Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
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
STUVash  [author] 20 Aug @ 12:59pm 
Aw you guys :GhostFlowerHappy:
lit.of.mana 20 Aug @ 12:21pm 
great mod, this developer is awesome
Strudel 20 Aug @ 12:20pm 
BIG THANK YOU for adding the sound disable button!!
Ganjesus 20 Aug @ 11:52am 
Wow, thank you so much. Truly an excellent mod. Thanks again.
STUVash  [author] 20 Aug @ 10:17am 
@Drake Glad you like it. :Munchlet:
STUVash  [author] 20 Aug @ 9:55am 
@Drake Disable the homebrew content ? I'm not sure what you're referring ? The fanmade characters,, the various modifiers during the vote, the sounds, the deck mixing to player all lifeforms even on the Second Contact board ? :zagsnooze:
Drake 20 Aug @ 8:51am 
Can you make an option to disable the homebrew content? tnx a lot its a perfect mod
STUVash  [author] 20 Aug @ 1:23am 
And done. :fhappy:
STUVash  [author] 20 Aug @ 1:12am 
@Ganjesus As of right now, no but I can add a button for your needs. It is very simple, I'll do it today :AFATEpeeps:
Ganjesus 19 Aug @ 4:25pm 
Fantastic mod. Is there any way to disable all the sound effects?
Nype 9 Jul @ 5:46am 
Thanks a lot, @STUVash! My game’s finally downloading all the stuff now. :steamthumbsup:
STUVash  [author] 4 Jul @ 1:42am 
@Nype I checked all the bags quickly, maybe not all sub bags. I found two objects that were missing a valid reference. Tell me again if you have issues and at which time.

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 :wololo:
Nype 3 Jul @ 10:16am 
Some game models aren't loading properly in game.
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?
STUVash  [author] 30 Jun @ 8:05am 
@Rakentensegler Hi, if you can't interact with an object and it's stucked in the air, it is possible it is locked. You can either hover it and press L or Right Click > Toggles > Lock.

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. :fscared:
Raketensegler 28 Jun @ 11:48pm 
Hi, I have a question, how do you adjust knowledge sliders in Lockdown? They float in the air for me with no way to interact.
STUVash  [author] 16 May @ 6:14am 
@Dragonus45 There's no such option in this mod, there's so many characters, sometimes with mixed archetypes, and the table is expecting up to 10 players, so the official draft system seems kinda out of place here.

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. :espresso:
Dragonus45 11 May @ 4:50pm 
How do I set it to do a character draft instead of just loading the big list of characters?
STUVash  [author] 10 Mar @ 12:52pm 
@mono [she/he/they]
Glad you like it.
Oh well, yeah sure it's nothing difficult I guess. :wftogrin:
mono 9 Mar @ 9:37pm 
i love this, its my groups primary version. one request if possible. could you add a random button for lifeforms? we sometimes argue about who we want to be facing.
STUVash  [author] 27 Feb @ 12:26am 
@HOAI Hmmm ... I'll try to keep that in mind next time I meet my family, I did gift them the Lockdown one among other Nemesis products.
Now when the difference isn't too big, I avoid updating it but since you're asking for it, sure. :Munchlet:
HOAI 26 Feb @ 10:33pm 
Will there ever be a fresh pass on some of the cards used by the game?

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.
STUVash  [author] 3 Feb @ 1:06am 
@Spazz (Rafał) And you already have the pictures done ? It'll be done today. :AFATEpeeps:
Spazz (Rafał) 2 Feb @ 3:11pm 
Made a custom character. It would be nice of you to add it to the other playable characters in your mod as I often play it :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3419970769
STUVash  [author] 1 Feb @ 6:14am 
@rafael.d.vogel The way it works, you're supposed to toggle Manual Seat mode by clicking on the Automatic Seat button. Then you assign the seats yourself BEFORE clicking on a lifeform button. That's probably where you had an issue. :GhostScared:
STUVash  [author] 1 Feb @ 6:05am 
@rafael.d.vogel Alright, I got a good news. The good news is that I fixed another issue. The bad news is that the Automatic/Manual seats were working fine.

I will add some lines in the -Known Issues/Assistance- section to help you a bit more.
STUVash  [author] 1 Feb @ 4:57am 
@rafael.d.vogel for a solo game with multiple "fake" players, Hotseat mode works fine. But I guess it is not the first time someone tries that without Hotseat, and not that the option does exist for +2 players, I guess I could make it possible for one player too. Be right back. :TheParchment:
STUVash  [author] 1 Feb @ 4:53am 
@rafael.d.vogel Right yes, now that you mention it, it makes sense. That restriction was made before the suggestion of Altanius. Alright I'm going back to the blackboard :pickax:
rafael.d.vogel 1 Feb @ 4:51am 
i cant play with more than 1 player it the other boards have no option to play other characters
STUVash  [author] 28 Jan @ 10:43am 
@Altanius should be good, I don't see an issue from the tests I did but feel free to tell me if you see something wrong. Gl hf :GhostScary:
STUVash  [author] 28 Jan @ 1:07am 
@Altanius There used to be since the script wasn't deleting the other boards and was creating buttons even for player boards with no characters.
I suppose I could make an toggle option to make that possible again.
Altanius 27 Jan @ 6:55pm 
Is there any way to have multiple players, each of whom controls 2 or more characters?
X0men0X 23 Nov, 2024 @ 6:51am 
many thanks, my bad for being unclear, the error before came up on crew/character select. hooray for disallowed and allowed duplicate crews lol
STUVash  [author] 23 Nov, 2024 @ 5:46am 
@X0men0X Should be fixed now, I believe the issue came from trying to delete the buttons on player boards that didn't have buttons (because no player was assigned) I was mostly testing with 10 players because I was focusing on the amount of Corporate Objective. Thanks for the help :praisesun:
STUVash  [author] 23 Nov, 2024 @ 5:36am 
@X0men0X Huh. That's curious I did test it. Does the error shows up right after clicking Crew Selection ?
X0men0X 23 Nov, 2024 @ 5:14am 
if duplicated crew is disallowed, the game throws up an error. plz fix, for everyone else- allow duplicate crew for now
STUVash  [author] 22 Nov, 2024 @ 1:40pm 
@snapwilson :AFATEpeeps:
snapwilson 22 Nov, 2024 @ 12:34pm 
Thank you so much!
STUVash  [author] 22 Nov, 2024 @ 12:10pm 
@The Seraph Of Tomorrow
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 :AFATEwut:
The Seraph of Tomorrow 22 Nov, 2024 @ 12:05pm 
@STUVash

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.
STUVash  [author] 22 Nov, 2024 @ 11:56am 
@The Seraph of Tomorrow
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. :Munchlet: