#General Mod Talk and Bepinex Install Instructions
5315 messages · Page 6 of 6 (latest)
standalone aircraft/quadrotor. I was thinking of something similar as well. Right now, I have to fly for upto 5 minutes to find an enemy target.
i see dont forget nuclear option is far in future and current custom fpv drones can hit speeds of 300 mph it would make sense for an army fielding nulcear weapons to have advanced drones too i currently have 3 mocked up only 1 can fly thow a light scout based of the switchblade its very very fast then a medium quadcopter this does not yet fly and lastly a very larger drone for search and rescue or ( hopefully ) deploying emplacements
i also made an additional mod to control them after launch just need to figure out the kar implementaion lol
cool. I didn't think of that. thanks
Are your drones single propeller or multi?
what is kar?
switchblade is single both others are quads
allows the player to control ground vehicles
i have a strange problem with my dotnet installation
I just spent about 16 minutes trying to remove the default named package out of my dotnet installation
can you please update the guide pdf and remove the line break out of the terminal command that cuts off the -n parameter?
through no fault of my own spent this much time tinkering with it
same for "dotnet new install
BepInEx.Templates::2.0.0-be.4 –nuget source BepInEx"
also. I still lack a .csproj file and a .cs file though I have created both
I have an issue where I can't select modded aircraft to fly in normal missions such as domination but I can spawn them in and fly them in mission editor. Before I downloaded a few other mods, I just had the F-16 mod and the Mig-15 mod and they worked fine in normal missions. Can anybody please help me?
If you're developing mod, feel free to use this system
https://discord.com/channels/909034158205059082/1504688899065253980
Is there a mod for a Bitchin Betty VWS
#1478979322466271232 message gas can do this
are you using the latest blueprinter?
do i not have to use the bepinex one
that is for bepinex?
oh ok thanks
it goes in plugins just like the aircraft files
it goes inside bepinex/plugins
actually i can dl it thnx
you also fixed my problem thanks
Yo, any vanilla Multiplier gunsight mod out there?
The vanilla sights are depressing
The multiplication on the screen MFD?
Ok i do not actually understand this response
When you lock onto a target. The screen on your cockpit automatically zoomed at your target
I think they mean the pip for when you're using the guns?
I know that P2082 has the standalone betterpip mod in their server
Splendid
first time ever touching mods. for Blueprinter, does that go into the plugins folder like all the other mods?
plugins
NOMM? you download the iso and install it like any other app
microsoft on their way to make the worst changes ever to any working product
real
i had the audacity to try to login to my microsoft account twice today and it locked me out for using the wrong password too many times (literally the second time logging in with that password because it locked me out earlier as well and I had to reset it) without ever typing it in wrong, so now i have to reset my password whenever I want to login to minecraft on a different computer i swear im just gonna turn off authentication for my modded server and use offline mode at this point
feel that
m$ completely changed the C# dev kit extension for vsc
removed solution explorerer because
idk just because someone asked ai for a new feature or something
Imagine we had a mod thst makes paratroopers just deploy the same way ejected pilots do, replace pilot model with the paraglider inside and just make it so where ever it falls, it can capture
How do I get posting perms
I uh made a ticket lol
Please refer to the forum guidelines.
Very very fast turnaround
[Look no further](#1504149807495643156 message)
WAIT BAIL MOD DOES THAT TOO??
You my second fav modder now
With very hilarious result
Honestly the sheer talent of people releasing mods here blows my mind. I remember how modding started in IL-2 1946 a long long time ago and it didn't take off nearly as quickly as this, and adding new planes didn't require Unity fuckery (most coding was done in Java iirc).
Thank you to everyone who shares their talent with us plebs in this community!
anyone know how I might install mods on mac (crossover)?
