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Diablos10

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Diablos10

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About this mod

Rebalance some cumbersome aspects of No Mans Sky (Walk, Run, Swim, Scan, Slow Action button, slow Text display, Teleport, S-Class/Multi-Tool search & Ship-Upgrades without going OP. Introduces a tiered inventory/storage system & rebalances ship classes and other inconsistencies & inconveniences for a fluid more natural feeling experie

Permissions and credits
COMPATIBILITY 3.10
V. s29
REVISION 22.11.2020
A lot of new new tweaks!

INTRODUCTION

This mod is not balanced for die hard glitch/reload abusers but for the casual & regular player for a real fun
experience providing more challenge than Normal but less hardships than Survival/Permadeath


IF THIS MOD IMPROVES YOUR GAMEPLAY EXPERIENCE PLEASE COME BACK
TO ENDORSE AND LET ME KNOW YOU APPROVE!


1. Faster Scan, Walk, Sprint, Swim, E-Action, TextDisplay
1. 1 Scanning
>Scanning Flora1,2 sec.
>Scanning Fauna       1,5 sec.
>Scanner Resource Range increased by 25%
>Scanner picks up objects 25% faster (helps with scanning quick small flying insects/birds)
>Speed up Waypoint & Beacon scans
>Doubled Range of Waypoint & Beacon scans. 
1. 2 Movement
>+25% walking speed
>+25% running speed
>+20% walking/running speed in derelict Freighters
>+20% underwater speed
>+15% underwater jetpack speed
(JetPack itself untouched as it becomes pretty powerful later on and would cause certain redundancy with vehicles)
>Binocular Zoom Walk Speed: Level1:+40% Level2:+30% Level3:+20%
1. 3 UI  & Acceleration
>Faster action when pressing E but still feels natural (not instant)
>Text is displayed a lot faster now to speed up conversation while still feeling natural (not instant).
> Improved Player torch: Better Light Cone, Better Follow Camera
> Disabled Parallax effect for menues.
> Light Bloom disabled - Good riddance - No more blinding lights !
> No AutoHook to ladders
> Smaller Cursor 16*8
1.3.1 DISCOVERY MESSAGES
> Discvovery Planet Total Time -40%
> Discover Planet Message Time -40%
> Beacon Transmission Time -40%
> Signal Transmission Time -40%
> Radio Tower Transmission Time -40%
2.Tiered Inventory & Real Storage Progession
Never wondered why your big ass Freighter only could only store 10 Larval Core, 10 Tetra Cobalt or 20 Microprocessors ?
Or why suit cargo inventory was as abundant as normal one while tech slots were lacking ?
The whole inventory/storage progession after all these years is still not very convincing.
Survival storage is ridicolously low and normal mode is ridicolously high for substances.
There is no difference between the storage slot in a Spacesuit and a cargo hold on a huge Freighter ?
C´mon...this is not good enough and we can do better ! At least we can simulate some plausability, even though there is none...
There is now 5 tiers of storage.
Tier I: Suit storage: max. 48 slots
Tier II: Suit cargo: max. 32 slots
(CHECK INVENTORY BEFORE INSTALL OR LOOSE ITEMS IF YOUR CARGO INVENTROY IS >32 SLOTS !)
Player Suit has a possible max. of 24 possible tech slots
Tier III: Spaceship/Vehicle
Tier IV: Freighter
Tier V: Base
The above will result in a moderate inventory management while giving more use to
Substance and Product storage capacity by tier.
(An extra file for Survival with reduced storage has been added)


3. Starships, Multi-Tools & Suit
3.1 Starship & Multi-Tool S-Class search
The chances for Class spawning have been adjusted in order to avoid that absurd saving and reloading for hours and take away the frustration of never finding S-Class stuff while playing along regularly. There is no point using a glitch and spending hours of your time for getting that S Class Tool or Ship. You can now play the game and S-Class Ships & Tools will come along naturally without being all over the place.
 
3.2 Starship & Multi-Tool Class Upgrades
The first & second Class Upgrade for a Starship is cheaper but the S-Class one is more expensive to resemble the big step forward.
Class Upgrade cost for Multi Tool has been reduced as it is not a big ass Starship and it felt unnatural that it would cost the same as the ship.

