Spidey Sense mod is a ridiculous obvious cheat mod

at what point is the line crossed tho? or are you fine with godmode speedhack too? its just PVE so who cares right? if he wants to use em he can but what if you have em in every lobby?

there’s a line somewhere that shouldn’t be crossed. and if a “QoL” feature provides the same bonuses or better than things provided only under opportunity cost is is reached for me…

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What you have said says a lot about you, but not in your favor or for your interests.
Get out of your victim role and that negativity bias maybe.

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Funny you say that, because thats exactly what the mod does.
To explain it simply as it seems you have no clue how any of this works:

Everytime an enemy does anything at all a corresponding event gets “fired” to let the game know, that said enemy is doing said thing. Now while each event is different and leads to different stuff, the same is the case with audio events.

Everytime an enemy moves he fires an event to let the audio engine know hes moving, so the engine can play the corresponding sounds. All the mod does is cosplay as audio engine.

The mod hooks onto the same, like LITERALLY the same exact event a special fires when he does shi t, but instead of playing audio, it gives you a visual indicator. A small example:

A Trapper spawnes in and wants to do her laugh, she fires an event to let the game know she spawned and wants to laugh. We will call this event EventA.
Now the normal procedure without the mod is as follows:

  1. Trappers spawns
  2. wants to play a sound cue
  3. fires off EventA
  4. the audio engines listenes to that event
  5. the audio engine plays the corresponding sound for all players

Currently the game fails to do step 4&5.
The same exaple, but this time with the mod, goes like this:

  1. Trappers spawns
  2. wants to play a sound cue
  3. fires off EventA
    3.1 The mod listenes to the event
    3.2 the mod displays a visual indicator
  4. the audio engines listenes to that event
  5. the audio engine plays the corresponding sound for all players

As youre an advocate for calling the horse by its name and not “protect all the morons from being called morons”, I will phrase the following on a way you prefer:

If your moron brain is unable to comprehend how shi t works, you should shut your mouth. Youre not entitled to your opinion if you have neither a clue about how the game works on a functional level nor about what the mod actually does, so I would suggest that instead of spending time writing a complaining post the next time, maybe go inform yourself how it actually works.

FS made their stance clear on modding, who do you think you are to attempt to overrule it.
The mod doesnt impact others in any way, you wouldnt even notice someone is using it unless they tell you, so it shouldnt be your concern.

Additionally this mod serves as an accessibility tool for hearing impaired people like me, so those should just suck it and f uck off?

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I haven’t used that mod either, but i fail to see why it matters. It isn’t anything that impedes people in any way shape or form.

If you don’t use the mod, it doesn’t really affect you.

Why do we care about Rogue Trader again, in a discussion about a mod for Darktide?

That isn’t why people don’t use it. People don’t use it, because it doesn’t restore toughness. Infiltrate can give the same damage bonus with a replenishment of Toughness and a brief period of reduced Aggro… which makes Infiltrate a lot better at the job Executioner’s Stance should do.

If Executioner’s Stance would come with reduced Threat Generation and a Toughness gain, it would still be the defacto stance to use. Since it does neither, and because it does neither it is very hard to have the time to keep the streak going on Auric difficulty, you are better off using infiltrate to do what you would otherwise do with Executioner’s stance.

That is why people don’t use it. Has nothing to do with opportunity cost and everything with the fact that the other two abilities offer failsaves and the ability to get breathing space to do what the Vet should do… shoot things.

Opportunity Cost would be you not using it to save it for the perfect opportunity, but since Executioner’s stance does merely provide a damage bonus, there is no reason not to have it up whenever it is ready. There is no benefit to “waiting” because you can’t use it to restore your toughness, or help you out of a tough situation. There is never an “oh dang, it’s on cooldown” moment for Executioner’s stance… because it does nothing but increase your damage and highlight targets.

Two Vets can keep it perma up for the group, if they are halfway decent at the game. But neither of this was my question. I didn’t ask “do people use it”… i asked “what’s the difference to the function provided by this”

There doesn’t seem to be a difference to someone running with Executioner’s stance, seeing specials stand around in the distance and on spawn points inaccessible.

And the Executioner’s stance allows you to see enemies through walls every 30 seconds, and you can give everyone on the team the ability to do so, unlike the mod, which is solely for you and only influences you.

You know, for someone that complains about it being a cheat it is rather strange for you to encourage people to go cheat.

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Yes it is absolutely ridiculous that such a basic feature such as audio, in game where audio is such a massive part of the gameplay, DOES NOT work. The developer has failed to fix the audio issues for months now.

I will continue using the Spidey Sense mod, until audio in the game provides the expected feedback. I know it might be shocking relevation to you but you are able to hear sounds through walls, IF they actually play.

A reasonable distance to set with the mod is actually 20m, as the director often spawns specials on the top of you anyway, and too much visual noise wont help you.

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Even the mod doesn’t work sometimes lol. The audio director doesn’t even bother trying to play the sound every once in a while. There are silent trappers, then a tier above which are stealth trappers who are immune to radar.

I think the sound director is addicted to sedatives…or heroin.

Also congratulations on popping the f*ck off.

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I’m not even using it, just out of laziness, since I already installed a mods pack and spidey sense wasn’t included… but, as long as the behavior, spawn and sound of specials is totally broken, this mod is sacrosanct

9/10 of my defeats come from a completely silent poxburster spawning behind me or from an equally silent trapper throwing a net through a fence or hiding behind a hundred Crushers

You do not like it? Just don’t use it. Leave others free to make their choice, it’s not a PvP game and the mod doesn’t ruin your gameplay

Plus, why so much caps lock?