Hi, Is there a mod that allows AI to use mod vehicles(like MC-260)? Alternatively, I’d like to make AI vehicles(vanilla planes) with workshop skin applied planes appear in-game. Does anyone know how I can do this?
you need to modify the mission to have factories or reserves of the modded vehicles, there are a few on the workshop that have this already. There is no special modifications required for the AI so in general it should just work™ after doing that
sorry for late reply but thank you sooo much! i can do AWACS and escort missions so much better now
Already can
You just need to add factories for them
I've automated that process
has anyone written a guide on implementing custom aircraft so far? might still be too early for that
but i wanted to ask
Hi, I want make more planes spawn in mission(like 50-60+).... need help
Hi, I’m trying to create a very simple modded aircraft (I am a total noob) and I’m having a really hard time because I don’t know what I need to do in unity for it to work, is there any documentation for example on blueprinter that could help me or does someone have the source code of a generic aircraft mod I could take for reference?
so far no guides on modded aircraft that i know of its not an easy task a good modded aircraft requires a model built specificaly for nuclear option and then an asset builder and bundler
I'm making a mod that adds different variations of the GPO-N and TBM-N3 Piledriver. There will be 1, 2 and 5 MT of TNT for the GPO-N, and 1, 2, 5 and 25MT of TNT for the Piledriver. If anyone wants to test it if it works in your game, feel free to dm me and I will send you the .Dll.
No
Blueprinter dev side isn't public yet either
Still quite a bit of work to get it to a state where it can be released well
Anyone know of any mods that change the colour of the HUD/HMD? the green is really hard to see against the ground
does anyone know how to get past this screen? I need Unity 2022.3.62f2 but I can't launch it because of this and double-clicking the executable directly gets me this error message. I either need to find a way to get around the "please activate your license" problem or the "unable to load templates" problem. There doesn't seem to be a way to start a new project without a template.
i mean, I'm PRETTY SURE you can't do nuclear option modding with unity 6, the one that actually works for me, can you?
update: you have to install UnityHub first. If you download Unity 2022.3.62f2 without having UnityHub installed, it just gives you a zip containing the unity editor that doesn't work. If you download Unity 2022.3.62f2 while having UnityHub installed, clicking the download button pulls it up in UnityHub instead of downloading a zip file and then that actually works.
you cannot directly mod the game well no, you can maybe make tools and stuff like that in unity 6 but i see no reason too its best to use the matching game version
for some reason vortex throws itself backwards when i try vtol take off
which mod could it be
i swear if its qol because those idiots love messing around with stuff not to change
its lift fan spools up before the main engine does
my bad
hi, this is my first time talking here and i would like to post some mods, but im confused which jeremy to dm, is it the op of this thread or is there another jeremy ?
@tulip sky this guy
ah ok thnx
WE. NEED. TOMCAT. THE F-14 TOMCAT.
what's a good way to get the onClick method of a UI button? Any working method will do but the approach I'm trying is Unity Explorer. This tool runs all the functions in my mod dll just fine but doing this just gives me an error about GameObject. Unexpected symbol 'GameObject' is the error. How can it refuse to touch GameObject but still run functions in my mod. Ugh
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using NuclearOption;
GameObject.Find("Confirm Button").GetComponent<Button>().onClick.toString();
meanwhile I can paste in stuff like this and it doesn't error. How. NOMapPermafrost.AssetReconstruction.ApplyHeightmap(NOMapPermafrost.Plugin.pluginDir + "/" + NOMapPermafrost.Plugin.heightmapPath);
My first thought is using system.reflection to get a hold of it?
Is the method declared as private or something?
The issue is that is can't find GameObject and if I do UnityEngine.GameObject.blahblahblah, the issue then becomes that it can't find UnityEngine. You know, despite using UnityEngine; 5 lines above it.
guess unity explorer is just unreliable sometimes so I'll have to keep that in mind
ahhh ok
Anyone have an idea of why this could happen?
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'MonoMod.Backports, Version=1.1.2.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Maybe I need to add it to the package list?
Disregard, had to put the dll from NuGet into the BepInEx core folder
Hello
Guys I have a question
Does steam workshop downloads show up in the nuclear option mod manager ?
