MADNESS: Project Nexus

MADNESS: Project Nexus

///ORIGINS REVAMPED/// [WIP]
89 Comments
Viabušnik 1 Oct @ 9:55am 
I've been playing with this mod for so long, that I forgot that it's actually installed and that the origins from vanilla are changed lol
Geo  [author] 19 Sep @ 11:46am 
@ermis.raphael Thank you, really appreciate your supportive words! :praisesun:
ermis.raphael 19 Sep @ 7:39am 
This mod is awesome!!! Don't let skill issue critisism get in your way, I really love all the changes and I look forward to seeing more changes or mods from you since literally 90% of arena fan origins are either batshit overpowered, or just reuse the same vanilla specials, thanks for this mod!!
Crono 9 Sep @ 8:19pm 
is there any way or any mod to have the original disquieted mask? the one in this just looks strange
Avernus! 2 Sep @ 2:05am 
Neatadoogalado things do be changin and movin
Multiverso 31 Aug @ 12:30pm 
the new update fixed the magiturge problem, now i can play magiturge but i don't exactly know what changes
Geo  [author] 22 Aug @ 3:29am 
Nah.
Just don't want to work on in right now. That's it lol
As for criticism... It is our mod, isn't it? So by such logic - we should be the ones, to make it the way we see. Nobody's forcing you to play it hahaha
Besides... Criticism to what exactly? This mod is NOT aimed at making Origins any way esier. More interesting and unique? Sure thing, but not your regular Origin mod with "+100% to All Damage dealth; -100% to All Damage taken" lmao
Solid Snake 21 Aug @ 3:57pm 
So reading the description.. You just don't like criticism? You basically abandoned this mod?
Unpaid Intern 27 Jun @ 8:38pm 
It's less of an issue with Offering being overpowered and moreso just acrobatics as a whole. Your kit gets somewhat invalidated the moment an enemy has a tac bar (I played with some modded arenas which tended to use tac bar enemies more than basegame) and that problem doesn't fix until you get lawnmower, one of the final and most likely lategame upgrades unless you start grinding. Its a strong origin for sure, but I personally don't believe cutting an entire game mechanic was the right decision. Here's to hoping the other notorious powerful crowdwiper who has yet to be reworked gets better treatment when it comes to new downsides.
TioRast 27 Jun @ 6:32pm 
The thing is, you need skills to be a one man army, talking from experience ( patient without this mod mind you xD ) since your kit is already a one throw ass whooping when using blade weapons even then you are not hanging up by one gimmick since melee core 3, gun core 3 and welp unarmed is there i guess but even melee alone with blunts can make it out for you even heal in the most dangerous crowd ( they all are stunned / invencibility ).

Early sucks but thinking what missions to grind is the key like pit stop for acro in madness or repeat a bit of pilot episode for core 1 skills ( in madness too ), also first time XP bonus for the win :p
Geo  [author] 27 Jun @ 5:34pm 
Jokes aside.

There isn't any sort of a statement I am making or whatever.
I myself - despice playing with Hirelings, since it is rather boring to let 'em have all the fun, while you just "run around, recording with a camera".

The whole "git gud" thing. I do not really care how someone plays this game. What I DO care about however... Is - Balance. And Offering as a Origin - is extremely powerful, even in the early-game. He has incredible crowd-wipe potential if you play him right.

And to that I bring a question - "why give a crowd-wiper a whole powerful squad from the get go as well?" - and so the idea was to nerf out that aspect. You want Hirelings? You'll have to work for it. This character as he is - truly is a gamechanger. Fragile, yet powerful.

The statement of "play arena solo is probably doing so out of their own will, NOT because an origin MADE them." is rather goofy. Since no one is making anyone do anything. This is just an Origin, with its flaws and bonuses.
Geo  [author] 27 Jun @ 12:54pm 
Nah. :gonteddy:
Unpaid Intern 27 Jun @ 12:03pm 
...ok, I guess? I did the solo run with Offering and it wasn't really a challenge, just a pace killer, considering the entire mode is balanced around hirelings and having them to deal with large hordes of enemies. I feel like the thought process of "git gud because I did" isn't a particularly good one for the balancing here, considering anybody who's going to play arena solo is probably doing so out of their own will, NOT because an origin MADE them.
It's not really a big deal considering this is just one origin of several very good ones, but I think its something to keep in mind.
Geo  [author] 27 Jun @ 9:15am 
Wait what..? hIrElInGs..? What is that? Never got it, and by the sound of it, most likely never will. :deadmud:
Unpaid Intern 26 Jun @ 4:16pm 
Loving the mod so far, but why exactly is Offering of all origins forced to essentially solo the entire mode? It's either that or getting lucky on a hirelings initial level, which isn't a particularly fun process.
Geo  [author] 15 Jun @ 2:35pm 
Next thing you're gonna tell me - is that Samurai Jack isn't cool.
I'm gonna loose it then, I swear!
Kitniata 14 Jun @ 8:08pm 
can't believe you turned the awesome modern assassin into samurai jack :steamsad:
thekidcobra 8 Jun @ 2:26am 
never mind it fixed itself
thekidcobra 8 Jun @ 2:23am 
I'm playing with Disquieted and for some reason quartermaster has nothing in the shop that you can buy. No weapons, armour, nothing. How do i fix this???
3 moths in a trenchcoat 2 Jun @ 10:04am 
is there any way to remove the hair on the mercenary orgin?
AkaPreston 2 Apr @ 2:50pm 
in those of you still having problems about pocket dimesnion, Swain fixed the silent update: The modded Magiturge origin will longer lock you out of the "Maker Door" entrance.
Multiverso 9 Mar @ 2:27pm 
hey, i have a question, do this mod works with NEM right? i want to play this with the other mod to rebalance and try a new arena mode, so it does work well together?
Sorrens 8 Jan @ 5:04am 
Strengthen the agent,he's too weak,pls
SmolGameGrunt 11 Dec, 2024 @ 1:11pm 
Hey, because of the change you made to the Offering, having the symbol and eyes go from red to that shade of blue. It's made it a lot more difficult to make any changes in the loft.