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Insults aren’t clear communication. In fact they are the opposite.

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Well yes, but actually no. The mod works fine 100% of the time.
The cases you mentioned where the mod “fails” to show the indicator are infact the game failing to fire the relevant event.

Its both the AI director failing to fire an event and the sound engine failing to play sounds.

This exact problem has been thoroughly tested and discussed in the modding discord. Its one of the many cases where we discover more flaws of the game because we have mods in place to sorta “diagnose” it. Without mods you wouldnt know if the sound broke or the event failed to fire as both result in enemies making no noise.

Sadly mods can only “fix” one of the two

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I can totally understand your laziness on this part. To make things simpler I would recommend using Vortex(nexusmods mod manager) to mod your game, if youre not already doing that.

Once you have Vortex setup you can simply install Auto Mod Loading and Ordering and never have to touch anything again except the install/uninstall buttons in vortex. Then installing Spidey Sense is just 3 clicks. 1 on the website to download with vortex, 1 in vortex to install it and then 1 more to deploy the mod

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Good post. Very informative on how the mod works and the shortcomings of the games audio system.

I did say the sound director not the mod. EDIT: Nvm. I said that at the very start lol, but that was a mistake on my end.

It is interesting to know that the mods are good diagnostic tools though. This is why FS needs a mod director/integration program like they did in VT2.

I understand it was heavy on hours though.

great answer. Thank you.

Until the game works this mod is a must have.

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I like how topic about not using this mod gave it deserved spotlight and more people will download it :smiley: And no i dont use it, because i dont need it, even with the broken sound system. I am happy they they fixed maulers and crushers for now, so some poxes and sometimes trappers not clicking is managable. Mod is not a cheat, it helps, but it not brakes the game. Bad positioning and lack of awerness and ability to multi task will still down bad players, a good ones will just have the information they would have anyway with working sound system, so they would kill specials anyway.

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What I have no problem with, would be to just show the warning that is AUDIO CUED when a special spawns.

However, audio is fked. Specials can not play any sound at all. Or sometimes play the cue far away when they are pretty much on you.

So I can’t throw the stone, even though I personally consider that borderline (HP bars are a worst offender imo)

The objection could be that this is basically what the Veteran’s skill does, but with permanent uptime and possibly more range. Not only is the mod essentially a hacked version of a class skill with no restrictions, but also gives it to other classes that otherwise don’t have access to it.

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Yeah, sure. Because i have impaired hearing on one ear it automatically invalids anything i say about sound.

Yes I am hearing impaired but im not deaf, I can still hear stuff, you know? Also explaining how something works on a technical level doesnt require one to experience it firsthand either.

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Don’t worry about trying to be reasonable with that guy.
Last time the guy tried to be reasonable (before giving birth to this thread), he claimed that teammates complaining about spam tagging, is a clear sign of the health bar mod ruining the game.

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To get meta for a moment: I’ve lurked in these spidey sense (SS) conversations several times, both here and on other platforms. From my perspective, there are generally two motivations that people have, and both revolve around fairness.

Game mechanic fairness (pro-SS)
Everyone has been taught by the game since day 1 to associate elite audio cues with a response. You push dogs and bursters, you dodge nets and muties, etc. It is fair when a player is given a cue and responds to it. If they fail to respond, they get fairly punished.

This fairness is broken when the game does not properly give a cue but still expects a response, leading to player frustration. SS reestablishes fairness and eases that frustration.

Player skill fairness (anti-SS)
Everyone plays on the same game and faces the same challenges. Overall skill in tide games involves a lot of practice with responding to these challenges, which are not always challenges intended by Fatshark. It is a genuine display of skill to be able to respond to a surprise burster or net, regardless of warning. All players in the vanilla game deal with these problems, the situations are not fair but the equality of it is fair.

This fairness is broken when some players have an extra tool that avoids the unfair situation. Because of this, players without that solution (voluntarily or not) are frustrated that they are no longer equally challenged. Exasserbated by this is the perception of SS overreaching and lowering the skill required to respond to all threats, not just bugged audio cues.

I believe that both of these interpretation of game fairness are correct and do not compete.

OP’s replies clearly show this frustration gets directed at other players when it really needs to be handled by Fatshark. Not saying that a CM should just sit in a thread and absorb childish insults, but we need to know if modders are fixing a real bug or subverting authentic gameplay challenge.

I personally avoid any gameplay effecting mods that clearly remove intentional challenge from Fatshark (e.g. crosshair remap on the new revolver), but because missing audio cues are an ambiguous problem it’s not the same…

Also, OP, grow up.

Edits: phrasing for clarity, spelling

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Thanks for a reasonable contribution to the discussion, also welcome to the forum!

Adressing this:

The issue with silent / barely audible enemies is acknowledged as a bug in at least two topics here in the forum, with one of the devs even giving a good explanation of the issue at hand and the challenges that come with sound engine. So we can take it as fact, that we are dealing with something not working as intended i.e. a bug.

Now, to the second part: is the mod fixing an issue? The creator of the mod created it per request of a hearing-impaired player on reddit, here is the link, for anybody interesed.

https://www.reddit.com/r/DarkTide/comments/18cix2l/deaf_player_suggestion_visual_indicators_for/

So the intent behind the mod, was to provide greater accessiblity. Regarldess of the creator’s intent, it indisputably provides a workaround, band-aid fix to the acknowledged issues with sound engine. Considering that, if you ask me, the said mod usage is not a cheat, as long as the issue persists.

Edit for clarity: I am fine with the mod anyway as an accessibility option. Thanks to Jasper for pointing that out. That post is meant as specific answer to Liverslices above.

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