3.3 Starship Inventory & Tech Slots, Multi-Tool Slots
All Ship Classes have now a balance between their Max Cargo & Tech slots which reflects their primary use and Class. All Class Bonuses are untouched.
Explorers have only 30 Max Inventory Slots but 35 Tech Slots while the Hauler is the only ship with 48 Cargo Slots now (except Freighter) but only up to 21 Tech Slots in S-Class Upgrade.
All Ships (independently from their hull small-medium-large) should only spawn with the max slots for A-Class so do not bother waiting for an S-Class Hauler with 48 Slots. You will need to develope every ship yourself. Exception to this are the Exotic, the Alien and Freighters who can spawn with their Max Inventory.
Multi-Tools can now be upgraded to 32 Slots maximum in S-Class

3.3 Starship & Multi Tool Upgrade Prices
The pricing curve to Starship Slot Upgrades has been flattended considerably from the 300 Million per Slot craziness for the last slots.
The increase is no longer linear. It follows groups of 4 Slots starting more expensive for the first slots but the increments are way less than vanilla and have a max way below the original prices.

3.4 Suit Inventory & Slot Upgrades
The Player suit has now a max of 48 Regular Slots, 24 Tech Slots and 32 Cargo Slots.
The price courve has been amended to account for precious High-Tech Slots such as Cargo and Tech to provide a greater sense of achivement.
Alternatively the Player can always look out for Drop Pod Coordinates and get the High-Tech Slots for free.

3.5 Max. tech stack before overload increased from 4 to 5

3.6 Suit Hazard Protection
> Hazard Protection (Toxic, Radiation, Cold, Hot) increased by 20%
> Hazard Protection Upgrade Modules charge increased to 100
3.7 Suit Life Support
> Life Support increased by 20%.
> Need 100 Oxygen for full recharge
> Removed Oxygen for charge Underwater Breather
> Underwater Breather increased 30%
> Hazard Protections recharge time -50%
> Removed Dioxite for charge + corresponding UI

4. Basebuilding
> Battery Storage increased to 120.000
> Building Max Connection Length +300%
> Base Radius Extension increased +150%
> Min Radius for Bases +100%
> Max Radius for Planet Bases +50%
> Max Radius for Space Bases +100%
> Building Placement Distance +50%
> Deconstruct Ressource Refund 75%

4.1 The Insidious Biofuel-Generator
...which takes all your carbon (3600) to run for .... 1 hour ! and only deliver 50kP ...and if you Exit the Game and come back after 1 hour the realtime past will be calculated and taken into account so the 3600 Carbon you just fed to that egregious device just before quitting are f.....g gone !
I could not change to off game time calculation and making it use 0 Ressource is cheating so instead I engineered a way to increase the time the Generator runs on a full load to 6! hours and increased its output to 85kP.  So now you can load that thing and it will last a Game Session of 6 hours or if you half the Stack with C key to 1800 it still will run 3 hours so you can go do stuff and come back and the generator is still running. Nice !


5. SOLAR SYSTEMS
5.1 Planets
> Your spaceship can hover on planets (no reverse flight on Planets)
5.1.1 Terrain, LOD & Draw Distance
>General Draw Distance increased 50% to help prevent muddy ground textures/outrunning terrain generation
This may affect fps on less powerful GPUs. On 1440p 75fps locked ultra with a RX 5700Xt I only noticed slightly more power draw
5.1.2 Storms
>Minimum time between storms is 20 minutes
>Maximum time between storms is 40 minutes
>Minimum storm lasts 4 minutes
>Maximum storm lasts for 8 minutes
>Storm warning 1.5 minutes before event
>Storm forming and calming down time 1.5 minutes
5.2 Space
> No Asteroids during Pulsedrive
> Asteroid fields are more spread out
> Asteroids yield slightly more ressources
> Pulse Engine Speed increased by 25%
> Pulse Engine charge increased to 500
5.3 Damage Model
After a couple of hours of gameplay and couple of Suit & Multi-Tool Updgrades there is nothing left on Planets to pose
even the slightest threat to the Player. Same goes for Space as once the player has the Positron Ejector its all over.
To balance this out certain enviromental values have been adjusted to be able to pose a threat to the Player if he goes around careless.
> Damage taken from Creatures, Toxic Flora, Drones, Ships, Fall damage has been adjusted/increased.
> Predators notice the Player earlier, run faster and have a higher charge bonus
> All Creature, Drones, Walkers etc HitPoints have been increased.
> Drones rate of fire slightly increased
> Agressive Sharks in the water
> Pirates do extra damage
> Fall Damage +300%
> Asteroid Hit Damage DANGER !
6. General Changes Not Categorized Or Allocated Yet
> NEW GAME will give player random ship & random multi-tool.
> Mining Laser & Terrain Manipulator need 200 charge
> Default Ship communication range increased to 250.
> Ship Teleport receiver increases teleport range by 750 & new UI

