BONEWORKS

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Holydh

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Holydh

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Holydh's Metal Gear Solid Boneworks mod - 1.0


:: REQUIREMENTS::
• Melon Loader - https://boneworks.thunderstore.io/package/LavaGang/MelonLoader/
• ModThatIsNotMod - https://boneworks.thunderstore.io/package/gnonme/ModThatIsNotMod/
• Custom Map loader - https://boneworks.thunderstore.io/package/Maranara/Custom_Maps/
• Mk23 Socom by xDraxxis - https://boneworks.thunderstore.io/package/xDraxxis/Mk23SOCOM/

:: INSTALL ::
Once Melon Loader and ModThatIsNotMod installed, put the BONEWORKS folder at the root of Boneworks game location (C:\Program Files (x86)\Steam\steamapps\common\BONEWORKS) so the BONEWORKS folder from the mod merges with the actual one.
Add the Mk23 socom file in the CustomItems folder (C:\Program Files (x86)\Steam\steamapps\common\BONEWORKS\BONEWORKS\UserData\CustomItems).


:: FEATURES ::
- Elevator fully functional like an IRL one with physic buttons
- camera spotting the player and triggering NPCs aggro
- custom npcs
- all automatic doors functional
- lasers and gaz trap functional
- roamable vents
- original SFX
- original musics with proper transitions

:: KNOWN ISSUES Template::

• I don't hear any Music.
Make sure you turn the music volume Up in the boneworks settings, I applied all audio sources to the SFX and Music Mixer of the game so you can tune both at your likings.

• I fall in the emptyness/I spawn at random locations on the map when loading it.
Deactivate the Save Progress feature in ModThatIsNotAMod, and delete the save or the entire Progress folder if you haven't any save you want to keep (Boneworks\UserData\CustomMaps\Progress).
I'll have to lookup into that because I myself have also the issue even with the feature deactivated, it still saves the game.

• NPCs are dumb.
Yeah I haven't spent much time on them yet. Planned for a future update

• NPCs voices have a random pitch effect.
Indeed, that's how the base npcs omniprojectors works to diversify the robotic sound they make. I haven't find a way to fix it yet but will look into it someday.

• Hitbox of NPCs are crazy.
Don't forget that these NPCs are based on the omniprojectors (Only way I found yet to make them use guns), so the hitbox isn't the NPC's skin, but the physical invisible machine inside of it. So if you see the gun stuck somewhere far from NPC's skin hands, shoot near the weapon to find the real physical hitbox. I planned on making real physical NPCs based on Ford models and add original mgs guns into it. There's a mod made by Lakatrazz that allows ford to have guns so I know it's possible. I just have to find the way. So maybe someday.
In the meantime, I plan to add NPCs as ford without guns, just so we can still have fun with melee weapons. A zombie mod playable as the Ninja may be something I'll work on in the near future.

• Rex's last ladder lack a grab rung in the Museum Map.
The Museum map is the one I polished the less. I have to get back on it to fix that someday. In the meantime, you can grab the sides of the ladder.
All the ladders in this map have a bit of jankyness. I'll have to redo it.


:: CREDITS ::
Credits and huge thanks to Vapor_Cephalopod and the reverse enginering team for their amazing work on the original assets, and for Maranara, GreasedScotsman and the other contributing modders for the Boneworks SDK.