Borderlands 2

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Nyan Christofer and Rynax15

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Want1cecreaM

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225 comments

  1. shotou
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    Tutorial for adding this to reborn

  2. JustLynamo
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    Love the mod. Quick question. I can't seem to disable character voices with this on. Krieg yells and screams so often and it hurts my ears. Anyway to disable it? The menu settings doesn't seem to work.
    1. Want1cecreaM
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      Thank you for giving the mod a try. This is still an early development mod so there is not much of a detailed customization like character voice changes atm. I will try to see if there is a way to disable his voice with a patch. I'm reworking Krieg next so I'll add your request to the requested feature list.

      And since this technically a "text" mod, I have yet to add any feature designed for SDK mods (aka mods that utilize the mod menu setting if you are using that to activate this mod). Therefore, if this is the menu settings you mentioned, it also won't include a way to adjust character voice volume. In the meantime, perhaps you can try to use BL2 Fix with this mod to see if the problem can be fixed temporary. 
    2. JustLynamo
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      After looking through the file I was able to find one of the voice clips and removing those lines did remove the voice clip, but no idea where the others are. I am on sdk, so I'll try the other method and see. Really great work here.
    3. Want1cecreaM
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      Thank you for your kind words. I have found a way to disable a voice line completely (similar to shutting off the Bane SMG). But since there are quite a few actions/skills that can activate those voice lines, I'd like to know which actions/skills you found those screaming from Krieg annoyed. An example of this would be his action skill, every time he would take damage or would swing his axe, the voice lines like screaming or laughing will be activated.
    4. JustLynamo
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      So using blcm instead of sdk and turning on disable callout under audio fixes the issue. Kreig still yells and screams a lot, but at least he doesn't go on a 5 minute diatribe after a few kills. Gotta say off all the mods for bl2 I've played and I've played a lot of them, this is my favorite. Amazing work.

      Edit: Spoke too soon although it happens much less than it did which is interesting. Happens with most actions like shield breaking, getting up from ffyl, when using his action skill. Still just a minor gripe. Appreciate the work.
    5. JustLynamo
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      There's a bug with krieg which is pretty serious. For some reason his buzz axe rampage does not replenish sometimes and remains unable to be used until you quit to menu and restart.
    6. Want1cecreaM
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      Thank you for the report. While Kreig is yet to be reworked in the past patches, I did some experiment with his action and his fire breathing skills, and still left some of the left-over codes from test patch in the main one. Now that there is an issue, I know what to fix it next patch thanks to your report. If the issue still persists in the testing patch, I will temporary reverse his action skill back to vanilla game value until his rework is complete. 

      Btw, do you happen to use the infi-shotgun in the newest patch? If you do, it might be the cause for why his action skill wasn't working probably because that gun is supposed to disable your action skill.
    7. JustLynamo
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      Happy to bug report. I was not using that shotgun, hard to tell when it happens. I've had it go from fully charged to greyed out without using it, and I've had it fail to recharge after using it. Looking forward to a patch. Thanks for working your magic. This deserves to be at the top of ranks on nexus. 
  3. Aaroncarter429
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    Hi i love this mod its so freaking good dude i wanteed to ask if you had any tips on how to do this stuff
    1. Want1cecreaM
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      Sorry for the late reply, I was working on Gaige rework so I didn't check messages on Nexus. Thank you for enjoying the mod. I shall leave the Discord link here for your tips request. I could give you answer to your question directly here too but I think it's best we can chat and reply faster on the platform we're both active. 

      https://discord.gg/2AcYTjng

      Or you can dm me via my email. feel free to ask me anything about modding.

      [email protected]
  4. stevesons
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    Hey mate,
    the link for your discord server has timed out and i would like to join. don't know how long those invite links stay fresh, so mayber add the name of the server itself with it, so one can look for it manually.
    1. Want1cecreaM
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      Here is the new link, sorry for not replying to you earlier. And thank you so much for the suggestion of putting the name of the server here, I wanted to change the server to a permanent link but Discord would require its members to have two-factor authentication (and I don't think many people would like it that way).

      https://discord.gg/xVpQ46my
      The server name is War Machine.
  5. Piersonrashaad
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    For some reason WM and BL2 Fixit are messing each other up. They were working perfectly fine at first and i didn't  have to exec my WM, it kind of just worked but now i Have to exec WM and when i do Cutscenes  keep playing even though i have them all cut off and WM loot isn't spawning like it was before, I get class mods but a lot of the weapons and the new stuff wont spawn anymore. It went from gemstones weapons and etech weapons dropping at a good rate with all the new weapon changes to nothing drops and etechs are back to normal.
    1. Want1cecreaM
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      Hi, there should be a patch that is compatible with BL2Fix, it's written as "WMs.txt". Were you by any chance use the base "WM.txt" patch instead of "WMs.txt" one? If that's not the case, you can re-execute the mod with BLCMM or disable and re-enable the mod via Command Extensions in the "Mods" menu in the game. On my end, usually re-enabling the mod twice should fix weapons not working as intended. You can also try out the newest patch 14.9.1 to see if the problem is fixed. Feel free to contact me if the issue persists.
  6. devildriv3r
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    Does this remove the need to use slag and remove health regen on enemies in uvhm or at least is compatible with a mod that does so?
    1. Want1cecreaM
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      The mod doesn't remove the slag element itself as it reworked slag into a completely new element. But yes, it does remove the need to use slag to deal damage in uvhm. The mod still has enemy health regen but since all elements are reworked to the point of no useless element and can diversify your choice of elements, this shouldn't be much of a problem like vanilla game.

      I also rebalanced enemies and raid bosses hp in uvhm so it should also help the game feel better in uvhm and OP levels. Unfortunately, this means it won't be compatible with a mod that also makes changes to enemy in uvhm.
  7. CollinFOOL
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    I hit the jackpot on the Tiny Tina slot machine, but there was no weapon in the stall? Does this mod remove pearls from Normal Mode?
    1. Want1cecreaM
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      The mod shouldn't touch anything related to normal loot pool except golden chest and vending machine. Do you happen to use any other mods with this mod? 
  8. Lefunnymeme69
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    There's an option where it makes bandit manfactured assault rifles shoot extremely slow bullets and I am not too fond of that. Is there a box for me to disable it or am I just to ignore bandit assault rifles while using the mod?

    Edit: I found that it affects ALL rifles and I'm still not quite sure what's causing it
    1. Want1cecreaM
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      So sorry for the late response, do you happen to enable this mod with any other mods? I've just re-tested previous patch as well as checked the codes and I didn't encounter the issue you mentioned.
    2. Lefunnymeme69
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      Hello, sorry for automatically assuming it was your mod and sure, here's my list and if you would like me to upload my blcm file, let me know and I'll try to find out how to do so;

      SDK: 
      AltUseVendors
      AsyncUtil (Utility File)
      AutoPickup (currently disabled as of this message)
      BackpackManager
      BadassBounties
      BeGoneOutOfBoundsLoot
      BL2Fix (currently disabled as of this message)
      blimgui (Utility File)
      BonesItemPack
      Better Spawns and Better Travels (BSABT)
      Commander
      CommandExtensions
      ConfigurableViewmodel (currently disabled as of this message)
      Coroutines (Utility File)
      DialogSkipper
      DifficultyModes
      Enums (Utility File)
      Exodus (currently disabled as of this message)
      LootMarker
      LootNotificator
      MovementTech
      NoAds
      NPCRevives
      OpenSesame
      PythonPartNotifier
      ReignOfGiants
      RewardReroller
      SanitySaver
      SkillSaver
      Sliding
      Structs (Utility File)
      Torgue (Part1 of the Torgue Mod, Part2 is the Txt/BLCM file)/(currently disabled as of this message)
      Tweens (Utility File)
      UEmath (Utility File)
      UserFeedback (Utility File)


      TXT/BLCM:
      War Machine (obviously lol)
      More Chests on Pandora
      NVHM/TVHM Area Scaling
      No More Orders
      Custom Fast Travel Farms (currently disabled as of this message)
      Customizable Boosted Characters
      Rendered Cutscene Disabler
      ThaCampin'Dutchpack
      Christmas In Borderlands
      Fast Travel - Bank - Stash - Quick Change From Anywhere
      No Space Cowboy
      FFYLaim
      BL2 Improved Hyperion Stabilizers
      GodlyStarter (currently disabled as of this message)
      SemiAutoDahlSnipers
      TorgueTXT (Part2 of Torgue Mod; Part1 is the SDK file) /(currently disabled as of this message) 
      OseParts
      Strife the Infiltrator (currently disabled as of this message)
    3. Lefunnymeme69
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      My Assault Rifles work as intended right now, and all I did was swap out BLCMM with OpenBLCMM and overwrite 14.8 with 14.9 and redo my selections for War Machine. I'm genuinely confused right now. 
    4. Want1cecreaM
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      Once again there was no mail seen from my gmail, I guess I have to open nexusmods everyday to check your reply faster. So, I did see there are some mods from your mod pack that might affect lots of weapons in general. FFYLands and OseParts both make changes to weapon parts as a whole, so I believe those two might be the ones to cause issue. 

