I use 25, but a lot of them are fluff and QOL stuff, the only ones i feel are essential to me actually playing the game are Constant FOV and Disable Screen Effects, and to some extent Custom UI
The rest of the mods i have running are really really nice to have, but i could survive without them
From your own perspective. And hopefully, you donât decide what is compliant to the rules and what is not.
I use 95 mods.
Most useful mods for me: CrosshairHUD, DefaultSprint, HUDTweaker, NumericUI, PanicStimm, PerilGauge, RevertRenamesUnlockedAndLoaded, TalentRefundBelow, WeaponFilter, weapon_fov QOL Mods that bring a lot for me: MarkPreview, MergedTalentStats, MissionBrief, red_weapons_at_home, more_characters_and_loadouts, name_it, ShareTalents, show_accuracy, show_crit_chance, SimpleSpeedMeter, sorted_mission_grid, LoadoutNames Mods that I really love: ManyMoreTry, Scoreboard (revisited with my own version)
Warp Unbound is supposed to protect you from peril explosion for 10 seconds when you hit 100% peril with Scrierâs Gaze. The electro staff is bugged and still kills you.
It permits to quell automatically above a threshold that you can define in mods settings. It will make you character quells until a value that you can also define in settings.
Tested it. Results are:
threshold are not exactly respected by the mod. In other words, if you put 98% as threshold and donât take venting, donât be surprise when your brain will explode
the mod itself is good and the quell can be configured to overpass any action you would want to commit. In other words, you can quell at the moment you would want to dodgeâŚ
conclusion: It will be seen as cheat by players that never tested it (as always), but in fact, you should quell manually considering how it is more efficient than the mod. Especially if you want to play with 80 to 99% peril.
At least, that was my opinion. I tested it, but I donât use it considering how many DPS you loose by using it. Not even talking of damages you take if you choose that the quell will cancel any of your actions.
Also, I think the mod is removed from Nexus. So, even if it was useful, I would not use it. However, I donât feel that the mod is helping⌠it is even the contrary
Agree with others that the scale is a bit odd. Iâd imagine most who use mods have at least ~11+. Well, actually I donât have to imagine since the poll shows it.
What the hell, there are mods for fixing all these fatuous buggy interface and synchronization issues that have bothered me in this game for years? Problems with activating combat ability, charging forces sword or chain weapon, problems with switching weapons, etc. ?
It is a mod that will guarentee that your ability will activate.
This means that, if you were in middle of an animation that forbids to use an ability:
in normal game, clicking the button would do nothing
with the mod, the animation will resolve to its end and then the ability will activate.
As a result, you can obtain strange situations where your ability will be launched 2 seconds after you clicked on the button. But at contrary, it removes the problem of being forbidden to use an ability cause you were in middle of an animation.
Also, for chorus, this mod forbids the double click that make you waste your ability by activating for 1 pulse before ending it.
11 mods. 9, excluding DMF and animation events.
Quality of life changes. Enemy health bars, dodge counter, critical chance counter, spidey senses, mods letting you know how many specialists and elites spawned and so on, I feel are not at all necessary in order to have a good gameplay experience. My honest opinion. If you are using any of these, by all means, suit yourself. I am not going to tell anyone what to do. Humans hate that.
@Ralendil explained this well enough, it does what the name implies. Thereâs also another mod I think was called Guarantee Weapon Switch (or something similar). Using at least something to that effect on both equipment & ults is something I consider mandatory to make DT playable, at least in endgame.
Iâve used Autohotkey for short loop macros for all equipment swapping since release. But ults were always problematic bc AHK doesnât do parallelism. So if I pressed ult and then another weapon before the game has a chance to fire it, itâll ignore the ult entirely.
Darktide has a very serious problem (imo) with how it doesnât queue absolutely critically vital commands. So anything you do can get randomly ignored simply because you had 2 milliseconds of some random animation left, got a teeny split-second stagger from an enemy, or the ground had yet another pebble (quite literally). As a psyker main, a single failed weapon swap or ult can often be a death sentence.
Then again, I was lowballing it with 60. Iâm actually far closer to 100. That list used to be longer too, a lot of mods became upsolete with the crafting update.
Edit: I actually checked my list rn and itâs 68 exactly. Used to be a few mods longer pre crafting update.