Grounded
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orax

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0R4X

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167 comments

  1. 0R4X
    0R4X
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    If you have a bug, please specify if you play multiplayer and if play on "Windows Store/Xbox Pass" version.
    If there are no details, I assume you play solo on the Steam version.
  2. SrOtz1
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    RemoteStorageFix broke again.
    Why!? 😞

    Backpack space appears to increase, although only within the chest gui.
    When you activate the shortcuts it just says something like: Remote storage not available or something like that...
    I guess this 1.4.2 broke it again. No god.

    *For some reason it doesn't let me report it in the bugs section.
  3. Lemon349
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    im solo on steam and i have a issue where the game crashes very often when getting the killing blow on a boss, does anyone else have this issue?
    1. no but my GPU is very high when using this mod
  4. NLMeta
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    The handy gnat updates are a life saver for the ng+ molars. Being able to open the map in gnat and to interact with trail markers has improved the process a lot. I had placed 200+ trail markers, but it was still a pain without being able to open the mini map and hide which ones didn't have one.

    Now I will fly through an area (haze/hedge/lower yard) and change the icons if they have a molar. Hide all the rest after scouting an area. Next game I can choose a new icon and do the same thing. Its still time consuming, but I really like this new workflow.
  5. Bigwilly0062
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    Something is causing an almost unplayable lag at the base of the oak tree and in the brawny boy bin. Removed mods and performance was smooth with no lag issues. 

    Have tried turning the drop mod to false, lowering setting values especially with storage slots and stack amounts,  turning the busearraycache to false in the ue4ss. Settings option. Nothing has gotten rid of the lag.

    my group are in NG1 and in the beginning of the play through there was no lag,  about half way through the NG1 play through the lag existed and has not skedattled.

    Our thought is the number of stray items in the world due to the drop mod filling inventory with crinkles expeditious like could be the cause of the issue but removing the mod folder entirely led to no lag so we don’t think it’s that,  anyone had this issue and figured it out  
  6. Jsao
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    Hello, I'm running Grounded 1.4.1 on Steam and I've got the latest version of this mod with the experimental version of UE4SS. All of the stuff I intended on using works fine. However, it seems the mod just bricks the Hot Deposit feature. Every time I try to hot deposit the game just says "No Items Hot Deposited"

    I'm still able to walk up to a chest and hold E to hot deposit but the N key does not work at all. Not sure if there is a keybind conflict or if there is a modification that is bugging out the hot deposit.

    Problem persists in Multiplayer and Single Player
  7. F3NG2
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    The Storage Radius config is not working for me, playing on a Steam version, I tested multiplayer and single player. Does someone else have this problem?
    1. Theredglow
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      Yeah storage radius is not working for us either. Seems the only thing from previous that we used that still works is editing the stacks of items. Chest size was reset and we thought we lost out items but you can sort the chest to bring stuff from the bottom to the top, which saved us a lot of hours.
  8. Can this mod edit Smoothie's lifespan? I have a feeling they are quite short and need to be increased
  9. Bigwilly0062
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    Has anyone had several lagging issues since update 1.4.1. My group went to new game 1 and since then at the base of the oak tree/ burgles lab there is a severe lag until we get to our base on the tree. Now we’ve discovered a severe lag in the brawny boy bin 
  10. phonixdrache92
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    is there a way to increase the amount of raw science an infused bug gives?
  11. TheBeastKeeper
    TheBeastKeeper
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    Does this mod add the ghost/fly from Grounded Cheat Engine Table? Because apparently I'm either doing something wrong or I'm just not understanding all this mod does. Before I get asked It's installed it correctly, or at least both to my Win64 folder. I just I can't get anything to work. So either I'm messing something up or more likely, these instructions make no sense to me.

    Edit. Well I got the qol part to work finally, no idea how but it's not being messed with anymore. Just need to know about the Cheat Engine Table still & if so how to get that to work. I'm frustrated enough to wanna yeet these files out a window & I can't so I'm calling it for now.
    1. shoe7ess2
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      The mod itself modifies the gnat behavior, however to simplify the way it works is essentially just using math and multiplying the speed, acceleration and friction values of the game by a factor(x), which is configured via the options file (with a few other values that can be enabled if the the comment blocks are removed in the config). The way cheat engine works has evolved over the years but the principle remains the same, CE finds the address that a point writes it's value to, and then editing the characteristics of the value found in the address registry, which (again, simplified) is how programs store their values when ran. The way it should work in this case is the gnat behavior values found from this mod will change the values found in the options and simply modify the base values to make them something new (like changing a speed from 1 to 100, that points default value will now be assumed by the game to be 100). Then a CE table would be attached onto the running program, with that example modified value of 100 as it's default, but it still writes to the same address in the registry, resulting in CE seeing a new value and then applying whatever changes you make the the value to this new "base" value.

      So if we modify the acceleration using this mod to make it 100 instead of 1, and then attach a cheat table for CE, if it has a box for any of the above values like "gnat speed = x" and it usually shows a 1, it will show a 100, but it will still be able to read the values (and if it's a multiplier configured by CE then that new value of 100 would get multiplied), it will edit the new value set by this mod when it's script gets loaded on launch. Basically, unless something creates new values in a game, they are still considered the original value, they would just show up as the modified value when looking at the address.

      I understand there has been lua scripting in CE for awhile as well as injections and whatnot, which may change the above up a little, but the short answer is no, there is little chance that the two would conflict. If you want to be safe about the using CE on modified values, it's better to just comment out those values in the options file so they don't change to begin with.
    2. TheBeastKeeper
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      I was asking about the ghost/fly commands as i had a infected wolf spider that liked being underground at the oak tree more then it liked being above ground & I needed to get it out.
      I figured they wouldn't conflict but I wasn't planning on using the other, just this one once I figured it out. Modding grounded is weird compared to other games. 
    3. shoe7ess2
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      I mean, the Unreal Engine 4 game coding is pretty much universal: lua scripts, the engine.ini's the .pak files, UE4SS pre-reqs, etc. Once you learn to code UE4 mods (there are some great walkthroughs/tutorials for how to make a basic mod for UE, which even if you're not modding helps a lot in understanding how the mods work with the default game functions) you can pretty much use the same steps to mod them all (it actually creates more crossover between mod/game sites because of this, like I just saw someone asking for advice on modding Pal on the mod author's page other mod page on Jedi: Fallen Survivor lol).

      However, CE always works the same way (as far as I know, I haven't coded for it in a bit), but really with even non-UE game modding, it helps to just think about the load order. If the mod gets loaded along with the game (in other words when the game launches or post-intro vids), and it is something that only changes what already exists in the game, then CE should work because you're attaching it to the game's process after the game has loaded and addresses have been sorted into their registers, and since CE works is by "finding" and editing those addresses, it will still be able to find those values since you are "attaching" CE to the same game, with the same addresses, in the same registers, it's just that now the values the addresses "hold" have been modified slightly. However those addresses, the actual places that CE does it's magic, are in the same location, so CE would still be able to "see" them as well as modify them (again, this is most cases, but if it's a more advanced script it could cause some strange behaviors). If you ever had a Game Genie/Game Shark back in the day, CE (at it's most basic) works the same way that the cheat-code book's worked, it's kind of fun when you realize it.