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Cover image/banner courtesy of Conne
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.
[previewyoutube=qNYGTDcfUcg;full][/previewyoutube]
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.
[previewyoutube=7xzQvRecr-w;full][/previewyoutube]
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