#General Mod Talk and Bepinex Install Instructions
1 messages · Page 5 of 1
For the record, the vanilla game does have some degree of LAN support
Yes, its the LAN support built into the game already but instead added via the UI
youll be able to also start lan games from the UI as well
Finally
Nuclear Option in gaming arenas
another issue is needing to manually run cli commands on both ends each time. this boots like normal plus you can choose missions from vanilla mission selction screen instead of having to find and type out the mission name everytime
Done
I noticed bug where workshop maps dont load
it does work with user missions and built in missions
ill add the workshop mission sync into this like the panel has and it will fix it.
Wonder if its possible to port forward this port and see if someone is able to connect
Bit annoying that bepinex configuration manager, can't bind numpad keys, while num lock is enabled (because then whenever I hit 2, 4, 6, 8 on my numpad, then it also activates what I have bound to the arrow keys)
you know what i wanna make someday if i ever get the skills?
a Nuclear Option version of the Project Habakkuk aircraft carrier
Seems like something huge
I would have created civilian planes if I had skills as well though, which is a smaller dream but who cares. Size of your dream doesn't matter in terms of being bad or good after all.
more of a fun mod but looking into making an IR tone mod. so it actually does the IR growl lower and higher based off of distance and angle of an IR from engines before firing.
I made one recently and there was another one not sure who made it? They are really fun to make tbf
Mine has 2 modes one is it jumps straight from the urrrrr to the AHHHHH growl the other takes into account the distance and goes from low pitch too high
if you want any source code just let me know
I dont know if its worth modeling but i was looking at having it increase pitch based off of angle from thermal signatures as well
hmmm very interesting im not 100% how you'd calculate that but would be very interesting to see
so facing head on with jet lower tone and as you face the rear more it tones higher
I feel like it wouldnt be too hard.
I also dont know how to code so idk lol
could maybe calculate the targeted aircrafts heading as its exposed to the player then compare that to the players heading i suppose? there is probably an easier way but this is the way i'd start
calculate the aircrafts position in space compared to your heading. You can essentially create a "heatmap" for each airframe. not sure if the game has it already but you can have the mod create config profile for each airframe and then can adjusrt the config to match where the engines sit on the airframe
like medusa you would adjust the airframe config so that lower back on the aircraft the growl would tone higher vs the higher rear
very possible i suppose how would it work with angles thow? for instance if the aircraft is verticle and side on? would that affect it?
i actually found the games IRseeker logic and ill pipe that to the tone up and down since it already takes aspect line of sight, distance/range and flares etc
How to make waypoints visible.
alt f4
No but fr I would like to know
I just place them on the map and I see nothing
Just 3 buttons
wack
F5 = Open this menu
And than Arrival radius and turn smootherness.
check dm's not sure how useful it will be in this case as for the irlogic nice catch
I mean I can always spawn things in the map I guess
Though only on my maps
And I want to have them on others as well
Visible to be able to even work with them
Or maybe there are better waypoint modes out there?
I just want ability to see them as well, not just make autopilot to follow them and that's all.
@rapid pilot got it working
tone needs adjusting to more irl
but irseeker aspect working
pretty well too
works uncaged as well
very cool
Bzzzzzzz
also does the variable brake actually work for anyone?
I swear its never worked for me
got my first real taste of linux today why do you people do this to yourselves?
works on my machine(tm)
the joke goes that win32 is the most stable ABI on linux
it was just command line simulator 2026 
how
pretty sure most distros just use a gui wrapper for the package manager nowadays (i don't use it but w/e)
or snap or flatpak or whatever bullshit is the new meme
like, what distro did you even use
bro downloaded the kernel and is making his OS as we speak (this is how every distro works right?)
sudo rm -rf / (PS this is a joke dont nuke your linux box)
Large parts of the Linux desktop experience has been sufficiently standardized and works well. Audio is still stuck in the 70s.
the entire desktop environment sucks
both x11 and wayland are ass
also imo the audio problems are overstated
wireless networking is the actual warcrime
i get its more free than windows but im tired enough 
computers suck in general
oooo what's this
IR missile tone mod that works based off the already in game IR seeker behavior,
i have too much occupational trauma from trying to find backwards compatible workarounds to make automation work on win 7 when we still had loads of them at day job
I know a lot of people run open track so im wondering if i would with the tone mod in combo with the new increased missile maneuverability I would be able to have an indicator at the top of the hud so while dogfighting it would cue you of minimum distance from the target and the max angle of attack the nose would be allowed off of a target to get a hit with high confidence
So while looking back or around on your HMCS youll get shoot indicator while in dogfight saying SHOOT. its doing the constant calculation of distance vs angle the nose is off target.
not a single audio file needed.
sweeet
not one
it's just using game audio, or in the case of the new radar contact...
a fully generated 3khz square waveform, that is pinned to a specific length, then referenced for a cached premade sequence
worth it
better too because its not a stangant file, since you create the sound itself probably gives you mroe to work with
yep. you just make the waveform, store it, then make the sequence, and tie that back to logic.
just a question of how much that costs, and if linux will have their Bios explode from it
Do the GTA 5 one
Apressor thing
What, it would be funny to get chase by sytch with that sound
Why not
because it brings me no joy
this is one of the launch tones i cooked up
You have PTSD from those sounds?
that, but also it's just no fun
you can do it with GAS and the warning approach mod.
Guess I am a bad person indeed, and I wasn't even born recently
if you scroll up a bit and read, you see what i was doing, and maybe you'll understand that just a sound mod like that is not fun to me
I wasn't reading too deep, and it was half joke anyways
i don't like it, but i am guessing it's suppsed to be like a russian rwr?
not really, it was just me messing around in audacity
New mod coming out
neuralink upload straight into a 20th century boscalian/primaverian factory worker.
fun factory minigames making airframes
i am dragging my feet on adding squads
Working on MEAT
(Minimum Engagement Assessment Tool)
The game already seems to calculate the max arc of a missile but it seems to be much more strict than it needs to be for many munitions.
The tool will be focused on AA missiles for now but the mod when a target is selected will constantly calculate the max degrees off the nose can be from that target using the already existing limits from each missile MMR,AAM,Scimitar and the distance from the target.
In theory this would allow pilots to have a much more accurate way to know during a dogfight or cruising by an enemy plane without appearing as targeting them that they will be able to hit a target off bore so far.
