MADNESS: Project Nexus

MADNESS: Project Nexus

Chaos & Order
287 kommentarer
把他爆了 28. sep. kl. 6:04 
Good, I now understand your enthusiasm for this game. And I sincerely apologize for my irrational behavior caused by anger. It was indeed that I didn't initially consider the specific application scenarios of these explanatory texts. However, the design of this character is extremely prone to bugs. As I don't often use Unity to create content, I'm not in a position to offer any substantive suggestions. I can only wish that you can find a better solution without losing the fun.
May  [ophavsmand] 27. sep. kl. 21:55 
In other words,
PLEASE JUST READ THE GUIDE.
May  [ophavsmand] 27. sep. kl. 21:49 
@把他爆了
I mean, Virus was a user-request rather than an origin I wanted to put add in the first place.
It was definitely one of the most hideous origins to make it playable(due to its tendency to softlock many of the bus missions), and there are a lot of precautions added just to ease the pain for both sides.

There's the Hormone syringe(which indeed tells you that this is your go2weapon to use when you're stuck), and your 2nd charge-up attack, and the C&O guide also tells you to use them if needed(which I spent literal weeks on making it).

Also please don't ask me if I tested every origin. I probably spent around 600+ hours for making and testing each one of them. It's quite painful to see people doubting that.
把他爆了 27. sep. kl. 19:04 
So, that self-harming grenade launcher must be used for this purpose, right? It is suggested that you add some explanatory text later to clarify the application scenarios of this grenade launcher.
把他爆了 27. sep. kl. 18:06 
But when I played as the Butcher, I killed enemies with infection skills in the plot and passed smoothly. So in terms of code, it should be possible for the Virus class to ignore the presence of zombies, right?
把他爆了 27. sep. kl. 18:01 
Playing the story mode with Virus is so torturous! Now I'm stuck on the stairs in the second story level. Using the second - level charge to knock all the zombies under the stairs has made it impossible for me to pass this section. Have you guys really fully tested if each class can clear the game smoothly? 😫
May  [ophavsmand] 27. sep. kl. 9:56 
@Wizardsnake4567

If you can tell what specific moveset you're having trouble with, everything would be easier.
Most of the movesets are unlocked only if you unlock many of the skill tree of the origin.
pykar  [ophavsmand] 27. sep. kl. 9:55 
i mean that’s a completely fair way to play!

hell i do the same

low skill floors and high skill ceiling
Wizardsnake4567 27. sep. kl. 9:27 
really about the only major complaint I have about this mod (and even then this is more than likely just a skill issue) is just how complicated the moves they have are some of them I find confusing but eventually get but others I try and try and try and utterly fail to do anything useful perhaps for me it just comes down to poor motor controls and a lack of reaction time regardless of the reason it often times just leads to me playing through these origins as if they're just vanilla origins with no special abilities powers or combos
pykar  [ophavsmand] 29. aug. kl. 14:40 
that’s because of how the origin system changed

well for the preset gear anyway

we now have to specify it in the origin card, rather than the character card
this means that any drip on the character don’t transfer to the origin

the skills…i have no idea

that might be an issue on NEMs end or maybe a rework to hirelings happened accidentally
catmanmlio 29. aug. kl. 13:41 
I remember in the past, while using this with NEM, before the workshop update, you could hire the origins each as hirelings, (with their starter gear and skills) but updates changed that, now, those origins start without any of their preset gear and don't have their skills.
el Sombrero Mexicano 18. aug. kl. 15:16 
I mean... you made the maid hirelings. why not C&O along your oc's as hirelings to make your mods content popular? :steamhappy:
May  [ophavsmand] 16. aug. kl. 13:15 
@el Sombrero Mexicano
Mmmmm C&O hirelings.
Sounds interesting.
el Sombrero Mexicano 5. aug. kl. 16:24 
p.s: please forgive me for my bad pun of your name.
el Sombrero Mexicano 5. aug. kl. 16:23 
IT been one month and i just realized something...DOES ANYONE HAVEN'T TOLD MAY THAT *MAY* PERHAPS create those origins as hirelings? :Roland::Magnum_GGC::mpn_abom:
pykar  [ophavsmand] 29. juli kl. 9:33 
I believe Swain has pushed out a fix for it
pykar  [ophavsmand] 29. juli kl. 3:17 
I believe the hireling issue is from the new update
I was on holiday and noticed it myself, but i assumed it was fixed when i got back
I guess not

I might bring it up with Swain if I have the issue as well
May  [ophavsmand] 29. juli kl. 3:07 
@黑翼之枭

1. Although it may sound weird, C&O is meant to be a vanilla friendly mod from a system's perspective. We don't use any file that alters the game's system by any means(like custom missions), and most of the features actually come from M:PN itself. I believe the error you have is due to using other mods that alters mission, or have custom weapons...etc.

