Most issues are resolved by carefully re-reading the installation instructions or stickies above, but if you have stumbled on a bug, please file a bug report on the Bugs tab with as much information as possible to help us find the cause of the issue so we can get it squashed in an update. Useful information includes examples, screenshots, and steps to reproduce the issue.
this mod makes the game way less scary, so i feel like i have to download it or i will turn my pants brown when exploring the more scary areas of the game
hey i want to wut modpack did socksfor1 use for his subnautica but i downloaded everysingel mod (part 1) if you can i wud be plz and cant spell that good
Yes, you can individually disable each of the creature replacements if you like from the mod menu, or you can uninstall the mod altogether and everything will be normal.
So I did a bit of looking around, and couldn't find out if this was just the textures or if it added all the mods in Socksfor1's videos. I would like to know if this is just the textures or all those mods so I can know if I have to click that download button a lot
This is not a modpack, this is only the custom mod that Socksfor1 had made that replaces the models, textures, animations and sound effects of the creatures.
1. I'm afraid no Subnautica mods work on PS4, as with pretty much every other game. 2. No, this is not a modpack, this is only the custom mod that Socksfor1 had made that replaces the models, textures, animations and sound effects of the creatures.
How do you do this kind of thing, changing the models? I want to make my seamoth and cyclops look like thunderbird 4 and 2 so I can effectively make a simulator
TL;DR: With a lot of hard work and experience as a Unity game developer :)
It doesn't actually replace the original models, as some of the replacements have completely different structures to the originals, with completely different animations. Therefore, instead of merely replacing the models, we hide the original creature's model completely so it is not rendered, and instantiate the replacement model in its place, animating it appropriately. The same thing happens with the sound effects - when the original sound effect of the creature is triggered, I mute it, and trigger the custom one instead. It's a suboptimal way to do it, and It's a lot of work, but its rather effective x)
I'm not sure how feasible it would be to do the same thing with the Seamoth and Cyclops. The Seamoth MIGHT be possible to a degree, but the Cyclops would likely require a ton of extra work, since you can walk around inside of it, place furniture inside of it, etc. You'd probably lose compatibility with mods like SnapBuilder in the Cyclops, too, if you actually alter the internal layout. If you don't change the internal layout and structure of the Cyclops at all, it might be feasible to do.
25 comments
Comments locked
The author has locked this comment topic for the time beingMost issues are resolved by carefully re-reading the installation instructions or stickies above, but if you have stumbled on a bug, please file a bug report on the Bugs tab with as much information as possible to help us find the cause of the issue so we can get it squashed in an update. Useful information includes examples, screenshots, and steps to reproduce the issue.
2 does it have everything like in the vid with the new things to craft/make?
2. No, this is not a modpack, this is only the custom mod that Socksfor1 had made that replaces the models, textures, animations and sound effects of the creatures.
It doesn't actually replace the original models, as some of the replacements have completely different structures to the originals, with completely different animations. Therefore, instead of merely replacing the models, we hide the original creature's model completely so it is not rendered, and instantiate the replacement model in its place, animating it appropriately. The same thing happens with the sound effects - when the original sound effect of the creature is triggered, I mute it, and trigger the custom one instead. It's a suboptimal way to do it, and It's a lot of work, but its rather effective x)
I'm not sure how feasible it would be to do the same thing with the Seamoth and Cyclops. The Seamoth MIGHT be possible to a degree, but the Cyclops would likely require a ton of extra work, since you can walk around inside of it, place furniture inside of it, etc. You'd probably lose compatibility with mods like SnapBuilder in the Cyclops, too, if you actually alter the internal layout. If you don't change the internal layout and structure of the Cyclops at all, it might be feasible to do.