▲ 207 r/arcanum

I got an in-game Creation Mode working in Arcanum — placing objects while actually playing the game

This is still an early proof of concept, but this is something I've wanted to do for a while with my Arcanum CE Restored project.

In the video I'm standing inside a random room in Tarant. I hit F10 to enter the new Creation Mode, place a bed and a storage chest directly into the room, then save the changes and return to the game.

The chest isn't just visual either — after saving, I can actually walk over and use it normally in Arcanum.

The eventual goal is basically a modern in-game WorldEd replacement.

Instead of closing Arcanum, fighting with a 25-year-old editor, digging through files and then restarting the game, I want the workflow to eventually be:

Walk into an area → F10 → edit the world you're standing in → Save → keep playing.

Things I'm working toward include:

  • Place/move/delete/copy scenery
  • Add containers and items
  • Add/edit lighting
  • Furnish or rebuild empty rooms
  • Eventually add/edit NPCs
  • NPC clothing, inventory, schedules, dialogue and scripts
  • Quests
  • Terrain/buildings/new maps
  • Undo/Redo
  • Save your changes as their own mod
  • Enable/disable those changes through the Mod Manager
  • Export the finished mod as a ZIP for other people

A ton of reverse engineering has gone into getting even this far because Arcanum's original WorldEd formats and runtime data are... interesting.

But the important part of this video is pretty simple:

That room did not have that bed or storage chest before I entered Creation Mode. I placed them while playing Arcanum, saved, and they became part of the game.

https://discord.gg/Sxuf4C6tY

Still a long way to go, but this is the first time the idea has really started to feel real. Hopefully this can make modding and editing a bit more simple for users. Feel free to join the discord if you want to follow along with any of my Arcanum projects. We are still looking for more Voice Actors for our Arcanum Community Voiceover project and Graphic Artists or Video Editors who can help the team as well.

u/techerrorcode — 3 days ago
▲ 153 r/arcanum

Release: Vollinger Voice Over – 133 Human-Recorded Voice Lines for Arcanum

I just released the Vollinger Voice Over mod for the Windows version of Arcanum/UAP 2.0.2.

Vollinger now has 133 unique voiced lines, all recorded by Dar_Duck. We went through his dialogue and follower behavior so the voices aren't just random audio files dropped into the game -they're actually wired into normal conversations, story topics, follower commands, combat reactions, critical hits/misses, fleeing, near-death/death lines, moral reactions, greetings, training, rumors and more.

I also rebuilt his dialogue from the UAP 2.0.2 baseline, so the existing UAP fixes are preserved while the new voiced routes are added.

And just to make it completely clear: the voice acting is human-recorded and the Vollinger artwork is human-drawn. No AI voice and no AI-generated artwork.

The installer supports both Install and Rollback, doesn't need to patch the Arcanum.exe.

This release is for the Windows Arcanum + UAP 2.0.2, not Arcanum CE. I can upload the CE version if anyone wants it.

https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/39

Huge thanks to Dar_Duck for actually giving Vollinger a voice. After 25 years, it's pretty damn cool hearing him properly talk in-game. If you guy's enjoy this we might be able to get Dar_Duck to work on some other in game followers that never got a proper voice dialogue.

https://discord.gg/Sxuf4C6tY is the discord for anyone that wants to follow my projects or help.

*Still in search of voice actors for these followers below. Send me a message if you are interested and I will get you the lines you need.

MALE

Sogg Mead Mug — half-ogre; drunken melee fighter/bodyguard.

Dante — human; former Cumbrian church leader and magick fighter.

Chukka — ogre; Gilbert Bates's bodyguard and heavy fighter.

Jormund — dwarf; unusual magick-using dwarf wizard.

Waromon — Bedokaan/lizard-man; tribal warrior, archer, and minor mage.

Thorvald Two Stones — dwarf; Wheel Clan fighter exiled to Isle of Despair.

Perriman Smythe — human; Tulla-trained mage and healer.

Weldo Rubin — halfling; explorer, thief, and Vendigroth guide.

Doc Roberts — human; Shrouded Hills doctor, healer, and gunslinger.

Murgo — half-ogre; temple helper, laborer, and fighter.

Sebastian — human; Willoughsby agent and technological gunslinger.

Tollo Underhill — halfling; evil thief/assassin and Vendigroth expedition survivor.

The Bane of Kree — human; ancient barbarian warlord.

Kraka-tur — formerly human; ancient demi-dragon and Void exile.

Gorgoth — demon; ancient Void monster and melee tank.

FEMALE

Jayna Stiles — half-elf; technological healer and doctor-in-training.

Swyft — elf; young temporary escort travelling from Qintarra to Tarant.

Lady Druella — half-elf; noblewoman in the Melee/Dodge mastery quest.