If you could share the mods you use in the bug report section, I'll gladly help.

2. C&O doesn't have any custom hirelings. So if you have problems with hirelings, it's definitely from an outer mod.
May  [ophavsmand] 29. juli kl. 3:06 
3. You're very welcome. I'll have to say this though, that this mod is very much a team project, and I don't deserve all the praise.

Any of the textures and models here because of NeoX's help.
At least 1/3 of the coding is done by Pykar (with tons of tests and advice)
Infernalthing did all the sound editing and adding, as well as giving the proper balancing ideas.
Bagmetti's animations are in-fact the foundations of a lot of these origins(especially the recent Standby origin).

And there are some good people who volunteered to help without question from the modding community. So I'd prefer calling C&O a team project than just mine.
黑翼之枭 29. juli kl. 2:26 
Finally, I really like your work. Your creation is truly eye - catching for me. It's the best mod I've seen in the past year, May.I hope you can fix this bug and bring us more surprises. On behalf of all players, I would like to thank you.
黑翼之枭 29. juli kl. 2:22 
And I have a question. My soldiers can't use guns anymore. Is this a system bug?
黑翼之枭 29. juli kl. 2:20 
Something happens.After the new version was updated, there seemed to be some problems with this mod, and I couldn't retrieve my two accounts.Some origins have also stopped working.
May  [ophavsmand] 27. juli kl. 11:47 
Hrmmm. I'll consider an upgrade.
Edward 25. juli kl. 17:11 
why does the ninja girl thing have almost everything unlocked from the start? it skips all the fun
The Jackal 16. juli kl. 9:40 
between having origins that are so much more then stat swaps of others, the idea of origins having their own custom and unique tools along with having custom and different move-sets i think it can be confidently said that even if we don't get anymore origins from you guys this mod will have left a lasting impact in origin part of this games modding scene
Fixer 6. juli kl. 1:21 
First mod I ever got to work with. This was a wild ride. Hats off to the team
Aku 5. juli kl. 13:59 
Nah man thank you for this mod!
May  [ophavsmand] 4. juli kl. 15:47 
<25.07.05>
New origin

For our final 20th origin, joins Alpha Standby .
A nimble gunner focused on flashy movesets and powerful firearms.

It has been quite a journey...and the mod has already went through 3 years since the first origin came out.
Many thanks for enjoying this weird, wild mod.
WORLD 28. maj kl. 8:33 
this is cool as beans yo :GDEasy:
pykar  [ophavsmand] 5. maj kl. 23:39 
utilising an assembly mod called “Windigons miscellaneous enhancements”
alters the games assembly to make some changes to the game, namely in arena mode

it will require a reinstall every game update but he’s pretty fast on those
Salame 5. maj kl. 14:37 
How do you make origin icons smaller like that?
Shubs 5. maj kl. 10:52 
Well I tried to just reduce the time that Heavy Bleed lasts and while it still has the constant slow blood-cloud effect, it only lasts while I hit an enemy. Then they just dissolve and every enemy has the same exact animation as they dissolve.

Maybe, much like the no-anime add-on. There is eventually an add-on that allows us to enjoy this work more? It seems silly to put forward all this effort to cover it up with the red slow-moving bloodclouds and locking out the game's already existing gore system so that we can see the same red skeleton 1000 times.
Aku 5. maj kl. 10:23 
unfortunaly same by me

{LINK FJERNET}
Shubs 5. maj kl. 10:03 
Sorry to bug again, but to test out your solution when I finally finished the Arena run I was on I started up a Supernova because I just got to 10 imprints. The solution you provided doesn't seem to work, I even went through the json and deleted every line of EffectConstant: Effect_BloodSpray and it still seems to have the effect when I hit an enemy.
Shubs 1. maj kl. 18:14 
Thank you so much for that solution, I appreciate it alot!
May  [ophavsmand] 25. apr. kl. 22:01 
@Shubs

There is, which is erasing the "EffectConstant" completely.
Your C&O Json file should be on <C:\Steam\steamapps\workshop\content\488860\3288491230>

