I need a better explanation of what to do, I'm very confused as to how this works
A downloadable mod
Custom Throne is a modding toolset that lets you make your own Nuclear Throne levels, weapons, characters, enemies, areas, projectiles and mutations. It runs on a modified version of Update 19 of Nuclear Throne.
Changelogs can now be found here.
If it asks you for version 4.5.2 of Microsoft's .NET Framework, you can get it here: https://www.microsoft.com/en-us/download/details.aspx?id=42642
- Right-click Nuclear Throne on your Steam library, and go to Properties
- Go to the Betas tab
- In the "Select the beta you would like to opt into:", choose "mods"
- Wait until Steam finishes downloading it
- After it's done, right-click Nuclear Throne on the Steam library and once again go to Properties
- Go to the Local Files tab
- Click "Browse local files". This will open the Nuclear Throne files folder, which should now have all the .wav music from Update 19
- Drag the contents of the launcher zip into that folder
- Run CTLauncher.exe to start the launcher, download/update the game, etc.
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I can give you some basic help if you want it? (http://steamcommunity.com/id/CosmiOfRoBoMECH/)
Is there a way to use this mod on GOG's version of Nuclear Throne?
I recently downloaded this mod; however, when I load the launcher and check for updates (it wants to download the latest version of "Custom Throne" onto my computer), it keeps going on saying "checking for updates" without actually downloading anything. I'll load Steam, and it will say "logged in as username", but still not download. I redownloaded the mod and put the contents in their proper directory, still nothing. I have the "mods" branch loaded. It might be my Internet, but if it's not, are there any solutions?
UPDATE: It before said:
An error occured while loading the launcher!
Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
Stacktrace: at Steamworks.NativeMethods.SteamAPI_InitSafe()
at CTLauncher.Main.InitSteamAPI() in F:\VS2015\Projects\CTLauncher\CTLauncher\Dialogs\Main.vb:line 638
at CTLauncher.Main.Main_Load(Object sender, EventArgs e) in F:\VS2015\Projects\CTLauncher\CTLauncher\Dialogs\Main.vb:line 60
I deleted those items in the local files and replaced them with the same original items from download folder.
It now says:
The specified Nuclear Throne is invalid (does not exist or does not contain NuclearThrone.exe)!
I did switch it back to normal gameplay for a bit. Then, after that, I opened back to the mods beta to test the launcher; then the errors ocurred.
...it still won't update, though.
By 'custom characters' you mean the normal characters with custom setups of weapons and crowns correct?
Heya - just wondering how you activate the 3d function!
Whenever I try to launch it, it says
action number 1
of Create Event
for object UberCont:
Error defining an external function.
Just ignore it, it doesn't seem to have any problem in gameplay
Atleast I don't think it does
You did not install it on the Nuclear Throne folder, or you don't have the 'mods' branch on Steam installed.
I'd love for you to create a guide on how to create good levels and good weapons
I'm kind of stuck on the code for weapons and the image, I just can't get the weapon's sprite to appear when editing.
I created a mutation and when ever I try to give it to myself with chat commands to test if it works, I get this error:
action number 3
of Step Event
for object Player:
In script scrGiveSkill:
Error in code at line 36:
at position 21: Unknown variable skill_createcode or array index out of bounds
Make sure that you've reloaded the assets properly either by reopening the game or by Shift+R.
How to you put in the textures for weapons
The weaponIDsprite.png file in your weapons folder of your modpack.
Is there a way to summon a specific weapon without having to search for it?
I seem to have ran into a problom, whan i try to make a weapon instead of the weapon showing up it shows like a GIF that slowly walkes through the weapons width,how do i fix that?
It has to be a 7-frame horizontal spritesheet. This is because the first frame is the weapon in its normal state, and the 6 other frames are the glow animation when on the ground. Make sure the 2nd frame is the weapon completly white, outline included!
And joao, is it okay if i include custom throne in the download (on thronebutt)?
(of course credit will be given)
What do you mean with "include Custom Throne in the download"? Did I miss some message? Include in what?
As in, putting the launcher in the zip for the mod
I would suggest just putting a HTML shortcut to CT's page, the launcher will be prone to updates.
ah okay, i've been trying to get the use new music working (i have all the .oggs installed in the Nuclear throne folder) and still nothing works?
As long as they're in the same folder as the Custom Throne EXE, it should work.
is there a way to make levels replace existing levels?
Not at the moment.
maybe just a way to retaxture existing files?
there is an override folder and its rather easy to use! :D
just in game press t and type /dumpsprites, after that a "Dumped" folder will be in your nuclear throne folder, now go into that and find the area floor sprites that you want to change, copy the names and then find the floor sprites you want to change it to
next just rename the floor sprites
like lets say you want to replace the sewer sprites, the floor specifically
instead of using whatever name you had it set to beforehand rename it to "sprFloor2"
then put it into your override folder! and you're done! this can also apply to weapons and characters and other things
wait, into what do i put the dumped folder?
the edited sprites, like lets say you edited "sprMutant6Idle" take your custom sprite into the "override" and then "sprites" folder
after that get up to wherever you meant to and it should work just fine! (areas have a slight problem though)
what id do custom weapons start at?
and how do i access the projectiles used in weapons like the ultra crossbow and stuff?
Custom weapons, at the time of writing this, start at 110.
Here is a list of new projectiles added since u19: http://i.imgur.com/7Wm3Ayy.png
On bootup I get this error:
action number 1
of Create Event
for object CharSelect:
In script scrWeapons:
Error in code at line 1136:
wep_sprt[maxwep] = UberCont.wep_sprt[maxwep];
at position 38: Unknown variable wep_sprt or array index out of bounds
(and whenever i turn on "use new music" or anything related to that i don't get any music at all
You may be missing one of your weapons' sprites.
As for the new music, you need to drag the new Nuclear Throne .OGG files into your modded Nuclear Throne folder.
Is it possible to have an ultra that replaces your active?
(like making it have steroid's dual weilding?)
Adding onto that, I've created an assault slugger, but how do i make it not super spammy and stuff, but not make all the slugs come out at exceedingly slow and different times
(like if i shot once, and then 3 seconds later it shot again, and does that until the burst is done)
One last thing:
Is it possible to do secret areas?
(is this a glitch?: http://i.imgur.com/gDXbprJ.gifv)
- Just use has_ultra(ultra_name) to check if your character has an Ultra. If he does, do something, if he doesn't, do something else!
- If the latest snapshot supports this, you can spawn a Burst object, and give it a bullet variable that equates to an object, like a Slug or a Bullet1. No support for custom projectiles at the moment though.
- Yes, any area that starts with an ID higher than 120 is a secret area.
- Yep, that's a glitch, dunno how it happens, still looking into it.
Continuing on talking about secret levels, i'm trying to create a level that is always the same, with the level editor more specifically, yet i don't exactly know how to put that into the game without it crashing or something
All you have to do is spawn a portal that takes the player to the specified area and subarea, using those respective variables.
I've created a character that uses sentry guns as his active
And its insane, but the only problem is that after doing this, he gets locked in the stage he is in
Make sure that, before you create the sentry gun and destroy a corpse, either:
- at least one enemy exists
- a Portal exists
How do I make an active and passive ability for a character made in the asset editor?
Are you attempting to code in an active/passive from an already existing character?
I'm trying to make completely new actives and passives.