I do not intend to make this mod work for public lobbies the same way it works for friend-only. The only way this mod works in public lobbies is if you are host and it will only affect you.
[EDIT] Okay, ignore my original message. I got the TraitCapMod working on the Windows Game Pass version with assistance from the Discord chat (ty, 3CM). First, download the Allow Mods Mod .zip file. Extract the contents of the RM2-AMM-110 folder (4 files) within the zip file to the following directory
(note that this depends on where your game is installed. You can check where yours is installed by going to Remnant 2 in the Gamepass app, click the 3 dots -> Mange -> Files -> Browse. This will bring you to the Microsoft folder, then navigate through the path above to the WinGDK folder)
Next download the TraitCapMod. Open the zip file and double click each folder until you see the "TraitCapMod" folder. Copy/extract this folder into the "Mods" folder that was copied over from the Allow Mods Mod zip.
In the Mods folder, open the mods.txt file and add this text to the list right under "AllowModsMod : 1": TraitCapMod : 1
Now, if you want, you can open the TraitCapMod folder and open the main.lua file, then change where it says "local MaxTraitPoints = 295" and make it 305, the current max I think (could be wrong). Otherwise, leave it alone and you'll be fine for a long time.
Everything should now be good to go.
When you first launch the game to the main menu, you can check if Allow Mods Mod is working by pressing F10. If the console pops up at the bottom ready to type, then that mod is working. Then you can host your own Friends-Only or Private game to confirm if you are able to pick up trait points above the cap. If you don't want to go find one, when you're in game you can spawn one manually using the console. Press F10 to bring it up, then copy past this line and press enter:
[Original msg] I have not yet been able to get it to work yet. I had it working on Steam just fine. I downloaded the most current "Allow Asset Mods" or "Allow Mods Mod" and it said to load the files in the WinGDK folder, so I did that. Then I downloaded the latest Trait Cap mod (still from August 4th), and copied it to the Mods folder.
I launched the game, hosted a Friends-only game, and found a trait point pickup. It only gave me scrap or whatever instead of the trait point. I don't know how to check the console to see if mods load correctly, but after I ran/closed the game, I opened UE4SS.log from the WinGDK folder. Here is what I see: [2023-12-03 12:54:28] Starting mods (from enabled.txt, no defined load order)... [2023-12-03 12:54:28] Mod 'TraitCapMod' has enabled.txt, starting mod. [2023-12-03 12:54:28] [RegisterHook] Registered native hook (3, 4) for Function /Script/Engine.PlayerController:ClientRestart [2023-12-03 12:54:28] Event loop start [2023-12-03 12:54:31] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10 [2023-12-03 12:54:31] [Lua] [CheatManager Creator] Constructed CheatManager [0x1BE6B89C100] [2023-12-03 12:54:31] [Lua] [CheatManager Creator] Enabled CheatManager [2023-12-03 12:54:31] [Lua] [TraitCap] PlayerController not found, could not change traits cap [2023-12-03 12:54:47] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10 [2023-12-03 12:54:47] [Lua] [TraitCap] Max trait points adjusted for lobby member [2023-12-03 12:54:47] [Lua] [TraitCap] Max trait points adjusted for lobby member [2023-12-03 12:54:53] [Lua] [TraitCap] Max trait points adjusted for lobby member [2023-12-03 12:54:53] [Lua] [CheatManager Creator] Constructed CheatManager [0x1C0A7DE4680] [2023-12-03 12:54:53] [Lua] [CheatManager Creator] Enabled CheatManager [2023-12-03 12:54:53] [Lua] [TraitCap] Max trait points adjusted for self
It is kind of conflicting. At first it says it's starting the "TraitCapMod". Then further down it says "PlayerController not found, could not change traits cap". But then below that it says "Max trait points adjusted for lobby member" and "Max trait points adjusted for self".
So it says it fails, but then says it works for lobby member and self. And then I compare that with the log file for the working Steam version and it says the exact same things. I am confused
I am getting"[TraitCap] PlayerController not found, could not change traits cap" I tried to poke around the Lua Script, but could not figure out why this one was not returning a valid controller, when others are.
I am still seeing "[TraitCap] Max trait points adjusted for self" but not sure how I get both the fail and the success error.
After i install this and go over the cap is there any way to remove excess points? I wanted to see how busted the character could get with a huge amount of trait points and I want to limit it again.
Found out what the problem was. For some reason the TraitCapMod didn't create a function in the mod.txt. Once I added "TraitCapMod : 1" into the mods.txt file it started working.
