TyrnelMods
A dungeon map drawn from the game's own tile data, one coin that pays the whole lift fare, brighter sparkle on good loot, enemies that scale with depth, and seven more. Everything arrives switched off.Tyrnel Mods
Eleven things Grain Rot never got round to. All of them off until you switch them on.
No launcher, no config files, no keys to memorise. Install it, open TYRNEL MODS in the main menu, and turn on the ones you want. Every switch tells you in plain words what it does and, more usefully, what it does not.
Read this first if you play with other people
This matters more than anything else on the page, because it decides whether you see any of it.
Most of these run on the host. If the person hosting has the pack, the whole lobby gets the shorter lift waits, the automatic gold, the coin slot and the enemy scaling. Nobody else has to install a thing.
The flip side is the part people trip over: if you join somebody who does not have the pack, those features do nothing for you, however you have them switched on. They are decided by the host's game, which is where the physics, the health and the dungeon live.
Two features are drawn on your own screen and are yours whether you host or not: the map and the sparkle on good loot.
And when you do host, your switches apply to the lobby. Anything you turn off is off for everybody, on purpose.
The map
A live map of the dungeon, drawn from the game's own tile data. Not a guess at where the rooms probably are: the actual floor, hole for hole, with the gaps, ledges and crossings where they really sit.
M opens the full map, N a small one in the corner. Both are toggles and neither closes on its own, so the small one can stay up for a whole run.
Walls are on the sides they are on down there, doorways are gaps you can see through, and the lift, the press and the grinder are marked. Your arrow points where you are looking. Everyone you are playing with is on it too, each in their own colour, with their arrow pointing the way they are facing. The map always faces the same way, with the lift pointing up, so it reads the same on every run.
The honest limit: rooms the game builds from a prefab, the hazard rooms with pits among them, show as their outline without the detail inside. The game's own map does the same.
One coin pays the way out
The slot takes five gold a press and leaving costs forty, sixty or a hundred. That is eight to twenty presses in the same spot, at the end of every single run.
Drop one coin in by hand and the rest follows on its own. It never puts in more than the lift is asking for, and if you run out it stops, having paid what you had. Every coin still comes out of the pocket of whoever is standing there.
Good loot is easier to spot
Rare and epic finds already sparkle; the game uses that to tell you what is worth carrying. In a dark room it is easy to walk straight past. This makes that same sparkle bigger and more frequent, and touches nothing else: no recolouring, no beams, no outlines, and nothing at all on items that were never sparkling.
Deeper means deadlier
Grain Rot gets easier the further down you go. This scales enemies harder with depth, using the game's own scaling table rather than a second system bolted on beside it. Six numbers you set yourself, from a nudge to genuinely unpleasant.
Gold picks itself up
Walk over it. The game already decides what is within reach; this just stops making you press for each one.
Less waiting at the lift
The alarm, the rolling wheels, the pause, the doors. Halved, not removed, because the beat belongs to the game. What it fixes is paying for it again on every run.
Furniture stays where you put it
Physics props stop wandering off, sliding downstairs and ending up in the corner. The dungeon is left alone, because down there things are meant to fall.
Turn things in your hands
Hold an object and turn it with the numpad instead of walking in circles hoping it lands right.
Orders for your companions
Come, stay, wait at the lift, follow, watch, go free. A wheel on Y, and whoever you are looking at gets the order.
Never leave one in a dungeon. It stays there.
And two small ones
Mouse wheel for switching what you hold, and hold to keep attacking instead of clicking. Both are about your own keyboard and mouse, so they work whether you host or not.
Everything starts switched off
A pack that turns itself on changes your game before you have seen a list of what changed, and if something then misbehaves there is nothing to compare against. So your first run after installing is Grain Rot exactly as it shipped, and every difference after that is one you chose.
Full descriptions
Every feature in twelve languages, with what it does, how it is used, who needs it and its honest limit:
Install
Use a mod manager and it handles everything, including the UE4SS loader this needs.