The HUD will have a smaller FIRE indicator above the already existing shoot indicator that will vary in opacity based off how easily the missile could vector towards the target.
Say you were in a dogfight and as you enter the merge and go for the turn you would know before the opponent when the true minimum engagement distance of said target is, allowing you to hit shots you otherwise might not have thought were possible.
I plan on integrating it into the HMCS as well so that when you are looking at an enemy plane while in the circle of the dogfight you can look at their plane and still see the fire indicator
Perfect example: While the built in indicator said out of arc. the shot was entirely possible. MEAT would have given me a FIRE indicator indicating based off the missile parameters that the shot was indeed "possible"
MMR-S3
thrust 28000
burnTime 2.2
fuelMass 40
mass 100
finArea 0.3
torque 2
maxTurnRate 45
seekerMode 3
flareRejection 2.1
positionalError 3
driftRate 160
guidanceDelay 0.05
tangibleDelay 0.1
selfDestructAtSpeed 200
maxLead 5
got what i needed for calc
You should also include the relative speed and heading of both firing and targeted aircraft into the equation
I wonder. What are the tools to create models?
guys, anyone have tutorial for modding for NO🙏
like downloading mods or making them?
making them
#1457932420882894901 message there is a tutorial here im not sure how complete it is I learnt by installing visual studio 22 and the needed components for it then I got unity explorer and messed around with that for a bit then I got dnspy and started looking at how other peoples mods work the rest is history its a very big learning curve if you havent used c code or dnspy before AI can help explain things and do very basic tasks in coding but I wouldn't rely on it fully you will spend more time fixing what it made use it as a tutor
or this yeah its down to preference really I prefer visual studios UI
it helps if you can make a unity project from the game if you wanna explore ui elements
for simple mods, you can just decompile the game
or explore it in ilspy/dnspy/whatever
for starting i'd stick to unity explorer + dnspy and make something simple
i feel like once you understand dnspy or ilspy you can do pretty much whatever you want lol
at some point, i have to figure out how to get rid of the script errors in the unity project 💔
I can recognise the codes now lol seems to be the same 4 - 5 everytime
me when i miss a } 
i cant wait to get into unity properly and learn all the new errors
i wanna know if i can add objects to the cockpit
i managed to make an asset project that piggybacks of blueprinter its an absolute nightmare lol
i too wondered this i crave bobbleheads
i wanna have an RWR display in the cockpit
you know what, i have an idea
but i'll have to explore it when i get home
Why not just build it into the one that’s on the mfd?
Since I know when there isn’t a target selected the MFD has a pseudo RWR that shows pings and contacts on it
because i want something that's always visible and might have a weid set of lights alongside the actual display
Ahhh, ok that makes sense
the helicopter and fighter RWRs have lights alongside the display
can't i just create a gameobject with a model during setaircraft
and set its parent to the cockpit or w/e
you'd probably need to set a custom transform for each aircraft then I think?
yeah
first i have to figure out how to get my own model in the game lol
just blueprinter/s
i can probably just throw together my own asset bundle
the actual unity project for blueprinter isnt public just the dll to actually load the assets in I made a unity project that uses blueprinters dll to load my assetbundles its just really annoying to get right
my current system allows the use of donor assets so im making some crazy weapons atm
Need someone to test my laser mod, find me a big with its
- Piercing
- Tracking
- Self-damage
- etc
what does do unity explorer?
in contrast DnSpy
exports unity assets and can view them
dns spy you can decompile the games dlls
these two will give you info on how the actual in game systems work
.assets
this?
Yes. im not very versed though. also I probably wouldnt upload any here to check
thanks
since its distributing their assets
Very alpha test of MEAT
Out of arc but MEAT with the faint indicator says the shot is actually possible
Indicator raises in opacity as your shot becomes more inline with the "optimal launch trajectory"
Default shot indicator says too close, when the shot was possible. MEAT instead had faint indicator showing we actually had a faint but possible chance to hit.
this is it? unfortunaly i don't understand how to work with it yet
I use ILSpy but you should be able to open the nuclear option data folder in dnspy and then have it decompile all code and export to folder
you can read each cs from there
you need the mono version i believe
https://github.com/sinai-dev/UnityExplorer/releases/download/4.9.0/UnityExplorer.BepInEx5.Mono.zip use this and press f7 when in game
@dense bear My bad yeah i got unity explorer mixed with asset ripper
Unity explorer helps see backend game stuff while the game is running
it lets you see how things work there is also a button that takes you to dnspy with whatever you have in unity explorer open really helped me learn dnspy
that's the wrong version of unity explorer
use that one
Sorry for mod spam i updated all my mods to include game version
Do I must have to have only one Plugin.cs file?
I just see through DNSpy that people mods have several, or even dozens, of them
you can use one cs file i did when i started but it gets messy its easier to split important parts into multiple cs files makes debugging or adding features easier
take my mod GAS for example its a few thousand lines in total trying to fix things or add them all in one cs would be a nightmare but split them up gets a lot easier
folders are also a godsend
Yeah^
You’d ideally make a new file for like a new section of code you’re making
For example instead of having me charging the power curve of the jammers and transform of a radome you’d do that in two separate classes
Consider looking at open source mods like https://github.com/kopterbuzz/noblackbox or https://github.com/TYKUHN2/AtomicFramework
AtomicFramework might be a bit weird because it has Mod.cs which is not what you think it is
Class1.cs
i'd say to look at NOX but it's all kinds of crazy
I can offer some of my mods for reference since all of them are also open source
Has anyone had their Bepenix config plugin stop working? tried to bring up the menu in game and nothing
huh?
What is the difference between upper and lower files below GlobalSoundReplacerNO?
Those aren’t in a namespace they are under the root below that is a namespace it stops things like name conflicts
Is there a way to add parameters from Assebly-CSharp itself? I'm currently looking at the code for QoL and other mods, and they're difficulty but referencing them. The AI is also very strange, suggesting something I've never seen before.
this is classic ai making assumptions "using NuclearOption" its guessing what you need is in that namespace its not if you are determined to use AI to start you can usually tell them to remember things and give them context also screenshots of dnspy however you will spend a lot of time back and forth youtube is full of playlist showing how to mod unity as it is a very easy engine to mod when you get the hang of things and as for the screenshot everything you should ever need is in there im still very new to it all but I have several working mods and can easily find my way around its only taken 4 ish months and you can always ask here there is lots of people willing to help
There is a way for AI to make decently usable mods but you gotta figure out your own methods to get it to work
Look up prompt engineering and context
i feel like a lot of people have got to the point where they treat ai as a real thinking being and thats where a lot of issues arise
true but its also highly capable, its a multiplier. I just know some basic terms and you have to be specific. That combined with context it works decently well
all my mods are Chatgpt
i dont write a single line and it makes a batch file to compile it for me
it works pretty well, but - being a multiplier - it will multiply smart just the same as it will multiply stupid
exactly!
