boscali Ocean Training Exercise"
that adds playable ships. Does anyone knows how can I spawn Hyperion? Because for some reason only Shard, Dynamo and OTB are available
Found mod on NOMM and can't find its thread here, no info on git and I don't know where to ask
#1488992920316018788 is the mod.
You can only spawn the Hyperion at docks attached to airfield as if its their own hangar for ships. They cannot be spawned on other ships.
Docks can be placed only in mission editor, or i can "spawn" them from tula or smth else?
anyway thx for info
Iirc only on the editor, unless there's a ground vehicle on KAR that can spawn a point for it.
Amen 
You can create a ship dock with an LCAC using FOB making mechanic -
- Select the LCAC
- Go to cargo options and tick on the FOB
- Deploy, sail over to your preferred FOB location (you can also deploy it in middle of the sea btw)
- Press the assigned keybind for selecting the FOB, deploy it using the deployment keybind
- Build airbase center, ship dock, and whatever else you have budget for
- press "Finalize"
This should build the FOB with ship docks at which you'll be able to spawn any ship you want
Mind you when you spawn at the dock, you'll be on full ahead and will be facing towards the solid part of the dock, so you better act fast
Hello, I recently bought NO on the steam deck and was wondering if there was anything specific I would need to do to be able to install mods for it since it runs on Linux
nothing much, just download windows version of bepinex and add a launch argument on steam. the install instructions in the pins should cover it
Cool, thank you very much
is there a way for me to un-mod my game? I have Blueprinter and sort installed
do I just put it in a file elsewhere?
you pull the files out of the plugins folder
NOMM will place it in a disabled folder I think, but you can just store it somewhere else if you dont have it installed
wonder if anything's broken with the new update
holy shit, I guess they got some ideas from QOTL
time to see the damage...
Mig-15 and F-16 elevator controls got weird from the update
alright all UI stuff broke
epic
MissingMethodException: Method not found: UnityEngine.RectTransform NuclearOption.MissionEditorScripts.DataDrawerHelper.AsRectTransform(UnityEngine.Transform) yeah that'd do it
mitch changing method and variable names randomly to mess with us:
#development-blog message
MissingMethodException: Method not found: void NuclearOption.MissionEditorScripts.DataDrawerHelper.SetRectSize(UnityEngine.Component,UnityEngine.Vector2)
UnityEngine.GameObject:Internal_AddComponentWithType(GameObject, Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
NOX.Hooks.RWRHud:Prefix(HeadMountedDisplay) (at /home/sam/Nu-Projects/NO-Squads/NOX/Hooks/RWRHud.cs:24)
HeadMountedDisplay:DMD<HeadMountedDisplay::Start>(HeadMountedDisplay)
(Filename: /home/sam/Nu-Projects/NO-Squads/NOX/Hooks/RWRHud.cs Line: 24)
NullReferenceException: Object reference not set to an instance of an object
at NOX.Hooks.RWRHud.Prefix (HeadMountedDisplay __instance) [0x00059] in /home/sam/Nu-Projects/NO-Squads/NOX/Hooks/RWRHud.cs:26
at (wrapper dynamic-method) HeadMountedDisplay.DMD<HeadMountedDisplay::Start>(HeadMountedDisplay)
tbh i was using weird methods anyways
oh they still exist
victory
we ball
legit me when I found out that vetweapons had the Loadout loadout param changed to requestedLoadouts for some reason
but why did they do that
all the extension methods i was using because i was lazy got moved to NuclearOption
how it feels to have already updated your mod
🤝
AAAAAAAAAAAAAAA
can't make a new release
because i got logged out of my github account
and forgot my password
i will have the head of bill gates on a pike inshallah
rip 💀
wait, still logged in on my laptop
hold up
also damn i'm gonna need to ship a lua dll with NOX now
for Upcoming Features™
getting to put "[0.33]" beside my mod's post title

i wonder how the update affects other mods
i am surprised how little it broke
on my end
i'll do some code cleanup tomorrow when i get home from work, and continue work on squads and the scriptable RWRs
I should probably get cracking on some other projects ive backlogged for 0.33
Whats the best way to go back to vanilla without deinstalling everything? I'm not using the mod manager btw
take everything out of your plugins folder and place it somewhere else temporarily
Can I just move the whole plugins folder?
Alr thx
touch wood i think all my future proofing paid off nothing seems broken
AtomicFramework works without modification as far as I can tell
i have been playing around with atomic for MTC hopefully gonna test it soon
2022?!?!?!?
