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Maybe Birb

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MaybeBirb

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545 comments

  1. MaybeBirb
    MaybeBirb
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    I do need feedback on the mod and its general balance. It can be positive or negative, I like to see what people do and don't enjoy about the mod!
    Please try to keep these 3 things in mind when offering feedback though:
    1 - Be precise. I can't fix "the whole mod's vibe is off", and I'm certainly not interested in reworking the entire mod because of a super-broad critique lol
    2 - Offer solutions, or at least imply solutions. If you say "This boss is too hard", I can't work with that
    3 - Please be respectful. You don't have to pamper me like a king, I can absolutely take criticism- but if you're gonna insult me and my mod in every sentence, I'm gonna be less likely to fix what you're discussing.

    Thanks and sorry if this seems a bit weird, I'm just trying to make sure I can use the feedback you provide :D
    (Additional: Please remember this mod is balanced around the player having all parts and full OS tuning. If you play from a fresh save, this will be unbalanced and difficulty may feel over-tuned... if you want an extra challenge, go for it, but keep this in mind)
  2. Sentinel25326
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    Had this saved this for a little while lol
    1. MaybeBirb
      MaybeBirb
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      I might actually pin this LOL
    2. Sentinel25326
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      Lmfao. Do it, no balls xd
  3. Irondragoon7
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    Excellent mod! Loving it so far! It captures the feel of AC4's hard mode directly, like you're playing a hard mode mission designed for a NEXT but are using a current-gen AC instead, it's awesome! I'm only past CH1 so far, but my favorite surprise so far is the AC fight just prior to entering the watchpoint in "Attack the Watchpoint (Alternate)". That really caught me off-guard. The missions feel properly tough but not impossible
  4. Kirbo9797
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    I have followed the instructions on the description on how to setup the mod but i have no idea how to actually launch it. Could someone help me.
    1. MaybeBirb
      MaybeBirb
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      It should be launchable through launchmod_armoredcore6.bat
    2. Kirbo9797
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      It opens for a split second and then closes when i look up " launchmod_armoredcore6.bat"  by searching the folder
      But when i click on it after it appears beside all the other folders when i open up the main file (ModEngine-2.1.0.0-win64) it just boots up my normal game

      Also is there a different menu screen 
    3. MaybeBirb
      MaybeBirb
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      It boots up your normal game, but with a different title screen?
      Have you checked to see if, say, the arena or garage are different than in vanilla? If they are still vanilla, could you send an image of your "mod" folder?
    4. Kirbo9797
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      I have checked and they are 100% vanilla as i have seen the different area version and as i cannot add screenshots to this my mod folder consists of the " Armored Core - Rubicons Inferno FULL RELEASE " file  
    5. MaybeBirb
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      Within the “mod” folder it should have regulation.bin along with a bunch of folders like “msg”, “map”, “param”, and others. Is that the case? Because if the whole FULL RELEASE folder is in “mod” then that would do it
    6. Kirbo9797
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      Got it working i think, as the title screen and stuff is there. Thanks for the help

      Edit: I just got to destroy the transport helicopters mission and bro wtf is with the level man i would rather go against 2 allminds then this shi lol
       
  5. cudkzz
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    I tried to get these two mods to play together last night. I can make the coop work by itself and inferno works by itself. When trying to add the coop to the mod engine 2 per the instructions on Nexus for the inferno mod the game boots but neither mod works. Wish someone would post the fix for this.     help please
    1. MaybeBirb
      MaybeBirb
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      Refer to the post below; Co-Op needs to update to regulation 1.08 before the mods will be compatible again
    2. cudkzz
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      which update compatible with the coop  regulation cuz i will download an old version of your mod but which one i should download?

    3. cudkzz
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      which update compatible with the coop  regulation cuz i will download an old version of your mod but which one i should download?

    4. MaybeBirb
      MaybeBirb
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      That’s not the issue; the other mod is working on an entirely outdated game version. If you still want to try, then Inferno 1.5.1 is your best bet
    5. cudkzz
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      Yui just updated co op mod and i tried it again with inferno mod and it didint work :<
    6. MaybeBirb
      MaybeBirb
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      Hm. I don't really have enough info to help much. If you can post an image of your config_armoredcore6.toml, that could help
  6. peterthemueller
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    Hello MaybeBirb,
    thanks for this superawesome mod!!! I really like the last mission, Coral Release. Now it absolutely feels like the ending of the original game should have felt, with your gang teaming up to beat All Mind and its henchmen (I really like the twist with first fighting Snail and then Iguazu, that definitely should already have been in vanilla).
    Unfortunately, I see a bug in the last mission. After killing the henchmen-bosses, your allies continue to attack the corpses. This happens with all enemies whose corpses remain (Baltheus etc.). This is somewhat frustrating, as the mission becomes harder due to a "stupid" reason: Seeing your allies enthusiastically shooting the corpses while there are still enemies left. I had to bait the other ones over to the places of the corpses to fight them.
    I hope this is a bug and not a feature and would be really happy if you could remove this behaviour. If you fix it and want to keep up the difficulty, maybe add the second spider of the cutscene ;).
    Thanks a lot again, you rock!
    PS: I also liked the white dude riding the spider in the cutscene, nice little detail!
    1. MaybeBirb
      MaybeBirb
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      Hi, glad you enjoyed the mod! 

