MADNESS: Project Nexus

MADNESS: Project Nexus

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Celestial Being Origin
   
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5 Jul, 2024 @ 5:10pm
16 Jul, 2024 @ 5:55pm
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Celestial Being Origin

In 1 collection by Baguette
Baguette's Mods
4 items
Description
R1PCH41N_FR3NZY - Models, descriptions, icons, thumbnails.
Baguette - Stats, animsets, balancing, thrown weapons, effects.

This origin is meant to be played with 0 imprints, and can be used on Madness difficulty. Has a bit of a challenge at Nexus Core, though.

[[Quick disclaimer! Despite the Celestial Hammer's genre being set to None, VR Buddies and Honk Zeds (Murder Room) can still spawn with the hammer! They shouldn't be too much of a threat, but I might as well let y'all know.]]

Some throwing weapons can get your character stuck on certain levels. Viewer discretion advised. Word of advice: Don't throw this mod's explosive throwables while you're within close range of whatever you're firing at. This is the best way to avoid flinging yourself out of bounds.
Unless you have a crap ton of imprints, you might not wanna use the Eclipsed Thunderbolt with hirelings around.

And another thing, using the Eclipsed Thunderbolt while playing as any origin that isn't the Celestial Being(or one with insanely high hp in general) will most likely be a death sentence.

More content coming soon! New weapons and armor are on their way.
Also, recoloring this guy works very well!

Some upcoming plans:
New set of armor *actually* in the works (Blender is annoying, but I'm learning, slowly. At least it isn't Maya.)
Massively reduce recovery slam radius
New weapons being concepted
New throwables possibly being concepted (currently, just messing around as of now.)

Our discord server: https://discord.gg/CDuFVsvpka
Popular Discussions View All (1)
0
6 Jul, 2024 @ 3:04pm
PINNED: Celestial Origin's Skills
Baguette
49 Comments
ATP 3 Jun @ 3:19pm 
imprints* im dumb
ATP 3 Jun @ 3:16pm 
mod was absolute peak when I played it with like 19 origins
Bepino 25 Apr @ 10:04pm 
im gonna make a character with this origin and call it star platinum
R1PCH41N_FR3NZY  [author] 1 Mar @ 2:31am 
@inferno
Strange, we haven't updated this in quite some time so it must've been a madcard update that's broken it. I can't guarantee a fix myself as I am not the one who's well versed in mcm, but I'll try to take a look. If you could, can you tell me what's broken about it?

@snos (this is so incredibly late but I've only just gotten the notification from inferno </3)
Strange as well, though perhaps we simply just didn't do enough testing with the hammer, which makes it evident I've barely played the origin I've helped create, lol. I'll try and look into that soon as well. My guess is I probably fucked up either the animation set or the hitbox itself, I'll tinker with both and see what works best. Might take me a minute if it's a hitbox problem as I haven't touched unity in a while but hopefully I can figure it out.
inferno19881 28 Feb @ 2:24pm 
doesnt work
night_sky50 21 Oct, 2024 @ 9:23pm 
when i got melee technique 3, the hammer stopped being able to hit most enemies
Baguette  [author] 6 Oct, 2024 @ 11:56am 
sounds like someone wants to join our discord server...
The Sleepy Man 6 Oct, 2024 @ 10:58am 
Super excited to see what you guys cook up!
R1PCH41N_FR3NZY  [author] 6 Oct, 2024 @ 10:57am 
Understandable, they do have insanely high durability as is lol. They do have a break explosion, but it legitimately took me a full three minutes of constantly wailing on some invincible enemies to even trigger the break. Might consider just making them unbreakable as is, and/or add weaker, earlier game options and bump the hammer and broadsword up to unlock maybe around haunting/slaughter time. I'll have to talk with Baguette about it, but currently my focus is troubleshooting/nerfing the slam.
The Sleepy Man 6 Oct, 2024 @ 10:24am 
Oh yeah, I was toying with the madcard in notepad and found out that setting the weapons' durability to -1 made them infinite. Been playing with them like that for a while lol