E.Y.E: Divine Cybermancy
♦Pieramyd 21 DIC 2016 a las 11:34
2
E.Y.E. Mods Megathread
I thought I'd create a hub for people to quickly find custom content created for E.Y.E. that's scattered about the forum and around the internet. Here you will find various custom maps and such. I will edit this in the future as soon as I discover new mods and content.
Get Brouzouf, F*ck B*tches.


2023 Notice*
Steam Forums scrubs download links partly for spam and user safety, I believe you can quote the first post containing the download link for any of these user-created maps and will be able to get the link from that, but they are hidden from view as (Link Removed) and may no longer be available due to the span of time that has passed since this thread was created.

Modding Guides

Map Making Guide
http://steamcommunity.com/app/91700/discussions/0/846961716411976304/

Maximum Map Size topic
http://steamcommunity.com/app/91700/discussions/0/152392549356854533/


Custom Maps and Mods

Custom Mission: Sector 07
http://steamcommunity.com/app/91700/discussions/0/792923683983607167/

Custom Mission: Sermons
http://steamcommunity.com/app/91700/discussions/0/620700960551872902/

Custom Mission: Redlight
http://gamebanana.com/maps/188062

Custom Mission: Chrimbus (In time for Christmas 2016!)
http://gamebanana.com/maps/188632
http://steamcommunity.com/app/91700/discussions/0/451848854997235194/

Custom Mission: Order
http://steamcommunity.com/app/91700/discussions/0/357287304432930526/

Custom Mission: Crypt (Discontinued, play at your own risk)
http://gamebanana.com/maps/185822

Custom Mission: Sepulchre (Not Available for Download, Work In Progress)
http://steamcommunity.com/app/91700/discussions/0/611698195149279977/

Text Revamp
http://forums.steampowered.com/forums/showthread.php?t=2855200

High-Resolution Hands Retexture
http://gamebanana.com/skins/118703
Última edición por ♦Pieramyd; 31 DIC 2023 a las 17:19
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Mostrando 16-30 de 115 comentarios
B. Mori 7 FEB 2018 a las 17:24 
I am not into map creating, but I would play them
[ACPL] Jon 7 FEB 2018 a las 23:21 
Plenty of people would play them.

I could try contacting devs and making \ keeping up posting community news with maps.
Última edición por [ACPL] Jon; 7 FEB 2018 a las 23:21
PalmliX 8 FEB 2018 a las 6:41 
Publicado originalmente por Saravanth:
Man, I swear, if you find out how to get hammer working properly for EYE post how you did it. I tried following the instructions in that text file in the install directory but that seems to be outdated or something. Or I might've just been too tired when I attempted it and messed something up.

I had no problems loading up and recompiling the EYE maps in the SFM version of Hammer. I'm considering creating a short film set in the EYE universe using the game assets and had to recompile some of the maps.
Herr Derrierr 26 FEB 2019 a las 19:13 
BUMP WHOOP WHOOP LET'S PIN THIS THREAD WHOOP WHOOP BUMP

:lunar2019piginablanket:
Skeleton Kane 1 JUL 2019 a las 3:53 
Since I don't want to spam threads every time I do something, I will upload my stuff here, I guess.

Anyway, here is some cool map I ported awhile ago and recently updated a little bit. :^)
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff

No idea how to fix lightning though.
Última edición por Skeleton Kane; 10 JUL 2019 a las 9:36
Skeleton Kane 1 JUL 2019 a las 4:03 
Is anyone here knows how to make sdkhooks work with EYE? Or rather how to find offsets for gamedata. I wanted to hook OnTakeDamage and FireBullets so that I could buff damage and amount of pellets of Betty Boom.
Skeleton Kane 1 JUL 2019 a las 4:17 
Also I managed to sort of make stripper:source work with a plugin I found.
https://forums.alliedmods.net/showthread.php?p=2623556

Here are some of my test stripper cfg
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
They include things like: increased min and max amount of missions, fixed faction of some turrets and scrabouillors, requirement to kill all 3 temple masters on cm_purge, additional info_nodes, additional enemies and NPC makers.

And here is my attempt to simulate federal stigma in game
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
In order to use this plugin you have to add npc_culter_s with mycrew set to federal (integer is 2) to the map (my stipper configs above has an example on cm_cu_marsarena).
It is kinda buggy and loves to spew out errors in console.

