Tabletop Simulator

Tabletop Simulator

Nemesis (Custom Mod)
81 Comments
cyber_cirquid 27 May @ 3:35am 
Are you still working on this Mod?
A lot of Cards etc. are still marked as "prototype" or "fan made".
Will these be updated again?
Super Gamer 20 Mar @ 11:19am 
I can't see the blood test deck option in the mod. Was it removed?
boostersh 17 Nov, 2024 @ 2:16pm 
So it's to do with life height @sirsleepysimon I had same issue but lowing lift height fixed it for me.
SirSleepySimon 26 Sep, 2024 @ 2:02am 
I am having a problem where the auto-move/auto-explore does not work when I put a figure on the tile.
I then have to tap the figure with left click so it does a little jump, after that it recognises I have placed the figure, however for everyone else it works as soon as you put the figure on the tile.

I have tried completely re-installing but still the same issue.
The King  [author] 31 Jul, 2024 @ 8:39pm 
@SNAKE-EATER I appreciate that, but there's no need, I do this for fun and for Nemesis players on TTS to enjoy. I have put out a lockdown mod with some QoL and other features.You can find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3217451229
SUPREME-GENERAL-ADMIRAL 31 Jul, 2024 @ 1:32pm 
hi man your work is great i would even like to donate you some, can you please add lockdown ??
Goomboss 18 Jul, 2024 @ 11:50am 
Mod is broken for new players due to missing files and broken links
paul-augustine 17 Jul, 2024 @ 4:18pm 
Breeder tokens are broken. Gets stuck in import mode when you try to draw one from corresponding bag. Any fixes?
Fenice120 2 Jul, 2024 @ 11:33am 
Don't*
Fenice120 2 Jul, 2024 @ 11:31am 
@The King Hello, i love the mod but i have a personal problem: every Nemesis, and Nemesis: Lockdown i play (as host or guest) the exploration script and movement script sont work. I'm the only one in the entire lobby with this problem.
Raging ♥♥♥♥ 14 Apr, 2024 @ 11:32am 
Amazing compilation, thanks a lot!
twentyquestion 28 Jan, 2024 @ 3:36pm 
Having a great time playing your custom mod,I am wondering if you could add an option in your future build for the animated fire,and malfunction markers.Thanks
Fricker 14 Jan, 2024 @ 6:10pm 
Sweet cant wait. Can you be sure to add the original game characters to be played in the new games?
The King  [author] 14 Jan, 2024 @ 7:20am 
@Fricker I have a retaliation mod for personal use only, and a lockdown mod for the workshop is in the works.
Fricker 13 Jan, 2024 @ 2:13pm 
Hey King, do you think you could create the same thing but with the Lockdown map? Or if you are feeling adventurous maybe even Retaliation????
The King  [author] 18 Nov, 2023 @ 8:13am 
@Leo When you said Pilot, I assume you meant Captain? Captain does not need any kind of buff, he's one of the best characters in the entire roster. Aside from his ability to gift cards and control other players, he can escape combat unharmed at the cost of a bullet, which is a clear advantage over characters who don't have a similar ability. If you're using the Captain's gun to try to solo aliens, then you're playing the character wrong, pure and simple. You're also overlooking key factors when it comes to the Hacker's reload ability: It's not as accessible as the Captain's reload. For one it's non-combat and two it's going to break a room after you use it, costing you time or resources to fix (or even the entire game). Additionally, Hacker does not have any ability to escape combat unharmed like the Captain. So once he is in combat, he is pretty vulnerable.

Hope that gave you more clear insight to these Characters.
The King  [author] 18 Oct, 2023 @ 9:32am 
@Spazz The only way that is possible is you selected your Character out of order. Keep in mind, the drafting sequence is scripted, and it will draw draft cards to the player with the "1" player card, then "2", and so on.
Spazz (Rafał) 18 Oct, 2023 @ 9:16am 
Hello. I can't thank you enough for this mod! Fantastic work, Just dropping here to say thanks and also report an issue/bug I came across. It seems that the "character draft" cards that show you which characters you can use in this match are only dealt AFTER selecting your character.

This means you get the character draft cards with after you already make the choice of picking a character and confirming your choice with the button. To be precise you get them when you are automatically dealt your first 5 action cards.

To replicate just:
1. Load up the mod
2. Select the modifiers you want to play with
3. Select characters for all players and confirm them
4. Hit play
5.The game will now begin and you will receive your action cards and character draft cards
Nico +U 13 Oct, 2023 @ 7:32pm 
Great mod man, thanks a lot
The King  [author] 25 Sep, 2023 @ 9:13pm 
@Talion The Tark thanks for pointing this out. I have identified the problem and I will fix it in the next update.
Talion The Tark 25 Sep, 2023 @ 5:26am 
when using hotseat and 5 player solo/coop, clicking start game throws an <Unknown Error> in Script (Global) function <startgame>. Am i doing something wrongly and can i ignore this error?
PieHero 7 Sep, 2023 @ 4:36pm 
@The King, I took an evening to scan cards for Voidseeders, Nightstalkers, a very few Chytrid cards. When I try to make a custom deck, they were a little darker so I assume I would have to edit the images to make them brighter. Would you allow the finished cards to be incorporated into the mod? I kept the raw scans before cropping/editing if you just want those instead. Let me know!
Hunterbuck1 7 Sep, 2023 @ 12:00pm 
I sent you a Request. Feel free to take your time sending it if you're busy and thanks for taking the time to send it in advance
PieHero 6 Sep, 2023 @ 9:28pm 
@The King, I have the English retail version of Voidseeders but do not know how to go about creating/uploading the files for it to help the mod
The King  [author] 6 Sep, 2023 @ 8:57pm 
@Hunterbuck1 You can add me here on steam if you like and I can share with you a folder I have containing a large amount of files of template cards and icons to make custom stuff for nemesis.
The King  [author] 6 Sep, 2023 @ 8:55pm 
@PieHero I believe the voidseeder event deck file is the same one from Kensuaga's official mod, so that event deck is based on the prototype. Unfortunately I do not have a physical copy of the voidseeder expansion nor have I found any voidseeder event deck files for TTS.
Hunterbuck1 6 Sep, 2023 @ 11:18am 
Heya king, Just wanted to say you've certainly earned that name. I wanted to say thank you on behalf of me and my group of friends that play you're mod. Thanks to you're auto movement tools me and my friends are able to have a lot more fun playing the game and it's made them a lot quicker too and overall more enjoyable. I wanted to ask real quick if you get around to seeing this and are able to answer. What did you use to make the cards on your custom characters? I have ability's written out on some I'd like to make and character sheets but I'm not sure what I should use to make the cards. You don't have to waste you're time telling me how to. I was just curious what you used. I can try to figure that part out myself I just don't know what tools to use for the job if you know what I mean. And might as well do it right or not at all. Since your characters turned out really good I wanted to know what you used so I could maybe use them for mine.
PieHero 6 Sep, 2023 @ 10:18am 
@The King, I know you mentioned the Chytrids (and I assume Nightstalkers) assets are from Kensuaga's mod, but I wasn't sure about Voidseeders and if you can do anything about that.

Otherwise, there is not enough praise I can give you for the work you have done with this mod! Thanks so much!
PieHero 6 Sep, 2023 @ 10:13am 
@The King, Noticed that Voidseeders has incorrect text/missing cards compared to retail.

Event deck has an extra copy of Agrophobia and a new event called Tendrils, which I assume replaces two different copies of the Hunt event (Intruder indicator and corridor movement matches).

Agrophobia has missing text where it should be removed from the event deck and to reshuffle the event deck with discard pile (should only have 1 copy in the deck).