If you just say " hey make me this mod for nuclear option that say hooray everytime i die its going to give you a cs file that says die>hooray.
But if you give it a somewhat correct flow like.
I want a bepinex 5 mod for a unity game called nuclear option. Here are is how this mod is supposed to function
Step 1:
step2:
step3;
I want a zip file containing the build files included with all needed references and a batch file to compile the code for me.
youll need to debug a bit but once it does it correctly ask it to make a text file of what it did and then youll have a clean template to make more mods with.
then give it context it will work nicely
i never knew it could zip files and i suppose with the right enviroment it would be feasible it was very good at helping make my menu maker but I find it causes issues when editing my existing code i suppose if it wrote all the code thow it wouldnt be as a bad
ye i suppose i never experimented enough with them i had ugg when i started he was a deep learning teach it yourself ai with almost bottomless resources he could recite the entirety of sharp in detail i miss him rip ugg
OPOL I think is 3-4 thousand lines of code. didnt say it was optimized yet but it wrote a mod with 4 thousand lines of code and its working.
lot of code because of all the data collection,logging, and real time flight path simulation
interesting i won a years subsription to chat gpt and claude but i only ever use it to restructure mods or troubleshoot but recently its been causing a lot of trouble
love it when my c key stops working
lol
let me see if i can whip up a simple text document template real quick and ill send it to you
i refuse to use ai to code
"insert old man yells at cloud gif"
thats fair, i cant code and i have a full time job in IT that isnt coding so i dont want to learn lol.
I like AI as a tool but I still prefer hands on co pilot is really nice
old man blows up cloud with a NUCLEAR BOMB
nuclear option
what that?
ah
I am waiting for @manic marten to see this.
for anyone using ai to mod heres a good bepinex template
that there will give you a good direction on making a mod! 😄
if it makes build errors i just copy from cmd to chatgpt lol. can take time to debug
i installed rtk for the ai lol brings usage wayyyy down
I let a few other people use the account because well it was free and i barely use it tried to get it to upscale some old blueprints and got hit with the limit message
claude is much better and tried paid plan. the limit is so low its useless for complex mods
chatgpt 20 dollar plan I can make all the mods and changes i want
i got gpt pro hehe its funny because it says unlimited chat and image but turns out its not lol 5 people managed to hit the "unlimited" limit in 3 days.....
done
you can use .net standard 2.1 to have some nicer things and still be compatible
somehow ai created to me this pretty simple script, im surprised
LMAO
thank you!
i made this mod that puts a jpg or png on an enemy aircraft in 3d space as just a quick example but that template made me this in 5 minutes
and two quick debugs

7eps you have any idea what part of the code determines which angle a missile will take off its pylon?
OPOL is decent rn but if i could know the angle its going to take off the rail it would help a lot
not yet familiar with the weapon and weaponstation stuff
"yet" 500 megaton lynchpin confirmed next update
im very tempted to make a launch as a piledriver mod
I don't wanna get fired but I have an obsession with lynchpins
when activated you will launch out of an msv and follow the path of the piledriver in your aircraft
im currently using a cloned piledriver to add a new hypersonic glide vehicle
optical lynchpins 💔
ive just fully learnt the most common visual studio errors and now unity is throwing new errors why WHY
some arent too different tbf
one error after another
fix the error and create 6 more 
If you ever wonder how I make mods so fast...
yeeeee they're putting you on the KOS list when we get to the skynet phase
Incoming missile auto target key binding is coming very soon
im so tired..... custom asset loads so i test it - it needs some tweaking so i tweak it and rebundle it - custom asset fails to load - are we fr?
Hey folks, apologies if this is a repeated question. Had a browse through the pinned and a looksie at the guide, but hoping I can get in touch with somebody for some more direct advice.
I'm a VTOLVR modder - I've modelled, textured, and implemented full aircraft, both real and fictional. Looking to try my hand at custom aircraft for N:O. Anyone willing to speak to me about workflow, processes, friction points, etc?
The only tried and tested way is with blueprinter and that’s private unfortunately I’m working on a custom asset loader myself but it’s no easy task especially because I have very limited experience so far I can add munitions and props once I have these down I’m gonna move onto aircraft
Modding starter pack:
Claude
DnSpy/IlSpy
VsCode
Coffee
Unity Explorer
Unity Editor
I use Visual Studio. IDK how the vscode flow works
wtf is Coffee
^
Visual studio is elite
I've broken my csproj files into reusable chunks
“Hey Claude rename these 5 specific things I’m telling you too” - “renamed everything with the letter e in it and converted the mod to morse code oh and it’s now update 69.420”
I updated mine recently and am getting a really strange bug where I add a reference and it just refuses to see it very sad times
I'm rn experimenting with AI Agent
I get a free API key
Free aah Chinese AI
I know a few people use them for modding I just can’t deal with them for longer than 15 minutes haha good luck to you
Why
The ai makes code and I spend 3 hours debugging it or I make the code in an hour and it works with very small issue I also know where everything is and how it works if I tried to make GAS purely with AI I actually think I’d go insane
With my agent, I can train them how to use the tools
I’ve probably said it 100 times now it’s a nice tool for small tasks but I just can’t be bothered to type back and back and forth I’d much rather just put a film or series on the second monitor and code away
Haha
My main issue with the ai is they will never fully know what you want they will try and make what they think you wnat but they aren’t human and they aren’t you so they will never get it 100% right
90% of their problem solving is either going or circles or just delete the code causing the issue and take the feature loss 😭
Well uh mine doesn't do that
Fair enough I think it’s down to personal preference
Ya need to fix thy work flow of the AI
Mines just
Understanding-find references-build
Mine have a pretty good reasoning
They actually look for references like github etc
That’s just the thing I could spend time refining it and getting in a good place or I could just do it myself and I guarantee it will come out better I’ll still use it for renaming and restructuring ( my code looks awful structurally ) but currently I am faster and more refined than an ai
👍
Good luck thow I’m sure you will get good results
I already made a mod using it
Well all it do is just log the whole battle

I want to make something like monitor awareness system
Palantir aah
A mod is a mod the fact that we have people willing to create them for free and no reason more than improving other people experiences is good enough in my books
73#
Yes
Bruh I accidentally change into the symbol and number keyboard
And my muscle memory kicks in
Could be worse my c key is buggin on my keyboard my messages come out like I’m stuttering
😭
Time to try blueprinter
Has it been released yet?
I wonder if it is possible to make a mod so that modded in planes are added to default factory lists?
Since from what I've played so far with mods, you can only buy them and can't requisition by rank unless on a mission specifically made for that mod.
https://youtu.be/fSFjhWw4DNo?si=P77MSuxog7hN-b8G
We need JATOs
THIS VIDEO IS COPYRIGHTED AND PRODUCED BY MYSELF TIM RATHBONE, ANY OTHER COPIES OR PORTIONS THEREOF ARE IN VIOLATION OF MY COPYRIGHT AND WILL BE REPORTED TO YOUTUBE AND PROSECUTED TO THE FULL EXTENT OF THE LAW! A LICENSING FEE WILL BE REQUIRED TO USE ANY PORTION OF THIS VIDEO!
YMC 130 H Credible Sport
http://crediblesport.blogspot.com/2009/04...
Ye it’s possible
I’ve been saying this for so long hahaha
Hey guys. Does anyone know where to put the .nodp files?
Directly into NuclearOption/bepinex/plugins
larping... so hard
I'm trying to download the f16 mod, and it just won't download for some reason
it'll stop after a minute or two
you have version 3.1 of the mod manager?
rider
finally it loaded properly
damn
rider?
https://www.jetbrains.com/rider/ from jetbrains
its paid but i still have it from being a student lol
currently writing them
there's
a lot to do.
it's already longer than my uni dissertation at 18,000 words
yeahhhhhhh
I'll probably get it finished when I'm recovering from surgery next month
process is straightforward but a hastle
for each monobehaviour:
- read through decompiled code
- document what everything does
- test ingame
- note all edge cases
dnspy mcp wen
ive used assetripper back when it wasnt the web version, but that was so long ago and idk the best settings to properly rip a mono game
ill try level 2 this time
default
just set it to level 2
oh and set the script mode to decomp
what a shit decision btw
the web version is so laggy
YEAH it's hell
getting assetripper premium was amongst the better business decisions of mine
worth
im assuming that you have to keep the subscription to get updates (?)
it hardly needs them
Im trying to learn more about modding, What does level 2 on assetripper do vs me just launching the web gui version and loading the files and ripping with default settings
Also looking into making an Airstike mod
Serverside mod you can set dollar amounts cost per kind of strike package. Users can request and pay for the strike and the server will spawn the strike package with the given targets.
Enemy team will have to move to intercept the strike package
level decides decompilation level
whats the main difference between decomp level 1 and 2?
stubs vs method bodies
i guess it worked?
Custom assets hurt my head so far I’ve got 4 working assets and about 20 broken ones lol and I still need to learn how to make textures for them 
Do mods allow you to play multiplayer
wow what, how
I had something to do, but I don't know what it was.
most mods however certain ones that affect gameplay intentionally do not
Some were, and some not
fingers crossed my new munitions should be out soon™ just need to tweak the last two and make textures
Use the guide I linked, got me there eventually
I don't understand TvT
I'm too stupid and need more clarity
When you export using assetripper set it to level 2 and change the script export format to DLL export without renaming
Which asset you rip
The managed?
The entire game folder
Ok
Need to figure out how the blue printer patch operations work
smh
Hey, how did you install the MC 260? When i try to install it, it's not showing up
yup thats custom assets for you it gets easier thow trust me lol
this is from when i was trying to make barrel bombs lol
do you have blueprinter.dll?
I dunno, where can i found that ?
https://github.com/nikkorap/NOBlueprinter-Releases/releases/tag/1.8.17 download that and put it in plugins
its also needed for the mig 15 and f16
Thanks 🔥
close enough
still does not work for me
I have a question gang
I got into modding the game recently, but mounting any of the mods (or at least Blueprinter) makes me unable to browse servers.
maybe it's an already known fact in the NO community that most mods turn off your multiplayer, but I want to make sure
Servers/lobbies with the same mods will show up
if you have the exact same mods, you can see and join em
Ah I see
ngl it's kind of a dealbreaker I lowkey expect mods to just turn off when you join multiplayer
I had downloaded the building repair progress bar mod and even that would hide servers to me
no offense btw the current mods being made are straight heat
But all those youtubers gassing up how modded NO is the best experience actually expect me to enjoy using them on bots lmao
Anyway I'm hyped for official mod support so that mod management is native to the game
I've spent most of my time playing modded in MP lmao
Hosting ?
thinking about making a dedicated kar server
anyone already have one up? doesnt seem like they do
Official mod support won't change the fact that gameplay mods will break multiplayer compatibility
dw I was just mad because I assumed there were mods that could run purely clientside
Not talking about entire airframes but like some HUD mods
Ah yeah, some of those get wacky with it
im pretty sure there are mods that are just clientside no need to have anything server side
Sound replacements and such maybe
But I remember once seeing a mod that adds the status of each of your missiles in a volley and shows which landed and which failed
Like a board
There are a few mods that work purely client side the issue is mods can very quickly turn to cheats and the last thing anybody wants is all the mods deleted again
Some can, only ones I've personally used, was #1457938330153910440 and #1458083280250208307
Now I personally don't mind playing against bots, as I find lobbies with randoms (only played pve), to be too often a mess
Both as it's not exactly easy to work together with only text chat that does not allow you to read messages you either missed, or only read partially, and all too often people just use up all the teams nukes, the moment they can
I'd personally be happy with simply getting a chat history (and maybe giving text chat it's own location in the UI)
it is a mod but official support would be nice
that is simple to be done clientside
at least the chat history
easiest would definetly be giving it an extra window
this sounds like something i could add to NOX 
honestly i could probably throw something together when i get home
One minor issue I've gotten. Is that when using QOL mod, I no longer get weapon descriptions, while I don't have footage of it, I'm sure when I first tired it, I got weapon descriptions.
Without QOL
With QOL
It is a known issue with their recent update. They plan to hopefully have it fixed soon.