Cynthia Boggs — human; Isle of Despair prisoner seeking escape.

u/techerrorcode — 12 days ago
▲ 164 r/arcanum

Cut Content Release: Automaton Gunner in UAP 2.02

I was able to find a hidden animation and restore the Automaton Gunner to a fully functioning ranged Automaton follower, only took 25 years. The schematic requires an automaton and an elephant gun to make and the schematic can be found rarely at gun stores and some other merchants. You can use the Virgil debug menu to spawn in the items if you don't want to wait and just want to start a new play through with it at the beginning. Always wanted to restore this item and am glad I was able to do. Enjoy!

It is live on Nexus for anyone who wants to try it. I do have an improved version for Arcanum CE but I have not released that yet, this one is for Stock UAP Arcanum. https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/38

u/techerrorcode — 24 days ago

WIP: Fallout 2 campaign co-op — combat, chat, follow mode, quests, ui and map transitions working

I’ve been building two-player campaign co-op in a private Fallout2-CE fork by adapting the same host-authoritative follower architecture I originally developed for Arcanum CE co-op. Anyone curious can see the earlier Arcanum co-op videos and development posts in my profile history.

The host starts a new game or loads an existing Fallout 2 save, opens a co-op session, and the second player joins by entering the host’s IP address in the multiplayer menu. The host’s game remains the authoritative campaign and save.

Player 2 controls a persistent follower with their own stats, inventory, equipment, skills, combat turns, camera, UI, in-game chat, and Follow Host mode. They can fight, explore, use skills, loot bodies and containers, barter with merchants, and help the host progress. I now have a working Auto mode that your friend or follower can hit F8 if they have to run to the bathroom or grab a snack. In this mode they will follow you the host around and if you get into combat they will fight with you automatically until your friend comes back and resumes control. No longer are you waiting around for your slow friend that takes forever. The host keeps control of dialogue choices and major quest decisions so the normal campaign remains intact.

This video shows co-op combat, chat, automatic regrouping, completing real quest content, and the client following the host into the next area without disconnecting or losing the session.

It is still an early work in progress and there is no public build yet. I’m currently playing through the campaign and fixing problems as I encounter them, but things are working exceptionally well so far.

This is not intended to be a large online MMO. It is being built for people who simply want to play through the Fallout 2 storyline with one friend helping them. Thank You!

u/techerrorcode — 24 days ago
▲ 159 r/arcanum

Arcanum CE Restored + UAP — Modern Campaign Multiplayer Working

I haven’t posted much lately because I wanted to get this far enough that I could show something real and playable.

I’ve been expanding Arcanum Community Edition, or Arcanum CE, into a project called Arcanum CE Restored. Over the past few months I’ve added major new CE systems, and recently I built a completely different multiplayer system from the one found in the original game.

Stock Arcanum multiplayer was limited to separate, short multiplayer modules. You created a new character, couldn’t play through the real Arcanum campaign, couldn’t use normal campaign saves, and had no persistent co-op experience across the full game.

In CE Restored, a friend joins the host’s actual single-player campaign as a persistent second character. That character can level up, keep their equipment and progression, and potentially be used with different friends or public servers in the future.

The client keeps their own level, stats, health, fatigue, inventory, equipment, map, journal and character progression. They can fight alongside the host using real animated combat, trade with merchants, loot containers, use the world map, enter interiors and smaller maps, travel through normal Arcanum locations, and follow the host into custom Module Expansion content.

I also created a spectator mode that lets someone watch a friend or host play.

*I died during my travel after killing Virgil and loaded a different save if you are wondering why he appears in the video later.

The video shows:

  • Separate host and client game windows
  • Merwin’s own character sheet, inventory, map, journal and equipment
  • Real client-controlled combat
  • Multiplayer chat
  • Mutual MP Follow, allowing either player to automatically follow the other
  • World-map travel and random encounters
  • Travel through the actual Arcanum campaign
  • Tarant ship travel into my Module Expansion content
  • Both players entering the custom Private Quarters
  • Storage and inventory interaction
  • Both players returning together

I’ve successfully traveled with the client from Tarant to Shrouded Hills, then to Ashbury, and through every original Arcanum multiplayer module while fighting encounters along the way. Interior transitions such as mines, passages, sewers, buildings and temple areas are also working.

The host owns the campaign, quests, saves and major story decisions. The friend joins as a real player-controlled companion who can explore, fight, shop and manage their own character. They can disconnect whenever they need to—or be kicked or banned if necessary—and the host can continue the same single-player campaign normally. Module Expansion Mod allows you to travel to every module inside the Arcanum map, something that is not not allowed in stock Arcanum. You can use the Tarant ship captain to travel to every module and your new Private Bedroom/Quarters to sleep and store items in between quests.