Evac Pod Ejection should say highest number instead of lowest. Terror event has missing text that states that ONLY players with Insanity level 5 should discard all Action cards.

Generator Overheat and Fuel Explosion have swapped the corridors they move Intruders to.

The Insanity deck also has an extra copy of Demotivation but is missing a copy of Ripping Off The Bandages and Sabotage (20 cards total).

Card Art for the Event Deck and some of Insanity Deck is also missing.
The King  [author] 4 Sep, 2023 @ 9:22pm 
@PieHero Glad you like it. As for the Lockdown characters, there's no plans for the others to receive any trait cards. Their action cards are pretty unique and powerful enough to get the characters by without the need of some tacked on passive trait effect. I imagine that was one of the design philosophies behind the lockdown characters when they were developed by Adam Kwapiński. The whole reason trait cards were added in the first place was to slightly over-tune the character roster so they could be better suited to be played in the Aftermath expansion's more difficult Research/Epilogue mode. In my opinion, Trait cards are entirely unnecessary unless they are doing something special that changes up the rules a lot for a character (like the Bounty Hunter and Android for example). Aside from that, most traits have negligible effects that can easily have their properties implemented into 1 or 2 cards, which is why I am pretty indifferent to most of them.
PieHero 4 Sep, 2023 @ 8:50pm 
Nice update! Aside from Xenobiologist and Hacker, will the other remaining LD characters receive updated or restored trait cards?
The King  [author] 4 Sep, 2023 @ 9:58am 
@PieHero thanks again, I fixed the issue.

@DreyfussFrost Doing that would cause problems if playing with the Mega Draft mode, as that mode allows Characters of the same color (such as Soldier and Survivor) to be in the same game. Also, the turn order is not meant to flow base on card number order. The player with the #1 player card simply gets the first player token at the start of the game, and turn order proceeds to the left of them as you would normally.
DreyfussFrost 1 Sep, 2023 @ 3:18am 
Would it be possible to have the seat a player has selected swap to the color of the character they lock in when the confirm their choice, and work that into the scripting so it doesn't break the rest? In a game like this where characters are color-locked it really helps readability so you don't have something like the white cursor on the table is actually the soldier and the red one is actually the scientist. The same goes for the player list in the corner. Seeing the order of turns as the character colors would significantly reduce confusion and double-checking who is who.

Additionally (and this is *far* less impactful, so more of a suggestion than a request), if the character boards and player hands could swap positions into starting turn order once player number cards are dealt and revealed, that would also help with game flow.
PieHero 23 Aug, 2023 @ 4:55pm 
@The King Played another round on the Alt board and observed that when a Danger Token is placed in Room 16, it repeats the same error mentioned before where it misplaces the Noise token in hallway #3 connecting Room 011 and Room 013 instead.
The King  [author] 25 Jul, 2023 @ 9:04pm 
@PieHero Thank you for pointing that out, it has been fixed.
PieHero 20 Jul, 2023 @ 3:18pm 
Thanks for your previous reply and I appreciate that updates to the mod! I noticed when playing solo/coop mode on the alt side with the auto movement tool that Room 001 and 003 do not properly rotate to match the items in the room.

Room 016 is also a little whack when moving into the room and auto move rolls a 3, it places the noise token in the hallway connecting Room 011 and Room 013 instead. And if an encounter occurs in Room 016, it will remove all noise tokens except for the one that connects Room 016 and Room 12, but it will remove the error noise token in the hallway connecting Room 011 and Room 013.

Lastly, have you ever thought about incorporating the lockdown and slimed room exploration tokens from Aftermath into the pool of available tokens? They do not have item numbers on them though maybe that can be edited? Just a thought!

