Code Vein

File information

Last updated

Original upload

Created by

Clanzion

Uploaded by

Clanzion

Virus scan

Safe to use

Tags for this mod

31 comments

  1. Clanzion
    Clanzion
    • premium
    • 11 kudos
    Locked
    Sticky
    This separate version will no longer be updated. You can get the latest here. https://www.nexusmods.com/codevein/mods/409?tab=posts
  2. Wenri
    Wenri
    • member
    • 0 kudos
    I pasted the mod in the folder said in the description, i go to Home Base, click U and ArrowDown but it doesn't work

    And i don't have any other mods installed.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Did you put a _P at the end of the file?
  3. Mattatatta
    Mattatatta
    • premium
    • 51 kudos
    Played with it for a short while, even hosted a co-op game with the mod installed and we both saw the same enemies and challenges. It's good fun, and something I've wanted for a long time, however the mod is very buggy:
    -While in the Depths, after respawning due to dying or using mistle root, almost all enemies will leave their starting points to come attack you at the mistle. At the same time, your AI companion will ditch you to go hunt down a faraway enemy that they're still aggro'd on.
    -The large bosses such as the Ribcage and Virgin Born cannot attack and cannot be damaged.
    -Bosses that are spawned in over normal enemies are not reset, replaced, or swapped out after you die or teleport back to mistle. In one case I had a boss kill me and then appear right at the mistle before I even respawned.
    -Normal enemies that replace Depths midbosses break the boss fights completely. The game no longer registers that a boss fight is supposed to happen.
    -Sometimes, enemies that are supposed to have been replaced appear to have simply vanished from the level, but after a period of time, their replacements spawn suddenly - often when you're right where they spawn.
    -Enemies sometimes become invisible unless locked on to them.
    -Instructions are extremely unclear, putting them in the UI or leaving tips that explain each setting would help.
    -I once accidentally rebound a hotkey and could not get it to bind to anything again.

    Suggestions:
    -Default, out of the box settings should not include the ability for bosses to spawn, especially not the Ribcage and Virgin Born since they bug out.
    -Change the enemy spawn list to have toggles, if possible. This way you could click on each enemy on the list directly to turn on or off their permission to spawn.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      1. I have seen this happen without mods. Were the enemies walking toward you or straight away running toward you? I originally had 70% of enemies roam, which may had led to the illusion that they don't spawn or aggroing toward you. With that being said, I have reduced this to 50%

      2. I have removed both from spawning as default behavior.

      3. I did not see this issue pop up, but I will do some more tests.

      4. This should now hopefully be fixed by preventing enemies inside the boss area from being replaced.

      5. Not sure about this, there was one enemy who did seemingly disappear, however I'm thinking that the companion may have killed him. Since you are saying they were invisible, do you mean they were actually there but their model mesh was not visible? May be a graphical bug with having too many enemies in cases where you are using the multiple limit.

      6.I have added tool tips to every option when hovering over their text. Hopefully it is more clear now.

      7. Strange, did that happen after you click outside the UI? How did you rebound the hotkey?

      I should had mentioned this, but the way to be done is to click on the letter you want to rebound then pressing any key

      After doing this, the key did not bind to your specified key?

      Regarding, nothing is saved, as I have no means of doing that at the moment, so all options are reset after you exit the game.


      Suggestions:
      1. Sorta done, but I kept the Bosses on default except for Virgin Born and RIbCage.

      2. Done, you can now toggle each in the list and the list now has a legend. I originally did not do this because I felt the exclude system alone was more convenient, less tedious and faster.
    2. Mattatatta
      Mattatatta
      • premium
      • 51 kudos
      Been using the 1.0.0.3a version in the main files, and it's a great update. Fixes or adjusts pretty much everything.
      Three minor issues though:
      Revisiting mistle (interacting with it, not dying or teleporting to mistle) after the script has replaced enemies sometimes causes all enemies in the level to vanish completely. Interacting with mistle again corrects it.
      Clicking on specific enemies on the list has a problem where if their names are white, they cannot be changed to another setting through clicking - you have to use the add/remove tool on the next tab.
      The Snouted Wanderer enemy, specifically the types you normally see in the tutorial dungeon, can sometimes spawn in unarmed when the replacing enemies. The unarmed one cannot attack, because it has no weapon.

