This mod will change the way the campaigns work by removing the hubs completely, in addition to removing most unskippable camera sequences and all campaign intros.
Contains several variations, featuring other combinations of these changes.
A port and continuation of proteh's original mod, distributed with his permission.
A mirror link for the above tool if you don't wish to use Discord.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
proteh, for the original release of the mod.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 5.7
[MISC] Updated the mod to support Update 6.66 Rev 2.
[NEW] The remaining mod variations I haven't shared before ('NoHub', 'NoCameras', 'NoHub-NoIntro') will now be available from here on out.
Version 5.6
[MISC] Updated the mod to support Update 6.66 Rev 1.
Version 5.5
[MISC] Updated the mod to support Update 6.66.
Version 5.4a
[MISC] Deprecated the use of custom entityDefs due to them being more trouble then they're worth.
Version 5.4
[MISC] Updated the mod to support Update 6.4.
[MISC] Merged the Health, Armour and Ammo refill entityDefs into one.
[MISC] Moved all custom entityDefs to a whitelisted entityDef directory in an attempt to get DEternal_loadMods to stop listing the mod as "non-online-safe" (in theory this *should* work, but its whitelist system seems to be acting up).
Version 5.3a
[FIX] Fixed an issue concerning all .entities files -- especially the Hub -- due to a decompression issue (to put it lightly).
Version 5.3
[MISC] Changed the version number format around a bit; no point in having one I'm never going to update.
[MISC] Updated the mod to support Update 6.2.
Version 5.2
[MISC] Super Gore Nest, ARC Complex: Updated the Argent Cell and Mod Bot entities to match their current iterations in the Hub.
[FIX] Cultist Base: Fixed an issue where the Praetor Suit Token at the start of the level wouldn't give you anything.
[FIX] Super Gore Nest: Fixed an issue where you wouldn't receive the Ballista at the beginning of the level.
[FIX] Nekravol: Fixed an issue where you wouldn't receive the Unmaykr at the beginning of the level, even if you met the requirements.
Version 5.1a
[FIX] Exultia: Fixed a major issue where the portal to Hell would not open unless reloading from the checkpoint or entering the mission from the Mission Select (AGAIN!!!)
Version 5.1
[MISC] Updated the mod to support Update 6.
[MISC] Gave each variation of the mod their own unique descriptions in EternalMod.json.
[NEW] Reimplemented the automatic entityDef removal feature in full.
[FIX] The Holt: Fixed an issue where Phase 1B of the Samur fight would break if you reloaded from the checkpoint.
[FIX] Reclaimed Earth: Fixed an issue where the map's idMusicEntity played the Hub's tracks instead of the regular tracks.
Version 5.0a
[MISC] The automatic Entity removal function has been temporarily removed due to it being dramatically more incomplete than I had anticipated. It will be reimplemeneted in full with the next release.
[FIX] Exultia: Fixed a major issue where the portal to Hell would not open unless entering the mission from the Mission Select.
Version 5.0
[MISC] Super Gore Nest: The game will now only attempt to give you the Ballista if you aren't already carrying it.
[MISC] Nekravol: The game will now only attempt to run the Unmaykr check if you aren't already carrying it.
[MISC] The Fortress of Doom: Removed the unlockable Argent Cells and Mod Bots again due to issues (they'll still appear in their respective levels). The Sentinel Battery slots have been left unused.
[NEW] The mod now uses the new 'assetsinfo' feature introduced in DEternal_loadMods 6 to allow for modular custom entityDefs. The mod has been assigned a loadPriority of '2147483647' (the highest available integer, to make sure this mod gets loaded first, so other mods can override this one if necessary).
[NEW] Custom NoHub entityDefs will now be removed after they've been executed to prevent potential abuse/cheating.
[NEW] Exultia: Removed the sole Sentinel Battery in NoHub releases due to it being unnecessary, as well as altering checkpoints around the area to accomodate for the removal.
[NEW] The Blood Swamps: Removed the cinematics for the left and right puzzle rooms.
[FIX] Mars Core: Fixed the NoHub_Start entitydef for *real* this time.
Version 4.1
[FIX] Taras Nabad: Fixed an issue where you would not have your health, armour and ammo restored at level start.
[FIX] The Holt: Fixed an issue during the Samur fight where his summoned spirits would be able to be Microwave-Beamed while possessing a demon, while also making its host demon unable to be faltered with the Beam.
Version 4.0
[MISC] Updated the system I use for developing the mod, making it more modular. This means I'm able to simultaneously support more combinations of the mod than before.
[MISC] Progression item animation skips have been removed for the time being, due to certain problems arising with them.
[NEW] DLC2 levels are now supported.
[NEW] New mod variation: "Neo NoCameras-NoIntro". This variation excludes the 'NoHub' portion of the mod, for users who wish to keep it.
Version 3.1a
[FIX] Fixed a major issue where the Hub would fail to load after finishing the campaign due to a missing closing bracket.
Version 3.1
[MISC] Updated the mod to support Update 5.
[NEW] Animation skip added for the AutoMap Station.
[FIX] Fixed an issue with the Rune animation skip where the HUD would disappear for the duration of the animation.
