MADNESS: Project Nexus

MADNESS: Project Nexus

Infernalthing's Goodies
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Update: 12 May @ 12:38pm

-Added an alternate version of the ponytail hair that has a darker and shinier material, since the vanilla one is so white that no matter how you color it you get white streaks.
-Fixed the Backstab_BombPlant execution from requiring C4.

Update: 17 Apr @ 7:13pm

-Fixed the Robot_Metal and Robot_Zed corpuses to actually use their intended icons.
-New animation cards for: the clockwork robot spawn, stagger death stand up (makes you stay on the ground instead of getting up), hiding while invisible, invisible spawn, Eater's delayed spawn coming out of the ground, stretcher idle, salute death, invisible walking/running/sprinting.
-Made Big and Huge versions of the metal fist weapon (they deal more damage).
-New materials for Gestalt (head, hands, body). Meant to be used on the vanilla Unfinished Mag parts.
-New colorable materials: Dissonant G03LM head (the skinless head made by Lurk, not the helmet), Mag Hank arm, Unfinished Mag (head, hands, body, including Lurk's HD variants), Odium (including HD parts), Wildlander (head, body).
-New uncolorable materials: Abomination hands, Dissonant G03LM head (the skinless head made by Lurk, not the helmet), Mag Hank arm, Unfinished Mag (head, hands, body, including Lurk's HD variants), Odium (including HD parts), Wildlander (head, body).
-New secondary tint materials: Abomination hands, Dissonant G03LM head (the skinless head made by Lurk, not the helmet), Mag Hank arm, Unfinished Mag (head, hands, body, including Lurk's HD variants), Odium (including HD parts), Wildlander (head).
-New loft skins: gore (currently doesn't work as intended), Unfinished Mag, Gestalt, Odium, Wildlander.
-Added an invisible addon template showing how that can be made. Useful for making invisible bayonet slot addons that change the pistol whip animation since changing it in the ranged weapon itself doesn't work.
-Added custom slot sapper gloves since I forgot them when I made the other gloves. D'oh!

Update: 23 Feb @ 6:27pm

-It's here folks! I made a bunch of melee trails of various colors using the vanilla sprites! Now you are no longer restricted when it comes to adding trails to your weapons, plus you have more colors to choose from. I've included a preview image showing what each trail looks like to make things easier.
Thanks to Pykar for helping me out with this!
-The U_BleedingBite unarmed weapon now has a red trail like it used to before workshop support.
-Made a Zed version of the vanilla vampire hand texture. Meant for Zeds that have claws.
-Made a colorable version of the Hiveslug texture. Also included as a mirror skin and secondary version that colors your whole body with the primary tint only.
-Made a colorable texture for Lurk's Wildlander hand. (which isn't yet released, I just found the texture)
-Added a set of "cool" walking, running and sprinting animations, they aren't what you would expect from the name alone... These are actually unused and unfinished animations that don't loop and stretch your character tall.
-Fixed the Combat_U_AbomOdium animation card, one of the attacks had an invalid name.

Update: 19 Jan @ 5:28pm

-Finally figured out that I can recreate my debris throwing grenade slot weapons! They come in 3 variants:
A lobbed throw version, fitting for big or strong characters.
A fast straight forward throw version, fitting for characters with telekinesis.
A version just like the one above but the projectile is also homing.
-Made animation statcards that combine all finishers of the same type into one file.

Update: 24 Dec, 2024 @ 4:55pm

-Added new types of executions for chained weapons, wrestling and for hitting only the head (useful as a defensive execution for characters that are a head with no body).
-Made a version of Jeb's telekinetic force push explosion that actually deals force damage instead of blunt.
-New animation cards: Tower Guard pledge idle and emote, clone tank idles (good for flying characters), some unused Robo Santa animations I discovered, dabbing, saluting.

Update: 30 Oct, 2024 @ 5:40pm

-Added executions for armless characters that only use your kicks and headbutts.
-Added an execution for stomping tiny victims. Meant for Mags.
-Fixed the missing skills in some skillgroups. Oops!
-Gave the option to use the vanilla robot footprints (which you normally can't select without using a robot as root).
-Added a completely black corpus icon.
-Added an empty icon texture to do shenanigans with.
-Added acid burn floor scar for explosion. Meant for acid explosions.
-Added new materials using gore textures, including colorable ones. You can make meat grunts now!
-Added new harmless counter animations using the shoving away animation seen when escaping from a grapple, including the Zed variant where the attacker will ragdoll after being pushed.