      Really small and easy issues to work around. The mod works best not messing with it too much, since the default list has pretty much what anyone would normally want.
    3. Clanzion
      Clanzion
      • premium
      • 11 kudos
      These issues you mentioned I believe should be fixed now in the combined edition.
  4. KirbyPizza
    KirbyPizza
    • member
    • 0 kudos
    I'm to stupid for this mod >.>
    replacing all enemies is no problem for me.

    But I have no Idea.
    How can you make your Partners replace with monsters or place an enemy on that point how I want to do it >.<.
    Prefer a Video how someone can make this.
    Sry for me .-.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      This only replaces enemies, it does not replace your partners and is not the intention of this mod.

      It does not allow to spawn enemies at the point you want, as that isn't the point of the mod either.
    2. KirbyPizza
      KirbyPizza
      • member
      • 0 kudos
      sry, my bad.
      im just to stupid to understand that :3
  5. DingoDash9
    DingoDash9
    • member
    • 0 kudos
    I've been testing the mod these days and works very nice including the random invations. The performance is OK, only take 5 seconds (in my case) in spawn all the enemies in the map.

    Here my feedback.

    1) The enemies in green by default can´t be turned in red or purple, only white and is not reversible

    2) Some bosses appear despite being marked in red or purple, in my case always are the same 3 bosses:

    Cat Emily
    Nicola
    Ice Lady (Final form - with fire)

    3) Option "Enable random locations" not work, only disappear the enemies in the map

    4) Please, i need to know the enemy number for this guys (are so annoying):

    Code Vein Wikiname

    Argent Wolf Berserker
    Mud Gorger
    Thirsting Slaughterer
    Dust Cloud Bandit

    5) In some levels, for example Cathedral or Depths, enemies walk around the map until stopping at a point near the end or middle of the map, accumulating with other enemies. Is a error ?

    6) Some enemies appears behind the walls but is easy to get them out with a hit or throwing a knife. Is not a problem in my case.

    7) Before a random invasion it's possible to have an alert like music or something ? (animated apperas for example)

    Could the mod's invasions be the same as the ones on the map itself (same enemies and quantity) instead of being 100% random?
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      A. I have deluged into a different method that may be faster and more performant method of replacement.

      1. I made a mistake in the logic, is fixed in the current developing build.

      2. I'm assuming the order is off for them. Will be fixed

      3. Hmmm, lowering the range should fix this.

      4. Argent wolf berserker is 50 (GiantwhiteDevil) Don't know what the other ones are as I have not compare their file names to their wiki names yet.
      The next version will categorize them by area and their wiki names and have images, which should make it easier to exclude exactly what you want.

      5. Hmm, it might be possible the random moving eventually accumulates into a single location after a time period. Lowering the range should fix this.

      6. Its possible that replaced enemies that are near walls could cause them to get stuck if its like a boss or pretty big compared to the replaced unit.

      7. Yeah, it can be done. I can't have them do the normal spawning animation but I have plans to make particles from the game appear like they are coming out of portals.

      B. The quality is always four per wave, which believe is more or less the same as the ingame invasions. When you say same enemies do you mean the same as the area you are in or same enemy types per a wave?
    2. DingoDash9
      DingoDash9
      • member
      • 0 kudos
      Thanks for the answers !! .... In the item 7B i mean that the "mod invasion option" uses the same invasions on the map with everything and enemies, but these have more than 4 enemies XD
    3. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Not really possible to make them exactly the same, The visual indicators would have to be different but the enemies can be more or less the same. That reminds me, I should reward players if they defeat the entire invasion.
    4. DingoDash9
      DingoDash9
      • member
      • 0 kudos
      Mmmm i suggest as a reward a drop of "Regen Extension Factor" ; ) ... to heal up after the battle.
  6. lokdsgjsdgcdgsc
    lokdsgjsdgcdgsc
    • member
    • 0 kudos
    i have the Randomizer-396-1-0-0-3a-1595722136. one and it doesnt have the enemy randomiser, menu or the start randomiser option

    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Did you go to homebase?

