I hear you. You want to be able to download the mod using the in-game mod manager. The reason I haven't uploaded to mod.io until now is that for every download on Nexus I get a small donation from Nexus. So I have decided to make the mods available on mod.io to people who downloaded the mod on Nexus, that way I still get my points and you get the convenience to have the access in-game. HOW TO: Step 1: Download the mod on Nexus (feel free to delete it afterwards) Step 2: Add a comment listing your mod.io user name (Yes this means you have to have the account linked on your headset) Step 3: Wait till you get the email titled "HuJohner has invited you to preview their mods!" Step 4: Click on the link and subscribe! Step 5: Open the game in your headset and go to the mods section. You should see the mod auto download
EDIT: If you have skipped the email in the headset you can't use this unfortunately. Unless you contact mod.io support maybe they can help
I don't see any of the new dungeon rooms, like the Coastal Outpost of the end outpost room with the 2 rising gates. Are they not included in this mod, or did i install it wrong?
I utilized this mod for my Quest Framework mod! It was a huge help.
I did find some issues, which probably have to do with the game source code. I get infinite loading for several "Outpost Room" (Room only) versions of several key Areas that I really love, such as the watermill, the sewer ReRout, or some of the castle rooms that I would have loved to include my quest mod. The player log says "Player Spawner does not exist" for those areas. Maybe it broke in U12 or U12.3?
Weird I never had that issue... Btw you don't necessarily need to use this mod to achieve having one-room dungeons. You can actually do it using the fixed layout definitions. Also, that quest looks fantastic! I haven't had the time to check it out yet but will definitely!
Thanks so much for your help on the quest! I'll send you a player log via DM on the dungeon room error I'm receiving. I'd love to figure out how to gain access to more room types for V2 of my quest!
First of, fantastic mod! Is there a list somewhere where I can see the rooms? A bit hard to go in and out of all the rooms until I find a good one, or one that I want.
Is there a way I can string rooms together either in json files or in the game? I want to order dungeon rooms in ways such as having lighthouse, water mill, and chapel right next to each other so I can just move between them.
16 comments
HOW TO:
Step 1: Download the mod on Nexus (feel free to delete it afterwards)
Step 2: Add a comment listing your mod.io user name (Yes this means you have to have the account linked on your headset)
Step 3: Wait till you get the email titled "HuJohner has invited you to preview their mods!"
Step 4: Click on the link and subscribe!
Step 5: Open the game in your headset and go to the mods section. You should see the mod auto download
EDIT: If you have skipped the email in the headset you can't use this unfortunately. Unless you contact mod.io support maybe they can help
I did find some issues, which probably have to do with the game source code. I get infinite loading for several "Outpost Room" (Room only) versions of several key Areas that I really love, such as the watermill, the sewer ReRout, or some of the castle rooms that I would have loved to include my quest mod. The player log says "Player Spawner does not exist" for those areas. Maybe it broke in U12 or U12.3?