Tabletop Simulator

Tabletop Simulator

39 ratings
Nemesis Boards (scripted setup, and script assisted)
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3.913 MB
2 Mar, 2024 @ 11:09am
13 Oct @ 1:59am
243 Change Notes ( view )

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Nemesis Boards (scripted setup, and script assisted)

Description
/!\ Short flickering animations /!\

If you like the work on this mod, you'll be surprised of what I did in my Nemesis Retaliation mod

Check the change notes to learn about updates
"Known issues/Assistance" section at the end of the description.

Hello.
TL;DR Mod is a private save made for me, my friends, my family. Lextao asked me to share it
This was a save to play on a scriped version of the Lockdown Alternative Board into a public mod that now handles multiple boards
The mod is first built on top the Lockdown mod by CodedCardboard

Things to expect:

-Hotseat compatible
-Lockdown soundtrack in playlist
-Nemesis Ship, Lockdown and alternative boards, Second Contact, with scripted setup
-10 players by bending the rules, fanmade cards
-Objectives sorted with player number
-Voting system for modifiers (including Traits, Feat, Achievements, Traps, and a Critical Miss roll)
-49 characters
-More than 171 cards pictures generated on CivitAI, for 19 fanmade decks
-5 enemy types
-Hovering card can be sent to expected discard pile
-Hovering discarded deck can be shuffled at the bottom of its main deck
-22 binded keys on numpad for events, attack rolls with sounds, multiple rolls in a row, and Germinators setup
Cheatsheet provided on the right side of the table
-183 sounds
-Write needed variables in the save file, no errors upon loading
-Aftermath modes
-More

-Known issues/Assistance-

1) Moving a save file of this mod to another pc needs disabling Mod Threading and Mod Caching

2) If the loading of an asset is high the game may ask to import the reference with the link provided. importing solves the issue. You can right click the asset, custom, import again
Error could be on the cloud server side temporarily.
Or deleted from the Cloud. if that happens I have to reupload the asset from the cache, notify me and I'll fix it

3) You can re-import decks in a similar fashion clicking on the deck instead but doing so respawn new cards, including the tags on it, which will make the various related script not work anymore

4) Assets that are white and floating are loading or waiting a reference

5) Brown player seat has an invisible wall blocking objects but not a problem if camera is right in front of the Brown player's board, you can drag objects from there

6) Multi-shoot function works as intended, but you might get audio cuts with more shooting

7) Apparently some users play TTS without numpad, if you want to use the functions bound to numpad:
-Rebind the keyboard keys, so that keys can replace the numpad using a 3rd party software
-Find a fellow player willing to use their numpad for you, like a Game Master.

Mimicking the numpad with 3D buttons is uncomfortable
I encourage you to rebind your keys.

8) Objects setup to switch with others are called "States". Typically some objects where rules are written have states to act as "Pages". You right click one such object, go to State, and select the one to display

9) "How long is a game ?"
If each player takes around 1 min per round and they play all 15 turns. 40-45 min per player, when taking your time
Speedrun is more 20-30 min per player

10) Research Mode script applies decks mixing; physic is expected to drag the cards to decks. If it's your first time loading the mod (or playing without mod caching and mod threading enabled), the physic will freeze during loading.

Load a Research Mode game first. Once loading is done restart the mod with all necessary assets in the cache to play Research Mode.

11) Hotseat mode can be used to play with multiple players on one PC, you can also use it to play multiple characters on your own. Or you can set the seats manually after toggling Manual Seat by clicking on Automatic Seat button. The seats have to be assigned before clicking a lifeform button.

12) Hotseat check happens after loading of the mod. Choose colors, reload the mod

13) Solo/Coop mode is toggled by clicking "Normal Game" button.

14) The setup script can fail when lagging, you can then setup manually or restart the mod. Next game may be less laggy if every players have more cache.

