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forder-Absolute_Accurate_Kerfur_O_Orange_Plus_Plus-1.0.3 icon

Absolute Accurate Kerfur O Orange Plus Plus

0.9.x | Adds Kerfur-O orange++: a craftable orange Kerfur Omega with the orange Kerfur's angry red face, a deeper meow and twice the movement speed.

By forder
Date uploaded 10 hours ago
Version 1.0.3
Download link forder-Absolute_Accurate_Kerfur_O_Orange_Plus_Plus-1.0.3.zip
Downloads 66
Dependency string forder-Absolute_Accurate_Kerfur_O_Orange_Plus_Plus-1.0.3

This mod requires the following mods to function

Thunderstore-unreal_shimloader-1.1.7 icon
Thunderstore-unreal_shimloader

Thunderstore Mod Manager and r2modmanPlus support for RE-UE4SS.

Preferred version: 1.1.7
NynrahGhost-Fusion-0.8108.3 icon
NynrahGhost-Fusion

Fusion is an automated tool made to augment base game's DataTables with modded entries

Preferred version: 0.8108.3
forder-FusionFix-0.3.1 icon
forder-FusionFix

0.9.x | Starts Fusion with the correct profile paths, forces a datatable rebuild when your mod list changes, and turns off mods that fight Fusion over a datatable; telling you which, on the menu.

Preferred version: 0.3.1

README

Absolute Accurate Kerfur-O Orange++ (AAKO)

Adds a new color of Kerfur Omega: Kerfur-O orange++. Orange body, the angry red face the orange Kerfur wears, and twice the movement speed.

It is not a reskin. Nothing that already exists is replaced. This is an extra variant sitting alongside blue, pink and red.

Getting one

Craft it. The recipe is in the crafting book from the start:

Kerfur-O (no color)  +  "Kerfur" orange++   ->   Kerfur-O orange++

The second ingredient is the orange Kerfur the shop sells after you win the abandoned Kerfur fight. Like every other color recipe it runs in reverse too, so you can take one apart and get both ingredients back.

What it does differently

It is fast. Two times movement speed. Acceleration and braking are raised to match, so it can actually reach that speed and stop again instead of gliding through corners.

Everything else animates normally. The walk and run cycles play at the rate every other Kerfur-O plays them at; it just covers ground faster. Handing over reports, fixing servers and riding the ATV are untouched too.

It cannot be broken. Swing at it all you like. The hit lands and sounds like it should, and the robot carries on.

The face is angry. Kerfur-O's face is the same screen actor the small Kerfur uses, so it takes the same red material and the same 'angy' expression the orange Kerfur runs with.

Actually good texture My friend, Kaneko, edited the original texture so it looks like a piece of trash found behind the base. Adds more... Realism. xd

Both forms are covered: the walking robot and the folded unit you pick up and carry.

Read this before installing

Fusion is doing the work now, so it has to be there. The prop and the recipe are published the way Fusion asks for them: a small table holding AAKO's two rows and nothing else, which Fusion merges into the shipped ones at launch. Without Fusion nothing merges them and the variant does not exist, so it will not craft and will not spawn. The mod manager installs Fusion for you.

The upside is that AAKO sits alongside every other Fusion mod instead of fighting it. Shipping whole replacement copies of the crafting book and the prop list, the obvious way to do this, means any other mod that adds a prop or a recipe is in a straight contest with you and whichever loads last wins.

A save containing one needs the mod. Remove AAKO while a Kerfur-O orange++ is in your world and the game has no class to load it back into. That is true of any mod that adds an object.

Fusion restarts the game once after it rebuilds, on the first launch after you change your mod list. That is Fusion's behaviour, not a fault.

Requires

FusionFix is what makes sure Fusion actually runs, and what tells you on the menu when some other mod is fighting it. The mod manager installs all three.

The UE4SS Lua half is included and installs itself with the package. If it is missing or disabled the variant still exists, still crafts, still looks orange, still runs at 2x and still cannot be destroyed. It just loses the angry expression, the faster turning, the deeper meow and the metal hit sound.

Credits

Voices of the Void and Kerfur Omega are the work of mrdrnose. This mod is unofficial and not endorsed by them. Every asset it ships is a copy of a shipped one, rebuilt from your own installation at build time.

Fusion is NynrahGhost's, and none of it is included here.

Texture is edited by Kaneko Kurobara, thanks to him mod looks better than ever.

CHANGELOG

Changelog

1.0.3

  • The deeper meow and the metal hit sound work for the first time. Both need an asset out of AAKO's own pak, and both asked UE4SS's LoadAsset for it, which resolves through the asset registry that was cooked with the game. A mod's assets are not in that registry and never can be, so the call found nothing, loaded nothing and raised nothing: the cue and the physical material were silently never there. They are loaded the way the blueprint mod loader loads its own assets now, which does not consult the registry at all.

1.0.2

  • Fixed a stutter every five seconds. The Lua half found its robots with FindAllOf, which has no index behind it and walks the engine's whole object array; on a loop that is a hitch big enough to show up in the game's own lag report. Each one is now recorded once when it is created and the loop walks that list instead. Thanks to forder for spotting it and for reading the interval straight off the report.
  • Fixed the registry that replaced it never filling up. NotifyOnNewObject matches on a class that has to be loaded when it is registered, and at script load AAKO's is not: the pak is mounted, but the class is not constructed until something asks for it. Registration now waits for the class and sweeps once when it arrives, so nothing spawned before it is missed.

1.0.1

  • Fixed: nothing AAKO adds existed in game. The variant would not craft, and the recipe was not in the book. Fusion looks for a mod's delta tables inside its pak, in a folder named after the pak file itself; the pak was called AAKO_P.pak, so Fusion looked for Mods/AAKO_P, found nothing, and merged nothing. It is AAKO.pak now. The _P suffix stopped being needed when the full table copies were dropped, because nothing in the pak overrides a shipped asset any more.

1.0.0

First release.

  • New Kerfur Omega colour variant, Kerfur-O orange++, crafted from a colourless Kerfur-O and the orange Kerfur the shop sells after the abandoned Kerfur fight. The recipe is reversible, like the other colour recipes.
  • Orange body texture, recoloured from the red variant's atlas to the exact hue the orange Kerfur uses.
  • The orange Kerfur's angry red face, via the face actor's type and the angy expression flag.
  • Twice the walk, run and remote-control speed, with acceleration, braking and turn rate raised to match. The animation is left alone: the walk and run cycles play at the stock rate, the robot just covers ground faster.
  • A deeper meow, the way "Kerfur" orange++'s is. Kerfur-O's meow pitch has no variable behind it, the base being a constant in the class every colour shares, so this ships its own copy of the meow cue pitched to 0.9 and points only this variant at it.
  • Hitting it sounds like hitting metal. Every other Kerfur-O is silent under a crowbar because its collision capsules carry no physical material and the impact sound is looked up from one. Both capsules are given device, which is what its own body material names.
  • Cannot be broken: the damage event that drops its limbs and deletes it is overridden with an empty one, the death event too, and the gib list is emptied. Hits still land and still sound.
  • Covers the carried, folded-up form as well as the walking robot.

The prop and the recipe are published as Fusion delta tables, at Mods/AAKO/_Content/main/datatables/_list_props and _list_craftRecipes, so AAKO merges alongside every other Fusion mod instead of replacing the shipped tables and fighting them. Fusion and FusionFix are therefore required.