[FIX] Urdak: Removed a forced camera movement when you open the elevator right before the Khan Maykr fight.
[FIX] Final Sin: Removed the delay of the Hell Knight encounter after the first building collapse scene (so there isn't a glaring few seconds of nothing happening).
SUPPORT FOR 'THE ANCIENT GODS PART 2' WILL COME WITH v4.0, WHEN I'M DONE WITH IT.
Version 3.0
[MISC] Redid each entity file, removing unused entityDefs and organizing custom ones.
[MISC] The Argent Cells and Mod Bots seen at the start of Exultia, Super Gore Nest, and ARC Complex are now synced with their equivalents in the Hub.
[MISC] Cultist Base: Shortened the delay of VEGA's voiceline at the end of the mission.
[NEW] Added in basic method of skipping several progression item pickup scenes. Currently only Mod Bots, Praetor Tokens, Argent Cells and Runes are done. More skips will be added and current ones will be improved in future updates.
[NEW] Cultist Base: Added in a rudimentary method of removing the chain block animation.
[NEW] Urdak: Removed the forced camera when watching the teleporter rings move out of place.
[FIX] Fixed issues where you would be given certain ARC Broadcast codex entries in the wrong levels.
[FIX] Cultist Base: Fixed an issue where you would not be granted the second ARC Broadcast codex entry upon level start.
[FIX] Taras Nabad: Fixed an issue where you would be teleported after punching the chained chandelier down. Removed the 3-second delay on the jump pad's activation after hitting the switch in the same room.
Version 2.1
[MISC] Mod zips are now compressed under DEFLATE, reducing file size slightly.
[NEW] Made an alternate version of the mod that keeps the intros for both Hell on Earth and UAC Atlantica intact.
[FIX] Cultist Base: Fixed an issue where you would be teleported at the beginning of the Pit sequence.
[FIX] Cultist Base: Fixed an issue where you would be teleported shortly after punching the crucified demon statue down.
[FIX] Mars Core: Fixed an issue where you would not have your health, armour and ammo restored at level start.
[FIX] Nekravol - Part II: Fixed an issue where your movement would be disabled at the start of the final encounter, after a split-second fade from a disabled cutscene.
Version 2.0
[MISC] Updated the mod to support Update 4.1.
[NEW] DLC1 levels are now supported.
[FIX] Super Gore Nest: Fixed an issue where you would be teleported during the Pinky Door sequence.
Version 1.1
[FIX] Exultia: Fixed an issue where NoHub equip rewards were not granted upon level start
Version 1.0
Initial release. All code from the original mod has been ported over.
This mod will change the way the campaigns work by removing the hubs completely, in addition to removing most unskippable camera sequences and all campaign intros.
As the hub is removed, instead of going to it after each map, the player will advance to the next campaign level directly. The game can be 100%'ed anyway, since a few upgrades are given at the start of some maps the same way you would get them in the hub:
General
[NoHub] Ammo, health and armour are refilled at the beginning of each level you would transition to from the hub.
[NoHub] You will only return to the Hub after finishing the campaign.
Hell on Earth
[NoIntro] The intro scene will be skipped entirely.
Exultia
[NoHub] The Flame Belch, its codex entry, and ARC Broadcast Log I are automatically given at the start of the level.
[NoHub] A Sentinel Crystal has been placed near your spawn.
[NoHub] The Sentinel Battery placed before the portal to Hell has been removed.
Cultist Base
[NoHub] The Ice Bomb, its codex entry, and ARC Broadcast Log II are automatically given at the start of the level.
[NoHub] A Praetor Token has been placed near your spawn.
Super Gore Nest
[NoHub] The Ballista and its codex entry are automatically given at the start of the level.
[NoHub] Two Sentinel Crystals and a Mod Bot have been placed near your spawn.
ARC Complex
[NoHub] ARC Broadcast Log III is automatically given at the start of the level.
[NoHub] A Mod Bot has been placed near your spawn.
Mars Core
[NoHub] ARC Broadcast Log IV is automatically given at the start of the level.
Taras Nabad
[NoHub] ARC Broadcast Log V is automatically given at the start of the level.
Nekravol
[NoHub] ARC Broadcast Log VI is automatically given at the start of the level.
[NoHub] If you completed all six Slayer Gates, the Unmaykr and its codex entry will automatically be given at the start of the level.
DLC1 ~ UAC Atlantica
[NoIntro] The intro scene will be skipped entirely.
DLC1 ~ The Holt
[NoHub] The intro scene will be skipped entirely.
[NoCameras] The timings of the boss's spirit summons have been altered to accomodate for the fact that you are no longer being frozen in place by a spectacle camera.
DLC2 ~ World Spear
[NoIntro] The intro scene will be skipped entirely.
Key: Green text: Completed and released Blue text: Completed but not yet released Yellow text: Added in an incomplete state Orange text: Work in progress Red text: Incomplete
Porting the main campaign mod code over
Skipping the intro cutscenes for the first and third DLC1 levels
Creating edits for the DLC1 levels from scratch
Creating edits for the DLC2 levels from scratch
Figuring out how to skip the item/collectible pickup animations (runes, crystals, etc.)