Keplerth

Keplerth

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File Size
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1.822 MB
Aug 31, 2024 @ 10:48am
Jul 9 @ 8:05am
14 Change Notes ( view )

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More Race / Character

In 1 collection by Forsakenabyss
Forsaken's Keplerth Mods
23 items
Description
Adds 49 new race/class

play as grounders, parasites, insectoids, Goblins, Drenian, cat/dogs and other animals, robots, storyline chars bosses and many more all will their own skills and gemicks

Added in Hide Armor to the workbench. use this on the larger or odd shape models
23 Comments
Forsakenabyss  [author] Mar 11 @ 8:58pm 
I plan to rework the jaru race once they update the game and add in the jaru boss and mobs atm i just kinda guess what they would be like with their pet owlbears and accessory grafting tables are just some of the few things i can find in the game files that related to them
Forsakenabyss  [author] Mar 9 @ 2:02pm 
yes it works just fine i do need to update few of the chars (they will say needs work) now i learned alot more of the games core coding layouts
CrimsonSyn Mar 9 @ 1:18pm 
does this set of mods work for the current version? i love modding my game up lol
Forsakenabyss  [author] Nov 6, 2024 @ 6:14pm 
Fixed alot of the anchor points and walkboxs ever char should now no longer walk thou walls and occupy cells correctly in the world
Forsakenabyss  [author] Sep 25, 2024 @ 5:15pm 
..yes my wolf guy looks derpy give me a break first time trying to make a sprite like that XD
Forsakenabyss  [author] Sep 12, 2024 @ 5:04pm 
Im looking to do a great expansion to this mod send me your Ideas and wants dm me on discord or just post them here
Forsakenabyss  [author] Sep 10, 2024 @ 6:16pm 
Patch is now live if anyone has any issues please post on here or dm my discord
Forsakenabyss  [author] Sep 10, 2024 @ 5:16pm 
i finally did a quick dive thou the files i see what your talking about i will make a patch on my end and test them with my discord group
Forsakenabyss  [author] Sep 10, 2024 @ 4:34pm 
thank you for the information once i get meds passed out and my charges asleep. i will look into this and hope i can patch the file asap
Dagun Sep 10, 2024 @ 11:12am 
2 - Some default creatures seem to have a value placed in "WalkBox" - guessing this is some kind of error check or margin-of-safety for the issues we are seeing.

Setting this value in the character file along with the above fixes the issue entirely for me.

"WalkBox": 0.05,

I can't see this field at all if I make a new mod and select any of the default races, so it may be hidden in the editor.

I suspect this works by just temporarily increasing the hit-box when you walk, to prevent the character from being stuck when you change directions near a wall.


3 - Intentionally or not, if you check the data files in the mod it seems to edit the base races, including editing the hitboxes and walkbox to the above - so my guess is that the mod editor may have an error and is touching data files it shouldn't. This may explain why all races are affected.



Fair warning: I've only tried this for the character race "Meco" and nothing else, no idea if it will work for the others.