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That makes no sense , model changes wouldn't affect the other player at all, they are client sided.
It is in almost all games, i have no idea why it would be different in Remnant, but let's wait for Al Sin, it might work different in this one, i'm not 100% sure.
C:\Users\UrWinProfileName\AppData\Local\Remnant\Saved
But my guess would be also that it shouldnt be problem
Went to Nexus. Found a Silent Hill character mod that changed your character into a one of the characters from the game. I made a new folder called mods in the content section, put the .pak file there and nothing changed.
Tried a Nier one too. I didn't really fully look into it but out of laziness atm does anyone have an easy explanation?
If you are JOINING another player, then your mods shouldn't matter. I know that one of my friends did test and when I had certain mods, the game wouldn't let them join since the mods kept breaking the connection.
Now, again in theory, even if it does affect the other players, mods like cutscene skip and cosmetic changes shouldn't do any long term damage as long as that is all that they change. Mods that change traits, skills, weapons, etc. though are definitely best to not use in co-op without the other player having the same mod. The reason for this can be explained pretty simply.
If you have 2 items, 0 and 1... then you add a third item in the middle (so now it is 0 2 1, but the game still counts it as 0 1 2), then someone joins your game and they pick up item "1" (But game counts it as item 2). So when they return to their game, now they have 1 item 0 and 1 item 2 instead of 1 item 0 and 1 item 1. This can do one of two things:
1) If item 2 exists, now their items are potentially altered. This could be an issue due to having the wrong number of certain items. (Imagine suddenly having 1 Simalcrum and 1000 drops from the first boss).
2) If item 2 does not exist, now the game thinks their save is corrupt and will not load the save and may even erase/overwrite it.
(The exact details are different, but this is the easiest way to explain it).
That is why mods that add items (including traits) are especially dangerous in a host based game where the host's mods can affect the joining clients.
Mods that change a model temporarily should not have lasting effects. I'd still recommend you and your friends make backups before trying and unless you've verified that your mods don't have any long-lasting effects on players without the mods, I'd stay off public and keep it to friends only.
I honestly don't bother with mods for this game anymore because:
1) Cutscene skip mod is glitched right now for one area and I can't be bothered to fix it.
2) Hell mode means you can only safely play with other Hell mode players so you can't do public games. I spend most of my game time joining randoms and helping them beat the game.
3) Same as reason 2, I don't see a point in making a mod just to not be able to use it for what I spend most of my time in the game doing.
Also, you don't put it in the content folder. You put the mods folder in the pak folder.
Should look something like
Steam\steamapps\common\Remnant\Remnant\Content\Paks
Best to make a mod folder in Paks and put the mods in that folder. You don't have to, but best to keep a good practice since all of these games use the same method to mod.
(
So it would look something like:
Steam\steamapps\common\Remnant\Remnant\Content\Paks\Mods
)