Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Rethias Jan 28 @ 7:17am
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PSA - Do not use the Astartes Overhaul 3.0 mod
Just so nobody else falls victim to this garbage mod.

It sets weapons that cannot be cleared if you remove the mod. So it permanently locks you out if you uninstall it.

Stay away from this crap. Unless you like losing your hundred hour account because some scumbag modder needs every class with a shield and a main gun.
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Showing 76-90 of 104 comments
Originally posted by retro wave:
Originally posted by Your Mother:
He can hardcore facetank Chaos though, they barely even tickle him and with certain perks he can becomes an unstoppable god of death with kills, He's nuts in his own way

true, but there is a very slight possibility that he does die if you stuff up melee

apothecary meanwhile just doesnt die. ever. period.

Originally posted by Your Mother:
So dumb question about the Apothecary in the mod, does he have a way to directly heal others? i can't tell if his combat ability heals the others because it's hard to tell with bots. It makes it sound like he has injectors to use but i got no idea if that's tied to the ability or what.

i dont think so, but because of his perks he does give his team all the game spawned stims (since he generates his own for personal use, which is what "injectors" means) and gives them passive health regeneration at 0.8% per second (which is nothing to scoff at, a person can regenerate 90% health in a little over a minute and a half)

edit: nope, just tested it, when you use a stim your teammates get healed by it too regardless of distance to them or any other factor
Thanks, i dont have anyone to play with so i couldnt tell exactly what apothecary was doing since the bots are terrifyingly competent on their own lol.
Originally posted by Your Mother:
Thanks, i dont have anyone to play with so i couldnt tell exactly what apothecary was doing since the bots are terrifyingly competent on their own lol.
There is frequently people in their official discord, no problem to find people to play with. But it's extremely easy for 2 people even
Originally posted by w10-20-2000:
Originally posted by Your Mother:
Thanks, i dont have anyone to play with so i couldnt tell exactly what apothecary was doing since the bots are terrifyingly competent on their own lol.
There is frequently people in their official discord, no problem to find people to play with. But it's extremely easy for 2 people even
Yeah....I wish hordes were considerably bigger to balance things out. Lethal feels like average in it lol.
Originally posted by Your Mother:
Yeah....I wish hordes were considerably bigger to balance things out. Lethal feels like average in it lol.
There is Cataclysm Difficulty on nexus:
"This is an additional file that increases the difficulty of Astartes. This is the most intense combat experience you are going to find. Check the readme in the zip for details on changes. Ask not for a lighter load, but for broader shoulders"

It was in optional files before, no idea if it works now and how harder the game is with it. But it's worth a try if you seek challenge
Originally posted by Your Mother:
Yeah....I wish hordes were considerably bigger to balance things out. Lethal feels like average in it lol.

deluge on nexus, should theoretically still work with astartes 3.0 assuming it hasnt already been updated yet

fair warning though it makes the game engine scream and cry in pain
Last edited by retro wave; Jan 29 @ 1:35pm
Originally posted by w10-20-2000:
Amazing mod, switch between him and vanilla frequently. It creates separate save file, so when i switch to vanilla my loadouts, character customization and all settings stay the same

Not sure how you could've gotten this bug, Astartes Overhaul has their own discord leave a message there or write directly to devs through their site for fix
How do you "switch"? Is there a simple menu option or something?

Others have mentioned creating bk files to restore the game in the event of irreparable corruption, but the game is a big chunk, so which specific files or folder(s) need to be backed? Can the the bk folder be kept in the game folder & then substituted by a simple name change or other protocol?
Originally posted by MasterBlaster:
How do you "switch"? Is there a simple menu option or something?

Others have mentioned creating bk files to restore the game in the event of irreparable corruption, but the game is a big chunk, so which specific files or folder(s) need to be backed? Can the the bk folder be kept in the game folder & then substituted by a simple name change or other protocol?

by switch he just means verify steam files (which removes the mod) and then reinstalls it by dragging and dropping the two files, a reliable mod manager doesnt exist yet as far as im aware

back up the specific .pak files and their corresponding .cache files that the mod youre installing modifies (usually default_other), you could also just back up the client_pc and server_pc files but with that route youd be adding another 64 gb to your hard drive

im not sure how anyone could irreparably corrupt their game, though, since vanilla progress is saved on a separate server (and is untouched by changes made in a modded game, even customization) and if verifying the files doesnt work one could just delete the game, wipe the remnants from the files, and do a download with steam cloud disabled
Last edited by retro wave; Feb 1 @ 7:34pm
Originally posted by retro wave:
Originally posted by MasterBlaster:
How do you "switch"? Is there a simple menu option or something?

Others have mentioned creating bk files to restore the game in the event of irreparable corruption, but the game is a big chunk, so which specific files or folder(s) need to be backed? Can the the bk folder be kept in the game folder & then substituted by a simple name change or other protocol?

by switch he just means verify steam files (which removes the mod) and then reinstalls it by dragging and dropping the two files, a reliable mod manager doesnt exist yet as far as im aware

back up the specific .pak files and their corresponding .cache files that the mod youre installing modifies (usually default_other), you could also just back up the client_pc and server_pc files but with that route youd be adding another 64 gb to your hard drive

im not sure how anyone could irreparably corrupt their game, though, since vanilla progress is saved on a separate server (and is untouched by changes made in a modded game, even customization) and if verifying the files doesnt work one could just delete the game, wipe the remnants from the files, and do a download with steam cloud disabled
So would it be a safe option to keep the mod folders/files in a sub-folder within the main game folder so that I can just drag them out again whenever I opt to mod the game, or do I just need to keep them out in a separate location because the Steam verify/restore process will nuke them out of the game folder?

I'm just wanting to keep the conversion simple without having to download every time in order to mod the game.
Last edited by MasterBlaster; Feb 2 @ 1:38am
Originally posted by MasterBlaster:
So would it be a safe option to keep the mod folders/files in a sub-folder within the main game folder so that I can just drag them out again whenever I opt to mod the game, or do I just need to keep them out in a separate location because the Steam verify/restore process will nuke them out of the game folder.

I'm just wanting to keep the conversion simple without having to download every time in order to mod the game.

what i do is keep the mods in a separate mods folder in a general folder on my desktop, with a folder for the combined paks for multiple mods; thats the safest way

i did some tests involving putting an unrelated folder in the game directory as well as putting mod files in that unrelated folder and steam file verification did not delete the folder or its contents, but just to be safe id put the mods in a separate location anyways
Originally posted by retro wave:
Originally posted by MasterBlaster:
So would it be a safe option to keep the mod folders/files in a sub-folder within the main game folder so that I can just drag them out again whenever I opt to mod the game, or do I just need to keep them out in a separate location because the Steam verify/restore process will nuke them out of the game folder.

I'm just wanting to keep the conversion simple without having to download every time in order to mod the game.

what i do is keep the mods in a separate mods folder in a general folder on my desktop, with a folder for the combined paks for multiple mods; thats the safest way

i did some tests involving putting an unrelated folder in the game directory as well as putting mod files in that unrelated folder and steam file verification did not delete the folder or its contents, but just to be safe id put the mods in a separate location anyways
Sounds reasonable. Do the various nexus astartes mods for the game play well together, or can they only be stand alone implemented?
Last edited by MasterBlaster; Feb 2 @ 1:47am
Originally posted by MasterBlaster:
Sounds reasonable. Do the various nexus astartes mods for the game play well together, or can they only be stand alone implemented?

you basically have to combine the mod files together into one pak file using 7zip or winrar archive edit, and use the pakcacher mod (on nexus) to make the cache file; use a single mod as the base that has the pak files (such as astartes overhaul) and then get loose file versions of all other mods, add those files into the pak files for AO via archive edit, then use pakcacher to make a new cache for those new pak files

practically all mod pages on the nexus have detailed step by step instructions on how to do this, and obviously mods that affect the exact same thing arent compatible (such as two tyranid reskins) since one overwrites the other depending which one was the last one to be added to the pak file

if you do it properly it works just fine with any combination of non-conflicting mods that are up to date, though some mods such as deluge (which adds a ton more enemies + larger squad size and is fun especially without the larger squad size) can cause minor graphical glitches because they make the game engine fight for its life

ive had exactly one crash playing with multiple mods for ~90 hours, and that was probably just a PC thing
Last edited by retro wave; Feb 2 @ 2:43am
I know it's not needed for the overhaul mod, but is there a clear tutorial for pakcather?
Originally posted by MasterBlaster:
I know it's not needed for the overhaul mod, but is there a clear tutorial for pakcather?

kind of but not really, ill just summarize what to do here:

download the pakcacher mod, extract the zip file using 7zip or winrar (youll receive the executable and readme.txt), take the .pak file you wish to make a .cache file for, drag the .pak file over the executable and release, then itll run the executable and create a cache file, then you just copy paste the .pak and its new .cache file where you want it and put the originals in a safe place
Last edited by retro wave; Feb 3 @ 11:12am
Originally posted by retro wave:
Originally posted by MasterBlaster:
I know it's not needed for the overhaul mod, but is there a clear tutorial for pakcather?

kind of but not really, ill just summarize what to do here:

download the pakcacher mod, extract the zip file using 7zip or winrar (youll receive the executable and readme.txt), take the .pak file you wish to make a .cache file for, drag the .pak file over the executable and release, then itll run the executable and create a cache file, then you just copy paste the .pak and its new .cache file where you want it and put the originals in a safe place
How do I know which .pak files I'll need for a particular mod? Can the .pak & cache files be kapt in a folder for reuse, or does pakcatcher have to be used every time going from vanilla to mod game state?
Originally posted by MasterBlaster:
How do I know which .pak files I'll need for a particular mod? Can the .pak & cache files be kapt in a folder for reuse, or does pakcatcher have to be used every time going from vanilla to mod game state?

the mod page or the readme.txt included in the mod zip file will tell you what .pak file you put the loose files into (usually default_other, but not always), just put all the mods you want into the same pak file using archive edit from 7zip and winrar and make the .cache

you can keep the modded .pak and the subsequent .cache in a separate folder for reuse, you will only need to remake them if a mod in the collection gets updated or if the game gets updated (which it will in two more weeks or so)
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