How install mods
There is a mod manager
Download it , run it and it will list most of the mods released
I was satire....
how hard is modding in general excluding asset creation?
i heard from someone in a match that it isn't too hard
ive had some simple and not-so-simple ideas id like to see if i could try to implement
Yeah, I was considering trying my hand at creating my own aircraft mod, although it would probably be really hard
Speaking as modder myself, depends on your goal
my advice is if you care about feedback when doing stuff like that
I would ignore balancing suggestions unless said suggestions are actually constructive criticism

Its more just I dont really know how to go about doing it, since I have basically zero game dev experience at all
simple idea is just an F/A-18, non-simple idea is flying aircraft carrier plane that is npc controlled
ive picked it up over the weekend and at first, its quite a bit, especially given that i found there to be very little centralised documentation about how to mod the game. However, i think ive learnt somewhat effectively by following the bepinex general tutorial (https://docs.bepinex.dev/v5.4.11/articles/index.html) and the relevant harmony documentation (https://harmony.pardeike.net/articles/intro.html). It is helpful to decompile the code for th game first as you will essentially be appending functions within the game so you will need to know how they are defined and so on. I use ILspy although others here might have a preference on a different decompiler. I also use Assets studio. I use VS22 and for learning how to to make mods, I have a window with the base game open (Assembly CSharp.dll is the relevant file you need to decompile) and another window open to acc write the mod. I also have the githubs of several other creators on this server open because it helps to see how other people have done it. At present, I have yappinator's source code open and ive found it useful to learn from although other projects might be more relevant to what you want to achieve so follow from those mods instead.
please note that I was already profficient in c# before although my unity knownledge was very much limited
it also helps to have the unity API open as bepinex uses calls from that too
or atleast thats my experience
i am by no means the most experienced here. and I recomend talking to some more experienced modders on this server for their insight.
but ive given you some starting points.
if youre completely new to programming, id recomend learning c# first as you will be looking through quite a lot of it
I started modding nuclear option in January I had absolutely 0 experience, my first few mods were terrible they worked but were badly optimised and just bad in general but with persistence and asking the modding chat a million questions along with dnspying other people mods and general tutorials I now have several very successful mods it seems very overwhelming the huge lines of code and all the ui buttons but truth be told it’s actually pretty easy once you understand what everything is
Yeah, once I figure it out I can probably make a good amount of mods. Although idk how good my designs would be in a simulator type environment.
Mainly because I made them in KSP
I have 2 designs that I am considering for my first aircraft. A supersonic CAS/SEAD plane with EW capability, or a stealth high performance fighter/interceptor dedicated for A2A (Basically meant to be the revoker but stealthy)
custom aircraft are currently the most difficult kind of mod due to the damage model of the aircraft aswell as you pretty much have to build the asset maker project yourself im sure someone will release a project at some point but for now its all handmade
https://discord.com/channels/909034158205059082/1508356013806583919
This mod will starts small. Should allow you to add single point rigid bodies unit into the game
idk, custom map making is also incredibly hard. Seemingly mundane things produce red errors that defy all logic. The most important exception messages magically always print out as blank text. The uvs are always off by an unpredictable amount, the map image and the terrain are misaligned by an unpredictable seemingly random amount. Fixing this involves changing one number, sitting through entire minutes of loading screens, seeing if its closer or further, and doing that all day long until you finally get it and then it works for 2 loads and then it's messed up again despite not having changed any code. Imported materials never work correctly. There's this one function that always errors out with a magic empty exception anytime MapSettings data from any map that isn't a vanilla map get passed through it so you have to do a switcharoo and replace the MapSettings with a different map, run the function and then put it back. Oh yeah, and using any less than 256 x 256 x 16 vertices errors out and fails which means the minimum loading times you can achieve are 22 seconds. There are 2 methods of making custom maps and they're both infuriating and terrible.
There's a reason the only available custom map is a blank ocean.
i have managed to make a small custom map it wasnt working last night but i managed to get it functional today the biggest issue for me isnt getting the maps to load its making them, following how mitch does it i cant say im surprised there is not any custom maps its very very time consuming atleast it is for me
i'm working on this. getting the map image to be in sync with the terrain and also getting the uvs to align with the terrain is like solving a rubiks cube but worse
mine is a simple ying and yang style just to get my footing lol
i wish the runway wasn't shiny but i spent all day getting this lol
someone pin bepinex download link
I am also currently working on a 164x164km map, and the biggest challenges are map creation, optimization, and resizing. Everything else is fine.
maybe
I never really figured out how to get the map loader dll to work in a Unity project so I made a self-loading map that doesn't use a map loader. Do red errors prevent it from working or does it it work for other reasons? Would hacking the error-causing functions in dnspy fix it just well enough for it to work for me? Who knows.
The single worst part about this workflow is that any MapSettings object that isn't vanilla or created in a map loader dll unity project magically errors out with vague errors that I couldn't find the cause of. Even if it's a deepcopy where every single field is exactly the same as Heartland, it still errors out. So I have to use a harmony patch in MapSettingsManager.LoadMap to substitute Heartland MapSettings during loading and then put it back after that function is done.
The second worst part is materials. Any material that isn't already in the vanilla game either doesn't show up if assigned to a meshrender or crashes the game. So I have to load heartland, make copies of the terrain and a few building materials and then use those as a baseline.
Do you make the terrain out of mesh planes or the unity terrain object? I too have issues with optimization. Precalculating everything there was to precalculate and saving it as a blob to use only made it load like 25% faster. The process of assigning vertices to the mesh planes takes all the time. I get 22 second loading times for a map the size of Heartland.
the ay mitch makes them seems to be mesh planes and multiple of them thats the same way im doing it blender my map is half the size of heartland take maybe5 - 8 seconds to load
how do you get the base game materials from the unity editor? I found a workaround where if I create then delete a new unity project over and over (while doing all the other stuff you're supposed to do), eventually it links to the game until the next unity restart. I think I can use this to solve a bug as-is but if I could get functioning meshrender materials without loading Heartland first, this will cut my loading times down a lot and make the mod less susceptible to exceptions and stuff.
First of all, I use Blender when creating maps, and I am also currently developing a new mod. It was optimized using the standard NO version plus additional optimizations.
But honestly, my artistic sense is seriously lacking, so I'm just building a new procedural generation engine. If it turns out well, I might be able to sell it and make some money.
One of the tests for NOTP, the terrain generation engine currently under development
NOms Terrain Project
just another fun day of NO modding
ah yes digital snow camo on the snow true stealth tactics
my munition bunkers are insulated with ocean microplastics to keep the atomic bombs warm
To be honest, regarding the 164x164km map I'm currently developing, I'm working on something called NOTP because I'm not very good with the tools; it looks like it's going to take quite a while to build. Should I just reduce the scale and create a major city like Seoul on a 50x50km map instead?
oh shxx my computer
pink season
I accidently made my map 160km x 160km instead of the intended 80km x 80km so I'm going to just make the airport placement twice as dense and set ai unit count to the maximum.
I'm curious, how well has the optimization turned out?
For now, the map modeling is the biggest problem, so I'm not sure yet if the optimization method and mod I've created will work properly.
I used one big massive mesh made in blender. It has only 2 million vertices instead of the 16m or 64m vertices I was experimenting with earlier and it seems pretty fast. My computer is from 2015.
Okay. I've been searching for this map mod myself, so I might be able to help if needed.
pro tip: tiles
Or maybe it would be okay to just document all the decompiled results here?
that would be against server rules
@rapid pilot so i have nomm and Bepinex installed but the fs3 idoesnt work
i have this downloaded
Ok couple things to check when in game and pressing f1 does the config manager key appear ?
in menu or in game?
Either works just load up the game either main menu or mission and press f1
A menu should appear if it does that means bepinex is working if not it may be a bad install
nothing happens
Ok that narrows it down a bit could you send a screenshot of your game folder pls or just tell me if you see a bepinex folder?
i did with guide, downloaded and putted all to nuclear option folder, and then entered the game folder created
Ah ye I can’t help if it’s pirated goes against tos
bruh ima ask my friend

ah, yes, snow that looks like normal snow up close but becomes a grid far away. Thanks unity engine very cool that's exactly the behavior I wanted my material to have.
estimating distance by eye will be breeze lol
i wonder what the best way to uv map ground is. If you make every face take up a whole ground tile, it looks great up close but looks like that from far away. But then if I stretch it into a grid and make the terrain grid take up 1 ground tile texture, it looks like crap up close and good from far away. The regular map terrain doesn't have this problem because it works the same as the heartland material which has different shader settings and works completely differently and I guess doesn't do that. All my other objects use whatever material buildings use as a template.
Also, the things I can do with uv mapping are limited because if all the faces don't have the same rotation, it messes EVERYTHING up, e.g. my screenshot of that airport.
aaaaaaand i messed up the scale again
this angle-based normal map + lightning behavior is the absolute worst. Rotating a model in the world means you have to also rotate its texture and its uv to get it to look right. I've never seen a unity or godot project that was set up to do that to the materials before.
i wish i could find a way to downgrade the visual quality of my materials and stuff in exchange for not having to deal with this but i haven't found a way yet
if you run this on every MeshRender with the angle-based normal map lighting bug, it disables normal maps for that object mr.material.DisableKeyword("_NORMALMAP"); i was kind of hoping to find a way to revert to like 2005 era normal map technology instead of this bs but that fix is better than leaving it as is
a layout of my map
Well, the tools for custom aircraft aren't quite here yet. Blue printer is a way out documentations also being written on that
On top of that, custom aircraft are just hard to make in general, A lot of things that you wouldn't think of
this is incredibly real i have very painstakingly managed to build a unity project that supports blueprinter and the amount of tiny things that you miss is insane a lot of people think there is a magic button that turns a model into a bomb this could not be further from the truth lol
it would be cool if there was a FS-12/FS-20/KR-67 sized fighter jet that can just go really really fast. Like a mig 25 analogue. Strengths: really really fast. Cons: no/minimal internal hardpoints, bad fuel economy, large IR signature, high takeoff speed. Also a versatile and expansive list of mountable weapons, possibily omitting guns/cannons. i.e. if it's only ir missles or rockets or bombs like the mig 15 mod it might not ever get used.
i belive there used to be a cloned ifrit that was exactly this it was stupid fast but had no weapons etc
Does anyone know what the current state of the pathfinding changes are for ground vehicles or if there is a pre-existing mod for this? I'm making one currently and was showcasing it to a friend who said devs had mentioned reworks to AI but couldn't recall any specifics about pathfinding itself.
i made pi a runway number
i think i have finally got my project in a good place blueprinter is gonna be crazy if we ever get an official release
ye im not close to aircraft yet lol it looks like an absolute horror show very excited for this thow looks very cool
it was reposted in the KR-33 Forum, it might be that, althought it is reeeaaally noisy so i dont actually know for sure
eh?
one of the mod forums
im so confused hahahaha
ohhhhh nevermind i get it now lol
ye it will be the kr 33 ive been watching it closely mainly laughing at the memes but ye one of the best looking modded aircraft
still very wip but its placeable and it acts like an msv ballistic launcher just static hopefully will support my new munitions soon but im pretty happy with it
i really wanna figure out how to put Things in the cockpits of aircraft
lol
yeah my idea is to put a dedicated rwr display in the cockpit
Something like this? https://discord.com/channels/909034158205059082/1507650682788773910
this sign will stop the enemy in their tracks
I really want an old school modernized plane pack, A-7s, F-5/F-20s, F-14s, mirages, the works
Oh and migs can't forget those guys
hey are these custom assets or are they avaialble online?
sadly planes are the most difficult things to mke and without proper documentation we will be waiting a while
i made the signs myself and load them from an asset bundle.
very cool are you using blueprinter?
No I use C# to load the models in a harmony prefix patch for MapSettingsManager.LoadMap() and then put them in the correct world position with code.
I have to have harmony patches for my map to work anyway so custom model loading was just one more thing to add to an already existing harmony patch.
Darn....
Even then blue printer isn't public
It's probably best to wait for it given it's being worked on actively and improved
What does blueprinter even do exactly?
custom modding enviroment makes making asset a lot easier
Ah, so vehicles and things like missiles are easier to make?
from my understanding, blueprinter somehow automates all the types of asset getting code that I made harmony patches for in my map mod
I see!
patch manifest + the loader dll is currently my workflow
-# good news. i have had my program successfully generate its required file structure. that said, it failed to copy itself into the nessecary folder and so it currently just deletes itself when you close the game :/
-# is there a workaround to file.copy not working for dlls?
ATP do literally anything but a custom aircraft rn
update: nvm, misuse of function on my end
i think it works now
it appears to. ig ill restart the game and find out
im running out of silly numbers to set my runway numbers to so things are starting to get complicated
8008135
I have one of those too
Guys
Does the laser come default with the fs-3 mod ?
Becuz evem with event content allowed I can't seem to find it on test flight
They why can't I see it ?
are you using the combined bay?
do i still need benpix or whatever for mods? cuz im trying to do the thing where i run the game for benpix to generate folders and it aint
yes you need bepinex chances are you are using the wrong version either use this version v or go download NOMM its a mod manager for nuclear option it will install bepinex for you
nomm it is thx
just a heads up not every mod is on as a click to download but you it does have a feature to install from file any questions just lmk
I installed it using the mod manager
That's all I know
I mean on the aircraft if you empty the middle bays you get access to the combined weapons bay
is there a way to see more battle stats besides just this? I'm trying to balance escalation mode on my custom map and it would be nice to see more stuff. Like the number of each type of unit each side has killed, how many units each side has lost and maybe number of missiles fired.
how 2 make mods guide where
there's some stuff in the pins
Someone remembered my guide?? 🥹 🙏
if you know a lot about C#, reflection, how to use dnspy and especially harmony patching you can do "anything" its just a lot of work
i learnt by decompiling other peoples mods and ravenfield modding guide videos oh and also just asking questions theres also a modding guide in the pins
Thanks, i'll try FA then FO. C# isnt an issue as i know c++ and it might be similar and ill have to go through some hoops to setup DNspy and harmony
i found the answer to my own question. you know those buttons at the side of the ingame map that look like decoration? Well they're not just for decoration.
I'm bored, so I'm going to make a modding guide using Claude.
Harmony Patch Pattern
Game Architecture (Singleton, Lifecycle)
Aircraft / ControlInputs / FBW
Mission JSON V2
Spawner / Respawn
Networking (Mirage RPC)
Debugging (BepInEx Logs, dnSpy)
Publishing (NOMM, Versioning)
I plan to include these.
It's almost finished.
before ai was actually good, figuring out how to make a harmony patch do exactly what you wanted was really hard. Simple stuff wasn't so bad but if you wanted to hack a private method that was locked down hard enough you also had to use reflection, you might as well forget it.
I think I may have coined up the most niche but tism pleasing mod
basically radar data is exported from the player into the terminal screen. You only have visibility to enemies not covered by the fog of war.
may I have the modder role so I can post one of my mods 
im so confused rn
this would be really nice for the people trying to make simpit setups
TBD, winging it with Claude as a dumb idea to tinker with. If folks want it I would want to thoroughly review / polish before doing so.
"Done is better than Perfect"
It's how I work lol
Fair, I just don't want it to be COMPLETE AI slop and drop you know
She left and came back
How on earth did you manage to upload it all this time?
example
makes sense
should be restored now
No
On top of it, blueprinter as a tool is unfinished as of now
😕
its also extremely confusing if you dont know how A blueprinter works and B unity works
I thought on making a guide for it buuuut let's say it´s on a stalemate as of right now
Mainly because of how Blueprinter is right now, it´d be better to way until it´s publicly accessible
Wait is this blueprinter thing everyone's talking about different from the blueprinter dll you need in your bepinex plug-ins folder to make modded aircraft work? Can you not just reference that dll in a new c# project and call it a day? After spending a week figuring out how everything works of course.
when people say blueprinter they mean the private unity project its a modded enviroment the dll is just the loader
Blueprinter is a mod that loads assetbundles (.nobp files) and resolves asset references to the game's assets.
It's better to have a centralised framework like it rather than every aircraft mod having their own way of doing asset resolution.
GODDAMN