Arcanum CE Restored is much larger than the multiplayer work. It currently includes:

  • A built-in Mods menu
  • Drop-in zip mod support
  • Easy mod enable/disable
  • Safe mod removal with backup
  • Restart Game from inside the Mods menu
  • Paged mod lists
  • CE Settings
  • Optional patches such as Followers on a Train, increased carry weight,buy equipped items and more
  • Xbox controller support
  • Character Expansion with slots 13–19
  • Vollinger Voice Lines by Dar_Duck, featuring more than 130 new human-recorded lines
  • Improved debugging and diagnostics
  • UAP 2.0.2 integration work
  • Native in-game high-resolution support

This is still a private Beta V1 development build, not a release announcement. Combat and campaign travel are working, but I still need to test more weapons, spells, maps and edge cases. I would say the first multiplayer beta is roughly 85% complete.

The first test version will be shared through the Arcanum Modding Discord.Discord# 395779353356664833

I appreciate the community support as always. Let me know what you think or what features you would like to see.

u/techerrorcode — 1 month ago

Bdub’s Vehicles 3.0 b259 unofficial compatibility patch is live — patch-only, original mod required

I just uploaded a small unofficial compatibility patch for Bdub’s Vehicles to help get it working on stock 7 Days to Die 3.0 b259.

This is a patch-only update for bdubyah’s Bdub’s Vehicles 2.6. It does not include any of bdubyah’s original models, icons, sounds, prefabs, asset bundles, or other assets.

You still need to download and install the original Bdub’s Vehicles mod first, then apply my patch over the existing BdubsVehicles folder.

Main things this patch does:

  • Updates the vehicle XML for 7 Days to Die 3.0 b259
  • Fixes 3.0 compatibility issues
  • Removes missing particle references that were causing vehicle damage warnings
  • Keeps the download small by only including patch files
  • Preserves bdubyah’s original mod folder/name structure

Original mod by bdubyah is required:
https://www.nexusmods.com/7daystodie/mods/342

My 3.0 patch is here:
https://www.nexusmods.com/7daystodie/mods/10938

Full credit to bdubyah for Bdub’s Vehicles and all original vehicle assets. I only made this patch to help keep the mod usable on the current 3.0 build until he can later patch stable release.

If anyone runs into issues, please post what version of 7 Days to Die you’re on, whether you installed the original Bdub’s Vehicles 2.6 first, and any console errors you’re getting. I have had no issues with any of the vehicles in my personal play testing the past week but have not played multiplayer.

u/techerrorcode — 2 months ago

Darkness Falls 3.0 Port with working bdubs vehicles/Izayo weapon mod I been working on.

Been messing with 7 Days to Die 3.0 modding and have been porting Darkness Falls to 3.0. I wanted to show a quick proof-of-life video of what I have working so far.

This is a private experimental 3.0 compatibility test right now, not a polished public release yet.

In the video:

  • Darkness Falls is booting and loading into 7DTD 3.0.
  • Darkness Falls food, weapons, items, workstations, and specific traders are showing up in-game.
  • Some of the Darkness Falls quest/trader flow is working.
  • Izayo’s weapon mod is working on 3.0.
  • Bdubs vehicles are working, including the vehicle lineup shown in the clip.
  • My Chicken Coop / chicken catch mod is also working, where you can grab a wild chicken and use it with the coop.

Still has issues and I’m still testing/fixing things, especially around quests, traders, custom enemies, and Darkness Falls-specific progression. I’m not claiming this is finished yet, just showing that it is a lot further along than I expected.

Full credit to the original mod authors for their work:

  • Darkness Falls
  • Izayo weapons
  • Bdubs vehicles

This is just a 3.0 compatibility/modding test to see how much can be brought forward and made playable. When I release this, I will not be including any Darkness Falls or Izayo assets. You will need to download both of those mods and use my installer to port/patch it to work. Very happy to have even gotten this far.

u/techerrorcode — 2 months ago

Chicken Coop 3.0 Live on Nexus Mods

Update: V2 is live now.

Chicken Coop 3.0 now lets you find a wild chicken in the world, press E to grab it, carry/hold it, bring it back to your base, and use it with the chicken coop.

You no longer have to kill/butcher a chicken to get a wild chicken. That was just the V1 workaround. V2 now has the actual wild chicken pickup/capture loop working, much closer to the chicken coop behavior shown in Jawoodle’s cut-content footage.

Nexus link:
https://www.nexusmods.com/7daystodie/mods/10744

Main features:

  • Working Chicken Coop for 7 Days to Die 3.0.
  • Find and grab wild chickens in the world.
  • Carry a chicken back to your base.
  • Use the captured chicken with the coop.
  • Coop-related items, recipes, icons, and production behavior.
  • Custom chicken coop model.
  • Built around chickens, eggs, feathers, and coop progression.

