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Maybe Birb

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554 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
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      I might actually pin this LOL
    2. Sentinel25326
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      Lmfao. Do it, no balls xd
  3. Done4Cheap
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    Dude I haven't felt this way about fighting bosses since LiV in VD. Amazing boss design's and added gimiks! I felt like an opportunity was missed with the Walter fight in not having a timer or something like it.
    1. MaybeBirb
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      Thanks! I should note adding a timer into the boss is impossible with current modding knowledge (except to the one modder who's figured it out, who isn't me lol). I could probably do it with enough time and effort, but it'd end up decently sloppy, and I'm also working on another, much larger mod at the moment.

      Also, about your other comment: Desync and enemy AI issues are largely due to the co-op mod not taking kindly to some enemy changes, as far as I can tell. I'd make sure that everyone has the same exact mods installed
  4. Done4Cheap
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    One big issue however is me and another friend are huge ac and gundam fans in general and tried to get the coop mod to work on an earlier version. Through some sort of omnissiah prayer's we got it to work on the pre 1.08 patch but we noticed there was TERRIBLE desync between the bosses in inferno mod and coop. This was only happening with inferno mod on but we would experience stuff such as the PCA weapons attack's not dealing damage, completely wiffing, or in baltaus's case the ai would break and force a hard mission restart since it would get softlocked. I don't think you might be able to do anything about this stuff but wanted to put it out here so other people might read it!
  5. NukeThisCola
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    I gotta say, I do adore this mod, even if it is almost mindbreakingly hard in sections, though part of that is because I'm doing a blind challenge run of it with no os upgrades
    I managed to get to the last 2 game ending bossfights after beating the liberator of rubicon ending before I finally sat my run down, though I look to finish what I started at some point
    I would probably reduce the number of spawns and make individual units more tough and damaging instead if I were you though, but not by too much, just to reduce the performance hit of the mod since that affects framerate and your ability to play the game effectively, which can be frustrating
    also fires of raven bossfight fire effect could use toning down for performance reasons
    performance is the main thing that keeps this from truly being a solid mod tbh, and with better performance would come less annoyance
    but that's just my 2 cents, looking forward to seeing more of this style!
  6. maximo7
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    I'm having a lot of fun with it, but can you buff the 2000 series? I like playing with Raven's machine nightfall setup, but it's really bad and it's too hard to play. Can you at least buff the melee specialization? I want to use the pile bunker properly with the nightfall setup.
    1. MaybeBirb
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      That’d certainly be in the Weapon Rebalance if anywhere; I do recall they were underpowered but I don’t think I ended up changing them. Unfortunately then at the moment I have no plans to update this mod anytime soon
    2. maximo7
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      Thanks for the reply. I tried merging the New Parts mod with the Smith Box as my own solution and it works fine. It's more fun. Thanks for making the mod.
  7. 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
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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
    7. cudkzz
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      # Global mod engine configuration
      [modengine]
      # If set to true the debug console will appear while the game is running
      debug = false
      # List of files that will be loaded into the game as DLL mods.
      # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod.dll, you must enter
      # the path in the config as "E:\\coolstuff\\coolmod.dll".
      # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod.dll" will tell
      # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
      #
      # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
      # external_dlls = [ "coolmod.dll", "D:\\nicemods\\nicemod.dll", "sosofolder\sosomod.dll" ]
      external_dlls = [ac6_coop.dll]
      # Mod loader configuration
      [extension.mod_loader]
      enabled = true
      # Not applicable for Armored Core 6
      loose_params = false
      # List of directories that contain modded files in order of prioritization. Inside each specified mod directory must have the game
      # assets in Fromsoft's asset structure. I.e. if you mod parts/something.partsbnd.dcx, the modded version must be at mod/parts/something.partsbnd.dcx.
      # Absolute paths to mods are supported but must use '\\' to separate path items. For example, if your mod is at E:\coolstuff\coolmod, you must enter
      # the path in the config as "E:\\coolstuff\\coolmod".
      # If there's no drive specifier (C:, D:, etc), the path is relative to where the launcher is located. For example, having the path as "mod" will tell
      # Mod Engine 2 to look for the directory mod inside the Mod Engine 2 directory with the launcher.
      #
      # Multiple mods must be separated with commas. For example if you have 3 mods, you will have something like the following:
      # mods = [
      #    { enabled = true, name = "coolmod", path = "mod1" },
      #    { enabled = true, name = "nicemod", path = "mod2" },
      #    { enabled = true, name = "sosomod", path = "mod3" }
      # ]
      # Note that modengine 2 currently has no way to resolve conflicting files including regulation.bin, and thus the mod with the highest priority
      # will have the modded file be loaded in the case of conflict. Some support for merging of params and potentially other assets is considered for
      # a future release.
      mods = [
          { enabled = true, name = "default", path = "mod" }
      ]
      # When enabled, scylla hide will be injected into the game. This allows for antidebug measures in the game to be bypassed so that you can attach
      # debuggers such as Cheat Engine, x64dbg, windbg, etc to the game without as much trouble. If you're not reverse engineering the game, this option
      # is probably not for you.
      [extension.scylla_hide]
      enabled = false
    8. MaybeBirb
      MaybeBirb
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      That'd do it. Change [ac6_coop.dll] to ["ac6_coop.dll"]
  8. 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
  9. 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
       
  10. 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
  11. 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
  12. 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?