In keeping with Community85’s tradition of not releasing something until there’s something new and never-before-seen to show you, Chromed Out 2 will be a major host of new content, and new features.

Most of these plugins are also available on Tales of Onoth, our Fantasy Schema, given that it can be made applicable to a fantasy environment.

We spend a lot of time paying attention to the details of RP, and with the leadership of development direction logging in about 15 years total of RP, and 25,000+ hours spent on Gmod SeriousRP in general, we believe that you will be incredibly pleased, with the new features that our Schema has to offer.

Here’s some of what we’ve got, for you:

Visual Body Modification System

  • Your inventory panel now has another panel that represents all 14 of your “BodyPoints” – modifiable body parts.
  • Each BodyPoint has a single slot – there, either you or a MEDTECH/Ripperdoc can move your WetWare onto the slot, to ‘install’ it.
  • From there, you can right-click the WetWare, to open the Modification panel.
  • You can select either CHIPWARE or HARDWARE, which opens up a sub-panel, that handles your mods. Drag it on.
  • ChipWare handles technical modifications to your WetWare, which changes how it works.
  • HardWare handles things such as blades, other weaponry that can attach to your arms, and other things of that nature.
This also includes equipment slots.

Tarkov-Style Equipment Slots

  • In your inventory panel, there’s a new system set up, that visually represents places that you can put wearable equipment.
  • This equipment accounts for things such as plate-carriers, with plates you can put it, which degrade with damage
  • It also represents things such as backpacks, helmets, other things of that nature.
  • Some pieces of equipment can be further opened, so on things like chest-rigs, you’re able to have a place to put your sidearm.
  • There are a total of 16 slots for equipment, that you can use, with an emphasis on a deeply customizable personal armor system.

New Currency Systems

  • There’s now TriYen2, or TY2’s, that represent the normal Yen-based currency, for Ukiyo City, in-game.
  • Alongside this, are “Yubi’s,” which are a more valuable form of crypto-currency.
  • You’re able to craft together mining rigs that will passively generate a SMALL amount of income, over-time, in the form of Yubi’s.
  • KillMarks, or KM’s play a role in CO2 as well, and are usually gained through neutralizing targets designated by JTRI themselves, usually enemy combatants of foreign powers, but may also be things such as sanctioned bounties.
  • KillMarks play an important role in calculating your overall productivity on behalf of the JTRI Corporate Government.

Lanyard System

  • Keeping a “Lanyard” item within your inventory allows you to drag and drop any license, or permit card into the slot of the lanyard.
  • This displays the license next to your character’s name when someone places crosshairs over you.

Corporate Action Point System

  • More of a “meta-currency” only afforded to characters who are in some sort of executive or representative position on behalf of a Corporation of some sort.
  • Essentially, every two weeks, each Corporation is “appraised” to figure out their overall size, worth, value.
  • With each appraisal, a maximum value of CAPs will be assigned.
  • This allows people to make decisions that cost CAPs, as long as that decision entails the entire corporation, or is a large-scale decision that effects other corporations.
  • CAPs refill once every two weeks. Every corporate-scale action, will cost an amount of CAPs.
  • Once every six weeks, however, Corporations are allowed to liquidate their CAPs into a reasonable monetary value, which in turn can be used to pay people for certain tasks. This is heavily monitored, as not to cause a game economy imbalance.
  • This system ensures we have no “corpo” characters, that are walking around with an excessively large amount of liquid currency, on their character.


  • A totally custom map on Server 1 (rp_shibmelt_v1), representing Ukiyo City. Serious consideration has been taken when thinking of things such as owning properties, having available housing, and clearly defining districts and sections of the map in such a way that advocates for a proper “flow” of the way RP occurs, and the way maps are used.
  • A skybox deliberately made for aircraft and drone usage.
  • A second map, (rp_gatmist_v1) representing The Outskirts – a PVP, S2K place that also functions with NPC’s, which can be killed for a small amount of cash.
  • Production of event maps for serious storyline events, to be used on our event server.
  • Server 1 (Ukiyo City) has enough storefronts, and space, to support housing for everyone who can afford it, as well as individual shops and stalls for NPC Vendors, and also players who wish to sell products, or run businesses. NPC Vendors will always be marked-up much much higher, than if you were interacting with a real player, to promote RP.
  • A very large setting for nightlife, to include numerous clubs/bars, complete with VIP and management sections.
  • A very major emphasis on verticality, as opposed to horizontal space. What makes Ukiyo City big, is it’s sprawling complex of catwalks and terraces, that emphasize the feeling of the player being very small, and the city being stacked atop itself.
  • An underground district, functioning as it’s own, smaller, underground city-type place.
  • Within the underground district, is a network of hidden hallways, and places to go, all centered around one major hidden bar/club/venue.
  • The map features an enormous, empty box, located below the map, that players can now use to build interiors for homes, events, and other places. Players can use SceneBuilder, as well as MapBuilderTool, to construct interiors for whatever they may need.
  • We are running a new version of a new plugin, “teleporter doors,” which allows players to place, create, and link two doors together, with a password if they so desire, that allows the players to press E upon, in order to fade-to-black and teleport through to the other door, to simulate an Oblivion/Fallout-style access of interiors that were otherwise not built in hammer.
  • The map features a large, separate empty box, which represents NetSpace. When players access, or jack into NetSpace, they are able to use the teleporter doors system, linked to their chair system that they use to jack in, to access their personal NetSpace, which is a personal virtual reality “home” within NetSpace, that they can customize themselves.
  • Players are able to purchase and set up “NetTunnels,” that allow them to visit their friend’s NetSpaces, from their own NetSpace.


  • New UI overhaul in some places, a very deliberately curated aesthetic and uniform sense of style, for the Schema.
  • We have our own ICECAST server, which streams a 24-hour .m3u playlist which has been curated by genre, for music that is made for this type of setting, and this type of environment. Usage of the ICECAST server is incredibly simple, and will be pre-loaded into the stream radio system, so if you don’t want to continuously muck around trying to find working URLs, you’ll always have a wide selection of music that we’ve curated into various, specific genres, to fit any mood, or any situation.


  • Care has been taken to ensure that when developing the map, that things are set-up in such a way, in placed in such a setting of distance, that you won’t see or hear totally unrelated conversations through walls.
  • A new and custom chat system has been developed, to assist with situational roleplay, and to contend with the wide range of abilities that your character may come across. The new chat systems allows you to communicate ICly with only another, specific character, by placing your cross-hairs over them, and using /looksay, /lookit, or /lookme. You can also specify a character to receive your communications, by using /targsay <name> <mesage>, /targme <name> <action>, or /targit <name> <world action>. You must be within 512 Source Units (Roughly the size of the average apartment interior), in order to use this. This system doesn’t log to admin/staff consoles, except for the owner’s SteamID, only to be used in the event of reported or suspected metagame, or abuse. The only two players who can see emotes passed through this system, are you, and your target recipient.
  • The SprawlNET is a way of maintaining remote communications both globally across the server, and privately, between one or more individuals, via your phone. Built on our own system, the SprawlNET system allows you to set a username of any type, communicate globally via the SprawlNET, or communicate person-to-person, via the SprawlNET. You’re also able to transfer money wirelessly and remotely, by specifying the recipient’s SprawlNET username, as long as you own a phone that is turned on. The current generation of the phone system can also place and receive calls, where any text heard by the character at either end of the line of the phonecall, will also be processed as background noise, into the current call. There’s also a basic “message board” system implemented into the phone, which can be accessed by a single command – it allows you to post a topic, and then a message body, and others can reply to it. Useful for a trade-chat system.

Property Management

  • Disconnecting from the server doesn’t give up your door.
  • Doors are now permanent, and will debit their daily rental cost from your character’s bank account, once every 72 hours, or 3 OOC days.
  • The only way you can lose your door, is if your character is either PK’d, deleted, or if you don’t have enough money to pay the rent.
  • You can assign roommates to your door, and now modify whether every roommate pays an equal share, or whether the original owner pays 100% of the share.