Install notes:

  • Delete/remove the old version before installing V2.
  • Place the mod folder in your Mods directory.
  • I recommend starting a new game.
  • It might work on current saves, but back up your save first.
  • This is not an official TFP mod, just a community mod to hold people over unless/until the official coop returns.
u/techerrorcode — 2 months ago

Got some bandits,chicken coop and Izayo weapon mod working on 3.0

Was messing around with Izayos weapon mod and got all the guns working. Also found some leftover code from 3.0, alpha 16.4 and with some work on Score was able to get some bandits spawning. Obviously not the same as TFP but still fun to mess with. Got a chicken coop working as well. This was just for my private game.

u/techerrorcode — 2 months ago
▲ 38 r/arcanum

Release: Companion Train Travel and Social Fixes Mod

I released Companion Train Travel & Social Fixes for Arcanum.

Nexus link:
https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/35

This mod makes supported companions behave more like normal followers during gameplay. In the original game, some animal, undead, and elemental companions can cause NPCs or traders to panic, refuse conversation, or demand that you put the companion away.

This mod lets supported companions travel by train and allows normal NPC/trader interaction while they are present.

Confirmed tested companion types:

  • Dog
  • Grizzly Bear
  • Volpar Bunny
  • Decayed Soldier / undead companion
  • Fire Elemental
  • Air Elemental
  • Earth Elemental
  • Water Elemental

Features:

  • Supported companions can travel by train
  • NPCs and traders can speak normally while supported companions are nearby
  • Reduces unwanted panic / “put your companion away” reactions
  • Helps necromancer, summoner, animal companion, and elemental playstyles feel less annoying
  • Simple installer with validation, backups, install logs, and rollback support
  • Tested on a stock GOG Arcanum install

This is a public beta, so there may still be edge cases with other creatures, summons, followers, or heavily modded installs. If you find a companion that still causes issues, please let me know what companion it was and whether it happened with train travel, NPC dialogue, trader dialogue, combat, or save/load.

Credits:

Mod creation, installer, testing, packaging, and release: Techerrorcode
Community support and Arcanum modding knowledge: Arcanum Discord Modding Group#395779353356664833

u/techerrorcode — 2 months ago
▲ 43 r/arcanum

Release: Arcanum Xbox Controller Support

I released Arcanum Xbox One / XInput Controller Support for Arcanum on Nexus.

Nexus link:
https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/33

This mod adds an easier setup path for playing Arcanum with an Xbox One / XInput-style controller on modern Windows systems.

Arcanum is still an old mouse-and-keyboard CRPG, so this does not magically turn it into a full console game, but it makes controller play a lot more practical for people who want to play from a couch, handheld PC, TV setup, or retro-style launcher. I'd like to thank VictorHurtado for the permission to work on and release this.

Features:

  • Xbox One / XInput controller support
  • Easier setup for modern Windows players
  • Useful for couch play, handheld-style setups, and big-screen play
  • Installer-based setup instead of making users manually figure everything out
  • Keeps Arcanum’s original gameplay intact

Credits:

Original controller support foundation and permission: VictorHurtado
Community support and Arcanum modding knowledge: Arcanum Discord Modding Group#395779353356664833
Xbox One / XInput update, packaging, testing, and release: Techerrorcode

This is also part of my larger Arcanum Restored work, but I wanted to release it as a standalone mod for anyone who just wants controller support now.

u/techerrorcode — 2 months ago
▲ 46 r/arcanum

Release: CrossRoad 2.1 English Restoration for Arcanum on Nexus

I released CrossRoad 2.1 English Restoration for Arcanum: Of Steamworks and Magick Obscura on Nexus.

Nexus link:
https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/32

CrossRoad 2.1 is a large standalone Arcanum module originally created in French by Nataku. This release restores and translates the module into playable English and packages it with a custom installer/launcher so it is easier for normal players to set up.

After installing, you must go to Options and set the module to CrossRoad before starting your journey. Otherwise, you will just spawn at the normal Arcanum crash site.

There is no guide for this module, and some of the puzzles may not be easy to figure out, so save often. I did not make this mod, only translated it, so it's also entirely possible for there to be issues. This is a public beta, so if anyone plays it and runs into broken dialogue, install issues, or anything strange, please let me know so I can fix it.

Features

  • English restoration/translation of CrossRoad 2.1
  • Standalone Arcanum story module
  • Custom launcher and installer
  • Translated menus, dialogue, and readable text
  • Custom areas and module content
  • Puzzle-heavy progression and adventure-style design
  • Dialogue-heavy quests and story scenes
  • Custom object and interaction work from the original module
  • Public beta release for community testing

Credits:

Original CrossRoad module: Nataku
English restoration package, installer/launcher, testing, and release: Techerrorcode

I’ve been working on preserving and restoring older Arcanum modules/tools lately, and I’m happy this one is finally available for English players.

u/techerrorcode — 2 months ago