15) During HotSeat mode after clicking Undo, if hand cards do not appear in the bottom part of the screen. Save your game, Go back to main menu, restart Hotseat and reload your save.

16) You can disable sounds by clicking the related button on the right side of the Table.

-Credits-


Mods by The King for assets other than Lockdown prototype stuff.
Nemesis (Custom Mod)
Nemesis: Lockdown (Custom)
Second Contact

ConanHUN mod for some assets that can also be found in The King Nemesis(Custom Mod)

Awakened Realms - Made the Nemesis board game, and made 3D models taken from the Lockdown mod (also developed by Kensuaga) used in this mod. [https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2513092817]

Ziggy Stardust - Made 3D models for the Space Cat First Player indicators and the original Intruders and Characters. [https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2734328373]

gilbertguillen - Made 3D models for the Aftermath characters, Carnomorphs, and Void Seeders. [https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2113624623]

PieHero - For image scans of cards for Lockdown Characters, Carnomorphs, Void Seeders, Night Stalkers, and Chytrids, as well as other miscellaneous help cards.


Sound library[pixabay.com]
Alien sfx gathered by Mekbots

Xeno Hunter deck pictures by Buzz

Nemesis custom characters by Vesture
Trapper
Vapor
ShipAI
Detective
Hybrid
Reaper
ShipRat
Purifier
Mercenary
Rescue
MechaKnight
Veteran
Overseer
Jekyll
Assassin, BeastMaster, Astartes
Prophet

Nemesis custom characters by Spazz (Rafał)
Hired Gun
124 Comments
STUVash  [author] 12 Oct @ 10:29pm 
@UnderKingDuck You can also just rotate it without picking it up. I don't feel like duplicating the snap points. But okay let's think about bringing back a clone snap point for a moment.... Hmmm...

I'll see what I can do.
UnderKingDuck 12 Oct @ 4:15pm 
When we have to adjust the item count when someone searches I usually pick up the tile and manually move it.
STUVash  [author] 12 Oct @ 9:49am 
@UnderKingDuck Hm...? Hmmm... Ah. I think I understand what you mean.
Yes, I suppose I can explain what happenned now that I got some experience in the field.

The snapping (what you are calling "lock") is somehow disabled when I put tags on a Snap Point. The snap points are still there but they are holding tags that are used for some autoNoise function, that was quite troublesome to work on in the last changes I did.

It is functional and I'm glad I'm done with it. But I don't know why, when you put a tag, it disables snapping. And I don't know to make it otherwise.

There's 1 workaround I had on my other mod, it was to duplicate the Snap Point. That way you have one with the tags that does not snap and one without tags that does snap.
But I gave it some thought and since you're not supposed to move the tiles anyway, you don't need snapping.

How is it a problem to you though ? :lario:
UnderKingDuck 11 Oct @ 3:49pm 
There seem to be a problem and idk what to do to fix it. The tool that make it so that tiles lock into certain places like the rooms locking into their room slots on the map seem to be broken. The room or locking into a place off the map. Idk what cause this because this mod was working fine before.
STUVash  [author] 5 Sep @ 1:00am 
@Drake Frankly no, if you want to know the full story, I originally planned to stop modding Nemesis stuff to work on another personal project.

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. :happy_seagull:
Drake 4 Sep @ 5:21pm 
Thanks for this, for all the effort. You plan to add Nemesis Sidequest?
STUVash  [author] 29 Aug @ 6:09am 
@Drake I added a button on the side of the table related to Custom Content, switch it before starting a game.
STUVash  [author] 29 Aug @ 2:43am 
@Drake ah...errr... right... Well the core game is known to be Nemesis Ship and Lockdown boards.
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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3256296893
Melferas 26 Aug @ 12:39am 
Sorry for the very basic question, but as someone that wants to get into Nemesis, is this what I need?
Drake 25 Aug @ 9:00am 
about to disable the fanmade content, i mean a button to be the core game with the expansions, and another one with all custom made content that changes the gameplay like new characters etc