Update: 25 Sep, 2024 @ 4:58pm

-Removed counter animations from expanded executions, they deal very low damage thus making them a liability.
-Added the blue gloves mirror skin from NEM.
-Added different slot versions of the rings, I forgot about them in the previous update. There are both magical versions in Gambler's shop and non-magical versions in Quartermaster's shop.
-Added new footprints: rectangular, Ghoul feet, Ghoul boots and the default since it's normally unselectable.
-Experimented with custom melee trails for the first time. Made red claws and red electric trails but they don't look quite right since I can't figure out what shader is intended for them and with what settings. Gotta love the lack of tutorials!
-Added the blackest material. And by that I mean it's pure black, with no reflection and shadows, just like the Employers. Also made a mirror skin with it.
-Characters using any of the mind control resistance defensive executions are no longer highlighted when you are holding down Shift near them. It was distracting and annoying.
-Added duplicate empty chatter and voiceset, just in case the vanilla ones don't work due to a known bug.
-Added a "no gun" ranged weapon. It's an invisible pistol with a custom "no ammo". It does nothing but make the character look like they are pointing. Can be used as base for ranged weapons where the character shoots from their hands instead of a gun. An the custom ammo could be used for dud weapons.

Update: 22 Aug, 2024 @ 5:45pm

-Fixed the Bleeding Bite unarmed weapon causing bleed for 7 frames instead of 7 seconds.
-New standalone animations for: Gestalt's headbutts, Abomination bite, Patient headbutt
-Made different slot versions of gloves that could be combined with other gloves: Bandit Brute Spike Gloves, Claws, Defib Paddles, Punder, Punchplate Shocker, Punker, Studded Gloves.
-Added an empty loadout, to make sure a character never spawns with weapons.
-After finding out you can make counters have variety (random animation pairs to choose from) I made a new one that does both Abomination execution animations.
-New types of executions: only gibbing, no gibbing, non-lethal, quick kills, punching, kicking, neck breaking, bone breaking, blunt weapons, chained weapons.
-Created a system for mind control resistance using defensive executions. For the intents of this mechanic, when making mind control executions they should be done only by holding down Shift, be using the bribe animations to convert enemies to your side (or custom animations that achieve the same result) and have the special rule set to None if you don't want it to cost money. The urgency represents their tier (tier one is 11, tier two is 12, etc). The defensive execution of each tier has an urgency one number above the mind control execution of the same tier. So a tier 1 mind control doesn't work on a character with a defensive execution of tier 1 or higher, but a tier 2 mind control works on a character with a defensive execution of tier 1.
For a point of reference, the tier 1 mind control resistance is meant for most protag level characters, with exceptions for the less intelligent ones. Tier 2 is for those with an exceptional willpower or super geniuses.
The execution files themselves also have descriptions to clear things up.

Update: 10 Aug, 2024 @ 4:55pm

-Added new counter animations.
-Added a blood spray type that's empty, meant for characters with no blood. Altough some floor and wall stains still happen for some reason.
-Added a colorable skeleton texture for the Husk body. Pairs well with the colorable skull texture.
-Added new footprints: plain, formal and a fixed version of the robot one (the vanilla one is reversed).
-Added the rest of NEM's skillgroups.

Update: 21 Jul, 2024 @ 6:27pm

-The main feature of this update: uncolorable versions for some of the basic body part textures. With these, for example, you can color heads without also coloring hands or vice versa.
-Fixed the core 1 acrobatic skillgroup missing the sprinting skill.
-Fixed the green ghost fist causing acid debuffs.
-Added versions of the metal fist without the pneumatic swing sounds.
-New death animation: dab.
-Added a head leap animation that teleports you instead.
-New armors: Jeb hairs on different slots so you can combine them with other hairs, Bandit nails on different slots so you can combine them with hats or even with more nails, a round nose (clown nose with skin texture), clean smock just like the default body.