BeyondTheWall
You are not alone. This mod is based off my ARG: Beyond The Wall. The ARG is not public yet but will be. Have fun!
About this mod Author’s original text
0.6.1 — guests stay connected when caught
The Black One no longer calls StopClient for non-host players. A caught guest keeps their existing lobby connection, avatar, items and voice; local movement pauses behind the capture screen until Return to play (or Enter). Guests do not create a server-owned corpse or change server ghost flags. Host corpse/return behavior is unchanged. Install this update on each guest PC. Sync protocol remains 3.
Validation: guest capture, repeat capture, return, actual connection-loss cleanup and existing host capture regressions passed. Build and installed API checks passed. Multiplayer gameplay has not been tested and no game was launched.
0.6.0 — Bentley's debug menu
Press 6 to open or close the scalable eye-banner menu. Click the large buttons or use 1 for White and 2 for Black. The cursor is released while the menu is open and restored on close. Burgundy, cream, white, charcoal and pink follow Bentley's drawing; light text improves contrast on dark buttons.
- Delete current entities clears this mod's figures and landmarks, cancels a pending Black follow-up, and schedules the next natural sighting. Landmarks return at the next natural sighting, manual spawn or reset.
- Disable entity spawning clears the current entities and pauses encounters, including landmarks. The button becomes Enable entity spawning; resuming schedules a new encounter. These controls belong to the encounter leader and are disabled for followers.
- Reset all rebuilds the local presentation and requests fresh peer discovery/snapshots. It keeps saved encounter progress and does not override a spawning pause. It cannot fix a missing mod or version mismatch on another PC.
- Status text reports actual locked/enabled/paused states instead of claiming everything is unlocked.
- All participating PCs need 0.6.0 (sync protocol 3) so pause/delete states agree. Older protocols are isolated.
Validation: build and installed-game API resolution passed; sync flags, invalid packets, progression, presentation, hunt, targeting and host capture regression checks passed. No game was launched; the actual menu appearance, mouse handling and cross-PC behavior still need in-game confirmation.
0.5.1 — retargeting, reconnect isolation, and opaque figures
- White One and Black One now use the installed game's househouse/FlatUnlit shader on every body submesh, including the former eye slots. Colors are solid white/black; native shader metadata confirms opaque geometry queue, LEqual depth testing, and a depth-writing pass. No UI/x-ray material is used for these two figures. The separate item-finder reveal for the giant beyond the wall remains intentional.
- The encounter leader recalculates the nearest eligible modded player every chase frame using 3D chest-to-body distance. Target switches immediately when another player becomes closer. Remote network-controlled rigidbodies can be kinematic without being excluded. Ghosts, dreamers, and unmodded players remain excluded.
- Attack range is 1.25 m after the unchanged 2.5-second initial warning grace. The Black One still moves at 3 m/s and phases/floats; normal geometry now hides its rendering.
- Sync protocol 2 addresses each non-hello packet to the receiver's current random connection nonce. Old snapshots, requests, and capture packets from before a disconnect cannot be replayed on rejoin. A new peer session triggers renewed hello/snapshot delivery. Capture clears the cached replica and returns immediately after disconnect; authority packets are checked in sequence.
- Both PCs MUST update to 0.5.1; 0.5.0 cannot participate in protocol 2.
- Validation: successful compile and runtime API resolution; tests cover nearest-target swaps, attack-range boundary, packet round-trip, old-session replay rejection, sequence ordering, and the existing capture/respawn behavior. Cross-PC reconnect behavior and final rendering still require in-game verification.
0.5.0 — shared Steam lobby encounters
All participating
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: