I agree that the game gives way too much inventory for upgrades but instead of none what do you think like maybe just 1 or 2 additional slots per armor upgrade instead of the usual 10 or 12?
Omg I have been looking for such a mod since I played this game on release. You mentioned the inventory change which is a much needed modification, but you left the ammo as it is. May I suggest something? The Ripper: the ammo count has to be changed to 1. The weapon is an overkill as it is. The upgrades for this weapon should have the same node system except the ones increasing the ammo should be changed to have no effect.
Hey man, thanks for checking in yes I’m still here working on this mod. Porting off of cheat engine is proving to be difficult- not impossible but just takes time to make sure it works properly with no crashes, etc. I put a pause on that part of the mod so we can add some more in game features like stasis nerfs and removing the auto aim from kineses impaling to make it more like it worked in DS2.
After that’s done it will be easier to then do the full transfer of all these features into the DLL injection so the mod can be installed in a more traditional manner without cheat engine.
If you want a more direct line of comms to get on the fly updates I can dm you my discord too, thanks again for checking in man
Update, I just wrapped up a shitload of work in real life that had to be done with no other way around it. I am putting the finishing touches on the update for no need for cheat engine but I don't want to stop there, below you'll see the grand scope of what we are trying to accomplish with the final upload of this mod.
My main goal is to get more enemies spawned (at least twice as many for each encounter in the base game) and have them move faster, specifically to make the slashers use their charge animation all the time. I want the game to feel like dead space downfall where there's just hordes of slashers to deal with. To me, if the RE franchise was the "Of the Dead" for games with the slow walking zombies to watch out for, then I have always seen dead space as the "28 days later" of games. The player should feel overwhelmed with fast hordes of necromorphs to always feel a sense of anxiety that comes with these games. Though dead space isn't the scariest game in survival horror- that sense of constant vulnerability from enemies that can close distance on you is what gave this franchise the edge against games that feel scarier to play if that makes sense. That feeling is significantly lacking in the remake and thats what this mod is trying to bring back. We already took care of the vulnerability with the lower health across the board but now it's time to assess how we can make the constant feeling of dread/anxiety come back for your next or first playthrough with faster enemies with the only way to avoid them is manage your ammo and always be ready to kill them before they kill you.
I saw the route that the no hope mod took where they just increased scarcity of resources but I don’t think that’s what dead space has been about- it’s about that high octane action horror that dead space 2 mastered, so I think adding more enemies in the room to have to think quickly to take care of will be the better route for our mod, but it’s great that no hope is there for a more grounded experience for the original dead space.If we can do just that I will be satisfied with the mod as it is, and we can come back do more like nerfing stasis or making the hunter an actual stalker enemy through the whole game! What fun that would be… lol
I’m hoping by making the enemies move faster it will solve the problem of Isaac being able to “outrun” or dodge the attacks using sprint, which is something he couldn’t do in the OG, fixing that will make the stakes much higher. Otherwise we will just lower his running speed but we will see once we make the enemies faster first
1. I just hope that it will be applicable to all difficulties per speed of the enemies and more enemies per difficulties. 2. I like the idea of the Stalker being the whole game just like Alien Isolation and RE2R. 3. Sneaking behind the player has no intensity. I'm looking forward to enemies who sneak behind the player will also be faster like the OG DS1 and DS2 did.
Can you also make a version of the mod that has the vanilla enemy counts as well but all the changes to AI in case somebody wants something closer to the OG experience but with difficulty that’s closer to OGz
and then also include your newer version for people who want something fresh and even harder with the increased enemy counts
I am very curious how possible does this seem at the moment? i talked with some modders before hand that mentioned how hard the engine is to work with, and how that will vastly limit the potential of modding, but what you describe is literally all i could dream of and more, and nowhere did you mention it not being possible, meaning it can be done?
I just want a mod that makes slashers use their charge animation constantly and exploders kill you in one hit regardless of your armor. Those are the only changes I'm asking for.
I just want a mod that makes slashers use their charge animation constantly and exploders kill you in one hit regardless of your armor. Those are the only changes I'm asking for.
Hi, the last update I rolled out was a harder difficulty I named “Cruel”. Since then I’ve been swamped with real life stuff and so has the other member of the team- so we’re just on hiatus until our schedules are in sync.
Please keep me posted on whether the mod suddenly stops working for whatever reason. Every variant I’ve uploaded still works fine on my end- but not everyone has the same specs so it’s important to let me know if you see any issues. Stuff like that I can do quick fixes for
I was expecting some kind of update from the game itself after the 2 year anniversary on Jan 28th to remove Denuvo that I would have to update the mod for- but EA is fully focused on resuscitation of the corpse of Battlefield at this time so Dead Space is on ice it seems. Once we have of an idea of when the update will be ready I’ll post another update here. I’m also on the dead space discord if you want to reach me more directly
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Pumped for the updates planned for the mod
After that’s done it will be easier to then do the full transfer of all these features into the DLL injection so the mod can be installed in a more traditional manner without cheat engine.
If you want a more direct line of comms to get on the fly updates I can dm you my discord too, thanks again for checking in man
My main goal is to get more enemies spawned (at least twice as many for each encounter in the base game) and have them move faster, specifically to make the slashers use their charge animation all the time. I want the game to feel like dead space downfall where there's just hordes of slashers to deal with. To me, if the RE franchise was the "Of the Dead" for games with the slow walking zombies to watch out for, then I have always seen dead space as the "28 days later" of games. The player should feel overwhelmed with fast hordes of necromorphs to always feel a sense of anxiety that comes with these games. Though dead space isn't the scariest game in survival horror- that sense of constant vulnerability from enemies that can close distance on you is what gave this franchise the edge against games that feel scarier to play if that makes sense. That feeling is significantly lacking in the remake and thats what this mod is trying to bring back. We already took care of the vulnerability with the lower health across the board but now it's time to assess how we can make the constant feeling of dread/anxiety come back for your next or first playthrough with faster enemies with the only way to avoid them is manage your ammo and always be ready to kill them before they kill you.
I saw the route that the no hope mod took where they just increased scarcity of resources but I don’t think that’s what dead space has been about- it’s about that high octane action horror that dead space 2 mastered, so I think adding more enemies in the room to have to think quickly to take care of will be the better route for our mod, but it’s great that no hope is there for a more grounded experience for the original dead space.If we can do just that I will be satisfied with the mod as it is, and we can come back do more like nerfing stasis or making the hunter an actual stalker enemy through the whole game! What fun that would be… lol
I’m hoping by making the enemies move faster it will solve the problem of Isaac being able to “outrun” or dodge the attacks using sprint, which is something he couldn’t do in the OG, fixing that will make the stakes much higher. Otherwise we will just lower his running speed but we will see once we make the enemies faster first
2. I like the idea of the Stalker being the whole game just like Alien Isolation and RE2R.
3. Sneaking behind the player has no intensity. I'm looking forward to enemies who sneak behind the player will also be faster like the OG DS1 and DS2 did.
and then also include your newer version for people who want something fresh and even harder with the increased enemy counts
Please keep me posted on whether the mod suddenly stops working for whatever reason. Every variant I’ve uploaded still works fine on my end- but not everyone has the same specs so it’s important to let me know if you see any issues. Stuff like that I can do quick fixes for
I was expecting some kind of update from the game itself after the 2 year anniversary on Jan 28th to remove Denuvo that I would have to update the mod for- but EA is fully focused on resuscitation of the corpse of Battlefield at this time so Dead Space is on ice it seems. Once we have of an idea of when the update will be ready I’ll post another update here. I’m also on the dead space discord if you want to reach me more directly