To all modders, pls signal compatibility of your mods with current game version in your forum thread title so its easier to keep track and update NOMNOM, thanksssss 
already 5 parallel universes ahead of you
Wonder if anyone's gonna end up making a mod to re-add the UFO
The AIR-2 is never removed from the code, and given how involved the UFO probably was, I wouldn't be surprised if it is also retained.
Nevermind it's just in the game
this way you don't have to rollback via steamcmd if you want to access april fools content 
Foresight in game development? Dayum
You guys are a dying breed
Is anyone entering spectator mode at the selected base instead of entering the chosen aircraft?
<@&1457927352783863829> Hey fellow Modders! If you can, please include the supported game version in the Title of your mods' forum thread like this.
It will make it much easier for me to update the supported game version of all mods on NOMNOM 😇
Many of you have already done it, so thank you very much! 🍻
Since when I have modder role
oh cool i'm a modder
hi a modder. am tomoko
Is there a particular strength of one of the mod managers over the other one?
i find nomm ergonomical. and it can update actual mods for some
How can I configure some mods?
gaming chair
fed primevan super sauce to compass
u can either do it through a text editor or install the BepInEx Configuration Manager to open an in-game menu
Could you please send me the download or the link? (I couldn't find the download anywhere :( )
Does it have to be something specific? Or will any one do?
depends on what version of BepInEx ur using
ur probably using BepInEx 5
so it would be the first
if a mod does not specify a game version does that mean it is not version dependent?
either that or the creator never bothered to list it
No mods are not game version dependant the version tags just show if they have been updated or not
the first one, BepInEx5_v18.4.1.zip
Hey I just created a mod and want to add it onto this mod forum
Is there anything I should do first?
#submit-a-ticket to ask for modder role 
which mod can this be from?
its not from a mod
Is it technically possible to make new maps through BepInNex
its been explored I think
Updated my F-16 mod to 0.33 if it's marked as 0.32 on the manager
kind off there is a loader and test map but currently thats it i believe
Has anyone made a mod that makes you able to buy/spawn a unit and make the AI resupply somewhere on the battlefield or something like that?
The way NuclearOption loads maps is very freaky imho, but with sufficient infrastructure anything is possible
You’ll probably need blueprinter
Whenever that goes public
But I know Aryx is making a dedicated guide for importing aircraft/making them
did you edit bepinex.cfg to change HideManagerGameObject to true?
nope
Modders, get on this shit
[Chainloader]
## If enabled, hides BepInEx Manager GameObject from Unity.
## This can fix loading issues in some games that attempt to prevent BepInEx from being loaded.
## Use this only if you know what this option means, as it can affect functionality of some older plugins.
##
# Setting type: Boolean
# Default value: false
HideManagerGameObject = false
i recommend doing that
it workssssss
thanks!
i have no idea why it suddenly stopped working
but it works now!!
How so?
Is it a mod on Nomm? Or is there a thread Ibcan follow?
#1471285783955771576
its also on nomm
Alright so my guess is Devs will release the blueprinter and some sort of support for custom maps soon ™
Cause this has been asked a lot anyways I do with what I have and what I have is enough for now
I'll do a sweep today to catch up on the version updates! Thank you 
(I should write a discord bot lmao)
Hello! Does anyone know of there's a mod that lets you hold a button and look at the selected target? Something akin to holding Y in Ace Combat?
the "center view" can already do this for you, its just not "button hold"
lock a target, then center view will cycle between padlock view and recentering
Thank you!
is there a sound that plays during high g turns? looking to change that sound for something
my sound mod lets you change any sound in the game it also has some extra features like a callout for high g turns https://discord.com/channels/909034158205059082/1478979322466271232
yeee thats what im using but i want to add like a strained breathing kind of sound
not change "stall" warning
like when ur screen starts to blackout
and possibly normal breathing too
breathing is actually coming in the next patch haha didnt say it yet cause its very early doors but it will be linked directly to blackout
i dont think ive seen another capable of it yet audio mods seem very niche
I've been having trouble getting BepinEx to work and i swear i'm not stupid i mod and know how to follow instructions.
