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Hello everyone! ScriptHook 1.1 released
We are very proud to announce Version 1.1 of ScriptHook. The following changes are included:
Added menu before the game launches (config options can be changed from here)
Added update check
Trainer: Added Power Glitch & Blackout menu
Trainer: Added Affiliation & Relationships menu
Trainer: Added World Loading Units loader (aka. Interiors)
Trainer: Added option to open game's clothing menu everywhere
Trainer: Restructured Clothing & Telep
Over the past few months we've been hard at work planning, developing and testing the first ever Ubisoft-Approved Watch Dogs 2 Modification. And all the time and effort we have spent finally paid off, because:
We at Nomad Group are excited to announce the first release of our Watch Dogs 2 ScriptHook!
Trainer The ScriptHook comes with a Trainer with the following features:
Player: God, Ammo, Noclip, Weapons, Wanted, Clothes, Teleport, Camera
Vehicle: Spawn, Spider Tank, Rep
As we’ve announced in the last dev blog we’ve been working hard on a Watch Dogs 2 ScriptHook which will allow you to experience the game in (chaotic) ways you surely haven’t seen before. We want to share some more details as well as new exciting progress with you.
We already showed a sneak peek of the ScriptHook console in the last announcement. However, consoles with lots of text are scary and not easy to use, so there has been a new addition to
it has been exactly one year since we last shared our ongoing plans, ongoing projects and activity around the Nomad Group.
We know it has been rude for all of you not to have any insight, clue or at least information about what was going under the hood, reasons being that we weren’t able to talk about it at all, without taking the risk to lose the opportunity we’re going to address in this post.
However, it has been productive times: we deeply improved our Nomad Fr
Good local time of day everyone! After last week has not been eventful enough for a full Dev Blog entry this week we again have some things to share with you.
Firstly, there have been several improvements to NomadFX. We’ve greatly improved startup performance by caching the results of some certain expensive operations so they don’t have to be run every time the game is launched. We’ve also moved to an updated compiler which allows for better code optimization and thus better runtime perform
Welcome back to our fourth Development Blog! This week there again has been some more progress which we’re now going to share with you.
As usual there has been lots of progress on NomadFX, our new common library for hooking, rendering, resource management and way more. There have been improvements to the DirectX 9 rendering pipeline as well as our hooking library, internally called NomadIO, which received some clean-ups, and more internal improvements.
We’ve started updating our networ
Hello and welcome to our third Development Blog! This week has not been as eventful as the previous ones but there was still some important progress.
We’ve started porting parts of M2Plus to build on top of our new NomadFX framework, which is now able to launch and host both M2Plus and, finally, WD2MP, which took many weeks to get to launch due to some obscure handling in the game’s engine. In the future more and more features of the mod’s codebases will be integrated into NomadFX.
Welcome to our second Development Blog entry! Sadly a bit later than intended - but we still deliver! There has been quite some progress this week, many of it on NomadFX which we introduced in our first Dev Blog entry and forms the foundation for all of our future projects.
First and foremost the custom renderer system used by NomadFX has now been implemented and is able to make use of DirectX 11 and 9; support for DirectX 12 is planned down the road, however it’s not a high priority right
Welcome to our first development blog on our new forum! Our plan is to publish a new Dev Blog every week in which we’ll summarize everything new and interesting that happened regarding the state and development of our projects and mods.
As many of you might have noticed we’ve been a lot more quiet recently. Part of this is due to many team members being busy with real life. We have not been completely off the radar though - in fact, loads of progress has been done in the past few weeks! We