Better Horde Mode [QoL, Open Source]

Mod that aims to improve on the horde mode from Extinction and OSD/Element Vein spawner mods!

File Details

better horde mode qol open source-windows 32.zip

  • R
  • Jan 22, 2026
  • 3.39 MB
  • 5.2K
  • 1.0

File Name

better horde mode qol open source-windows 32.zip

Supported Versions

  • 1.0

- Added Lost Colony outpost compatibility. Those don't have the full suite of BHM features, but instead some new logic that should make outposts work better.

(I highly recommend keeping DebugLogging disabled (DebugLogging=false) in this version, since i've kept quite a few things in to monitor the new systems. It should only be enabled for extra info when reporting a bug)

- Added INI variables:
Note: The new outpost featureset is entirely isolated from the EV/OSD one. For outposts and resource caches, only those new features will be active. Vice versa the EV/OSD featureset has not changed with this.

; Changes the difficulty spawn behaviour of Lost Colony missions. 1= Normal, 2= All same chances, 3= Hard (Inverted normal spawn chances. Weights: Gamma: 0.3, Beta: 0.7, Alpha: 1.0)
; Default: 1
OverrideMissionDifficultyLevel=1

; Multiplier for the awarded sigils from outposts
; Default: 1.0 | Minimum: 0.01 (Multiple of default)
OutpostSigilMultiplier=1.0

; An additional quality multiplier for the outpost and resource cache loot. This stacks with the regular game's quality mulitplier, so use with caution.
; Default: 1.0 | Minimum: 0.01 (Multiple of default)
MissionLootQualityMultiplier=1.0

; Multiplier for the quantity of items dropped by the outpost and resource cache crates. NOTE: Use this with caution! Reason for capping this option is to avoid potential client crashing. Reasonable values of about x4 still are perfectly fine though. This option effectively modifies the amount of rolls the game does when pulling from the available items sets of that particular loot crate. LC missions use these values ("passes") when generating loot: Gamma=5, Beta=7, Alpha=10.
; Default: 1.0 | Minimum: 0.01 | Maximum: 30.0 (Multiple of default)
MissionLootQuantityMultiplier=1.0

; When enabled, outpost/cache enemies will be teleported back into the mission area when they're outside of it for the amount of time specified by "OutpostForceEnemiesIntoMissionAreaCheckTime". An extra condition to them being teleported is that the enemy hasn't moved more than 100 units within the time specified by OutpostForceEnemiesIntoMissionAreaCheckTime. This is to avoid teleporting non-stuck enemies that follow their path correctly. Should an enemy be more than 20000 units below an outpost loot crate, those checks are skipped and a teleport back to a random point inside the mission area is attempted several times. Should every attempt at recovering an enemy fail, it instead is removed from the mission. This is logged in detail in the client/server console when DebugLogging is enabled.
; Minibosses which are supposed to run/fly out of bounds are excluded from this system completely.
; Default: true
OutpostForceEnemiesIntoMissionArea=true

; The time in seconds that has to pass before evaluating an enemys' position. This time effectively is divided by 5, since there are location snapshots taken, which then are used to evaluate the position delta over this specified time. Every evaluation also checks if the enemy is [MissionEnemyZLimit] units below the crate.
; Default: 10.0 | Minimum: 10.0 (Seconds)
OutpostForceEnemiesIntoMissionAreaCheckTime=10.0

; How far an enemy has to be below (Z Axis) the loot crate to be flagged for immediate teleport. This is more of a fine-tune variable while i figure out the best value and thus it might get removed in the future. The purpose of this is to instantly teleport enemies that have fallen off the Lost Colony bridges back up. This bypasses other distance checks and thus should kick in much faster. 10000 UE is comparable to the distance an enemy falls off the LC bridges. Be aware that too low of a value could cause issues with outposts that have extreme slopes, or where the loot crate can be high up (Defense Outposts). Turned on/off by "OutpostForceEnemiesIntoMissionArea".
; 1 Unreal Unit = 1cm.
; Default: 8000.0 | Minimum: 2500.0 (UE Units)
MissionEnemyZLimit=8000.0