How do you connect to modded MP servers-
have the same mods
I probably should have realized that tbh
Please don't name it fire
Name it "launch" or something
The term fire would be confusing with an indicator for engine fires
(It's not actually used often in aviation for this precise reason, fun fact)
FTR, I mention this because this would confuse me and I want this mod so bad lol
you can drag and drop this file straight into the chat and it will show us the full log
Its my friend's problem, so I cant, but it is full log
ok thats fine is there more than one mod installed currently or just the third person hud mod also im assuming the mod isnt working in game?
Only HUD mod, even mod loading screen (for QoL, KAR and BOTE) dont appear
ok so in plugins there is just thirdpersonhud.dll or whatever its called no other dll's?
Yes
ok so the log shows that bepinex itself has found the plugin and finished loading thats what the chainloader message is as a test tell them to install this https://github.com/BepInEx/BepInEx.ConfigurationManager/releases/download/v18.4.1/BepInEx.ConfigurationManager_BepInEx5_v18.4.1.zip then press f1 in game if a menu appears it may be the mods that are the issue
have they also done this? its usually the main issue with mods
No any menu appears while pressing F1
HideManagerGameObject = true
Should be like this?
yes it should be true
have they verified steam files?
No, but game was reinstalled like 3 hours ago
Also tried to share my game files, still the same problem (but my game works)
does the log say it loaded config manager? also in SteamLibrary\steamapps\common\Nuclear Option\BepInEx\config is there a config file for config manager?
Thats all
Idk why but LogOutput wont update after closing the game
have you tried reinstalling bepinex?
Yes, after reinstalling
im fresh out of ideas only thing i could reccomend is a reinstall of the game and reinstall of bepinex too
Bit of a silly question but does anyone know why my game bugs out after i exit an aircraft once? (im in mission, eject and then go to spawn a new aircraft and it wont let me move etc its like im spectating). Mods i have installed are:
BepInEx Config
Blueprinter
FQ-106 Kestrel
WSO Yappinator
NO extensions
Frontline Map
NoBlackbox
Laser rocket fix
Ai limit
Repair progress
WIngmanvisual
Frame limiter
Aryx's Mig-15 (updated version)
F-16M (updated version)
MC-260 (updated version)
I use the Mod manager so i don't know if mods update automatically or if i have to manually update that or what? Im a bit at a loss
thats.. alot of mods
some might be crashing into each other
and you cant move
recommend remove chunks of these mods at a time until you no longer face that issue, and then adding a mod back one by one
youll be able to find out which mod is causing the problem
i mean, post logs
i think i fixed it, turns out i just needed to update a couple mods (went through and checked all the versions and updated them manually) and it does work now lol
Hello users, has anyone made a mod yet that raises or removes the altitude limit for flying?
There is no altitude limit?
there is no altitude limit but there is no air up there
Hey guys, do you know if they're making Sukhoi mods?
I'm dying to play Flanker and 57.
currently as far as im aware there is none being made
there is an altitude at which engines turn off
17 600 M is the altitude.
Oh you mean at this altitude there is literally 0 air?
the engine turning off is a result of oxygen starvation?
in the game is it coded gradually or is it abrupt?
petition for the kr-67 to have fuel bag of liquid oxidizer 'L_'
At 17.6km the air pressure is on 8% that of sea level
That explains why without engines at that altitude you're basically following a balistic trajectory
all aircraft mods (that i know of) being worked right now are completely custom & fictional
there's a Mirage 2000D in the works i believe, and we already have a Mig-15
true on the mirage, but mig15 is finished and done
anyone having problems with modded aircraft not being playable at all? Never had a problem before and I haven't downloaded anything new in terms of mods.
Thanks for the help man, you're a real one! I was so sad for a second there.
Any known mods for alternate camo nets?
does anyone know why bepinex configurator doesn't work? any other mod loads fine for me. i press the keybind and it doesn't work i changed it from f1 to insert but it didn't help
If you would like a patch made in your country's language, please let me know anytime. I will create it for you. Please note that the translation is done using a machine translator or AI, so the quality may be lower. If you do not want that, please use https://github.com/9138noms/NuclearOption-TranslationToolkit/releases/tag/v3.0.0
to create the patch, send it via DM, or post it here with a mention, and I will use that to make the patch for you.
does it appear in logs as loaded?
while updating infinite ammo and weightless i found my old wingman mod safe to say updates broke it even more lol
hi all, I currently have my bepinex files like this, I have changed the chain loader to true and put two mods in my plugins, however I haven't been able to get them to work. did I miss a step?
Yes it does
I'll try reinstalling the game
Screenshot of plugin folder pls and also logoutput file
If you send logoutput file or log dump I can take a look
Okay, just a sec
Looks like it’s loading fine did you try the f1 keybind before re binding it to insert?
Yes
Did not work
I was trying it standalone cause I thought another mod was causing problems but that does not seem to be the case
Verify BepInEx.cfg
Try deleting the config manager config cfg file and running the game again and pressing f1
Excuse me, is there any existing documentation for creating custom aircrafts or should I find a specific person who's done it already and talk to them about it?
didn't work
reinstalled the game and its working now!!
has anyone been encoutering an issue with aircraft mods being "unavailable" at airbase? i have the F-16, the chimera, and kestrel mods, and all are stating theyre unvailable at the airbase. I checked if it was related to the hangers, and its not. they were working fine a few days ago. anyone else having this issue?
update blueprinter, there was a hotfix that broke it
k
if anyone has shoshanas removed mods still in their mods folder could yall dm them to me i wanna archive them for personal use
+1
while I have the TVMissileHud mod, I don't feel like distributing it 🥀
I believe there was someone in the P2082 server working on something similar though
idk why we can't just eat good mods in peace 
Why are al mods from Shoshanas removed?!
People ask too many questions
check tvmissilehud thread for drama lore
Distributing other creator's mods without permission is illegal in at least 182 countries.
My dearest Rick dom probably a good idea to talk to someone like aryx or offiry as they have created some amazing aircraft’s mod, as far as I’m concerned currently I have yet to see any guide on creating custom aircraft’s
Thank you, feddie scum, when I'm more ready to work on something I'll contact these people you have reccomended to me.
Yo didn’t full frontal die?
Like
Dead as hell?
What's that have to do with anything?
Anyway, yeah, didn't he get his soul sucked out of his body or whatever?
Some space magic BS
New types am I right?
deadass
Well see you whenever I see you next you zeonic teddy bear
Also good luck if you are making anything
Take care I’m probably going to either to drink coffee or knock myself out to sleep
lmao
i leave discord closed for a couple hours and a whole civil war happened 
https://github.com/nikkorap/NOBlueprinter-Releases/releases/tag/1.8.18 kar and bote require blueprinter put it in plugins with the others it should work
have fun lol
Gentlemen I have a question. I have since downloaded QOL from the 2082 server along with Mod config and NOTT. Do these mods restrict access to MP?
Yes, mods that significantly change the functions of the game restrict access to only hosts/servers that are also playing with those mods
QOL will set you so you can only play with other people using QOL almost all visual mods or mods that only affect you will not block multiplayer but game altering ones will
Hello. I'm new to the whole modding scene (though not quite new to programming) and I'd like to get into it. Is there any general advice, resource, tutorial, etc. that I can follow if I want to get into adding custom content, like my own missiles that use custom models and whatnot?
Guys what mods have you got in your list?
Here is mine
no shot bro doesnt use nomm
not all mods are on NOMM
i have used NOMM, but it didn't show ne what mods i have installed.
maybe i should install them only from NOMM??!!
I want to model something out for a possible NO mod. But, I can't decide between these two planes from the portable ace combat games.
I will take an impromptu public poll.
Please hit the 🇫 if you would prefer the Forneus (left, the beige one) or hit the 🇦 if you would prefer the Apalis (Right, the blue one.)
Don't expect too much either way. Thank you for participating, regardless.
Hey ive never really done any decompiling before, might be a stupid question but what is the best way to get vsCode to recognize the methods from NO
So i have the code decompiled, I have a harmonyPatch class trying to patch one of the methods but understandably its saying "hey idk wtf a KillDisplay is" when i try and build it
Do i just give it a dummy namespace/class?
Oh nevermind I fixed it, I can just give it a reference to the Assembly-CSharp.dll
was just about to ask if you have added references lol
Apalis or Forneus
5
7
1
Apalis
🇦
It does show what mods are installed
i'm having trouble with this, when i extract the contents of BepInEx into the nuclear option folder and launch the game, it doesn't creat the new files.
Picture of nuclear option folder
https://github.com/BepInEx/BepInEx/releases/download/v5.4.23.5/BepInEx_win_x64_5.4.23.5.zip make sure you use this x64 win version
thanks! i can just drag and drop those files and it will replace everything right?
delete the old bepinex folder and overwrite the rest
Okay, I'm doing my research for the NO-Apalis project and it's looking like the most reasonable interpretation is a fatter, twin-engine Revoker in terms of stats and capabilities.
Fair enough
honestly, I was excited to work on a FORNEUS instead, but starting with a more conventional aircraft is wiser in hindsight anyway. How would you even replicate the COFFIN system in NO?
I'm sure you could make the entire aircraft see-through from inside the cockpit through some kind of trickery I'm not familiar with yet, but still.
Tbh extremely good question but I will say every single aircraft mod until now has used a normal cockpit besides the FQ-106
But the FQ-106 doesn’t really have a cockpit
I think you could probably make a normal cockpit but then texture it so it looks like the COFFIN?
Yeah, some kind of trick so from within the cockpit, you can actually see through the rest of the plane properly to represent the COFFIN's special camera setup. Admittedly, the absolute kino would be that knocking out the cameras around the airframe would screw up the associated parts of the panoramic screen around you in the cockpit, but we'll call that an update 1 or 2 problem when I get around to my first COFFIN based aircraft.
Also I will say it but the fenrir is probably my favorite of the coffin systems
Yeah and I’m pretty sure there is a much simpler way to doing it so there’s not much problem
I’m not experienced in modding aircraft’s anyway
me neither, this is my first time. I've done (very amateur level) hard surface modelling in general before but this is new territory for me. Well, as long as I'm learning and having fun, right?
Yeah exactly, with stuff like this I feel like it’s just a nice way of having fun while learning something new
Ofcourse it’s complicated because you need the armor, the internals and then the separate damage model to top it all off
seems reasonably accurate to me... Well, for the basic proportions anyway. Doesn't have to be 1:1 and all.
Looks fine to me
Also while the fenrir might be my favorite the apalis is definitely a very unique design in the best way possible
Simple, backface culling and don't add faces to the inside of the cockpit
I don't recall exactly how NO does it, but the first person cockpit is not part of the third person model
It's overlayed on top
I wonder when this will deserve its own little threads thing?
theres a couple mod threads for the development of custom aircraft feel free to add to it people love asking when it will be released 8000 times a day lol
BEHOLD
The results of mild effort!
big spoon
yus. Big spoon for big pilot (yummy yummy)
Y'know, I wonder how difficult a chemical laser would be. Y'know, like, it's way stronger and can actually zap aircrafts real good and easy like the TLS from Ace Combat, but it's got limited ammo and isn't just taking from your capacitor?
https://discord.com/channels/909034158205059082/1471692865062043691 this existed for a while
Informative!! It'll be a good reference for later anyway.
There’s a mod that makes the laser able to destroy stuff like ship
Coming out nicely
Continuous mild effort.
i've been making some weapon models but im still far of being efficient enough at blender lol I made a couple small bombs, rods from gods and hypersonic glide vehicle the glide weapon has been the hardest by far especially the textures
Yeah textures are awful bro fr fr
Just remastered a mod nobody had asked for, feel free to check or give feedback to NO Music Replacer Remastered.
or not
guys im stuck on the step 7 it says i should run the game so the files will appear but they dont and i dont see any bepinex config. what should i do
https://github.com/BepInEx/BepInEx/releases/download/v5.4.23.5/BepInEx_win_x64_5.4.23.5.zip use this version of bepinex sounds like you have the wrong one
I bet there will be an FPV drone mod in the future... 🔮
i tried but its very very challenging for me atleast
🤤 i don't know how to code so basically any mod looks like magic to me
nope. still nothing
ive installed it
but still nothing
i did all the instructions
Screenshot of game folder pls
1 sec
here
maybe bc of melonloader but i dont really think so
i feel myself stupid
I’d remove melon loader just because all NO mods are built on bepinex and I’d probably install the mod manager that installs bepinex for you
i have specific mod in modloader that allows me to have hud in third person
thats why i didnt remove it yet
melonloader my bad
https://discord.com/channels/909034158205059082/1466620964614705277 this one is the same just for bepinex
Yes I’d remove melon loader and bepinex best decision would be a fresh install of the game and use NOMM
can i have a little guide
For NOMM?
https://discord.com/channels/909034158205059082/1467341462227124305 you need the msi file or portable works too msi is better thow its a simple click and run there’s an option to install bepinex inside
Make sure it’s the windows version too
Not Linux
Sure I don’t mind
@rapid pilot
Was that the msi or portable?
msi
Try portable
It’s an install file so usually just run it
I’d also highly recommend reinstalling the game there is a lot of loose files
NOMM has been having a few compatibility problems with the newest framework, but yk
Java is buns to work with

You don’t have any other NOMM installers open?
