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ZV4X

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ZV4X

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70 comments

  1. ZV4X
    ZV4X
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    Locked
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    REWORKED FOR WORLDS II UPDATE AND WORKS NOW
  2. VyrX
    VyrX
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    Can you include a LUA script for AMUMSS please?
    1. ZV4X
      ZV4X
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      There is no need for this, the changes only affected one line in one file, and as of recently the mod system has been redesigned, so every update will be unable to break a mod consisting of a single line.
  3. Munchhausenn
    Munchhausenn
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    Привет.
    С новым патчем вылетает при вылете с планеты. жаль отличный мод, с учетом, включенных опций (быстрый сканер). Аналогичных модов на Нексусе нет, есть работающий tech_overload, но он заменяет всех nps на станциях на странников.
    Будем ждать обновления.
    Спасибо за твою работу и удачи!

    p. s. Начал игру заново, пока вылетов не было!
    1. ZV4X
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      Спасибо за отзыв :) Не знаю, вроде никто больше не жалуется, да и у меня самого нет вылетов что в новой игре что в 16-ти часовой. Возможно конфликт.И попробовать можно на том сохранении что вылетает загрузиться пораньше, с ручного например. В любом случае обновлю, но только с выходом патча 3.70, не раньше...
  4. SpartanEZE
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    I believe I've seen a comment or two already, figured I'd just reiterate... This is not working with Prisms update.  This is only Mod in folder and the game won't even load.  Hopeing to get an update at some point here.  Thank you very much for the efforts.  Cheers, 
  5. dracarys77
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    Can we get an update for this.  Not working with the current patch.  Game will not even load with this mod.
  6. mgold2938
    mgold2938
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    All good with 3.38. Don't forget to del DISABLEMODS.TXT or you might lose some inventory!
  7. mgold2938
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    How exactly is the scan range affected? Is some percentage added or just a constant distance?
    1. ZV4X
      ZV4X
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      It's affects distance(~40%) on which you can see the oxygen, sodium etc. icons through binoculars.
      The same effect when scanning with the C key. Affects starships too.
    2. mgold2938
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      Thanks for the explanation! There is another mod that has not been updated for a while that changes:

      ... <- Changes not needed thanks to your existing mods!
      * Ship interaction radius increased from 50 to 2000
      * Unknown buildings scan range increased from 600 to 5000
      * Icon range increased from 1200 to 5000
      * Max ship scan buildings increased from 2 to 3

      LUA files are provided.

      Files Modded:
      GCGAMEPLAYGLOBALS.GLOBAL.MBIN
      GCBUILDINGGLOBALS.GLOBAL.MBIN


      Does your mod do any of these things and/or can they get added either individually or together?
  8. mgold2938
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    I love you man and thanks for the Expeditions update!

    That is all that needs to be said - we really appreciate the time you put into this mod.
    1. ZV4X
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      Thank you, pal, i'm glad you're likes that ^^
    2. mgold2938
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      Keep up the good work. Also, I posted a question above to get the specifics of the scan range increase. It's not clear to me exactly what is increased about it.
  9. deleted51512506
    deleted51512506
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    Thanks for updating mate, was waiting for it! Love your mode, keep up the good work!
  10. danorgs
    danorgs
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    Needs updating
    1. ZV4X
      ZV4X
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      Working on it
  11. solidsnake8608
    solidsnake8608
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    The patch yesterday broke the mod again. Just a heads up. Also, fantastic mod, definitely one of my favorites.
    1. ZV4X
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      Thank's. But mod is works anyway. At least for me. I tested it on a 3.37 a few minutes ago. Works.
      Anyway thanx for da warn.
    2. solidsnake8608
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      Yeah I'm guessing I have a conflict somewhere or maybe I just broke things like an idiot. Thanks for the reply!
    3. antisocialIan
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      i have no conflicts when checking the NMS-MCDaMM program but this mod( specifically the ____ZV4X.TechOverload.FastRefine.FastScan.ShipDistance.3.35.pak file) causes crashes(tested with just that pack file).

      edit: to clarify, the crash happens when i warp, but i can move around in a system fine. warping in any of my ships or my freighter cause the crash to happen.

      edit #2: I modified the mod to have 
      ?<Property name="MaxNumSameGroupTech" value="48"  />
      instead of
      ?<Property name="MaxNumSameGroupTech" value="2468"  />
       and now it works. 

      48 really should be the maximum needed here since the maximum size of the inventory is 8x6(48). 2468 is overkill since that would be saying you could have 2468 upgrades to a tech slotted in, and there isn't a way of having that much inventory space unless the game allowed for larger than 8x6 inventories.
    4. ZV4X
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      Logical! Good job! But i don't have any crashes under the circumstances described by you. I don’t know what it’s connected with and i think it's an unique accident.
      That wasn't a problem at past and i supposed it's happend cos your version of game is 3.37 but mod is for 3.35.
    5. MickCasanova
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      Unfortunately, I'm updated to 3.37, and this is the only mod I have that doesn't work. Game crashes on load. While it may work for some, it obviously doesn't work for everyone.

      EDIT: Oddly enough, the mod works as long as I use a save that has overloaded tech slots. My main save is pretty packed with tech, and it does work.  Three others will not run with this mod installed. Just letting you know there is a compatibility issue of sorts.