MADNESS: Project Nexus

MADNESS: Project Nexus

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No More Co-op Exclusivity!
   
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21 Aug, 2024 @ 2:52am
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No More Co-op Exclusivity!

Description
What this mod does: This mod adds in the originally co-op exclusive characters to their respective levels (with a few changes depending on the level) to the main squad, allowing them to be taken into missions without having to get a 3rd and 4th player involved. This includes Pink Hank, White Hank, Doc and Victor. Made to go with the Co-op Chatter mod, but isn't required. NOTE: This was NOT designed with balance or functionality in mind. Don't expect this to be a very balanced mod.

Additionally, this does not change Story Dialogue. The story will continue as it usually does.

Extra Changes
  • Doc will appear in Seeking Asylum but no other Commercial district level.
  • Pink Hank and White Hank do not appear in Base Jumping or The Rush.
  • Climb! and Shakedown have the characters split. Victor and White Hank appear in Climb!, while Doc and Pink Hank appear in Shakedown

Known Bugs
  • The Escape won't spawn the characters when starting a new game, but will during replays.
  • Gestalt's final boss fight will bug and cause one of the characters to spawn below the map with no means of switching back, forcing a quit.
  • Project Nexus will not spawn any of the additional characters during replays.
  • Inner City will not have Sanford and Deimos put on their respirators, but instead Doc and Victor will. The lights will still shine from Deimos and Sanford even though the lights are now worn by the other two.
  • The Sheriff boss fight in The Station Fortress will bug out if Deimos and Sanford do not enter and instead either Doc or Victor do.
12 Comments
Tempest  [author] 8 Jul @ 1:53pm 
Already did here.

You'll have to edit them into a MadCard for story levels yourself but it includes those characters for Co-Op.
3 Inches Is Enough 8 Jul @ 3:20am 
Tempest can you add more originally co-op characters like dr.crackpot and dr.gonne
PUPSIK 26 May @ 9:46am 
I'm give you reward
Thank you I'm Victor fan :mpn_engi:
PUPSIK 29 Apr @ 11:42am 
best mod,tHANK you!:mpn_hank:
Emb'd 29 Aug, 2024 @ 3:09pm 
The whole gang's here!
Intern 26 Aug, 2024 @ 5:15pm 
i went to the workshop for something where i can have a lot of ai at once... and this is EXACTLY what i wanted
Tempest  [author] 23 Aug, 2024 @ 4:25am 
@Matiho Okay, I tested with and without OG Madness Pack and haven't gotten the ammo and durability depletion thing you mentioned, but I do not think OG Madness Pack causes it, If I had to guess it's likely a script in the game that gets confused since Doc and Victor are no longer labelled as "Bonus Characters", but I have no way of being certain and couldn't likely fix it. I'll add it to the known bugs.
Tempest  [author] 23 Aug, 2024 @ 4:08am 
Hmm, interesting. I was half expecting Deimos and Sanford to still put their masks on given they're still in the same spots, I can add that under the bugs. However, a fix likely would entail creating a script that allows all four characters to put on respirators for that segment. And if thats the case, then there is nothing I can do in that regard as it can't be solved with MadCard. I'll look more into it though.
Matiho 23 Aug, 2024 @ 2:37am 
Okay I played with this and OG Madness Pack a bit and seems like both do work well, had some weird bug once though where all the ammo and melee weapon durability were at zero, not sure if it's related to the mod though it did happened in the Inner City mission, but after a restart it fixed itself, and I also found a small lil issue not sure if it's able to be fixed though. During the Inner city, there is a moment when San and Deim put on respirators, with this mod on, only Doc and Vic put their's on, and San And Deim stay as some kind of sigmas, that don't care for their lungs, well not like much is left out of Deim lungs, as she smokes that much lol. So nothing gameplay breaking, but immersion breaking :mpn_deim:
Tempest  [author] 22 Aug, 2024 @ 3:18pm 
I just tested it, it seems to work fine. As long as it doesn't alter the mission settings (such as the one that spawns in Tricky for Deep Storage) it should be good.

Though my loadout change mod for the co-op characters I was going to make soon likely won't be :mpn_deim: