Holydh-Metal_Gear_Solid_mod icon

Metal Gear Solid mod

--New : Snake and Greyfox player models + Socom and Katana custom weapons-- The 3 first part of MGS1 for Boneworks recreated in 1:1 scale. Including custom maps, player models, npcs, weapons, a museum and nice various features.

Last updated 2 years ago
Total downloads 13713
Total rating 8 
Categories Custom Weapons Custom NPCs Custom Maps Custom Player Models
Dependency string Holydh-Metal_Gear_Solid_mod-1.0.3
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.5.4 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.5.4
gnonme-ModThatIsNotMod-0.3.4 icon
gnonme-ModThatIsNotMod

A mod for loading in custom items, making life easier for other mod creators, and a whole lot more.

Preferred version: 0.3.4
WNP78-FieldInjection-1.1.0 icon
WNP78-FieldInjection

A utility for other mods to inject monobehaviour fields

Preferred version: 1.1.0
Maranara-Custom_Maps-2.1.0 icon
Maranara-Custom_Maps

Custom map loader for BONEWORKS

Preferred version: 2.1.0

README

Metal Gear Solid Boneworks mod - V1.02

I forgot to add the player models in the package. Sorry about that. It's fixed now.

What's new in 1.02 ?

Snake and GreyFox player model with nice low poly hands to keep the original aesthetic. Socom with and without suppressor custom weapons. Audio extracted from mgs1 ps1 version Grey Fox's Katana custom weapon. You can download the different parts of the mod on the Nexus webpage. Please be aware that you'll need the updated maps to have the custom weapons spawnpoints work correctly with the new weapons.

As always :

For support or comments, please post in the bug or post section of the nexus page here: https://www.nexusmods.com/boneworks/mods/78. You'll also find lots of pictures and a video to have an overview of the mod there.

For future small updates and fixes, you'll be able to download the separated files pack on the nexus page. I'll notice you here and on the nexus page if a futur update requires to redownload all the files.

REQUIREMENTS

INSTALL

Once Melon Loader and ModThatIsNotMod installed, put the BONEWORKS folder at the root of Boneworks game location (C:\Program Files (x86)\Steam\steamapps\common\BONEWORKS) so the BONEWORKS folder from the mod merges with the actual one.

Launch the first map MGS_0Museum.cma for full experience or get directly started by loading MGS_1Docks.cma.

FEATURES

  • Elevator fully functional like an IRL one with physic buttons
  • camera spotting the player and triggering NPCs aggro
  • custom npcs
  • all automatic doors functional
  • lasers and gaz trap functional
  • roamable vents
  • original SFX
  • original musics with proper transitions

KNOWN ISSUES

  • Museum is laggy I just noticed that the framerate takes a hit when having all the characters meshes at the same time in view. When looking only at them one by one or by smaller groups, 90fps without issues. I'll probably improve this map soon to make a proper Museum with different rooms so the dynamic occlusion can kicks in. If you have other ideas for optimizations, I'd be glad to hear from you in the post section.

  • I can't shoot through gaps. Most of the meshes are simple geometry with alpha transparency, so indeed, you won't be able to shoot through barriers, vents iron grids (if you get the gun close enough it can go through, feature, not a bug of course /s) and small details like that. I'll may remake some of the meshes at some point.

  • I don't hear any Music. Make sure you turn the music volume Up in the boneworks settings, I applied all audio sources to the SFX and Music Mixer of the game so you can tune both at your likings.

  • I fall in the emptyness/I spawn at random locations on the map when loading it. Deactivate the Save Progress feature in ModThatIsNotAMod, and delete the save or the entire Progress folder if you haven't any save you want to keep (Boneworks\UserData\CustomMaps\Progress). I'll have to lookup into that because I myself have also the issue even with the feature deactivated, it still saves the game.

  • NPCs are dumb. Yeah I haven't spent much time on them yet. Planned for a future update

  • NPCs voices have a random pitch effect. Indeed, that's how the base npcs omniprojectors works to diversify the robotic sound they make. I haven't find a way to fix it yet but will look into it someday.

  • Hitbox of NPCs are crazy. Don't forget that these NPCs are based on the omniprojectors (Only way I found yet to make them use guns), so the hitbox isn't the NPC's skin, but the physical invisible machine inside of it. So if you see the gun stuck somewhere far from NPC's skin hands, shoot near the weapon to find the real physical hitbox. I planned on making real physical NPCs based on Ford models and add original mgs guns into it. There's a mod made by Lakatrazz that allows ford to have guns so I know it's possible. I just have to find the way. So maybe someday. In the meantime, I plan to add NPCs as ford without guns, just so we can still have fun with melee weapons. A zombie mod playable as the Ninja may be something I'll work on in the near future.

CREDITS

Credits and huge thanks to Vapor_Cephalopod and the reverse enginering team for their amazing work on the original assets, and for Maranara, GreasedScotsman and the other contributing modders for the Boneworks SDK.