
VoidFiendNexus
VoidFiend Overhaul and vfx changes, including the ability to extend his beam, a more flexible and efficient use of supress, dynamic tooltips in game and VFX color changes to match Voidfiend's themes'
Last updated | 3 days ago |
Total downloads | 478 |
Total rating | 3 |
Categories | Mods Player Characters Tweaks Client-side Skills Survivors of the Void Seekers of the Storm Update |
Dependency string | Renovice-VoidFiendNexus-0.1.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function


Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.4

bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121README
VoidFiend Nexus a rework mod
This mod feature a number of QOL changes to Voidfiend including changes to his vfx beam abilities and his supress ability ever got annoyed at the fact corruption takes more hp then it actually gives? well this changes that with settings like efficiency mode Ever wanted to customize the corrupted beam? well u can do that in this mod. Ontop of these changes there is also a overhaul to the skill icon's while in corrupted mode, they now dynamically update based on your state unlike the base game where the tooltips only show default skills.
Supress rework
Two Gameplay Modes:
All-or-Nothing Mode: Spends your entire available resource (spendable corruption or a portion of health) for an equal 1:1 reward. High risk, high reward.
Fixed Trade Mode: Spends a fixed, user-defined percentage of your resources (e.g., spend 35% corruption to heal for 35% health).
Efficient Trades: When enabled, the ability will never spend more resources than needed. If you only need 10% health, it will only consume 10% corruption, saving the rest.
Aegis Support: The "Efficient Trades" logic is fully compatible with Aegis, allowing overhealing to be converted into a temporary barrier.
Configurable Charges: Set the maximum number of charges for both the normal and corrupted versions of the ability independently. You can also enable infinite charges for either mode.
Dynamic Tooltips: The in-game ability description automatically updates to show the correct values based on your configuration choices.
Voidfiend Beam changes
Customizable Beam Range: Adjust the maximum distance of the corrupted (Lazer) beam via a slider.
Adjustable VFX Size: Change the width, height, and length of the beam's visual effect to make it as thin or thick as you like.
Laser Mode: Enable a special mode for either beam corrupted/regular to remove all spread and bloom, turning your primary fire into a perfectly accurate laser.
VFX Clipping Fix: A small offset is applied to impact effects to prevent them from clipping into the ground or walls.
Added environment Hit VFX to the corrupted lazer as it has none in the base game due to its short range.
Vfx changes
The glowing Light ball on hit was red now is purple, the light emanating around it on the ground was changed to purple to match the theme of regular void fiend.
Original color of the eminating light was red not fitting the theme of regular mode so it was changed to a deep purple.
Trespass originally had terrible vfx for its regular mode as the radiating light was red just like many other parts that has been changed to a fitting purple
Flood changed to having the red flame particle coming out of it to be purple to match voidfiends base form theme aswell.
corrupted drown can visibly impact terrain now where as before it did impact it but did not show it
Corrupted suppress had a purple glowing light before now its red to match the corrupted theme, regular form's light stays green as it makes thematic sense and matches the skill icon color.
Corrupted flood has been changed as the triangle it used to shoot was purple for some reason in the base game now its properly red to match the color of the corrupt state.
Also the muzzle flash effect has had its own vfx replaces (the red little spiky semi circles) to be red with some other colors mixed in, as they were also purple for some reason in the base game.
The drown red ball projtile now has red little particles coming out of as it flies those tiny particles were normally purple in the base game.
Regular drown projectile has had its emitter light changed to be purple to match the theme of the base mode voidfiend as originally it was red.
This change applies to both the small and big projectile.