I think it's because I already have melonloader for third person hud mod and that came with a "version.dll" that might not be letting bepinex work properly.
anyone know if this is true? do i have to delete melonloader cus i do like the 3rd person hud mod :(
sadge, confirmed it was melonloader. i will check if i can get third person hud another way then
Yeah when i thought about it for more than a second i realised i had one already
bepinex version of thirdperson hud
epic! ty
99% of nuclear option mods use bepinex
how does one go about creating an aircraft mod for NO? i have a lot of experience working on my own games in unity and working in C#, so that won't be a problem but i'm trying to understand how NO handles their aircraft assets
specifically i'm doing a light attack helicopter for PALA similar to the ah6
currently the only people making aircraft mods are those with blueprinter however it isnt public so your next best bet would be either wait it out for release or take the current aircarft apart and see how everything works i have so far managed to clone the fs20 and re use some of its logic on a brand new model but its riddled with issues
How do mods interact with unmodded servers? Are you just unable to join? or does it depend on the mod?
you have to have the same mods in order to join
if you have non-client mods unmodded servers won’t even show in the browser
Mods that add new content like new aircraft and weapons shouldn’t be used on servers due to causing desync and other problems as the host (server) doesn’t have them.
Client side mods like betterPip, NOTT, and NOX can be used regardless as they’re only affecting the client and nothing the host’s computer would need to handle
thanks!
i may need some help i followed all instructions for bepinex and put my mods into plugins folder nothing shows up ingame
done this?
yup
1 quick issue is you dont habe blueprinter so neither the mig 15 or f16 will work the other thing is i dont think qol and kar are compatible im not 100% sure so ill double check real quick
alr
https://github.com/nikkorap/NOBlueprinter-Releases/releases/tag/1.8.17 grab this it should allow the f16 and mig 15 then temporarily take qol and kar out then see if the f16 and mig 15 show up
You know, when will blueprinter documentation come out? Is there any ETA or is it still a TBD?
somehow everything works now somehow with blueprint also qol and kar tyyy!!
TBD something as big as blueprinter is incomparable to other mods its not just a run of the mill dll its a custom unity enviroment i myself am trying to do something similar and the hurdles are never ending the other thing is nikko is a developer now so im not saying for sure but im guessing development of it will slow down
fair fair, I know Aryx is doing some documentation for making your own airplanes as well.
Also what do you mean by custom unity environment?
you basically build the aircraft in unity then package it in unity and blueprinter loads it in game
thats my running theory atleast and is how my asset creator works
I think thats how it works from what ive seen from Ary'x devblog channel 
im not experienced with unity or blender and just about have my feet with coding and I can confidently say its all witchcraft and black magic if you asked me how my asset loader worked I honestly couldn't fully tell you 
Are you vibing it? 
ai can barely name my mods correctly half the time lol i dont even wanna imagine what its attempt at something like this would be yesterday i asked it to rename a bunch of new addons for GAS i told it exactly what to change and what to change it too it completely ignored me and just started typing whatever it felt like
ai is good at explaining things but not fully alot of the time it will lie or just give made up info or it finds very outdated tutroials so there is ui mismatches
and all the good unity tutorials are made not in english so its hellish but such is modding i suppose
that is true
At the least there is autotranslate for yt so there's some way to still get something out of it 
(even if it's kinda bad voice wise)
i automatically "do not recommend channel" everything that is ai dubbed
I can't deal with the voice
i was watching a unity tutorial on particles when i was working on rain for the first time and it just started screaming for no apparent reason, weirdly its really good at korean but i just use subtitles now 
Yeah honestly better
I’ve had a decent experience with it
But, yeah nah I can’t even argue that it is fairly dogshit 
Honestly most unity tutorials I’ve found either are 6 hours long or 4 minutes one explains too much the other expects me to have built unity myself 
BepInEx has compatible versions for UnityModManager and maybe MelonLoader. You can always check the github
Am I stupid or why it doesn't generating files after I open the game once, what am I doing wrong. I mean, tbf to begin with after downloading both x64 and x86 I see only part of the needed files stated... So probably due of that?
Idk I am kinda stupid a little bit, sorry.
When I donwload either of the versions, this is the only stuff I see when I open the folder itself. I tried to stick it in as I understood, placing them directyly into that folder with them automatically doing stuff later, but it seems to be not enough or something. Idk.
Downloaded those 2
and it will install it for you
are you on linux?
I kinda late to the party I guess
No, windows
then why are you downloading the linux version
I thought it said to install this one.
I used the link at the very top
Well, guide
Well I used the top link guide which have led me there
you need the win_x64 version
forget about linux version
But I am using the mod manager thing now hopefully would help
Oh wait I just realized the difference
the linux version of bepinex is specifically for apps that run natively on linux
Well, all tech support comes down to stupidity of a man I guess 
for nuclear option, that is only useful for the linux-native dedicated server binaries
No no I know those are different things I just doesn't read the names properly for whatever reason, probably due of being lost sort of a bit
Okay it might be easier to just do it manually I guess. I mean shouldn't be any issues anymore now I guess
if it still doesn't work even after installing NOMM, try to remove any traces of bepinex from your game directory
and then run NOMM again
I meant manually as without NOMM
Because it's even more confusing
Manual got instruction at least which already proves to be useful as it does worked
I read that you need a blueprint or something for mods to work?