Not a likely cause for issues with NOMM ngl
Ok it’s fine we can fallback to manual installation now that you have a clean install grab the bepinex file I linked and drop it into the games main folder like you did before
You download the zip file and unzip it inside the nuclear option main game folder where the exe is
OH WAIT WHAT
DONT TELL ME I SOMEHOW DONT HAVE THE ZIP THING
FORGOT THE NAME
the winrar
yep
I don’t think you need it for bepinex I’d imagine windows built in unzipper would work I use 7zip thow
it somehow got deleted
If you select the file it should say extract all at the top in the header
it was installing as an other zip
lemme run the game now
ran the game
what now
Inside bepinex you should now have a plugins folder
It’s fine don’t worry haha I do this all day
it may have clouded it
okay i deleted it
ill try to run the game again
IT RETURNED
i swear to god if its not the springtrap
okay this is shit
i assume the main dll is still installed send a screenshot of your games folder
every time i run the game it returns
version.dll maybe?
but i think its the games dll
yes remove version.dll its from melon loader
any life in bepinex?
YES
plugins folder?
perfect ok all mods go into plugins
oh one more thing change the gameobjectmanager setting in the bepinex config file very important
yes unzip them you want dll files or folders with dll files inside
dont remember this in the manuals ngl
ill try without it
HideManagerGameObject change = false to = true
it 100% needs blueprinter if you go on aryx's github where you get the mod its a requirment
oh hold on you have downloaded empty source code for blueprinter
you need the dll file the top one
yea yea i think i missclicked
?
oh k
you can ignore the source code files its something github auto generates
lemme find the f16 link
got em saved lol i keep track of most of the mods on here
ok looks better try now
have fun lol remmember theres the kestral the mig 15 and aryxs new cargo aircraft if your after custom aircraft all of them are great
ye there's a ton of really cool mods kar and bote lets you use cars and boats a bunch of my mods along with better ui mods etc
https://discord.com/channels/909034158205059082/1457927084587483260 all mods are here
and last question how do i download mods as nobp
like i can only install them as a zip
and i dont see any nobp here
like this
@rapid pilot
only mods that add physical assets are nobp mods otherwise they are dll files
what mods are you trying to download?
you want either a .dll file or a nobp file
ive installed the mig 15 but
i dont see any here..
that looks like source code again
ohhhh i see the confusion i was the same when i started you always want to go to releases in the bottome right and download the latest
np
hello
thats a very big list lol my biggest are infinite ammo, weightless weapons and gas
WAAAIT INFINITE AMMO IS YOURS?
ive played with it and i LOVED it
ur doing a great job man
chats full of people like me 7ep and nikko were modders as of a couple weeks ago now they are devs, crazy community lol
oh george too
Hello. Does anyone know if there's a mod that lets you fire a gun without selecting it? Like in WT
like fire all guns?
i think i may have seen something about it
im not sure if someone has actually made the mod thow as i can see this being classed as an unfair advantage
Look, I need to be able to fire the cannon while the missile is selected. Put this on a separate button, for example.
Eh...
a mod that allows you to shoot a gun without being selected would fall into the unfair advantage category
you can do this with NOTT
Okay, understood
Thx
it exists, though
it isn't particularly easy, but through NOTT many things are possible
i assume NOTT is able to be used in vanilla servers? i never used it
they don't really "allow" it, it's not really spoken of
it's pretty finicky to pull off
hmmm i see
same with the separate countermeasure buttons
yeah NOTT is universally allowed
fair enough i suppose it falls into that very large and volatile debate of if mods should be aloud in vanilla servers lol
the various discussions of "this mod is a cheat!" are always a bit funny when NOTT quietly offers things like this lol
you can bypass the entire weapon-switching mechanic with this
could be worse someone once dm'ed me saying GAS is a cheat software
i have my gun bound to a button on my controller but tbh i just switch to it
i never really looked into NOTT seems advanced thow
it's pretty interesting to experiment with
this is hilarious, what the heck?
i might take a look after im done patching all 7 million of my mods
ye i asked how and got blocked 
i also had to get steam input involved with both the countermeasure buttons and the specific gun button, so it's not possible with NOTT alone but the need for separate software is implied by the results you get without it
thankfully steam input isn't really that difficult to use once you get the hang of it
i remember the mod that allows cutom inputs to be added that could definitley do it but would require you to build the binds yourself
Thx guys, this mod is better than nothing. But WT only in this moment was better)
how does CM selection work in NOTT again
I never could get it to work alone purely off the mod's binds
so I dropped that feature
#1457938330153910440 message this is ostensibly a guide to doing it the way I have it, but perhaps it's not written in a way that is useful to anyone else
at this point it seems to work very reliably for me, i have each countermeasure bound to one of the paddles on the underside of my controller, I used to have them on separate face buttons
it switches to the respective countermeasure and starts using it on a single pull of the paddle
you can certainly use it without steam input but you would have to switch to the countermeasure before pressing the button
which rendered it sort of pointless in my opinion
i decided to figure out how to do it without that and it turned out to be possible
yeah this was the issue I ran into
which made me drop trying to use the feature
I didn't realize that it only worked for selection
d-oh
I was testing a new map mode and it worked in multiplayer, but I think something really big has gone wrong.
I think I made something really bad.
hey i need some help getting air craft mods to work i have the blue prints mod installed i have tried mod manager just says down load failed any help would be appreciated
@outer oracle
Are there any mods for different maps or bigger maps?
