Nifflas' Support Forum

Released Games => Uurnog => Topic started by: JTE on July 16, 2017, 06:44:23

Title: Made an Uurnog mod.
Post by: JTE on July 16, 2017, 06:44:23
Hi. I'm JTE. I'm generally a programmer, not a level designer, so everything I make is a miserable pile of gimmicks with no practical substance.

I've been a fan of Nifflas' games for a long time. Uurnog was a complete surprise to me, and instantly became one of my favorite games. ever. It really stuck with me. Even now, I'm craving for more. More interesting creatures, more precarious situations, more clever use of the tools at hand. I'm actually here because I kept googling "Uurnog mods", hoping there was something, anywhere on the Internet, to satisfy my craving.

This mod provides none of that. I'm sorry it's not the complete new campaign you were probably hoping for, but I hope it will suffice for now. (Needless to say, no one should be playing a modded campaign before completing the original?)

http://catgirl.goddess.moe/JTE-Mod.uurnog

Install this by navigating to your "Uurnog\Uurnog_Data\StreamingAssets\" folder and renaming Uurnog.uurnog to something else to save the vanilla campaign, then copy JTE-Mod.uurnog into the folder and rename it to Uurnog.uurnog

What this mod does, primarily, is turn every single NPC shop in the vanilla town (not including the hidden ones) into an "ending", adding a back room where you can bring all of the shop's wares to stock it yourself in order for it to open. That means there are 9 "endings" in total. Unfortunately, you only have 5 playable characters, and I don't know what will happen after your fifth ending. I would assume your savegame becomes unplayable, as all of the playable characters have taken up NPC roles, so please choose wisely which shops you would like to open, if any at all.

I do not know if all of the shop's requested wares are reasonable to obtain, as there are many items which can primarily be used only in Cursed areas and similar. But you can always sacrifice portal guns and boxes to get around that, if so inclined. You will likely not have much use for the shops after unlocking them either, due to having to obtain all of their contents in order to unlock them to begin with. Therefore, I do not know the point of my mod.

Oh, one thing to note, however:

The mod also contains a new locked door in the save room (which will not appear on an old save game, I am afraid, as the save room saves doors along with the other objects!) which requires the master key to open.
This door leads to the only new areas added in the mod, which were also screenshotted below:

In making this mod I encountered two editor errors:

My features wishlist:

Untested modding ideas for later: (if you're modding Uurnog, go ahead and try this)

So uh, yeah.
That's a thing that happened, I guess.
I'm going to collapse asleep now, I stayed up too long obsessively fiddling with this. (Just learning the map editor and how various objects work took most of the day.)
Title: Re: Made an Uurnog mod.
Post by: Rainbow_Lemon on July 16, 2017, 07:28:47
This sounds like an awesome mod! The idea of collecting for any of the village shops sounds epic and will create all kinds of weird ways of finishing the game. I do a lot of speedrunning so I look forward to seeing what the best way would be to get 5 shops open as fast as possible. Thanks for making this!
Title: Re: Made an Uurnog mod.
Post by: JTE on July 16, 2017, 16:17:20
Do let me know if anything turns out to be impossible or if you want a custom mod that helps with (or creates) certain challenge categories you'd like to run, eg. by removing the save room cheat or making the prologue a save room so you can only get one master key or something.