I assume place them together with the main thing right?
Like same KAR it has download and blueprint, so just put both into the plugin
NOMM will download every dependency a mod needs to run
How does one installs NOMM than 😭
It's just a plain file for me
mods that add extra aircraft/vehicle/ship will download blueprinter automatically, etc
#1467341462227124305 its in the pin
https://github.com/Combat787/NOMM/releases/tag/3.1.0
download the .msi or the portable zip
Yeah, so I pressed Downloads and chose the top one which doesn't seem to be cut on linux/win
you will need to let windows defender to unblock it
because the executable is unsigned
and then you can just install mods
Do I download msi from here?
yup as I stated above, you can download the .msi or the portable zip
the .msi will install the app to your user profile and put the icon in the start menu etc etc
the portable you can just put unzip and run from anywhere on your computer
Well I guess I got it, just need to get the mods downloaded to see if they do work
We are crashing the game with this one! 🗣️ 🔥 🔥
Guess not?
Well I guess it worked yeah okay, thank you
also remember that some mods may be incompatible with each other or otherwise broken, so if your game starts randomly crashing or otherwise misbehaving , its probably because of that
fixed, thanks
i'm not sure where that came from, i think it just happened to be the solution for like one person ever
Anyone please help, im trying to instal BepInEx in my nuclear option folder but for some reason it doesnt shows me the mod managers and it neither installs the files
Hiya, so is anyone up for making a mod to toggle the tail hook? Someone was able to do a similar thing for the airbrake...
https://github.com/Assassin1076/NuclearOptionMiscMods/tree/master/ClientSide/ManualAirbrake
been thirsting for this for a while. Please & thank-you
Download msi and install it it will install bepinex for you
PLEASEEE DIEEE!!
use config manager to bind it to whatever you want, its preset to H but ye config manager can change it anything
Anyone know why mods installed with NOMM does not work? I've got the steam launch option command typed in, the bepinex cofig is set to true, and the mods are in the plugins folder.
I've tried all but the deb version (as I have no idea what to do with it), and the rpm version is the only one I can get to launch the game from within NOMM. And I can't seem to find any guides for how to install it on linux (bazzite).
Has been solved.
Beautiful!! Thank you!
np anytime
Small problem... I can't get your mod to work. I wonder if I'm doing something wrong. I press H and checked the config manager but it doesn't appear in the menu.
screenhot of your plugins folder pls
I cleared it out in case there were conflicts
ye my bad lol here this one 100% works
decompiling the game again award
It's perfect! Many, many thanks for me this makes a huge difference.
No worries have fun 
about to commit a great sin to override MAWS sounds
well it sure worked
btw i should now be able to set the MAWS/RWR sounds on a per-aircraft basis
OH GOD
IT DOESN'T STOP WHEN YOU EXIT THE MISSION
yeah i'll need to make some fixes for long sounds
Erm you could use GAS lol https://discord.com/channels/909034158205059082/1478979322466271232
per-aircraft?
lol
i wanted RWR/MAWS sounds to be linked to the RWR
if i get good audio clips, i'm making the cricket RWR sound like the tornado's RWR
Do you want some bms sounds, or is this just for testing?
this is just for testing for now
ah i tested per aircraft but decided it causes too much complication i re used the system for the radarblip fall backs lol
yippie
yerp
I know its possible to join servers via LAN doing a command line method but im looking into creating a mod where at the main menu of the game there will be a LAN server browser.
LAN party like its 2009 
hmmmmmmm
TWS/Track warning?
Stt warning, but i should probably expand that to TWS so that the rwr is actually useful.
Wanting to push a single audio clip to it's limits just to make a more detailed rwr with no extra files.
honestly adding more audio files has been pretty shrimple
It is
I just had the dumb idea to push a single blip to it's breaking point
i have been using audacity to make sounds for the RWRs
gonna make it so the canonically PALA and canonically BDF aircraft have different tones Eventually(tm)
late but, it just works now for some reason it just works
@manic marten Was the Unofficial VR mod thread deleted recently? I apologize for the ping, I didn’t have Panda’s username info.
https://discord.com/channels/909034158205059082/1267296334294159430 no but OP hasn't moved to #1457927084587483260 yet so its in #1130830373937492050 where mod threads used to live
Thanks for locating it for me, I thought I was going crazy