      A lot of bosses, specifically BALTEUS and the ENFORCER, don’t actually have death animations. Not normal ones, anyway. I’ve looked into ways to fix this, but as it’s tied to the enemies’ AI (which is still pretty jumbled), there’s nothing I can really do about it at the moment, sorry :/
      I’m the modder trying to decode and document AI though, so if a solution is ever found, Inferno will likely be the first to implement it!

      PS: Funny enough, the AC riding the Sea Spider started as a bug, but I thought it was funny enough that I decided not to look into fixing it
  7. Cheapstall
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    Hello I love this mod.
    However iv been trying to play the coop inferno with my buddy and there are certain missions that crash when we play together. The vanilla coop has missions that crash but when combining the mods there seems to be more missions that will crash. for example the stealth mission the the survey the floating city mission.
    any help would be appreciated.
    thank you 
    1. MaybeBirb
      MaybeBirb
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      Glad you enjoy it! I believe the co-op mod is currently still on AC6 regulation 1.07.2, which is probably causing the issues. The author hopes to update it soon enough, but until then, it may act erratically - especially with other mods
    2. Cheapstall
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      thank you for the reply
  8. Sarper1979
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    i’ve run into a problem with the infernmo mod where it doesn’t recognize any inputs from my joysticks, namely my PS5 and Xbox 360 controllers. Has anyone with the mod installed faced the same issue and found a fix?
    If so, please let me know, as I couldn’t find anything about it.  i tried mucking about with steam input but nothing works

    even in change buttons in-game it doesnt reconize
    1. MaybeBirb
      MaybeBirb
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      Try changing the Steam controller layout in the overlay in game
    2. Sarper1979
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      thanks for the reply

      Ive tried what you said and found out that for some reason armored core inferno is seen as Elden ring and is forced to use the elden ring controller lay out even in the game list it says elden ring is running instead of armored core .

      if i have to guess because it sees it as elden ring instead of armored core the controlls input are not reconized dont know how to fix it tho

      if i shift tab it even gives the elden ring logo
    3. MaybeBirb
      MaybeBirb
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      Oh that is super weird. I've never come across that... does it do this with other mods loaded through ModEngine2 as well or just Inferno?
  9. Meme1284
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    Investigate BAWS Arsenal No.2 is slightly bugged. In the pre-mission dialogue (the one that shows your AC deploying right before loading into the mission), Walter's second line is "You failed the mission, 621" (Or something along those lines) instead of what he should say, "Expect the unexpected" (or something along those lines). His first line is fine. Also, you might want to make one less non-shield enemy spawn in the final section of the level, since the mission is built around and ends after killing any 4 targets. For me, the main shielded enemy was still alive when I completed the mission.
    1. MaybeBirb
      MaybeBirb
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      First thing - Easter egg, not a bug

      Second thing - Probably a good idea, I've been considering doing so
    2. ajaxdotcom
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      yeah I just played this mission, and I was sad when it suddenly ended before I could fight the last guy with the shield :( Plus it felt very strange for it to suddenly be over with the main threat still in my face.
  10. ajaxdotcom
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    Is there an easy way to tell if I installed the mod correctly? I played a couple missions but I couldn't tell if it was different because I haven't touched this game in a long time :(

    EDIT: LOL nevermind I fixed my issue and saw the changed title screen. yay
    1. ajaxdotcom
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      Okay so there's lots of enemies added to missions, that's for sure, but I haven't noticed a "New UI, including a new garage", so I'm back to worrying I installed it wrong somehow. What is different exactly, so I can tell if it worked?
    2. MaybeBirb
      MaybeBirb
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      If it's installed correctly, the garage should have a red atmosphere. If you're using Inferno with another mod it definitely won't work as intended, so that could explain it
    3. ajaxdotcom
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      okay, the UI itself seems normal still but I see the red in the garage background, yay :) thank you
  11. PlasticFondue
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    So idk if anyone else has run into this so I'll just post a comment here. I installed both the Inferno mod and the Co-op mods together and followed the instructions provided by the mod description. Now it looks like the Inferno mod works fine but in the Tittle screen, its like I have a fresh game, doesn't have the "Continue" option and only has "New Game" for me to choose. Is this normal or have I installed something incorrectly?
    1. PlasticFondue
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      Turns out I was just dumb and didn't know the Co-op Mod has a separate save file it uses. After doing the transfer, the mods work just fine.
  12. Jeff1946
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    First off, this mod is essentially everything I wanted, AC6 after a certain point you can just delete everything in 1-2 seconds once you know what you are doing. You really captured a Scholar of the First Sin kinda vibe with all the additions. Honestly my only gripe is swapping out some of the story characters with alts. Kinda wish Freud was still Freud. And Rummy replacing Rusty as a boss while very freaking funny, I would prefer to have a version that does not change out important story characters.  
    1. MaybeBirb
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      Completely valid. Unfortunately there was basically no way to get in new ACs without a lot of replacing, and new ACs are far preferable to having a 100% vanilla cast imo - it is an overhaul mod after all.

      But yeah. I absolutely get what you mean but I think it’d just be boring if it was the default appearances for everyone. I mean, if one wants vanilla one can play vanilla, lol