TFA Revamped

  • Ammunition comes by the caliber and type, and is purchased standalone.
  • Magazines of varying capacities, and types are purchased standalone.
  • Ammunition is loaded into magazines.
  • Magazines are loaded into guns.
  • A new system in which all attachments for weapons are now physical script items that you drag-and-drop/equip to your guns, physically – instead of simply RPing them out.

Custom Item Creation

  • A new, proprietary ItemForge system that we had made for CO2SM now allows event-runners as well as other individuals to create standalone items that fit into inventories, and function like any normal item does, as well as saving said item in a database, for immediate re-deployment in the event that you need it again.
  • A new system is available that allows you to create quite literally any custom weapon on the fly – you can now specify the weapon class, meaning that you are able to control what physical weapon is used when you carry it in your hands and fire it, as well as many, many other features about the weapon, itself. This becomes useful for weapon-smiths.
  • You are able to create custom WetWare Augmentations/Replacements, with their own custom base stat/skill buffs and de-buffs, on any available slot, in the new visual body-mod system.
  • You are able to create custom ChipWare and HardWare mods that fit to WetWare Replacements/Augmentations, each with their own custom skill/stat buffs/debuffs, on any available slot, in the new visual body-mod system.
  • You are able to create custom equipment items, on any slot for the new visual equipment system, with their own skill/stat buffs/debuffs.

Social Media Systems

  • Phones come as physical items for your inventories, that you power on.
  • You are able to access an in-game, “simple messageboard” system, that anyone can contribute to – great for trades, and job offers.
  • You are able to assign your own nickname.
  • You are able to post globally to the global SprawlNET, as well as privately DM individuals, on their phone.
  • You are able to call individual users, through SprawlNET. When they pick up, anything you say, and if you are able to hear another person’s chat within range, will be transmitted to the other person on the line, to simulate a voice call.
  • You can now create private group-chats, complete with administrative capabilities, for the host. This means that you can actively create a group DM for your and your friends, or perhaps your job squad, or maybe your corporation.

IC Map-Traversal

  • All servers/maps in CO2SM have “transition points” in specific areas, that you can walk into.
  • By using these transition points, you can physically walk to another server/map, from the one that you are currently on.
  • By doing this, this means that travelling to an area where an event is taking place, actually takes place as a form of physical travel – not simply just connecting to an event server, or waiting for a map-change. Moving to a new map, or going to another map, is now a physical occurrence, that you can do, yourself.
  • Database sync across all servers.
  • CO2SM Features two immediate servers/maps: Ukiyo City, and Ukiyo Outskirts, that can be accessed on your own.

New Inventory Type for Global Storage

  • We’ve created a new, re-vamped version of the past, broken inventory system based on two columns.
  • Global storages for your character now feature a two-column system. One represents what you currently have, and one represents what is currently in your Global Storage (Called TriBox, in-game.)
  • You can deposit or withdraw items from your TriBox whenever you please. If you deposit items into one TriBox location, you are able to withdraw them at a different TriBox location.
  • If you deposit items into your TriBox on server 2, or the event server, you will also be able to withdraw your items on server 1, and vice versa.
  • You can now upgrade, using money, on your own at any time, the capacity of your TriBox. You start with 15 slots for items. You can upgrade to a larger capacity for an ever-increasing sum of money, as you need to.
  • The max capacity for a TriBox is 999 item slots. Each upgrade increases your capacity by 10.

A new F1-Menu System

  • The new F1 Menu now displays your character’s PAC, and allows you to rotate your view around your character, a full 360 degrees.
  • The main screen shows you, and displays, using a sidebar system, your name, description, wallet, stats, skills, and a quick-inventory access panel.
  • The F1-Menu features a dedicated inventory tab, that shows your full inventory, backpack and chest rig, as well as your worn equipment panel, as well as your body’s modifications panels.

