Hi I recently started playing Grounded, was wondering if you could make an alternate file for only 5 active mutations? 10 is cool but I wanna have a little balance and this mod is cool but I have no idea how to mod this game :0
also thanks for modding this game! so little mods on here I might have to learn to mod it just to make 1 or 2 to add on here :D
so im playing in multiplayer and my friend when they join if they have it installed it takes away there hotpouch but in single player for them its fine any ideas why?
Great Mod! Can you update the mod for multiplayer, please? If I use this mod in a game with a friend, my game crashes if I want to change a weapon with the shortcuts.
Great Mod! Thanks for all the work it takes to provide great content for this game! This is for the Steam version of Grounded. After patch 1.11 I noticed that the new mutations are actually being blocked from activating when using the mod.
Specifically, Perry Master wasn't activating for me even after I got the Block Buster achievement. I removed the mod temporarily and got Perry Master to activate then put the mod back.
Update: I tested this with the remaining new mutations added in 1.11. All you have to do is pull this mod out of the Paks folder when you're ready to activate one of the new mutations. Then, you can re-add the mod to the Paks folder and the new mutation will be active and you can use the mod.
39 comments
Please please pleeeeease update it <3
Les mods ne fonctionne plus sur steam , je pense que c'est du a la nouvelle version du jeu et que les mods ne sont pas a jour
cordalement
also thanks for modding this game! so little mods on here I might have to learn to mod it just to make 1 or 2 to add on here :D
This is for the Steam version of Grounded.
After patch 1.11 I noticed that the new mutations are actually being blocked from activating when using the mod.
Specifically, Perry Master wasn't activating for me even after I got the Block Buster achievement.
I removed the mod temporarily and got Perry Master to activate then put the mod back.
I tested this with the remaining new mutations added in 1.11.
All you have to do is pull this mod out of the Paks folder when you're ready to activate one of the new mutations. Then, you can re-add the mod to the Paks folder and the new mutation will be active and you can use the mod.