Sorry for slow answer, Nexus doesn't send emails when there is a comment apparently, just noticed now. It doesn't work with haz 1 & 2 as I thought nobody who uses mods plays Haz 1 and 2 but if you want to try it out, I'll add it on Update 34 when I next update all my mods as I'm working on a modding tool at the moment :)
You're welcome! Ghost Ship Games sent an update yesterday changing the Elite enemies, so 34.1 will still work but it won't reflect that latest changes. (They are less spongy)
When 5x mod is loaded, Haz 1 & 2 is only 2x instead of 5x.
Tried playing 5x - Haz 2 - it shows as Haz 2 - 2x. I thought it may be a typo, maybe forgot to change the label, but during the falling rocks in doretta mission, the rocks were very few. Maybe even less than a 2x.
Additional question, what's the difference with the capped and uncapped versions? I'm not sure but sometimes I see a sort of "energy wave" that seems to remove some enemies (might be my imagination). Is this the way the cap work when there are more enemies than the cap limit? If so, does uncapped mean you could potentially have thousands of enemies piling up if you're not fast enough at killing them?
Thanks! Really good job with these mods. Hopefully mod support would be implemented soon.
The game despawns enemies above 60, that's how it's made. Usually the way to go around that is with a mod called "Custom Cap" which allows you to manually set the max enemies in game, but it's not on Nexus mods (and it's broken right now on u34 anyways). So I put a version for people using the custom cap mod, and a version for people who don't know what it is.
If you use the file version with a "_300" or a "_800" (a number at the end), then enemies will start to de-spawn when the enemies on screen reach that number. If you use the files without that number at the end, enemies will de-spawn at the game's default count (60 enemies), UNLESS you use the "custom cap" mod (which, once again, is broken at the moment + not on Nexus haha)
I just checked the values as well, haz2 5x really has 5x the count of regular haz2. Were you playing alone? Makes a big difference if alone or 4 players. This is original values: "OriginalValue": [ 0.25, -> 1 player multiplier 0.35, -> 2 players multiplier 0.65, -> 3 players multiplier 0.8 -> 4 players multiplier ], This is 2x enemies "ModdedValue": [ 0.5, 0.7, 1.3, 1.6 ] This is with 5x enamies: "ModdedValue": [ 1.25, 1.75, 3.25, 4 ]
Also, since it's haz 2, the original value is low to begin with, just compare with the original haz5 multipliers haha: As a comparison, this is original haz5: "OriginalValue": [ 0.85, 0.85, 1.25, 1.5 ],
Awesome mod! I hosted quite a few Hazard 3 games with the 5x pak, and people absolutely loved it. Unfortunately it seems that Update 34 now causes the game to crash whenever the 5x pak is in the Paks folder. If you do update for Update 34 that would be epic, no pressure of course.
Thanks again for the awesome mod (: some really good memories with it.
Mod should be updated in the coming days ya, updating mods with each new release is a real pain so instead of doing it manually I've started 2 weeks ago to write an app that will update them all automatically for me. Sadly I didn't have enough time with my regular job to finish it in time for U34 so it will be late a few days. Progress is good though, so stay tuned, will update before the end of the weekend I hope! V!
Sorry for slow answer, Nexus doesn't send emails when there is a comment apparently, just noticed now. Thanks for noticing, I didn't realize I had forgotten it, fixed now!
21 comments
It doesn't work with haz 1 & 2 as I thought nobody who uses mods plays Haz 1 and 2 but if you want to try it out, I'll add it on Update 34 when I next update all my mods as I'm working on a modding tool at the moment :)
Ghost Ship Games sent an update yesterday changing the Elite enemies, so 34.1 will still work but it won't reflect that latest changes. (They are less spongy)
Other multipliers works fine.
Thanks though, will have a look
Tried playing 5x - Haz 2 - it shows as Haz 2 - 2x. I thought it may be a typo, maybe forgot to change the label, but during the falling rocks in doretta mission, the rocks were very few. Maybe even less than a 2x.
Additional question, what's the difference with the capped and uncapped versions? I'm not sure but sometimes I see a sort of "energy wave" that seems to remove some enemies (might be my imagination). Is this the way the cap work when there are more enemies than the cap limit? If so, does uncapped mean you could potentially have thousands of enemies piling up if you're not fast enough at killing them?
Thanks! Really good job with these mods. Hopefully mod support would be implemented soon.
The game despawns enemies above 60, that's how it's made. Usually the way to go around that is with a mod called "Custom Cap" which allows you to manually set the max enemies in game, but it's not on Nexus mods (and it's broken right now on u34 anyways). So I put a version for people using the custom cap mod, and a version for people who don't know what it is.
If you use the file version with a "_300" or a "_800" (a number at the end), then enemies will start to de-spawn when the enemies on screen reach that number. If you use the files without that number at the end, enemies will de-spawn at the game's default count (60 enemies), UNLESS you use the "custom cap" mod (which, once again, is broken at the moment + not on Nexus haha)
I just checked the values as well, haz2 5x really has 5x the count of regular haz2. Were you playing alone? Makes a big difference if alone or 4 players.
This is original values:
"OriginalValue": [
0.25, -> 1 player multiplier
0.35, -> 2 players multiplier
0.65, -> 3 players multiplier
0.8 -> 4 players multiplier
],
This is 2x enemies
"ModdedValue": [
0.5,
0.7,
1.3,
1.6
]
This is with 5x enamies:
"ModdedValue": [
1.25,
1.75,
3.25,
4
]
Also, since it's haz 2, the original value is low to begin with, just compare with the original haz5 multipliers haha:
As a comparison, this is original haz5:
"OriginalValue": [
0.85,
0.85,
1.25,
1.5
],
waited in 6 people for mod XD, as without mod it is boring
Yep I know, update should be uploaded during the weekend, check back here laters!
Thanks again for the awesome mod (: some really good memories with it.
V!
Thanks for noticing, I didn't realize I had forgotten it, fixed now!