My group and I love the mod, thanks for your time and work!
The King  [author] 1 Jul, 2023 @ 10:03pm 
@The Blue Bird
I have a folder of card templates that I used to make the fan-made characters. These are based on the cards in Kensuaga's official nemesis mod, I simply just edited them using the gimp tool and paint.net . It wouldn't be too hard to just edit the existing cards though. Also, I do not have templates for the custom LD characters, I just edited the existing cards from the official lockdown TTS mod. You're more than welcome to edit the cards for your friends if you have the know how to do it.
The King  [author] 1 Jul, 2023 @ 9:47pm 
@PieHero The Chytrid assets used in this mod are the same from the official Lockdown mod by Kensuaga on TTS which is based on a prototype version of the game. It is possible to script spore placement, but it would take some work.
Uma Cueca e um sonho 1 Jul, 2023 @ 6:34pm 
Awesome mod! let me ask, would it be possible for you to make the character card files and assets used to make the character cards available? I would like to translate at least the LD and Fan made characters. I play Nemesis for a while, and recently presented this game to some friends, who loved it, however, they can not speak English, so I wanted to edit and put translated versions of the character cards, not to post in workshop or something, but just to use when I play with them
PieHero 27 Jun, 2023 @ 1:10pm 
Was doing a Chytrid play through and noticed the "Squeezing Through" event had an incorrect word compared to the physical copy. It should read "...Place a Malfunction Marker and a Germinator in that Room..." instead of "Spore."

Also, do you know if it would be possible to script Spore marker placements with the Auto Movement Tool? Overall, a big fan of the game and this mod!
The King  [author] 6 Jun, 2023 @ 7:43am 
@scarletjester If a seat isn't occupied by a player, its components get removed. So you will need to be seated on a normal color during setup and character drafting. You could also start a game while on hotseat mode, which is essentially local multiplayer (on the same computer).
ScarletJester 6 Jun, 2023 @ 2:17am 
The King, this is probably the best version of Nemesis on TableTop simulator. I recently tried your "Second Contact" too, and thought it was really well done.
One question / request. I play this a lot solo running multiple characters in the normal game mode (NOT coop). I usually play all 5 characters as it's easy to do on TTS, with myself in the black "GM" seat. When I start a game, it removes all the player boards and dice from people not seated in the game. I then have to manually put the boards back into place. Is there something I'm doing which is causing this to happen, or is this a change you would need to make your side to "fix"?

Thanks again for all the work you've done!
The King  [author] 29 May, 2023 @ 8:10am 
@Shep in the updates on Sep 22nd, but I will add all the credits for various tools and assets in the description soon.
Shep 29 May, 2023 @ 4:48am 
Awesome mod, thanks.
Please just credit my Auto-pass (skip) Help cards for Nemesis and Nemesis: Lockdown .
Johnyttw 25 May, 2023 @ 4:18pm 
Amazing table bro!! TY
n gaming (real n) 12 May, 2023 @ 4:07pm 
Thank you The King, very cool!
Anosmia 26 Mar, 2023 @ 8:17pm 
epic poggers thumbs up
twentyquestion 18 Feb, 2023 @ 6:20am 
Hi great mod stayed up very late playing it,any chance that you could please add the animated room malfunction and fire pieces to your mod?Thanks.
The King  [author] 14 Feb, 2023 @ 7:31am 
@MrMister Thanks for the catch, I included the fix for the engine card mismatch in an update I put out today. I am all for more fun and interesting setup options, but I feel your Convict idea doesn't warrant adding a scripted setup for, since it can be manually house ruled into someone's game without much of a hassle.
MrMister 6 Feb, 2023 @ 3:06am 
I just realized there's something funky with engine 1 and 3's cards.

Their design is half-wrong and half-right in a way that makes it double wrong.

Setup places Engine 1 cards on Engine 3 and vice-versa (card number mismatches room floor number), because that's the one that matches their shape, and yet the portion of the floor number that is visible on the card is the same on as on their text, which further mismatches the floor number it overlaps with.

This seems to be common oversight among all base-board Nemesis mods.



On another topic, small idea: How 'bout when playing Covinct solo, the cuffs key starts at the top of the red item deck, instead of in the convict's inventory?