#1471285783955771576 (no one has created a custom map with this mod yet)
at least not as far as I know 
damn I am going to have to learn to mod and be the change I wanna see
theres a couple people making maps that i know off me included its not hard to get set up thow honestly
There's a framework that might work
Iirc, it's kinda broken
im having an issue with a mod I'm working on
It appears that it conflicts with another mod becuase I think we're hooking the same type (TacScreen) to update both mods
I need my mod to update every physics tick at least, shoudl I just change which function I'm trying to attach to?
i think you need to provide a bit more information
im doing this
another mod is also doing this (because I used it as a template since I wasn't quite sure what I was doing initially)
should I attach to a differernt update function in order to update every tick?
are you like taking data from the tacscreen on updates or what exactly are intending to do
also which mod
endars NO ATC mod https://discord.com/channels/909034158205059082/1479363697737596999
so hooking into the same method should not be a problem at all so you are maybe doing it incorrectly may i see the whole patch
what is the issue does it just not do anything?
if I have the ATC mod enabled, it run the gui for my mod
actually I might have figured it out sorry
yea
I think the problem might be in here
ah
so if I have one of them enabled, the other one disablees itself
ok
I've abandoned my conflict issues for now, is there a easy way to grab the current map from the client?
hello i have a question cani play online even with mods installed ?
if both the host and the clients have the mods installed, yes
It is possible with the exception of some mod, and there are cases where certain mod work even if the host does not install them.
For example, it's this mod.
Or localization patches also work in multiplayer.
Shoot
They forgot to reload
Can someone remind me how to replace the displayed name of a ship?
the missile aiming type. like just selecting the target and shooting the missile is very boring so what if u change it so u need to actually aim it like in war thunder or smth
idk how to explain it
I assume you mean add things like ir missiles cat just be fired they need rear aspect and radar missiles need consistent lock etc while possible it takes the game more into a simulator and away from arcade so I probably wouldn’t make this you can still ask in the mod suggestion thread thow
Are there any mods with more fixed emplacements? Stuff like the mac cannon from halo
@edgy coral Didn't you accidentally make one of these with your AA Cannon last night? 5kg of HiEx filler and high velocity... 😄
yes
Hmmm, slow firing with very limited ammo, like 10 shots, all different magazines/reloads, Railcannon Container, capable of firing on TBMs...?
Traverse would be slow, reload slow, HiEx filler, dunno, whatever's needed to set off a Piledriver heading down.
mhh not really like that i didnt mean the rear aspects radar things e.t.c i meant just the way u fire the missile
@elfin quartz made this Stonehenge btw, and it worked
Is it possible to make a mod which shows what other (allied) players are targeting?
I'll do you one better, a mod that shows the red line of all launched missile (like if you're hovering your cursore above that missile, it shows the target)
doesnt that already exist ingame already?
At least I swear it does for friendly munitions
Is joining a modded multiplayer match 100% dependent on having the exact mods as the host and no others? Or are there mods that can be used individually that don't fall under the "everyone needs to only have mods X Y & Z" condition? Besides Liveries, obvs.
Specifically wondering about things that change sounds/music or the visuals of the map, cockpit, etc.
there are many mods like NOTT and yappinator that are usable everywhere
there's a few like autopilot that are in the same category but are not permitted in a small number of places
Mods individually decide themselves how to handle multiplayer, there is no hard and fast rule
essentially if it only changes graphics or audio and doesn't really change the game in a real way, you can assume it's allowed
but yeah mod authors can still just require the host to have the mod, so you have to look into things yourself
I see, thank you 🙏
all roads in military engineering lead to germany lol
hmmm... Not sure which mod does so, so i'll post it here: List: QoL, Chimera, F16, Defencive AutoTarget, KarBote, WingmanVisual, RepairProgress, Vehicle Control One of the mods listed overrides targeting of any vehicle. When in map view it targets two targets: One that is closest to the camera center AND the one on the map that was intended to be targeted
That's vanilla behavior lmao
MFD only zoom at 1 target
But 2 or more target, it'll adjust so you can see both in that screen
33.3 bug then. Before I had no such problem
Nonono
Then, it might be caused by either WingmanVisual or Autotarget
Full-screen map. Your camera looks forward, there's targets. You target something to the side, like the ships, and it targets the buildings in front
I think you turned on the lock on target camera bind
hmmm... there's only one target select bind. How do i separate that on hotas?
Idk, I don't own a hotas
So you want a list of targets your camera individually zooms in on, as part of the total targeted?
no. I want to target via hotas, when i open the map, and NOT pick up targets in a different direction. Which is also where my PoV points towards
Probably a dumb question, but can you join a normal multiplayer game with custom plane mods on?
i followed up until step 6 and i cant procced step 7
i dont see the /BepInEx/config folder hasnt automatically appeared
#1467341462227124305 install mod manager, forget about dealing with bepinex installation 
What happened i can't find the thread
I am working working on an FPV kamikaze drone mod and wanted to sanity check the propulsion choice with people who have actually been in the game's flight code.
Chicane style helo physics would be nice, auto hover + anti torque correction comes for free with HeloControlsFilter. But when I traced what RotorShaft.Awake actually needs, it wants a SwashRotor child with animation curves, a hubRotator transform, an AudioSource with a clip, plus a Transmission. That's a fair bit of supporting asset work for a 2kg fixed pitch quadcopter that doesn't have cyclic or collective in the first place.
Has anyone got a quad style aircraft running on HeloControlsFilter? Curious what the actual minimum supporting components turned out to be, and whether there's any way to dodge authoring the SwashRotor geometry.
Different question on the same drone. Right now I'm using a custom controller that does direct Rigidbody force application, with the 4 prop meshes spinning purely cosmetically. Works fine.
For v1.1 I want motor damage, one motor dies, drone tips, you have to fight it or crash. That basically requires real per motor thrust at the 4 anchor points.
My read is this means 4 DuctedFan instances each taking an independent thrust value, plus a custom controls filter doing motor mixing (since HeloControlsFilter is single rotor and not really set up for that). Has anyone actually wired 4 DuctedFans independently in NO? Curious if anyone's been down this path.
Please refer to the tarantula. Since it has four rotors, it would probably be easy to make if you modified and miniaturized it.
I cannot verify this for now as I am outside, but I presume that related information can be found on Tarantula.
I don't know about control and Aerodynamic, but i can tell you about how the game handle damage. Unless you pack some ridiculous high explosive and deal plenty penetration float
Most vehicle in the game can survive it
Damage chain finding was the bigger win. Turns out Warhead.Detonate only does VFX and we were bypassing the actual damage system. Thanks