Settle down, dude. I've joined public games where the host is running around one-shotting everything (including me) with a modded Deceit. A mod that lets you slot more trait points isn't gonna make MP any worse than that.
That mod is one more reason to not join anyone in public lobby (because why would you want to play with someone having uncapped traits when you are playing by the original rules?)
I would even say someone blatantly cheating is way better because they are at least honest about this and you do not have to guess.
Subtle cheating in online is the absolute worst and that is exactly what mod provides.
But alas that i on devs for allowing such **** in public online, so that is why I said nail since that is not the main reason why PM is nearly unplayable.
Dude 95% of the existing traits are quality of life stuff, they removed all the actually cool, DPS traits from Remnant 1 already. Not really gonna hurt your experience that much to be matched with people that have 10% faster ladder climb speed , slighty faster revive speed and so on... Again if it was like remnant 1 where there were tons of crit damage / crit chance / fire rate / headshot damage etc perks, it would make a huge difference, not not really here.
Imagine coming on a mod site and getting mad at the mods XD Lmao make it make sense. Like having uncapped traits is somehow gonna make you all of a sudden start one shotting all the bosses on apoc, or not dying for playing like ass.
It's multiplayer, and I'm specifically talking about its public section.
And how is that cheating is impossible just because it is coop? So if you enter and guy there just onetapping things or makes your char fly around uncontrollably or what not, OK let's call it not cheating let's call it scum. Now the guy in question is actually less scummy than the ones using this mod in PUBLIC lobbies because it is immediately obvious and you can leave him to his fun that he for whatever reason brought to public.
Here is an example of non-scummy mod btw: https://www.nexusmods.com/remnant2/mods/70, simply does not work if you are in public.
Just because the mod author did the right thing of keeping his own mod out of the public lobbies (which they also defended in the comments), it suddenly means they can't refer a different mod in regard of trait cap/points just because the other mod is scummy?
I will tell you a secret - not everyone loading the mod is a scum that will use it in public lobbies.
Because there is a hell of a difference between using mods/cheats in single-player (or in private-lobby with friends) and bringing this to public multiplayer.
"To install, simply extract the zip folder contents inside Steam\steamapps\common\Remnant2 and launch the game as usual. Make sure you're extracting the "Remnant2" folder"
The part that reads "Make sure you're extracting the "Remnant 2" folder"
Is that supposed to mean Make sure you're extracting *to* the Remnant 2 folder? Also, there are two Remnant 2 folders. The "main folder" and then another Remnant 2 folder which contains the subfolders "binaries" etc...
How do I know if the mod is installed and working correctly?
It is pretty easy to change yourself in the Lua file with notepad or anything similar. Just change the "local MaxTraitPoints = 295" to 315 instead of 295.
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Additionally, you may join the Remnant Games Modding Discord for faster and better responses
I do not intend to make this mod work for public lobbies the same way it works for friend-only. The only way this mod works in public lobbies is if you are host and it will only affect you.
D:\Games\Microsoft\Remnant 2\Content\Remnant2\Binaries\WinGDK
(note that this depends on where your game is installed. You can check where yours is installed by going to Remnant 2 in the Gamepass app, click the 3 dots -> Mange -> Files -> Browse. This will bring you to the Microsoft folder, then navigate through the path above to the WinGDK folder)
Next download the TraitCapMod. Open the zip file and double click each folder until you see the "TraitCapMod" folder. Copy/extract this folder into the "Mods" folder that was copied over from the Allow Mods Mod zip.
In the Mods folder, open the mods.txt file and add this text to the list right under "AllowModsMod : 1":
TraitCapMod : 1
Now, if you want, you can open the TraitCapMod folder and open the main.lua file, then change where it says "local MaxTraitPoints = 295" and make it 305, the current max I think (could be wrong). Otherwise, leave it alone and you'll be fine for a long time.
Everything should now be good to go.
When you first launch the game to the main menu, you can check if Allow Mods Mod is working by pressing F10. If the console pops up at the bottom ready to type, then that mod is working. Then you can host your own Friends-Only or Private game to confirm if you are able to pick up trait points above the cap. If you don't want to go find one, when you're in game you can spawn one manually using the console. Press F10 to bring it up, then copy past this line and press enter:
Summon /Game/World_Base/Items/Materials/TomeOfKnowledge/Material_TomeOfKnowledge.Material_TomeOfKnowledge_C|
Good luck and hope this helps some people.
[Original msg] I have not yet been able to get it to work yet. I had it working on Steam just fine. I downloaded the most current "Allow Asset Mods" or "Allow Mods Mod" and it said to load the files in the WinGDK folder, so I did that. Then I downloaded the latest Trait Cap mod (still from August 4th), and copied it to the Mods folder.
I launched the game, hosted a Friends-only game, and found a trait point pickup. It only gave me scrap or whatever instead of the trait point. I don't know how to check the console to see if mods load correctly, but after I ran/closed the game, I opened UE4SS.log from the WinGDK folder. Here is what I see:
[2023-12-03 12:54:28] Starting mods (from enabled.txt, no defined load order)...
[2023-12-03 12:54:28] Mod 'TraitCapMod' has enabled.txt, starting mod.
[2023-12-03 12:54:28] [RegisterHook] Registered native hook (3, 4) for Function /Script/Engine.PlayerController:ClientRestart
[2023-12-03 12:54:28] Event loop start
[2023-12-03 12:54:31] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-12-03 12:54:31] [Lua] [CheatManager Creator] Constructed CheatManager [0x1BE6B89C100]
[2023-12-03 12:54:31] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-12-03 12:54:31] [Lua] [TraitCap] PlayerController not found, could not change traits cap
[2023-12-03 12:54:47] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-12-03 12:54:47] [Lua] [TraitCap] Max trait points adjusted for lobby member
[2023-12-03 12:54:47] [Lua] [TraitCap] Max trait points adjusted for lobby member
[2023-12-03 12:54:53] [Lua] [TraitCap] Max trait points adjusted for lobby member
[2023-12-03 12:54:53] [Lua] [CheatManager Creator] Constructed CheatManager [0x1C0A7DE4680]
[2023-12-03 12:54:53] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-12-03 12:54:53] [Lua] [TraitCap] Max trait points adjusted for self
It is kind of conflicting. At first it says it's starting the "TraitCapMod". Then further down it says "PlayerController not found, could not change traits cap". But then below that it says "Max trait points adjusted for lobby member" and "Max trait points adjusted for self".
So it says it fails, but then says it works for lobby member and self. And then I compare that with the log file for the working Steam version and it says the exact same things. I am confused
I tried to poke around the Lua Script, but could not figure out why this one was not returning a valid controller, when others are.
I am still seeing "[TraitCap] Max trait points adjusted for self" but not sure how I get both the fail and the success error.
It should say Starting Lua mod 'TraitCapMod'
followed by [Lua] [TraitCap] Max trait points adjusted for self after you load a character
If not, post what error messages are there
into the mods.txt file it started working.
This mod includes the enabled.txt in the zip so you must not have extracted it.
I would even say someone blatantly cheating is way better because they are at least honest about this and you do not have to guess.
Subtle cheating in online is the absolute worst and that is exactly what mod provides.
But alas that i on devs for allowing such **** in public online, so that is why I said nail since that is not the main reason why PM is nearly unplayable.
And how is that cheating is impossible just because it is coop? So if you enter and guy there just onetapping things or makes your char fly around uncontrollably or what not, OK let's call it not cheating let's call it scum. Now the guy in question is actually less scummy than the ones using this mod in PUBLIC lobbies because it is immediately obvious and you can leave him to his fun that he for whatever reason brought to public.
Here is an example of non-scummy mod btw: https://www.nexusmods.com/remnant2/mods/70, simply does not work if you are in public.
The irony is deadly.......
Just because the mod author did the right thing of keeping his own mod out of the public lobbies (which they also defended in the comments), it suddenly means they can't refer a different mod in regard of trait cap/points just because the other mod is scummy?
I will tell you a secret - not everyone loading the mod is a scum that will use it in public lobbies.
How is that a difficult concept?
"To install, simply extract the zip folder contents inside Steam\steamapps\common\Remnant2 and launch the game as usual. Make sure you're extracting the "Remnant2" folder"
The part that reads "Make sure you're extracting the "Remnant 2" folder"
Is that supposed to mean Make sure you're extracting *to* the Remnant 2 folder? Also, there are two Remnant 2 folders. The "main folder" and then another Remnant 2 folder which contains the subfolders "binaries" etc...
How do I know if the mod is installed and working correctly?
Extract the zip (with its entire folder structure, not just the main.lua file) into the top-level "Remnant2" folder.
Steam\steamapps\common\Remnant2\Remnant2\Binaries\Win64\Mods\TraitCapMod\Scripts\main.lua
<----------- target ----------> <------------------- zip contents ---------------------->
Check the UE4SS.log, see my other comments below