Library Of Ruina

Library Of Ruina

Library of Runia Workshop
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A Cat 1 25 May, 2022 @ 2:17am
Is there a way to use nexus mods with workshop's basemod?
On nexus there's a bunch of mods that either have no analogue on workshop or just have a better effect that I would want to use, but it seems like basemod doesn't see them neither in mods folder in LoR's local files nor in steam workshop folder?
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Showing 1-6 of 6 comments
yarrrr 10 25 May, 2022 @ 5:01am 
I used BBE/BepInEx the last time I played with old basemod mods (last year/months ago), though it's severely incompatible with workshop Basemod and several other mods

Otherwise you either make your own port or forget about them. It's not worth using mods from nexus at this day and age, plus a lot of them have been ported already.

Just curious but what old mod were you wanting to use?
A Cat 1 25 May, 2022 @ 5:37am 
Originally posted by yarrrr:
I used BBE/BepInEx the last time I played with old basemod mods (last year/months ago), though it's severely incompatible with workshop Basemod and several other mods

Otherwise you either make your own port or forget about them. It's not worth using mods from nexus at this day and age, plus a lot of them have been ported already.

Just curious but what old mod were you wanting to use?

Mainly it were just some ""QoL"" mods like the one that unlocks all of the battle symbols, also I wasn't sure if steam workshop's "unlimited passives" is better than "free passives" from nexus :zagsnooze:
yarrrr 10 25 May, 2022 @ 6:25am 
Originally posted by Kairos Ailurr:
Originally posted by yarrrr:
I used BBE/BepInEx the last time I played with old basemod mods (last year/months ago), though it's severely incompatible with workshop Basemod and several other mods

Otherwise you either make your own port or forget about them. It's not worth using mods from nexus at this day and age, plus a lot of them have been ported already.

Just curious but what old mod were you wanting to use?

Mainly it were just some ""QoL"" mods like the one that unlocks all of the battle symbols, also I wasn't sure if steam workshop's "unlimited passives" is better than "free passives" from nexus :zagsnooze:
Unlimited passives is essentially the same, but you can add like 20 passives on a character. The battle symbol one is just a one-time thing so you can pretty much uninstall it the moment you unlocked everything since it stays with you anyway.

I'm sure there isn't much QoL stuff to offer on nexus now. Workshop already got more than 10 of them, including old ones like the yesod floor optimization and NoGrind, but the best one is the changeable Mass Attack target mod

For tweaks (choose what you want)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807713703
For pure QoL
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2803307612
Last edited by yarrrr; 25 May, 2022 @ 6:40am
Drankara 26 Jul, 2022 @ 1:46am 
I too would like to know if there is a way for nexus mods to work with the steam basemod, on the nexus there are mods that add new battle symbols, not just skins but I cannot get the game to register the mods being there or am sure if they would even turn up in the mod list.
yarrrr 10 26 Jul, 2022 @ 3:22am 
Originally posted by Drankara:
I too would like to know if there is a way for nexus mods to work with the steam basemod, on the nexus there are mods that add new battle symbols, not just skins but I cannot get the game to register the mods being there or am sure if they would even turn up in the mod list.
I highly not recommend mods that add Battle Symbols since the game has no way of removing them when the mod is uninstalled and your save file would be ruined unless you install the mod back.

Again, it's not worth sticking to nexus mods. Your only way is in the earlier post I mentioned.
Cyaminthe 21 29 Jul, 2022 @ 11:56pm 
Originally posted by yarrrr:
I highly not recommend mods that add Battle Symbols since the game has no way of removing them when the mod is uninstalled and your save file would be ruined unless you install the mod back.
It depends on how the specific mod in question implements it. Yes, trying to load Symbols that don't exist in the current mod configuration breaks the game, but this can only happen if modded Symbols were previously saved alongside original Symbols (i.e. if the mod authors did not patch the saving method to move their Symbols elsewhere).
By the way, BaseMod for Workshop currently has a safeguard functionality against such issues - it makes the game simply ignore nonexistent Symbols instead of breaking. And in the (hopefully near) future, it will implement a LorId indexing mechanism for custom Symbols, so that new mod authors won't have to check every other mod for possibly conflicting numerical Ids.
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