      Make sure you have a _P at the end of the file name if it doesn't.

      Do you have mods like PVP or fight arena installed?
  7. Kronus009
    Kronus009
    • member
    • 0 kudos
    It works only in the first dungeon and training ground, the rest is nothing happens. Any advice?
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      You need to use the hotkey for Clear Enemy List in the System Tab or check the auto clear when teleporting to a new area; also in the system tab, so you don't have to manually do it.
  8. anavin000
    anavin000
    • member
    • 0 kudos
    you have an idea for
    Hit to Spawn (not random)
    mean
    when you need to kill a group or same monster at spawn point arear
    need a select a monster list and Hit a "key" to spawn ???

    this mod's nice to
    but still, need a fix
    the boss can't do other colors - when hit a WHITE can't back to BLUE(need to remove) boss still, on the random need to save and quit
    monster list name and location - need to look like https://codevein.wiki.fextralife.com/Enemies
    it's easy to know the list of monster name and location, For now, it's too hard for random and knows enemy
    boss list 147-161 don't have a name
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Not sure what you mean by the first question? There is no key to spawn stuff. If you want to make sure to spawn a specific monster, you will make all monster names green colored except for the one you want to spawn.

      The second one seems like a bug, by design, Bosses can never be WHITE as currently replacing them will bug the game out. Were you using the exclude system or clicking the names?

      That list from the wiki page seems good, but a lot of the file names are not named in the same way, so it will take some time for me to figure which one is which. Once that is done, grouping them by area sounds like a good idea

      147 - 161 are currently only placeholders so that the list will scroll all the way to the bottom. I am planning on adding the dlc enemies to the list.
      They are not there yet.
  9. DingoDash9
    DingoDash9
    • member
    • 0 kudos
    I test the last update of Randomizer and works very nice now, also in combintacion with the original "Partyspawner" file " + Junkbox.

    I will continue testing it ; ) .......


    Plus: Your 3 mods + other to improve the companions stats are compatible, allowing you to use (for example) only 2 companions and have excellent damage or support.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Interesting, was the jukebox installed last? That would mean it overwrites the jukebox in the original file somehow.

      Thanks for this little tidbit.
    2. DingoDash9
      DingoDash9
      • member
      • 0 kudos
      Last update Randomizer + Last update PartySpawner + Jukebox not work in my case, for that reason i put the old versión Partyspawner in the formula and work.


    3. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Noticed that I made a blunder that made the mod not work at latest patch. 1.0.0.3 will fix this.
  10. Kronus009
    Kronus009
    • member
    • 0 kudos
    Its still not working. Can you provide more details? I'm still confused about this mechanics. What am I suppose to do with exclude system, I'm guessing this is where your suppose to spawn enemies? Could you provide some examples and possible video demonstration because none of them is working.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      Exclude is where you want to remove enemy types you don't want to spawn or replace. In the LIST tab, you can see the enemy type and their number to be used with the exclude tab.

      Randomizer is off by default.

      From the description, in the system tab, you need to enable randomizer.

      The Mod works mostly automatically.

      If you already teleported, you will need to rest at mistle or die.
  11. Kronus009
    Kronus009
    • member
    • 0 kudos
    This mod need a guide. Trying to spawn Mido but didn't show up. Can you tell at least tell us how to make it work.
    1. Clanzion
      Clanzion
      • premium
      • 11 kudos
      You need to go to HOMEBASE first to activate the mod. Forgot to mention this one thing, my bad, but to say the least,

      ALL my mods in the future will require going to homebase first.

      Its completely random.

      Most of what you need to know is in the description.

      To ensure that Mido shows up,

      1. Remove all enemy types from the spawn list except for Mido
      2. He is Number 134 on the list.