New Scoreboard System

  • You can now completely hide your presence, your name, and your description from the scoreboard, using a command that you can use at any time, for whatever reason that you feel that you need.
  • Staffers can tell when someone is actively self-hiding on the scoreboard, with a notification next to their entry, that says (Hidden from Scoreboard.)

IC Identity-Hiding System

  • You can now change your name above your head, and name in the chatbox, to the first 40 characters of a chardesc, to properly and realistically display that your character is taking measures to hide their identity, such as when you are wearing a mask, a helmet, or using technology to obscure one’s identity, or someone’s ability to see their face.
  • This can be enabled at any time, via a command.
  • This system essentially, allows you to temporarily de-recognize with other characters that already know your identity.

Realistic Ripperdoc/MEDTECH System

  • Ripperdocs and MEDTECHs will now receive the “M” flag.
  • The “M” flag now allows Ripperdoc/MEDTECH characters the ability to press “E” on a character, and then click “Modify.”
  • Once clicked, the Ripperdoc/MEDTECHs personal inventory will open, next to the patient’s visual body-modification panel.
  • The Ripperdoc/MEDTECH can then drag-and-drop WetWare Augmentations/Replacements onto the patient’s body-slots, as well as right-click to open their ChipWare/HardWare panel for each individual part, and drag-and-drop ChipWare or HardWare mods, onto whichever WetWare part they are actively having modified.
  • Non “M” flagged individuals will be unable to modify themselves, unless they are installing/removing ChipWare or HardWare onto an Augmentation that they already had installed, or are removing/swapping a replacement WetWare part, for a different part – that they already had installed.
  • Ripperdocs/MEDTECHs must be used for any new installations of brand-new WetWare where the patient did not have WetWare before.
  • Ripperdocs/MEDTECHs must be used when upgrading Augmentation WetWare to a different grade, or changing to a different series.
  • Ripperdocs/MEDTECHS must be used when installing new ChipWare or HardWare onto Replacement WetWare parts.
  • This is all completely visually represented by dragging and dropping items onto slots. If it sounds complex, it will turn out to be simple, once you do it in-game.
  • Ripperdocs/MEDTECHs are able to modify themselves, though it isn’t recommended, from an IC standpoint.
  • Synthetic Humans (Synths) must use ONLY Replacement WetWare, due to their bodies having no organic parts, to support Augmentation WetWare.

Player Privacy, and Comfort

  • As was mentioned before, players are able to specify the name of a character, or place their crosshairs on another character, and use a specific set of commands in order to use /me, /it, and /say to communicate ICly, privately, with another character, that only those two players can see, as long as they are within 512 source units, of one another. This chat does not show up in the admin console, nor does it log to the server whatsoever, it is completely private between those two characters.
  • Normal IC interactions, such as speech, /me, and /it of any type will not show up inside of the admin console in-game.
  • OOC PM’s do not show up in the admin console.
  • OOC, and LOOC still shows up in admin console, and logs, like normal.
  • Transactions involving items, currency, damage, pickups, still show up in admin console, and logs, like normal.
  • Using a menu that prompts you upon connect, as well as a chat command in-game, players are able to either flag themselves in order to be prevented from unknowingly walking into an area where there may be content that they could potentially be uncomfortable with, such as bars or nightclubs.
  • Individuals that are PAC users have the ability to silently flag themselves into a system, that allows other players to silently flag themselves into a system that will not draw their PACs, if they are seen.

