
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 eight more. Everything arrives switched off.Tyrnel Mods
Twelve 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 has a plain description of what it does and, more usefully, what it does not.
The map
A live map of the dungeon, drawn from the game's own tile data. Not an approximation of where the rooms probably are: the actual floor, hole for hole, with the gaps, ledges and crossings where they really sit.
M for the full map, N for a corner one that stays out of your way. Your team shows up on it in their own colours, and the lift and the machines are marked.
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 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. There is a panel on F7 for deciding who in your lobby is allowed to break things.
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 three small ones
Mouse wheel for switching what you hold, hold-to-attack instead of clicking, and things that should not break no longer break.
Multiplayer
Most of it runs on the host and benefits everyone. If the person hosting has this installed, nobody else needs it — they get the shorter lift waits, the automatic gold, the coin slot and the scaling without installing anything.
The map and the sparkle are drawn on your own screen, so those are yours whether you host or not.
The host decides for the lobby. Anything switched off up there is off for everybody, on purpose.
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 the 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.