Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

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Elias's Mod Missons
   
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Other: Missions
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496.628 KB
31 Jul, 2017 @ 2:53am
31 Jul, 2017 @ 2:57am
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Elias's Mod Missons

Description
A set of missions designed to slowly introduce players to mods in a gradual, yet enjoyable, pace.

This set is mainly designed around people new or newish to mods. For those who are new, they can go through the sections in order. For those who have some experience, they can do the recaps at the end of each section to determine if that is a section they need to cover or not.

Any feedback about difficulty, pacing, or other qualities about this mod can be placed in comments, or by contacting Elias5891 on the KTANE discord server.

This is a beta build, so changes are possible to the ordering/timing of some missions. If changes are made, be aware the leaderboards may/will be wiped.
7 Comments
elias5891  [author] 11 Apr, 2020 @ 3:21am 
Unfortunately, I have long since left the KTaNE modding scene, and no longer have the files required to modify the mission pack -- as such, I can't do anything about the perceived difficulty. However, I will state that that one was one of the first few bombs that my group had to try multiple times...it is hard. You should be able to skip it and return, though, no?
leaf dog 2 Apr, 2020 @ 9:02pm 
idk if ur still on here elias, but the difficulty takes a SHARP turn as soon as you hit "Simon Returns". 5:30 for SEVEN modules? me and my bud have tried the bomb at least thirteen times but its still too hard to get. pls
elias5891  [author] 8 Aug, 2017 @ 3:37pm 
@Kalsinion - if missions fail to load, it should give you a list of 'missing mods' -- those are ones that you either do not have installed, or have configured as off through the mod selector. If you enable them, and have them installed, that should resolve this issue. Be aware, no vanilla modules appear in this mission pack; every module in every mission is a mod module

For learning, any introduced mission will potentially pull from any previously introduced mission, and thus requires it to be enabled to run (see earlier issue). This was to make sure people didn't install all the mods, then get flooded with hard ones that haven't been taught; flip side, however, is once it's taught, you may see it again, and can't disable it to avoid it. Having said, you shouldn't see boolean Venn until chapter 19, or morsematics at all (oversight).
elias5891  [author] 8 Aug, 2017 @ 3:37pm 
However, it's possible you mean vanilla morse and complicated wires, which uses venn diagrams. If that's what you mean, this set might not be what you're looking for for learning new modules; as this introduces only mods. If you do mean vanillas, in the menu folder on the main screen of the game, there should be an accessibility options. Within it, you can set up to three vanilla modules to be deactived, preventing them from generating when using freeplay mode. An alternative would be to create custom missions. Or, if you only want to cover one module at a time, I might recommend the Morcu Training Mission pack, which has 5 of each module with a generous time limit, to learn them that way.
Tdrizzy_w 7 Aug, 2017 @ 1:27am 
when i launch the game with mods accepted, this mod fails to run stating "missing Modules" am I doing something wrong?

Also does anyone know how to have the ability to choose which modules will appear? I use this for teaching purposes and although Im ok with morse and Ven diagrams, people hate me for them and it does kill the learning focus!!

Thanks in advance

B

P.S.

(**PCMASTERRACE**)
elias5891  [author] 2 Aug, 2017 @ 1:43pm 
@ChristIsBetter, ktane.timwi.de is my preferred source.
FarHarborman 1 Aug, 2017 @ 8:21pm 
Where do you get the manual for all these new mods?