No Man's Sky

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TemplarGFX

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templargfx

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93 comments

  1. suzakugaiden
    suzakugaiden
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    Broken in the latest version. Seems like all instances of:

    <Property name="CreatureType" value="GcCreatureTypes.xml">

    in CREATUREDATATABLE.exml need changed to:

    <Property name="ForceType" value="GcCreatureTypes.xml">

    I changed this myself and put up the results here: https://www.dropbox.com/s/047vrkdszx72u2u/_updatedWildLife.pak?dl=0
    No guarantee is this actually works though :S
  2. alonroz
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    TemplarGFX, I found something that might be an issue. More like, I've found a moon with supposed 150 species!
    The problem is that it's killing my game, I can't move forward more than 10 meters without some serious stuttering, as the game populates the wild life.
    Needless to say I've tried running without the mod on the same moon, 11 species in total and game runs fine.

    I haven't found them all, of course. Found 6 distinct species, which show up as 4% of the total, which would make it 150 species. Oh boy...

    In any case, I think you should limit this. I am completely surrounded by animals on this moon, which is bloody amazing, but impossible to play. I'm wondering if a stronger PC might've handled it, but mine can't.

    Is it possible for you to limit the number of species, say to 50? Maybe even make a couple of versions with different limits?

    Thank you!
    1. templargfx
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      150!!!OK I don't know how that is possible. Could the game be using more than one animal setup on a single planet!?

      Thats quite a new turn. Either that or I bugged the hell of out it

      Im working on a new version, and I might reduce counts in a few files

      The largest file contains 32 types
    2. alonroz
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      Thanks man, awaiting it patiently. I am now on a planet where I've scanned 4 different species (4 distinct species, not different genders or something like that) before I saw 1% complete. That would put the number on ~400 species for this planet! Amazing! Mind blown

      I've just seen your note on the 2.5 bug regarding the spawn distance. That might solve the issue. Any chance for that version with the reduced distance? I love the huge variety with 2.6, but it's killing my PC.

      Going to test this now with NMS.exe on High Priority, maybe even Real Time, will let you know if it helps.
    3. alonroz
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      After spending half my evening on that planet I'm not really sure it's actually 400 species. I'm not sure why it took 4 species to show 1%, but now, after scanning about 25 species I'm at 31% discovered. Still quite a lot of species.

      I am also pretty sure now that the issue is the spawn radius being far too great. I can see hundreds of spots around me when scanning in a well populated area, most of them far out of sight, even when in a valley.
    4. templargfx
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      Are you solely reading these numbers from the Discovery Menu?It bugs out if there is more than 15.

      When you discover a creature, a pop-up will show in the bottom-right corner saying "2 of 20" or "18 left".Are you seeing 400 down there?
    5. alonroz
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      I've had the tooltips disabled with a mod, so didn't see those x/y discovered messages. Disabled that mod, started testing:

      Frequent fauna: 49 species, terrible stuttering after moving 10 meters.
      Fair fauna: 39 species, no stuttering.
      Uncommon fauna: 30 species, no stuttering.

      Haven't found a Full planet yet, got stuck on that Uncommon, it was amazing
      I'm guessing with Full it's about 75 species. Not close to my miscalculations from before, but still plenty. I think limiting Full to 40 species would be fine. Or maybe a "lite" version for midrange PCs and bellow with 40 for Full and a proper version with higher numbers.

      Unless the issue is not the number of species itself, rather the spawn distance, or something else...
  3. Timo3681
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    I can´t find all animals, are too many animals and no chance for 100%
  4. Timo3681
    Timo3681
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    What is UNDERWATERTABLEEMPTY.MBIN and GROUNDTABLEDEAD.MBIN? For Water and Ground without animals?
  5. Timo3681
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    What is AIRTABLEDEAD.MBIN? What happened if i change <Property name="ProbabilityOfBeingEnabled" value="0,075" /> To <Property name="ProbabilityOfBeingEnabled" value="0,75" />?
  6. Timo3681
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    Which .MBIN files are for creature probability or creature rarity? i want decrease rarity of all creatures or increase probality of all creatures. I want find all creatures on planets.
    1. templargfx
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      If its just for yourself, your better off using ModSpace to unpack WildLife and change the files it unpacks.
    2. Timo3681
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      i change all <Property name="Rarity" value="Uncommon" /> and all <Property name="Rarity" value="rare" /> to <Property name="Rarity" value="Uncommon", but i can´t find all animals on the planets. the last animals are rare.
  7. Timo3681
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    If i scan for animals i see red points, and red points disappear and i can´t see animals. red points appear too short.
  8. Lyrondor
    Lyrondor
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    Just want to inform the author of a bug.

