Kilonova Always On - Dark Matter Gauntlets Without the Clap
🟢 Updated this monthPreview

🔍 Analysis
- 🏆 #170 of 172 Miscellaneous mods in this game by downloads
📋 About This Mod
The Dark Matter Gauntlets keep Kilonova up by themselves, so a neutral backdash into a charged melee always fires the DARKNESS BEAM. No clap first, no 15 second window, no re-charging between beams.
What it does
The Dark Matter Gauntlets have two stages. First you land a Charged Melee, the gauntlets clap together, and Kilonova empowers them for 15 seconds. Only during that window does a Charged Melee out of a neutral backdash gather power and fire the DARKNESS BEAM. And firing the beam ends Kilonova, so every single beam costs you another clap.
This mod keeps the gauntlets empowered. Draw them and they light up. Fire a beam and they re-empower the instant it ends. Backdash, charge, release, repeat.
How
It calls the weapon's own Activate_Knuckles_PowerUp() - the blueprint entry point the charged-melee clap itself calls. The buff, the animation tag, the VFX, the damage bonus: all of it is the game's own. Nothing is faked, no animation is edited, no pak file is replaced. It is one Lua script.
Verified in game: five beams fired back to back in twenty seconds with no clap in between.
This is a buff, not just convenience
Permanent Kilonova also means you permanently keep the +25% standard melee damage and the 8m penetrating blast on charged melee that Kilonova normally grants 15 seconds at a time. If you want the convenience without the power, this is not that mod.
How to actually fire the beam
Easy to get wrong and then blame the mod:
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[]Stop moving, and stop sprinting. A melee press while sprinting is a sprint melee and cannot be charged.[/]
[]Do not hold right mouse. There is no hipfire in this game - while aiming, left mouse fires your gun; while not aiming, left mouse is melee.[/]
[]Release WASD completely, then tap dodge once. That is a neutral backdash, a short backstep. Holding back plus dodge is a directional roll and will not work.[/]
[]Hold melee during the backstep. Power gathers for up to 5 seconds.[/]
[]Release. The beam fires on release and lasts as long as you charged it.[/]
Requirements
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[]The Dark Horizon DLC and the Dark Matter Gauntlets. Without the weapon the mod stays dormant and does nothing.[/]
[]UE4SS. No pak file, no other mods.[/]
Install
Extract into your Remnant II folder so the files land here:
Remnant2/Binaries/Win64/Mods/KilonovaAlwaysOn/
enabled.txt
Scripts/main.lua
Scripts/config.txt
Nothing to type. It waits for the gauntlets to show up and hooks itself in.
Configuration
enabled = 1
on_equip = 1 empower as soon as the gauntlets are drawn
refresh = 1 re-empower after the beam ends
interval = 12 seconds between top-ups
mod_duration = 999 written to the weapon's ModDuration so one empower does not
expire on its own. -1 keeps the game's 15s.
verbose = 0 1 logs every empower
Console commands (F10, via the ConsoleEnablerMod that ships with UE4SS). Every setting in Scripts/config.txt can be changed from the console. The change is written back to config.txt and applied immediately - no restart, no editing.
Kilonova status
Kilonova config every setting: current value, range, default
Kilonova interval 8 seconds between timed top-ups, saved and live at once
Kilonova mod_duration 999 written to the weapon's ModDuration; -1 puts the game's value back
Kilonova on_equip 0 stop empowering on draw
Kilonova refresh 0 stop re-empowering after the beam / on the timer
Kilonova verbose 1 log every empower
Kilonova on | off
Kilonova now empower right now
Kilonova arm re-scan and hook the weapon class
Kilonova hooks which hooks fired, and how often
Known limitations
A brief flicker after each beam. Firing the beam ends Kilonova - that is the game's mechanic, not a duration issue. The mod hooks EndBeam and KillBeam and re-empowers immediately, so you see a quick off-then-on rather than an unbroken glow. Fixing that would mean changing how the weapon fires, which this mod deliberately does not do.
The empowered state cannot be read back. The blueprint's HasActiveBuff has an output parameter; calling it from Lua re-enters the VM and blows the stack. So the mod never queries it - it applies on events and on a timer instead of checking first. The console status therefore prints "HasActiveBuff: unreadable". That is expected.
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[]The Dark Horizon DLC and the Dark Matter Gauntlets. Without the weapon the mod stays dormant and does nothing.[/]
📊 Mod Details
- Game
- Remnant2 Mods
- Author
- Dwqadad123
- Version
- 1.1.0
- Downloads
- 8
- Endorsements
- 0
- Category
- Miscellaneous
- Created
- 9/16/2026
- Updated
- 9/19/2026
🔧 How to Install Remnant II Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Remnant II →
Visit the official mod page for specific installation instructions for this mod.
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