MADNESS: Project Nexus

MADNESS: Project Nexus

Chaos & Order
272 Comments
pykar  [author] 29 Jul @ 9:33am 
I believe Swain has pushed out a fix for it
pykar  [author] 29 Jul @ 3:17am 
I believe the hireling issue is from the new update
I was on holiday and noticed it myself, but i assumed it was fixed when i got back
I guess not

I might bring it up with Swain if I have the issue as well
May  [author] 29 Jul @ 3:07am 
@黑翼之枭

1. Although it may sound weird, C&O is meant to be a vanilla friendly mod from a system's perspective. We don't use any file that alters the game's system by any means(like custom missions), and most of the features actually come from M:PN itself. I believe the error you have is due to using other mods that alters mission, or have custom weapons...etc.

If you could share the mods you use in the bug report section, I'll gladly help.

2. C&O doesn't have any custom hirelings. So if you have problems with hirelings, it's definitely from an outer mod.
May  [author] 29 Jul @ 3:06am 
3. You're very welcome. I'll have to say this though, that this mod is very much a team project, and I don't deserve all the praise.

Any of the textures and models here because of NeoX's help.
At least 1/3 of the coding is done by Pykar (with tons of tests and advice)
Infernalthing did all the sound editing and adding, as well as giving the proper balancing ideas.
Bagmetti's animations are in-fact the foundations of a lot of these origins(especially the recent Standby origin).

And there are some good people who volunteered to help without question from the modding community. So I'd prefer calling C&O a team project than just mine.
黑翼之枭 29 Jul @ 2:26am 
Finally, I really like your work. Your creation is truly eye - catching for me. It's the best mod I've seen in the past year, May.I hope you can fix this bug and bring us more surprises. On behalf of all players, I would like to thank you.
黑翼之枭 29 Jul @ 2:22am 
And I have a question. My soldiers can't use guns anymore. Is this a system bug?
黑翼之枭 29 Jul @ 2:20am 
Something happens.After the new version was updated, there seemed to be some problems with this mod, and I couldn't retrieve my two accounts.Some origins have also stopped working.
May  [author] 27 Jul @ 11:47am 
Hrmmm. I'll consider an upgrade.
Edward 25 Jul @ 5:11pm 
why does the ninja girl thing have almost everything unlocked from the start? it skips all the fun
The Jackal 16 Jul @ 9:40am 
between having origins that are so much more then stat swaps of others, the idea of origins having their own custom and unique tools along with having custom and different move-sets i think it can be confidently said that even if we don't get anymore origins from you guys this mod will have left a lasting impact in origin part of this games modding scene
Fixer 6 Jul @ 1:21am 
First mod I ever got to work with. This was a wild ride. Hats off to the team
Aku 5 Jul @ 1:59pm 
Nah man thank you for this mod!
May  [author] 4 Jul @ 3:47pm 
<25.07.05>
New origin

For our final 20th origin, joins Alpha Standby .
A nimble gunner focused on flashy movesets and powerful firearms.

It has been quite a journey...and the mod has already went through 3 years since the first origin came out.
Many thanks for enjoying this weird, wild mod.
johnny appleseed 28 May @ 8:33am 
this is cool as beans yo :GDEasy:
pykar  [author] 5 May @ 11:39pm 
utilising an assembly mod called “Windigons miscellaneous enhancements”
alters the games assembly to make some changes to the game, namely in arena mode

it will require a reinstall every game update but he’s pretty fast on those
Salame 5 May @ 2:37pm 
How do you make origin icons smaller like that?
Shubs 5 May @ 10:52am 
Well I tried to just reduce the time that Heavy Bleed lasts and while it still has the constant slow blood-cloud effect, it only lasts while I hit an enemy. Then they just dissolve and every enemy has the same exact animation as they dissolve.

Maybe, much like the no-anime add-on. There is eventually an add-on that allows us to enjoy this work more? It seems silly to put forward all this effort to cover it up with the red slow-moving bloodclouds and locking out the game's already existing gore system so that we can see the same red skeleton 1000 times.
Aku 5 May @ 10:23am 
unfortunaly same by me

{LINK REMOVED}
Shubs 5 May @ 10:03am 
Sorry to bug again, but to test out your solution when I finally finished the Arena run I was on I started up a Supernova because I just got to 10 imprints. The solution you provided doesn't seem to work, I even went through the json and deleted every line of EffectConstant: Effect_BloodSpray and it still seems to have the effect when I hit an enemy.
Shubs 1 May @ 6:14pm 
Thank you so much for that solution, I appreciate it alot!
May  [author] 25 Apr @ 10:01pm 
@Shubs

There is, which is erasing the "EffectConstant" completely.
Your C&O Json file should be on <C:\Steam\steamapps\workshop\content\488860\3288491230>

{
"Filename": "Heavy Bleed",
"Root": "Drugged",
"Description": "Carnivore really wants you dead.",
"Damage": 1.0,
"DamageTick": 30.0,
"Duration": 600.0,
"FlashColor": {
"r": 0.8117647,
"g": 0.0,
"b": 0.0156863,
"a": 1.0
},
"DamageType": "Slashing",
"Debuffs": [
"Bleeding"
],
"EffectDamage": "Particles_Gore",
"EffectConstant": "Effect_BloodSpray",
"AttachPart": "Body"
},

find this, and remove the <"EffectConstant": "Effect_BloodSpray"> line completely.
Shubs 22 Apr @ 10:02am 
Is there any way to remove the bleeding effect from the unarmed attacks that Carnivore has? The bleeding damage doesn't bother me but honestly I don't care for the constant blood cloud spurts, it covers up the already existing gore of the game too much for my taste.
Pickle Face 20 Apr @ 2:22am 
Don't worry, I already played Fortress some time ago and made my way through on my own.

I played through (I think) all the origins too before deleting the origin mod thanks to the super fast arena mode mod and testing out other ones. My favorite was the Hateful Butcher because it just felt satisfying af to cleave through everything like it was nothing. I put all my points to strength (RIP encumbrance) and nothing stood in my way.

Thanks for making such a phenomenal mod! I'd say this one's the best origin mod of all that I've seen so far. Some argue for Quality of Quantity but you've got both of them down easy.

Keep up the amazing work, I hope you drop another origin mod in the future or something.
May  [author] 20 Apr @ 12:58am 
Pickle Face 6 Apr @ 6:55pm 
Oh I see. Thanks for the tip! Neither worked for me, but I managed to get through by playing previous stages until I got the dash attack and managed to fly past the stairs area.

I'm hoping Fortress has some way for me to dash past though, as it seems like an interesting character to play. If not, I'll hold off on using that character.
May  [author] 6 Apr @ 5:55pm 
@Cobbler
Both the Fortress and Warden uses the 1.6 body size, which is the mazimum size of all doors in the Arena mode.

If you're stuck, you can either turn your character around 180 and wiggle through,
or use a snap dodge towards the stairs to force it.

And yes, Warden's initial dash speed buildup is close to a negative, so it is definitely designed to look like a walking set of rusted armor.
May  [author] 6 Apr @ 5:49pm 
@Willtastic
Our N500 only uses the custom texture, so it has nothing to do with the mesh itself. Maybe its a bug from.the game
Pickle Face 6 Apr @ 9:33am 
I'm playing warden and I can't get past the second bus stage because you can't go down the stairs from the top area.

I've tried blowing myself up and I just end up out of bounds. I've tried to ragdoll down the steps but I'd either teleport out of bounds or I'd teleport to the Club Advent area (which I can come back to the in bounds area) but I can't get past.

Also this isn't really a bug (or I don't think so, at least) but Warden's walk cycle feels really weird.
Willtastic 4 Apr @ 7:25pm 
Hey, i figured i wanted to mention this, the custom N-500 long barrel revolver acts up when reloading. the chamber moves out of the gun when i fire or reload the it.

do you know whats causing that?
May  [author] 28 Mar @ 6:23am 
@Wolf1779
If you mean wand modding, Ice age functions differently with her magic accessibility. you can access new spells by interacting with the workbench instead of the usual portal.
Wolf1779 28 Mar @ 6:06am 
Is there any problems with the arcane, you know... the portal thingy outside?
Ghost Fae 27 Mar @ 2:59am 
:growbow::LockedSwords::lovegrenade:
May  [author] 2 Mar @ 4:29am 
@billy4213, @Maroon The Octoling
Check Q&A please.
May  [author] 2 Mar @ 4:07am 
@Okenite

Sorry if the lack of info confused you.
I forgot to add certain traits/abilities of origins in the C&O guide.

The thing is, there's like 400~500 different gimmicks, tricks, unique gears and weaponry that I need to keep on track for all 19 origins...and recently our team were more focused on fixing bugs and problems while refining the overall performance of the mod itself.

C&O is a group project made possible due to the help of kind, talented friends...however the C&O Guide itself is totally a one-man job. It doesn't mean that I don't care, it's just that there's too much things I need to handle both here and there, eventually making some updates being neglected. :mpn_deim:

That said, if you wish to learn more about an origin that you're currently playing, I'll try my best to update that part of the guide as soon as possible. Including the traits. :mhwgood:
Okenite 2 Mar @ 12:45am 
The origins should be more descriptive on the traits, how am I supposed to know every pulse's punch dizzies, or that fortress can't be stunned?
May  [author] 16 Feb @ 10:40am 
<25-02-17>
Hair Update

Finally, we have ACTUALY new hairstyles for C&O!

Do not worry if your character suddenly became bald , just go to Skinner inside the HQ and get a new hairstyle(players who start from the beginning will have the hairs as default). You can still access your previous head texture by using the Loft mirror.

This was made possible by @NeoX & @LegendaryBox , so massive applause to them.

Also, thanks to @Lurk and his HD bundle mod, we were able to add fitting hats for these hairs as well. (Many thanks for sharing these and giving permission, Lurk :steamthumbsup:)

New Weapons

Well, a bunch of them. Check the update note for better information.
May  [author] 16 Feb @ 8:46am 
@The Lord Pootis
It's a killswitch for your zeds which can block your progress in Bus station missions.
The Lord Pootis 16 Feb @ 12:48am 
so how exactly do I use the hormone syringe as virus? I've been trying to use it but it just shoots some goop projectile on the floor and doesn't do anything.
May  [author] 1 Feb @ 9:11pm 
@Ecks dee
I didnt change anything about the character's execution It is most likely that a different mod is altering the setting.
Ecks dee 1 Feb @ 4:06am 
They just up and started working again then stops working, it's like its periodically breaking down.
Ecks dee 1 Feb @ 4:02am 
Zed/Virus somehow doesn't infect anymore, are there any causes to this?

I miss having meatshields that can multiply.
May  [author] 27 Jan @ 6:31am 
@I Have Brain Damage

It becomes very apparent they're fragile as hell if you play custom missions like Off-Track Blues. Having two corpus prevents enemies that have total execution immunity mow down your zeds in an instance.(the only reason zeds are strong is because they can do the instant execution...if they can't do that, they're just a soggy meatloaf with 5 health)

For now, I think using the syringe on story missions is the best option.
If one or more person agrees on your idea, I'll bring it down to one corpus.
Observer CM3051 27 Jan @ 5:57am 
personally, just make their corpus into one would be best imo, there are many Zeds enough to infect and they are usually able to infect one another before losing their own corpus, besides, our clones are pretty strong by themselves and should be able to keep up the constant of Zeds
May  [author] 26 Jan @ 5:47pm 
@I Have Brain Damage

Yeah...Virus has been a balancing nightmare because of that problem.
I can make the corpus number into one, but that's also gonna cut your zeds` usefulness by half. At least there's now the hormone syringe you start with which removes those zeds(ragdoll to remove the dot on yourself).
Observer CM3051 26 Jan @ 10:24am 
it was a headache trying not to put myself in a soft lock in story mission, those damn zeds get to places i couldn't reach and then fucking revive there
May  [author] 25 Jan @ 4:42pm 
@Rat
Did you unlock the required dash attack skill?
Rat 25 Jan @ 3:15pm 
Why won't the butcher's dash grab work? Does dash mean sprint?
May  [author] 12 Jan @ 2:50pm 
@Shroome - Azzi
It's a vanilla effect, and yes the sound is meant to be like that.
Might sound weird at times, for sure.
Shroome - Azzi 12 Jan @ 5:10am 
something's wrong with carnivore's blood splatter sound effect when you kill enemies, it sounds like an engine for some reason?
tacticooldude1067 5 Jan @ 4:56pm 
boobs