File information
Created by
TragicUploaded by
TragicTheBlatheringVirus scan
About this mod
Arkham Horror (Second Edition).... this is a huge game, so it is released in parts. The first release of this mod will just be the CORE SET and a smattering of other content from across the 10 expansions that are the most popular module components. Each major update will add a new expansion.
- Requirements
- Permissions and credits
- Mirrors
Well after years of threatening to do it.. I’ve done it! Here is my Arkham Horror Mod. IMO, this is the best game, by far, of all the Arkham Games and a personal favourite of mine. Now that this game is out of print, I hope this mod can keeps it alive for others!
AH is a massive game with 10 official expansions and an unbelievably massive pile of community content. It is the goal of this mod to eventually incorporate all the official content as well as a significant portion of the top fan content I know of.
Like some of my other mods though, as this game is so huge, I will be releasing it in stages. This is after all supposed to be fun for me and not a 2nd job! Anyway, I’ll be starting with the Arkham Horror Core Set and a smattering of popular optional modules from across the expansions. Each major version update will contain the next official expansion. Once the entire official game is on the workshop, I’ll start work on some of the large Community Expansions. Many, if not all of the community expansions require a full set, so it makes sense to me to wait until then.
This mod is one of my more complex mods and I hope you take the time to watch the tutorial video, as it should answer most, if not all, your questions.
Anyway, hope you like it… have fun and ROLL ELDER SIGNS!
--Tragic
Mod Instructions and Overview
Coming Soon(ish)
- Support for Heralds, Guardian and Institutions
- Support for Goos with there own unique components
- Expansion 1 : Curse of the Dark Pharaoh
- Expansion 9 : Curse of the Dark Pharaoh (Revised Edition)
- There is no schedule. I usually take time off modding after pumping out a large core set to rest as well as get feed back form players and to indulge in my other hobbies. There are plenty of Mods on the Workshop with all the content in it if you would like to use one of them instead of waiting till I get around to updating this mod.
Coming Sometime, Maybe
- Outskirts and Monster Limit Counter
- Quick way to identify Monsters with Matching Dimensional Symbols
- Look into functionality to better handle re-rolls and rolling additional die
- Changing the “Pool Bags” to be objMeshes with easy to edit textures to allow players to make nice looking setupBags.
HotKeys
TTS has a hotkey system you can assign in your app settings. Unfortunately this is global across all mods. By default TTS uses your NumPad keys for hotkeys. You can change these hotkeys into anything you like in those settings.
- Num 0 : This is a Modifier (like pressing shift). Pressing this and then a hotkey number will activate a “different” hotkey than just pressing the hotkey number by itself.
- Num1 : Send to Trash
- Num3 : Send to Gamebox
- Num0+1 : Spawn Activity Marker 1
- Num0+2 : Spawn Activity Marker 2
- Num0+2 : Spawn Activity Marker 3
- Num4 : Spawn Clue
- Num5 : Spawn Stamina
- Num0+5 : Spawn Sanity
- Num6 : Spawn Money
- Num8 : Spawn Explored Gate Marker
- Num9 : Spawn Doom Token
- • Num10+7 : Spawn Green Die
- • Num10+8 : Spawn Blue Die
- • Num10+9 : Spawn Red Die
Special Thanks
Most of this mod is repurposed from other Arkham Mods on the workshop. Without these mods the monumental task of scanning my Arkham Set would have been barrier to the construction of this mod. Thanks to Dweemish's excellent scans I have only had to scan Lurker at the Threshold and Miskatonic Horror.
All scans and most tokens are taken directly from "Arkham Horror + first 6 expansions" mod, or I rebuilt myself from scratch.
Lucifer has spent time importing some of the top fan expansions into TTS. All these will eventually be incorporated into this mod. So may as well thank him right now!!
KaosWarMonk has spent some considerable time collecting content from around the place as well. I have yet to use anything from this mod, but I will be as I start adding more and more content.
KrisM999 has been of great help doing bug tests and reporting, correcting my horrendous spelling and generally keeping me company while I do the mod. His participation is directly represented in the quality of version 1.
dzikakulka : He created a awesome Library of sorts for TTS. I used his HotKey Lib.
I have used ThatRobHuman's awesome box mod, and plan to eventually replace the "bags" in the Pool Builder with nice boxes, using this mod.
Why are you uploading on Nexus?
GoogleDrive deletes files if they are not used for a while by moving them into the trash. They are still accessible, but as you fill up the drive with "active" files, the older files are automatically pruned... after a few years almost all my mods got broken with 100s if not 1000s of broken links. I was so upset I stopped modding for over a year.
I am now rebuilding my mods and using STEAM CLOUD to host the images. This "should" ensure that the links do not break as long as steam exists. To be safe though, I am also uploading my mods as I fix them to this site as well as a backup that is independent of any cloud storage, as this site stores the actual mod assets in a downloadable package.
How do I use a TTS mod from Nexus?
I get asked this a lot, so I am now going to add this to the bottom of all my Nexus Mods.
- You will need TSS Mod Backup @TTSNexus to install this mod.
- Download the ttsmod file form the file section.
- Load TTS Mod Backup and click IMPORT BACKUP.
This will add all the assets to you TTS cache folder.
- Then go to the file section and download the .jason save game file.
- Copy this to your dave game folder by default this will be...
"c:\Users\<userName>\Documents\My Games\Tabletop Simulator\Saves\"
Now the save is in the save folder, simple load the game and load the save file.
An Alternative way to get the save file is to <Subscribe to the mod on Steam Workshop>. This will add the mod to TTS and you can use it as normal. The thing is if the links to the files ever break and stop working form the Workshop file, you can use TTS Backup to import the mod assets. This should mean that the mod will always and forever be playable.