      For weapon parts, War Machine did change a ton too. You can check it out via the word file link in the mod description. Though if you don't like such changes, you can use Open BLCMM to turn them off and use your preferred mods (either FFYLands changes or OseParts rework, but not both at the same time).

      You can find weapon parts changes of War Machine in the folder named Axton's power up weapon pack -> Brand rework -> Weapon Parts and Passive Effects. If you see those folders are highlighted green, that means mods are overwriting each other. You can right click the line of codes starting with the word "set" to see which one is overwriting which. Then simply turn the ones you don't like, and the problem should be fixed. It's quite a pain but with big mod pack like yours, it's very tough to avoid issues as they are bound to overwrite some aspects of the others. 

      I do know that SDK allows you to have new weapons instead of replacing existing ones, but I'm not sure some of them do that since the authors didn't create them using SDK back then. Mods like FFYLands and ThaCampin'Dutchpack as well as War Machine all make changes to existing weapons. You might need to go through each one of them to see which guns fit you more and only choose one of them to use. Otherwise, legendary and unique weapons will be overlapped and might not work as intended from any of the mods mentioned above.

      Lastly, about BL2Fix, War Machine does have a patch that is compatible with BL2Fix. You can use that patch and enable BL2Fix. I hope this help, if the issue persists, feel free to contact me anytime. 
  9. Sucide1234
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    SO I just played the newest version after not having updated the mod in a while. 

    The big changes I noticed were to the weapons of course. 

    I'm kind of mixed on the changes to the Carnage Pearl shotgun, I get that is basically a pocket Topnea/Norfleet, but I would think that change would maybe be suited more for the Flakker.

    IF I were to change the Carnage there are two ideas I had. 
    1. The Rocket it shoots out is a nuke, This would make for a fun "Carnage".
    2. It acts like the normal carnage, but upon hitting its target it explodes into 3 Child Gernades. 

    On another note, This update breaks singularity gernades, Basically when you throw one in, It breaks the audio for a couple secs and comes back, this didn't happen before I downloaded the recent version, So it has to be something with this current patch
    1. Want1cecreaM
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      Thank you for the report and the idea. I'll look into the problem with singularity grenades with the upcoming update. 
    2. Want1cecreaM
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      Hi @Sucide1234, I just checked the singularity grenades problem you mentioned, I did not encounter any audio bug on my end. I tested using random singularity as well as legendary ones and I have found no issue. It's strange so I did a little research to see if the problem is with the current public patch or my dev patch. To fix this issue I need your help as well. 

      1. First, did you play co-op with the mod?
      2. Was you playing as Gunzerker by any chance?
      3. Have you tried exit the game and reopen it? Or execute the mod again to make sure?
      4. Was there any other mod beside this mod during your playing session?
    3. Sucide1234
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      I was able to fixe the Singularity bug, my audio mixer was bugging out on Certain Presets and cut the game audio, changing it to a different one fixed it.
    4. Want1cecreaM
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      I'm glad you found a way to fix the problem. About your Carnage idea, is your first idea the same as the shotgun shooting Nukem rocket launcher projectile?
    5. Sucide1234
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      Essentially, 

      It would shoot out essentially a nuclear projectile, I would like for it to actually have range though and not just a grenade launcher type thing, like the normal nukem If that is possible 
    6. Want1cecreaM
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      Got ya, I've been testing it, and things are working so far. Hopefully the next update will be done at the end of January.
  10. suicidetourist
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    Would it be possible for Axton to work with Exodus ?
    1. suicidetourist
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      update - i just saw the video for making it work with the other mod packs lol
    2. Want1cecreaM
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      dang, sorry for not seeing your message earlier. I swear Nexus didn't even notify me about your message, it just gave me news about the website instead. If you want a separate Maya package like Axton, I'll post it in the next update.
  11. SilveroW0lfus
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    I don't have these DLCs. Can I still install this mod just fine?

    • S02 - How Marcus Saved Mercenary Day
    • S02 - Mad Moxxi and the Wedding Day Massacre
    • S02 - Sir Hammerlock vs. the Son of Crawmerax
    • S02 - T.K. Baha's Bloody Harvest
    • S02 - The Horrible Hunger of the Ravenous Wattle Gobbler
    1. Want1cecreaM
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      I'm terribly sorry for the late reply. The answer is yes, you can still download and play the mod without above mentioned DLC.