In an effort to save everyone time, I'm glad to announce that over the past 2 years, I've personally ported several mods to Zeta with the permission of over 30 MGSV modders. They will be released after the next update of Zeta, which will also contain example mods with additional documentation. For certain Zeta ports, I made a tool that's specifically for repacking legacy MGSV mods with the appropriate assets. I might have to release that too. In short, once Zeta r23 is out, I will be releasing the ports I've done or handing them over to their original authors for them to publish.
maybe its in the FAQs and im missing something but how does the non replacer part work ? I want to use a diamond dog sneaking suit and fourth echelon mod together but they both replace the DD sneaking suit but doesnt this mod take care of that, or does that only work for zeta outfits only ? I installed them after zeta, any help would be appreciated sorry ik i sound like a noob
I want to use a diamond dog sneaking suit and fourth echelon mod together but they both replace the DD sneaking suit but doesnt this mod take care of that, or does that only work for zeta outfits only
Currently, as of Zeta r22, this does only apply to Zeta mods. To choose between mods, you must toggle them in Zeta's Mod Management Menu. In your case, you must disable the mod you don't wish to use. For example, if you wish to use the Diamond Dog sneaking suit, you disable the Fourth Echelon mod. Here's a video to show you how to manage mods in-game.
In the next version (r23), custom outfits are non-replacer and separate from one another. I hope this helps!
Can't wait for this to get updated. Now when Metal Gear Solid Delta is soon here. There maybe might be more model ports towards TPP and so on. But so far mods doesn't really care to use nor port towards old Zeta. Or, this game might die even more when Metal Gear Solid Delta arrives.
There maybe might be more model ports towards TPP and so on.
That appears to be the plan with many MGSV modders, yes.
But so far mods doesn't really care to use nor port towards old Zeta.
That might be because I've personally ported a number of mods, with the permission of their authors, to the upcoming version of Zeta (r23). With the custom equipment system on the way, I wanted to implement many mods as their very own items in-game. I intended to share another video update featuring more progress on the system, but only shared it on the Modders' Heaven discord. Once the ports are finished, I'm handing them over to their respective authors, or making a mod page myself if they see it necessary.
Unfortunately, I regret to inform everyone that I had a very serious medical emergency last month. I'm still recovering, but I'll be back.
Unlocked Weapon Customization doesnt seam to work sometimes its is enebled sometimes its is not when i reset it doesnt change s#*! pls make a tutorial or somethig because i dont know if my game is gliched or im doing something wrong
When you toggle Unlocked Weapon Customization, or modify any of its settings, you must restart the game for it to take effect. It is disabled by default, so when you enable, you have to restart MGSV. Resetting the mod will also disable it as that is the default option.
I might release it as its own mod so that it is enabled by default and kept separate from Zeta's own development.
What was your solution to get it to work? I've tried rebooting the game, but what happens for me is I go into the Zeta menu, select unlocked Weapon customization, toggle it on, the screen does it mod activation flicker, And it says active on, and then it says active off... i tried restarting the game after that. To see if maybe it saved the preference or something, but no luck.
I cannot get unlocked weapon customization to turn on.
I navigate to the unlocked weapon customization mod, and over to the active setting, I shift it on the screen quickly flashes to reload, the menue saysnActive: On, and then flashes a second time and says it's Activw: Off
With Zeta, would I be able to install a few mods that would likely cobflict because they do essentially the same thing but in slightly different ways? Then I could toggle each one on amd off in the Zeta menu to test them and see which mod i prefer and want to keep using? The example would be:
No CQC Camera Nuke Camera Animations and Effects CQC Addendum Alternate CQC (zeta)
All of these affect the camera movement in slow-mo. During c, q, c, but they each do it slightly different and have a few other features. Playing on steam deck means that to install one mod, it takes about a half hour to an hour. So it is a real pain to test stuff out. I learned with kingdom of plants normal vs light testing
With Zeta, would I be able to install a few mods that would likely cobflict because they do essentially the same thing but in slightly different ways? Then I could toggle each one on amd off in the Zeta menu to test them and see which mod i prefer and want to keep using?
I think it's important to note that Zeta modules do not load in the same way as native LUA scripts. Zeta modules are meant to be additive, and thus complement one another by merging changes, rather than overwriting them. If two Zeta modules modify the same table values, it will still resolve this issue by choosing the mod with the greatest load order. Zeta's Backwards Compatibility module is meant to import legacy MGSV mods and override various LUA functions so that these changes can be merged. It acts as a single Zeta module for all legacy MGSV mods, so you can toggle and change their load order. Zeta r23 handles backwards compatibility and hooking in a more efficient manner.
No CQC Camera, Nuke Camera Animations and Effects, CQC Addendum, Alternate CQC (zeta)
Alternate CQC and Nuke Camera Animations and Effects have different implementations entirely, and because of that, won't conflict. No CQC Camera and CQC Addendum, on the other hand, will conflict with each other, not so much the Zeta modules. In this case, I would allow Zeta mods to run after Legacy mods. I also suggest installing Zeta versions only, if possible. As I stated in a stickied comment, I will be releasing more ports so this isn't an issue. Most importantly, there is a feature for Zeta r24 in the works that will help with this.
Playing on steam deck means that to install one mod, it takes about a half hour to an hour. So it is a real pain to test stuff out. I learned with kingdom of plants normal vs light testing
Zeta itself is an in-game mod manager, so you can just toggle them and they'll stop working. In short, if you wish to disable a Zeta mod, you can use the in-game menu. I recommend you watch the Youtube video on the mod's front page. Additionally, the SnakeBite update I'm working on can help with large mod installations, such as Kingdom of the Plants.
Thank you very much for taking the time to reply. Prior to seeing this response, I installed Zeta, No Camera Animations(Zeta), Alternate CQC(Zeta), and CQC Addendum. I'm glad to hear I won't be experiencing and in conflicts!
CQC addendum sometimes just does the 3 hit combo. Rather than the full five hit combo with the added roundhouse kick. I think it has to do with when I don't have quite enough space around my character, but i'm not a hundred percent sure.
Alternate CQC is cool, but I ended up sticking with vanilla. Would love to find a mod that either made all CQC, except for the choke, make noise or made the ground kick silent for the sake of consistency.
I came from console and so this is my first experience with any modding community. And I can't believe the amount of time work in dedication, some of you folks put in for free! I really am grateful for the many modders on this site! And it would appear that you, in particular, have been putting in a unbelievable amount of work to this stuff!
How does this compare to the graphics options provided by the Beyond Ultra mod? Do they effect the same things, similar things or are they notably different? I've been using beyond ultra, but I'm curious if Zeta would be an improvement for use on the steam deck. I understand Zeta also provides a wide range of other features
I found a video on youtube showing the graphics options menu in Zeta, but it was labeled as "Archived". Have things changed?
Im using Kingdom of Plants mod so i know i won't be able to max stuff out and hit 60fps
How does this compare to the graphics options provided by the Beyond Ultra mod? Do they effect the same things, similar things or are they notably different? I've been using beyond ultra, but I'm curious if Zeta would be an improvement for use on the steam deck. I understand Zeta also provides a wide range of other features
Other than being a complete LUA framework meant to complement Infinite Heaven and all MGSV mods, Zeta r22's Advanced Graphics Menu is similar to Beyond Ultra, with the exception that you can edit the options in-game. Zeta r23's Advanced Graphics Menu absolutely has improvements that Beyond Ultra does not have, which reminds me that I have to upload a video showing some of those features off. IMHO, it's likely better to use the Zeta version in the event the settings you're using don't suit a certain area in the game. It will allow you to tune it better without diving into any text editor, or reinstalling mods.
I found a video on youtube showing the graphics options menu in Zeta, but it was labeled as "Archived". Have things changed?
In r22's version, it's presets and improvements to how the settings apply. But in r23's version, it handles a few more settings.
Im using Kingdom of Plants mod so i know i won't be able to max stuff out and hit 60fps
Another note is that Zeta is meant to resolve asset conflicts that are caused by legacy MGSV mods. I did port Kingdom of the Plants to Zeta as it would resolve certain issues.
I hope to upload the video for you, and others, to see soon!
Do i need to download a different version of Kingdom of Plants Light for Zeta? I'm using the KoP light that has lower resolution textures cause I'm on steamdeck
Is there any chance zeta would improve performance with kingdom of plants?
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Please read the FAQs and Troubleshooting article before reporting any issues!
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In the next version (r23), custom outfits are non-replacer and separate from one another. I hope this helps!
But so far mods doesn't really care to use nor port towards old Zeta.
Or, this game might die even more when Metal Gear Solid Delta arrives.
Unfortunately, I regret to inform everyone that I had a very serious medical emergency last month. I'm still recovering, but I'll be back.
ZipfsLaw's Media - Nexus Mods
ZIP❗ (@TheZipfsLaw) / X
Zipf's Law - YouTube
There's also an official Zeta website: https://zetamgsv.com/
R23 is coming along great, and there are features I was expecting to have done by R24 but could be done much sooner.
I might release it as its own mod so that it is enabled by default and kept separate from Zeta's own development.
I navigate to the unlocked weapon customization mod, and over to the active setting, I shift it on the screen quickly flashes to reload, the menue saysnActive: On, and then flashes a second time and says it's Activw: Off
Please help!
The example would be:
No CQC Camera
Nuke Camera Animations and Effects
CQC Addendum
Alternate CQC (zeta)
All of these affect the camera movement in slow-mo. During c, q, c, but they each do it slightly different and have a few other features.
Playing on steam deck means that to install one mod, it takes about a half hour to an hour. So it is a real pain to test stuff out. I learned with kingdom of plants normal vs light testing
CQC addendum sometimes just does the 3 hit combo. Rather than the full five hit combo with the added roundhouse kick. I think it has to do with when I don't have quite enough space around my character, but i'm not a hundred percent sure.
Alternate CQC is cool, but I ended up sticking with vanilla.
Would love to find a mod that either made all CQC, except for the choke, make noise or made the ground kick silent for the sake of consistency.
I came from console and so this is my first experience with any modding community. And I can't believe the amount of time work in dedication, some of you folks put in for free! I really am grateful for the many modders on this site! And it would appear that you, in particular, have been putting in a unbelievable amount of work to this stuff!
I found a video on youtube showing the graphics options menu in Zeta, but it was labeled as "Archived". Have things changed?
Im using Kingdom of Plants mod so i know i won't be able to max stuff out and hit 60fps
I hope to upload the video for you, and others, to see soon!
Is there any chance zeta would improve performance with kingdom of plants?
Thank you for the response! I'll try out Zeta!