    The planet I am on was " re-discovered " after I got out of my ship for the first time after installing it. In other words, after I installed the mod I of course appeared on the planet I happened to be on from my last save. So far, so good, the mod works. However, I was on foot. So eventually I got in my ship and of course eventually disembarked again at another location. After I disembarked (first time doing so with the mod installed) the planet I was on was re-discovered as if it had been the very first time I set foot on it.

    So it effectively added the planet two times in the list of the system's planets. I could post a picture if necessary, but this should be self-explanatory. It feels to me that this mod is probably best used when starting fresh from a completely new game to avoid this bug. It's not game-breaking, but it's there and is noticeable. I just wanted to point at it.

    I was using version 2.5 by the way.

    Thank you.
    1. templargfx
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      This was Better Planets alpha. Switch to version 1.1 (now a seperate mod) to resolve this
    2. Lyrondor
      Lyrondor
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      Thanks for the reply.

      However, I'd like to inform that installing version 2.6 did not resolve the issue. The planet will most likely appear two times in the list permanently since I keep coming back to my saved game (the one in which it automatically saved after I disembarked from my ship after I had installed the mod). The only way I believe to actually remove the second entry in the planets list would be to merely delete my save and start from zero again with a new fresh game.

      Additionally, with version 2.6, I found the game to be almost unplayable during exploration. As soon as I moved a dozen meters in any direction (be it on foot or by ship) on my current planet the game keeps pausing for 1 to 3 seconds and heavily stuttering (I assume that it has too many things to generate on the fly at once and the game's engine just can't cope with it on certain planets and environment types, etc). For now, removing the mod fixed the stuttering and pausing issues (but not the second and now permanently-listed planet in my planets list).
  9. Xocyll
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    Installed the updated Better Planets and this mod yesterday, started a new game and had an extended play session .

    Seeing flocks of flying critters and schools of fish made this instantly worthwhile.

    But

    On the second planet, a moon really, I have 14 sets of ????????? showing and I had 12 of them completed.
    I spent something like 4 hours of real time running around on the surface of that moon popping up the scanner and panning around looking for red dots and none were to be found.

    Similarly, even though it only shows 14 sets of ?????????, it's also saying that the 12 I have only constitute 66%, so there's actually 18 or more things that supposedly exist, yet cannot be found.

    I'm all for more diverse wildlife and it does indeed make the planets feel more "real". but if they can't be found, the storyline cannot be completed, nor can you ever get the bonus for getting them all.

    It is truly amazing though, looking up and seeing 50+ flying critters swarming across the sky.

    Edit/Update
    I have found 2 more critters (I assume 2 varieties of the same one since only one more ??????? is filled in, and they were in the same lake.)

    I'm now at 13/14 with 72% complete status.

    Now either each critter group is worth 6% or even worse, both of the ones I got were unique and worth 3% each, which would indicate 9 more to find.


    Oh and regarding better planets, I'm finding a lot of clusters of the magic plants (zinc/platinum/thaumium/heal/shield types) in groups where you get anywhere from 5-20+ in a small area. Also got waypoints stacked - had a drop ship placed almost inside an abandoned building - no more than a ship _width_ away, and a skinny ship at that.

    1. alonroz
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      The game can only display 14 species in the list, can't scroll it. However, with Wild Life you can get many more species than that...
    2. Xocyll
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      The problem I'm finding is that some of them never seem to spawn ever, while others spawn in quite large numbers.

      Went to the next system and landed on a moon which had an official description that said fauna was not present and your mod has spawned 5 listed types and god only knows how many unlisted variants. I've found 4 differently named types but only got credit for 2. Since there's only 5 listed, that's a bit of a problem, since we know it isn't just off the bottom of the screen.

      Is it even possible to find all the types without spending hundreds of hours on a single planet?

      I think the problem lies in the low numbers and low spawns of the original game - those critters with a lower chance of spawning still spawned because the total number of critters was so low.

      With your greatly expanded number of groups, some of them just never seem to spawn at all, making it impossible to ever clear a planet.
  10. dustfiend
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    Unfortunately this mod is giving me a ton of lag on planets that have more than a little life