Stat & Skill Progression/Modification

  • Drugs and other substances are consumable items that function as valuable commodity items with a purpose.
  • Drugs and other substances can give you a temporary buff/debuff to a specific series of stats and/or skills – or, sometimes just a single stat/skill.
  • Consumable items can modify MANY stats and/or skills, at once, and have a modifiable timer.
  • Certain “consumable” items can permanently modify your stats/skills, whether they are adding or reducing stats/skills.
  • Skill progression is handled by items that exist as “learning materials,” such as books, eBooks, or single-use “Praxomats,” which permanently increase a skill and/or stat, from a technological standpoint. In certain instances, learning materials will be able to permanently increase multiple stats/skills, while permanently reducing specific stats/skills.
  • Feats, which are specific occurrences that take place during events or other roleplay, performed by players, will actively reward players that partake in the feat, with singular or multiple permanent stat increases.
  • Feats can be positive or negative. Injuries/negative feats typically take the place of immediate PK’s that were traditionally used for “negative punishment/reinforcement” during RP/events, and thus negative feats will sometimes result in a permanent reduction of specific stats or skills, such as injuries affecting someone’s ability to use a sword well.
  • Feats sometimes exist as the results of decision-processes, where simple skill-checks affect the flow of the roleplay occurring during an event.
  • Simple skill-checks being surpassed properly will often-times result in no skill increase, if your surpass it easily, whereas if you barely pass a skill-check, you will earn a larger skill-increase, depending on the situation.
  • Failing skill-checks results in a small amount of skill point rewards, unless you critically, or massively fail a skill-check.
  • Certain types of WetWare, ChipWare, HardWare, and Equipment may actively increase/decrease specific stats/skills, while the items are installed/equipped.
  • SkillWare exists as a specific type of ChipWare, which exist in various tiers (versions) that increase a specific skill greatly, while having negative trade-off effects, such as high Chromeage, or reduction of specific other stats/skills.

TechShock System

  • If you have 1 or higher Chromeage stat, you will begin to have a “neural drain” effect, performed around you, while you are online, on the server.
  • 1/1000 Chromeage will cause you to completely undergo Neural Drain, within 48 hours of online time on the character.
  • 1000/1000 chromeage will cause you to completely undergo Neural Drain within 2 hours.
  • The higher your chromeage, the quicker the drain.
  • There is no bar displayed in order to detect how close you are to Tech Shock.
  • When you have roughly 15% left until you hit Tech Shock, your screen will begin to gently tint blue.
  • You can remove your Neural Drain in small amounts, or sometimes larger amounts, by consuming “ModMed” items, which come in various qualities. Some return very little and are low-quality, and some will actively return you back to full.
  • You can permanently reduce your chromeage by equipping “Neural Dampening” ChipWare on your WetWare, which comes in various tiers (versions), so you can manage and balance your body modifications accurately.
  • When you begin to go into TechShock, you will receive numerous warnings and prompts that narrate the general “feeling” that you are undergoing.
  • TechShock is not CyberPsychosis. However, if TechShock goes untreated for extended periods of time, depending on what your Chromeage stat is, you may progressively being to experience CyberPsychosis.
  • The intensity of the negative effects of TechShock, and how quickly they onset, depends solely on what your Chromeage stat is, when you go into TechShock. Going into TechShock, and being there for a day before treatment at 1-100 Chromeage, is not as bad as it would be if you went into TechShock and were there for a day before treatment, if you were at 200 Chromeage, so on, and so forth.
  • Going into TechShock (Neurally Drained down to 0%) at 850+ Chromeage will typically result in an immediate seizure.
  • Being under TechShock does not actively effect the player in any way, except for the screen beginning to tint blue. It doesn’t remove your health or slow you down, the only effect are various message narrations, and the blue tint.

Trauma-Team Style Emergency System

  • Players can purchase a subscription card to the Lunaris Corporation, which acts as an up-armed and armored ambulance and life/health insurance system.
  • While carrying the card in their inventory, when a player becomes injured, they can /medreq “Message”.
  • This will cause the player to become highlighted, and place a beacon above them, that members of Lunaris are able to see, and then respond to, for immediate evacuation.

A New Drug/Consumables Base

  • Drugs have a very good reason to be consumed, traded, and trafficked in, now.
  • Drugs come in multiple weights, thus causing their use-amount to increase. Some small bags of drugs may be used 1-3 times, and some larger bulk bricks of drugs may be able to be used 250 times.
  • Drugs now temporarily modify your stats, they give boosts, de-buffs, to both stats, and skills.
  • Drugs do not immediately show you exactly what they do, so it’s up to the character to figure it out, via use.
  • This causes the worth and value of drugs to fluctuate, and be an extremely legitimate source of income, for players.