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Then Nemesis Retaliation happened and I've been modding it occasionally since the Prototype got released, and almost full time since March 2025.
I love Nemesis but I would like to continue my own mobile game development once I'm done modding Nemesis Retaliation. But I decided I would hotfix this mod too while I'm still around modding on Tabletop Simulator.
First 6 characters from the top of the list are from the base Nemesis game, the next 6 ones are from Lockdown.
All 5 enemies are from the core game.
Core game is supposed to be played with 5 players not more.
The rest is fanmade.
it is unnecessary to make a button when you know what is what. But I'll write it down.
@Melferas Hi. It has what is needed to play. This mod specifically will not assist you too much other than having an automatic setup and crossing expansions mechanics. I would say that my Nemesis Retaliation mod looks easier to use than this one.
Nemesis Retaliation is the 3rd episode, so if the lore matters to you, you'll probably play Nemesis Retaliation last. If not I would advice playing my Nemesis Retaliation mod instead. Feel free to try both if you like.
https://steamcommunity.com/sharedfiles/filedetails/?id=3256296893
If next time it happens and I don't find faulty assets errrrr maybe it's just a server time out thing, it means you didn't download the references fast enough. I believe I saw that happens a few times. It shouldn't happen once it's downloaded and using the cache on next games.
Good luck
Every time these missing models appear, the game tries to download them, but they don't seem to exist or are corrupted.
What do I do?
I suppose you're referring to Knowledge Tokens, the script is not locking them on my end. Maybe it is cache related. Maybe it will work out next time. It should be working.
I did keep it in my Nemesis Retaliation mod so if you really think it is worth it, I can make something similar in this one. Although I am probably not making Draft Cards if I do, I'd use the small portraits used for the character bags.
Glad you like it.
Oh well, yeah sure it's nothing difficult I guess.
Now when the difference isn't too big, I avoid updating it but since you're asking for it, sure.
I came across the realization that the weakness used for Lockdown "Vulnerability to Fire" is not written the same way here as it is in the real-life version, where it specifically states Flamethrowers and Thermite Charges and not Fire.
https://steamcommunity.com/sharedfiles/filedetails/?id=3419970769
I will add some lines in the -Known Issues/Assistance- section to help you a bit more.
I suppose I could make an toggle option to make that possible again.
You go into one of TheKing mods which would have the Auto-Move tool object.
Right click it > Scripting > Scripting Editor.
It will open the Scripting window and bring you to the tab for this object, all the text displayed is the script in Lua. I suggest copy pasting all the text to another notepad or some code editor to read it more easily.
Have fun
I suspected, but did not know how to check. Thanks for the info.
I might look into how to make it work, I have not tried playing with scripts much in TTS. Most the time for the small mods I make I just copy a script which tends to work with the stuff I dabble in. Though in this case I may as well see if I can figure it out.
Hey, I did check the auto-move tools script from TheKing. It is very hard coded stuff, meaning it works for a specific setup only.
It would be easier to re-use the script without modifying it too much if the various positions were relattive to the board and its scale. As it is currently we'd have to remake it properly with relative positions.
I didn't check it too much, but I expect the rest wouldn't need to change too much.
Thanks man, glad you managed to create your own custom character