6. 1 Emergency Broadcast Receiver
Prices curve flattend

7. Future Changes
To do list:
Basebuilding, Drones, Pirates, Tech, more UI Acceleration, Weather, Planets etc.
7. 1 Personal Word
The values in this Mod represent what I feel should be Vanilla Gameplay and how I play the game. I´m cool with you thinking different but please do not ask me to make a special version of his Mod just for You with the values or things you want. All this takes ages to make and its for fun. I will not provide lua files either as this is becoming way too time consuming, there is too many changes . Sry...
COMPATIBILITY
Origins 3.10 - GOG_65644    

This mod overwrites the following files:
Spoiler:  
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GCAISPACESHIPGLOBALS.GLOBAL.EXML
GCBUILDINGGLOBALS.GLOBAL.EXML
GCCAMERAGLOBALS.GLOBAL.EXML
GCCHARACTERGLOBALS.GLOBAL.EXML
GCCREATUREGLOBALS.EXML
GCDEBUGOPTIONS.GLOBAL.EXML
GCENVIROMENTGLOBALS.GLOBAL.EXML
GCGAMEPLAYGLOBALS.GLOBAL.EXML
GCGRAPHICSGLOBALS.GLOBALS.EXML
GCPLAYERGLOBALS.GLOBAL.EXML
GCROBOTGLOBALS.EXML
GCSKYGLOBALS.GLOBALS.EXML
GCSOLARGENERATIONGLOBALS.EXML
GCSPACESHIPGLOBALS.GLOBAL.EXML
GCUIGLOBALS.GLOBAL.EXML
PIPELINEDERRED.BIN
DEFAULTINVENTORYBALANCE.EXML
DEFAULTINVENTORYBALANCESURVIVAL.EXML
DEFAULTREALITY.EXML
BASEBUILDINGTABLE.EXML
COSTTABLE.EXML
DAMAGETABLE.EXML
INVENTORYTABLE.EXML
NMS_REALITY_GCPRODUCTTABLE.EXML
NMS_REALITY_RECIPIETABLE.EXML
NMS_REALITY_SUBSTANCETABLE.EXML
NMS_REALITY_TECHNOLOGYTABLE.EXML
HAZARDTABLE.EXML
SPECIALTEXTPUNCTUATIONDELAYDATA.EXML
NMS_UPDATE3_ENGLISH.EXML


INSTALL: Decompress and drop the .pak file into NMS/GAMEDATA/PCBANKS/mods
DEINSTALL: Delete the .pak file from NMS/GAMEDATA/PCBANKS/mods

Changelog:
Previous Versions:
Spoiler:  
Show


Version 3.10.27
Bugfix on Life-Support
Increased draw distance on Planets 50%

Version 3.10.26
Updated to 3.10

Version 3.05.25
Hazard Protection Drain now working properly
Mining Laser & Terrain Manipulator need 200 charge
Removed Dioxite for Life Support charge
Life Support need 100 Oxygen charge
Hazar Protection Modules charge increased to 100
Updated Ship Teleport & Life Support UI
Pulse Engine charge to 500
Life Support increased by 20%.

Version 3.05.24
Misc. Bugfixes
Better storms
Emergency Broadcast Receiver prices reworked
Max Tech Stack increased to 5
Suit Hazard Protection (TOX; RAD; COLD; HEAT) increased by 20%