ːmpn_engiː **Beta [2.11.a]** ːmpn_engiː [You can access this build from the ``releasebeta`` Branch on Steam]
FEATURED ⦁ Modding & Workshop Access is here! For more info on how to use mods or to make them, head over to the Workshop and check it out. ADDED ⦁ To make life easier for modders, you can use the launch option nosplash to boot up the game without the intro sequence. FIXED ⦁ If a career file was broken or inaccessible, it could make deleting (or sometimes even playing) other career files impossible. Now you'll be able to see (and delete) careers that don't load, whether or not a missing mod was the cause. TWEAKED ⦁ Arena characters added to Playground as spawnable/morphable characters. ⦁ Workbench and Colorizer added to Playground. ⦁ The black border vignette of the Main Menu was cut off on the top and bottom of the screen at certain resolutions. ⦁ Abomination claws adjusted to look better when holding weapons. ⦁ Made a few more outfit pieces colorizable that were missing it. ⦁ You can press I in the Playground to see your character's stats and skills. ⦁ Deleting a career doesn't force the whole career selection screen to reload all remaining careers. This smooths out the whole process. ⦁ Blocking a bullet or a melee weapon now prevents its Debuff or DoT from applying.
Modding Project Nexus
The doors to modding MADNESS: Project Nexus are open. Modding is still in beta, but enough is now supported to get the community started.
Step 1: Subscribe to the Beta Branch on Steam (Modding is currently in beta).
Step 2-a (Workshop Only): Subscribe to mods from the Workshop.
Step 2-b (Local Files): Place the mod's entire folder into the Mods folder located inside the M:PN AppData folder (where your careers are located). Note that Workshop mods are not installed this way.
Step 3: Run the game and click the gear icon on the M:PN main menu screen to select which mods to enable.
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CREATING MODS
Fancy yourself a Maker, do ya? Get started by familiarizing yourself with the basics (we recommend the Modding Overview), and once you think you've got it, try all of our other modding resources on for size.
(All of these resources live in THIS MASTER DOCUMENT that will be updated regularly!)
ːmpn_hankː M:PN Modding Overview By Swain ːmpn_hankː
Hello again, friends! It's been months since we first teased it on Twitter...so who's ready to talk about modding and Project Nexus? We sure as heck are. And we'll be sprinkling in some previews of our early Beta testers' WIP projects along the way.
Courtesy of Lurk
Let's cut right to the big question first: when will this release? Right now, we're aiming to get the beta modding tools out to the public by this Friday, May 24th. And just like all of our updates, this one's completely free.
Courtesy of DarkSignal
The next question is what will I be able to mod? Firstly, a disclaimer: Not everything in M:PN can be modded, and some features slated for the future won't be available during this beta launch. Currently you'll be able to create custom weapons and addons, outfit pieces, character body parts, gibs and guts, and animations. Custom audio is also a thing, as is reskinning and remodeling existing assets. You can alter the details of Arena and Story stages (who's in the mission, what kinds of waves and rewards you'll face, and so on), but fully custom stages aren't out of development yet.
Courtesy of Gangrene
How does one mod their copy of MADNESS: Project Nexus? Using Unity's built-in ScriptableObject and AssetBundle systems, the game reads simple text documents written in the JSON format to create and alter the values of game assets, such as the color of a character's blood and the weapons they prefer in combat, or stats and values like the rate of fire and SFX of a weapon. Nearly all values the game uses can be altered. This also includes game visuals: new textures, models, and effects can be imported to replace vanilla assets, or to represent brand new objects.
Courtesy of Zepumpkineater
New 3D and 2D assets can be created using your preferred program, but integrating them will require a little knowledge of the Unity 2019 Editor. We'll be giving the community access to DarkSignal's MadCard Maker app if they'd prefer to skip learning JSON and want to jump directly into altering the game, and a ModTools Project for Unity with everything you need to start creating new visuals for the game.
Courtesy of cl4ssic
And finally, how do I add mods to my game? Your subscribed mods from Steam Workshop will appear right there in your game when logged in (you'll still have to enable them at the M:PN title screen). The folder with all of your M:PN careers will also have a new Mods folder, where mods you're testing or have downloaded yourself can be dropped and played without ever involving Steam.
Courtesy of DarkSignal and Lurk
So what's on the horizon for modding, then? How far will all these tools let modders go toward customizing the game? Let's talk about the scope, with the caveat that we may limit or remove items from this list in the future, and we may also add more features to the list depending on viability and player demand.
Custom Stages This is going to be the biggest request, no doubt about it. It's a very big undertaking, and goes beyond simply altering game values and importing custom content. M:PN wasn't originally built to be modded, so adjusting it after release has forced us to take our sweet, sweet time...and that was just to let players customize game assets. Now we're talking fully custom scenes filled with the thousands upon thousands of individually placed assets that make up a stage, so don't expect this one to roll out quickly.
Event System Even if brand new community-built stages never happen (and we really think that they will!), M:PN was built around an Event System that listens for the completion of user-dictated conditions that then produce user-dictated results. It's a pretty reliable system that handles most of the nuances of Story and Arena stages where things happen beyond "enemies spawn, room unlocks when they're dead". When Jorge goes down and Church calls in reinforcements, that's the Event System listening for a condition (a character with a specific serial number just died) and initiating its own action in response (enable Church's dialog calling for help, and then spawn a wave of MERC soldiers). This system will give modders the ability to fully adjust the things that happen in the game, creating a nearly custom experience.
Cutscenes Kind of an offshoot of the previous two points, the ability to alter the cutscenes in existing stages would be a nice, temporary compromise to the lack of customizing stages. Altering cutscenes would let casual modders tweak vanilla stages and alter the participants and dialog of any cutscene, letting them tell their own story. When we see custom stages finally rolling out, modded Cutscenes are how you'll put that last little custom spin on your mod.
Script Plugins We have one very dedicated modder by the name of Twingamerdudes currently trailblazing a Lua plugin for PN. This, as well as any other potential script plugins, would allow for functions far beyond the capabilities of the base game via execution of custom scripting. Things like custom abilities for characters and weapons, gamemodes, new UI tools and functionality, quality of life features, and more would become possible. It has quite the potential for busting this game wide open, but will need to be developed and explored quite extensively.
And that's where we are now! Thanks for being patient with us ever since we very casually hinted that we'd be opening up the game to the Workshop. You know how the old adage goes, and since we've gone for good and cheap (free), this wasn't gonna be done fast. And hopefully before Friday we'll have some decent tutorial documentation up for you to get a head start.
Fresh from the lab (or the Other Place, for all we know,) It's the latest Makeship machination! This time, fate has chosen Doc (or 2BDamned, if you prefer) to undergo plushification. Complete with dynamic balding action!
After they've finished materializing, agents will be dispatched to deliver them anywhere via low, flat-rate WORLDWIDE SHIPPING.
But don't delay! We can only maintain our connection until JUNE 6TH, So don't miss out!
Now, some of you may be looking at this and thinking "Gee, all these plushies are sweet as heck, but I sure wish I had an excuse to boot up my favorite run-n'-gun-slash-beat-'em-up again." Well, we think that's an excellent point. So excellent in fact, that we had the idea ages ago and have been working on it this whole time! We're just about ready to let y'all in on all the juicy details, but you'll have to give us a few days. We uh, need a little extra time to Workshop it.
See ya then!
LIMITED EDITION GLOW-IN-THE-DARK GIL PLUSHIE + PINS!
As always they SHIP WORLDWIDE for one low, flat rate. And if you order RIGHT NOW, you get a sweet little Black Friday discount. Not sure how long that lasts (It's a Makeship event, not ours) so you may wanna jump on quick.
Speaking of jumping on quick, these fellers are only available until DECEMBER 15TH. So, don't delay! Also, the lads at Turtle Pals Tapes still have a few Vinyl OST box sets left. Just a hair over only THIRTY remain at the time of writing. If you're interested, ACT NOW!
Beta Patch [2.10.e]
ːmpn_engiː Beta [2.10.e] ːmpn_engiː
[You can access this build from the ``releasebeta`` Branch on Steam]
FIXED
⦁ Some Creber clone bodies wouldn't despawn when leaving one room for another. Note: if you were experiencing weapons missing when returning from a mission, please let us know in the bug reports if it's still happening after this update. Thanks!
TWEAKED
⦁ While holding a ranged weapon, and with the appropriate skill, you can now block bullets with your off-hand melee weapon. ⦁ Creber clones will teleport back to you during Contract missions if they end up too far off screen.
Beta Branch v.2.10.d Update
ːmpn_engiː Beta [2.10.d] Update ːmpn_engiː
[You can access this build from the releasebeta Branch on Steam]
FIXED
⦁ The Heist stage wouldn't complete if you tried leaving as a Creber clone. ⦁ Dead Creber Clones would come back to life when moving between some street areas in Contract missions. ⦁ Creber Clones were retiring themselves when you used the train car ladders in Fast Track. ⦁ Hirelings were resurrecting between rooms. ⦁ Creber clone count indicator wasn't updating between waves.
SANFORD & DEIMOS PLUSHIE CAMPAIGN EXTENDED!!!!
You folks have been loving those Sanford & Deimos plushies so much that Makeship have chosen to EXTEND the campaign for another WEEK AND A HALF!!! These little chuckleheads are now available for purchase until AUGUST 19TH!
They still ship WORLDWIDE for a low, flat rate, and are made with the same care and quality that Makeship is known for. Don't delay, get yours today!!!
LIMITED EDITION SANFORD & DEIMOS PLUSHIES AVAILABLE NOW!!!
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To sweeten the deal even further, buying both chuckleheads gets you10% off the pair of them! Just add them both to your cart, and the discount will automatically apply. But don't Delay! They're only available untilAUGUST 9th.
Coming soon, courtesy of our pals over at Makeship, the official Sanford and Deimos plushies! They'll be available for purchase on July 18th, (Don't worry, we'll send out another reminder,) but in the meantime we've got a giveaway! All you have to do is follow Makeship and Project Nexus on Twitter and retweet this Tweet! Giveaway ends July 17th at 2PM EST.
Thanks for helping spread the word, and we'll see you again on launch day!