{
"Filename": "Heavy Bleed",
"Root": "Drugged",
"Description": "Carnivore really wants you dead.",
"Damage": 1.0,
"DamageTick": 30.0,
"Duration": 600.0,
"FlashColor": {
"r": 0.8117647,
"g": 0.0,
"b": 0.0156863,
"a": 1.0
},
"DamageType": "Slashing",
"Debuffs": [
"Bleeding"
],
"EffectDamage": "Particles_Gore",
"EffectConstant": "Effect_BloodSpray",
"AttachPart": "Body"
},

find this, and remove the <"EffectConstant": "Effect_BloodSpray"> line completely.
Shubs 22. apr. kl. 10:02 
Is there any way to remove the bleeding effect from the unarmed attacks that Carnivore has? The bleeding damage doesn't bother me but honestly I don't care for the constant blood cloud spurts, it covers up the already existing gore of the game too much for my taste.
Pickle Face 20. apr. kl. 2:22 
Don't worry, I already played Fortress some time ago and made my way through on my own.

I played through (I think) all the origins too before deleting the origin mod thanks to the super fast arena mode mod and testing out other ones. My favorite was the Hateful Butcher because it just felt satisfying af to cleave through everything like it was nothing. I put all my points to strength (RIP encumbrance) and nothing stood in my way.

Thanks for making such a phenomenal mod! I'd say this one's the best origin mod of all that I've seen so far. Some argue for Quality of Quantity but you've got both of them down easy.

Keep up the amazing work, I hope you drop another origin mod in the future or something.
May  [ophavsmand] 20. apr. kl. 0:58 
Pickle Face 6. apr. kl. 18:55 
Oh I see. Thanks for the tip! Neither worked for me, but I managed to get through by playing previous stages until I got the dash attack and managed to fly past the stairs area.

I'm hoping Fortress has some way for me to dash past though, as it seems like an interesting character to play. If not, I'll hold off on using that character.
May  [ophavsmand] 6. apr. kl. 17:55 
@Cobbler
Both the Fortress and Warden uses the 1.6 body size, which is the mazimum size of all doors in the Arena mode.

If you're stuck, you can either turn your character around 180 and wiggle through,
or use a snap dodge towards the stairs to force it.

And yes, Warden's initial dash speed buildup is close to a negative, so it is definitely designed to look like a walking set of rusted armor.
May  [ophavsmand] 6. apr. kl. 17:49 
@Willtastic
Our N500 only uses the custom texture, so it has nothing to do with the mesh itself. Maybe its a bug from.the game
Pickle Face 6. apr. kl. 9:33 
I'm playing warden and I can't get past the second bus stage because you can't go down the stairs from the top area.

I've tried blowing myself up and I just end up out of bounds. I've tried to ragdoll down the steps but I'd either teleport out of bounds or I'd teleport to the Club Advent area (which I can come back to the in bounds area) but I can't get past.

Also this isn't really a bug (or I don't think so, at least) but Warden's walk cycle feels really weird.
Willtastic 4. apr. kl. 19:25 
Hey, i figured i wanted to mention this, the custom N-500 long barrel revolver acts up when reloading. the chamber moves out of the gun when i fire or reload the it.

do you know whats causing that?
May  [ophavsmand] 28. mar. kl. 6:23 
@Wolf1779
If you mean wand modding, Ice age functions differently with her magic accessibility. you can access new spells by interacting with the workbench instead of the usual portal.
Wolf1779 28. mar. kl. 6:06 
Is there any problems with the arcane, you know... the portal thingy outside?
ka(t) 27. mar. kl. 2:59 
:growbow::LockedSwords::lovegrenade:
May  [ophavsmand] 2. mar. kl. 4:29 
@billy4213, @Maroon The Octoling
Check Q&A please.
May  [ophavsmand] 2. mar. kl. 4:07 
@Okenite

Sorry if the lack of info confused you.
I forgot to add certain traits/abilities of origins in the C&O guide.

The thing is, there's like 400~500 different gimmicks, tricks, unique gears and weaponry that I need to keep on track for all 19 origins...and recently our team were more focused on fixing bugs and problems while refining the overall performance of the mod itself.

C&O is a group project made possible due to the help of kind, talented friends...however the C&O Guide itself is totally a one-man job. It doesn't mean that I don't care, it's just that there's too much things I need to handle both here and there, eventually making some updates being neglected. :mpn_deim:

That said, if you wish to learn more about an origin that you're currently playing, I'll try my best to update that part of the guide as soon as possible. Including the traits. :mhwgood:
Okenite 2. mar. kl. 0:45 
The origins should be more descriptive on the traits, how am I supposed to know every pulse's punch dizzies, or that fortress can't be stunned?