Since, say someone changed it one minute then wanted the blue back because it looked better in the blue but they didn't know until after the change was made. Because if you go to default or even change the blood at all, it forces the symbol and eyes to turn grey.

Is there anyway to fix that or is it just- you know- screwed.
01Ashr 18 Oct, 2024 @ 3:10pm 
I do love this mod and highly recommend

But im just curious, is there a known way to fix the magiturge origin?
therealmanguyman 17 Oct, 2024 @ 7:14am 
How exactly did you modify the vanilla origins?
TioRast 8 Oct, 2024 @ 1:10pm 
i was expecting tinkerer to get a funny description, "what did you expect him having a buff when he is already busted?"
blebsmc99 8 Oct, 2024 @ 8:41am 
yeah it aint working for me either i dont know why
OndaVital 8 Oct, 2024 @ 4:37am 
this is my humble opinion, but i don't like the massive new animations, is there any way to bring the default animation back?
Dry_goomba 7 Oct, 2024 @ 12:47pm 
@Menumorut did you try to enable the mods with the gear icon, and are you on the beta? (Just asking to be safe)
Menumorut 4 Oct, 2024 @ 3:29pm 
I've got both of the required mods and this one and none of the origins are changed.
therealmanguyman 3 Oct, 2024 @ 8:11am 
I think my only problem with this is the disquieted mask because it just feels out of place. Very, VERY out of place. It doesn't give the same feeling as the old mask.
blebsmc99 1 Oct, 2024 @ 7:52pm 
damn these designs are cool
Geo  [author] 18 Sep, 2024 @ 12:17am 
Well, worth noting that "new" animations are re-used vanila animations stacked together into somewhat seamless animation set. And considering there ain't too many animations made for Dual-Wielding - there cannot be done much to improve/change it too much.

Also would like to point out Disquieted's new 2-Heavy animation set, which is implying that it *is* the way to go while playing as this character - slow but very powerful brute. But there is not too many "Two-Handed" weapons in the game thus far.

As for the existing saves... The only difference you may encounter - are gear and stats. So your pre-modded Agent save won't have adjusted stats and their starting gear would remain as it was without this mod.
CURSED SOUL 16 Sep, 2024 @ 4:08pm 
Just a headsup to the dev that Merc and Disquieted don't start with a ninjato or knife, dunno if that might be a conflict with Wingidon's Enhanced Arena mod, though that's personally not an issue to me.

And a headsup to others, the melee updates to the Merc and Disquieted are limited to using a single weapon, otherwise they will default to the standard dual wield animations; Disquieted's new block-cancel teleport also works only with a single weapon. (This also includes 2h weapons that aren't locked to the slow huge weapon animations)
Aku 15 Sep, 2024 @ 1:45am 
is a great update!

Just asking by such big update is it reccomanded to start a new game or the origin who not touch by it (like the agent) safe and can be continued?
tankproject 4 Aug, 2024 @ 11:36am 
@YIPEE It makes you lose temper like a G03LM after 5 h2h hits except you don't get the bad part
duckliege 3 Aug, 2024 @ 4:44am 
what does the new special for experiment do (the top one)
[VW] Shade 31 Jul, 2024 @ 10:15pm 
Cool mod, but I think it's better to do new and old mercenary as different origins
Lagger from FD_God's De_Dust2 30 Jul, 2024 @ 1:46pm 
bro wtf did the man in the window retire to nevada
DiuxWarson 28 Jul, 2024 @ 10:51pm 
I don't like the disqueted's mask :winter2019sadyul: but it's a good mod
retards anonymous 14 Jul, 2024 @ 8:28pm 
bro what the hell they done do to disquieted :asciiterror:
Geo  [author] 11 Jul, 2024 @ 12:50pm 
Magiturge's bug is not caused by this mod. It is an overall issue with changing Magiturge's origin as a whole.
Zeta_AM 11 Jul, 2024 @ 6:12am 
If it's ok to ask is there going to be a update for the creber along with a fix for the Magiturge i've been trying to get into his pocket dimension but It doesn't seem to work
Poussey 10 Jul, 2024 @ 11:45am 
what mods caused it ? My patient still just kicks.
loginrob97 7 Jul, 2024 @ 8:35pm 
False alarm, the problem with the patient was in a different modes
Geo  [author] 6 Jul, 2024 @ 9:27am 
@AnimeMemers, you CAN in fact squeeze through, you just need to do it at specific angle and preferably while sprinting. Size of 1.52 is the biggest size available. You barely, but still can squeeze through doors and some areas. If you struggle with getting through some ledges - just ragdoll by pressing K
AnimeMemers 6 Jul, 2024 @ 1:11am 
this is cool but bro make the massive's final size a bit shorter, because he's too tall for the door at the roof
MilliBot 4 Jul, 2024 @ 8:38am 
Uhhhhhh, when will you update tinkerer?
Thats honestly the only one missing
Aku 29 Jun, 2024 @ 10:30pm 
Hope that get updated