Oh and for masochists - here is plugin that changes MaxLiveChildren and SpawnSquadFrequency of all map's npc_randomise_maker according to cvars I made.
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
ConVars
sm_npc_randomise_maker_maxlivechildren_mul
sm_npc_randomise_maker_maxlivechildren_raw
sm_npc_randomise_maker_spawnsquadfrequency_mul
sm_npc_randomise_maker_spawnsquadfrequency_raw

I might expand on that plugin.
Última edición por Skeleton Kane; 10 JUL 2019 a las 9:36
Skeleton Kane 1 JUL 2019 a las 7:33 
I found out how to place transcendent culters in hammer.
In eye.fdg you need to find first mention of npc_culter_s that has only 2 armor choices and rename it to npc_trans and preferably also change "A Culter Warrior" to "Transcendent".
Boxyt 3 JUL 2019 a las 4:19 
KANE LIVES

Good job lad, thanks for finding transcended culters. Keep up the good work!
Skeleton Kane 3 JUL 2019 a las 6:04 
Tested some health values on 50-100 NPCs of each rank

Federal Guardian/Trooper
Default grade - Soldier?
Default health - Unknown
Difficulty health multiplier - Unknown
Min/Max health multiplier - 6.7%?
Grade - Min Avg Max
Rookie(1) - 61 65.5 70
Soldier(2) - 69 74 79
Caporal(3) - 77 82.5 88
Sergeant(4) - 92 98 104
Captain(5) - 100 107 114
Colonel(6) - 115 123.5 132
General(7) - 130 139.5 149
Master(8) - 154 165 176

Anomaly: Master skill level health is always even number.
(And yes, it is spelled caporal by devs.)
Última edición por Skeleton Kane; 3 JUL 2019 a las 6:14
Skeleton Kane 3 JUL 2019 a las 6:09 
You can change grade level of spawned NPCs from npc_randomise_maker by adding output.
OnSpawnNPC
target - !activator
input - AddOutput
parameter - myskill <value>
BUT! There is a problem. The health values won't update with grade change.
You can also change other stuff that way (like health).
Última edición por Skeleton Kane; 3 JUL 2019 a las 6:10
Skeleton Kane 3 JUL 2019 a las 6:13 
Is there any pastebin alternatives that allow around 10 mb files? I want to dump datamaps and netprops.
Skeleton Kane 3 JUL 2019 a las 6:16 
Btw, to make a jian with Huan's hat you need to use npc_jian_s with ArmorChoice 3 (heavy armor) and targetname huan (case doesn't matter).
Skeleton Kane 3 JUL 2019 a las 10:20 
I have updated federal_stigma plugin pls redownload if you already downloaded it.

also here is my modified eye.fdg which includes:
-Added data for info_player_battle.
-Replaced redundant npc_culter_s with npc_trans.
-Removed unnecessary weapons from npc_guardian_s.
-Removed unnecessary weapon_caw_hammer from BaseDeus.
-Added all supported weapons to NPCs (example - npc_synicle_s with hunting machine).
-Fixed npc_military_s having weapon_rotten by default despite not having one in options (now default weapon is weapon_motra).
-Now NPCs use their models accordingly (npc_guardian_s had missing manduco_m model, npc_kraak used carnophage model).
-Added "100" : "Random" to SkinChoice of npc_interceptor.
-Market unused NPCs in npc_randomise_maker.
-Changed all occurrences of "Ligth" to "Light".
-Changed some names and descriptions of models (npc_fs_s "Regular Cop" -> "Regular Special Force").

EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff

I couldn't manage to make NPCs to use weapon_BK13.
Synicles have no minigun and pistol animations so I removed those choices from them (weapon_FKO_Black, weapon_GCTG222, weapon_BK444, weapon_sulfatum).
Última edición por Skeleton Kane; 10 JUL 2019 a las 9:36
Skeleton Kane 4 JUL 2019 a las 9:52 
Found a rough way to force NPCs to follow you:

Place aiscripted_schedule and give it a name.
Sets its flags to "Repeatable" (and "Don't Complain" if errors shows up in console).
Target NPC should be either classname or targetname.
Search Radius of your choosing (0=everywhere).
All in Radius "Yes" picks all NPCs while "No" only picks one random (or closest).
AI state to set should preferably be "Set state to COMBAT".
Schedule to run either "Walk to Goal Entity" or "Run to Goal Entity".
Interruptability either "Damage or Death" or "Death".
Goal entity - player (!player is for singleplayer only).
On NPCs you should give outputs "OnHearWorld" or "OnHearPlayer" (or something else if there is better alternative) with targetname of aiscripted_schedule's entity and input StartSchedule.

Here is demo: EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
Última edición por Skeleton Kane; 10 JUL 2019 a las 9:36
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