If an new update has dropped it can take up to a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod. Feedback is welcome, if you have any idea's or questions feel free to ask. If you encounter any bugs please let me know. Before posting any issues please read the description.
Mod Format Explantion
EXML Format:Partial edit, only touches the lines/values that need editing. Very low chance of conflicts with other mods (unless they edit the same values). Can be edited easily by user using an editor like Notepad ++/VSCODE/... . MBIN Format:Full File Replacement. High chance of conflict, comparable with old pak format (pre. WORLDS). Can be used together with EXML, MBIN mods are loaded first so changes in EXML mods that edit the same file will still be applied. Other MBIN mods that change the same file follow the FIFO principle, merging is highly recommended with MBIN mods (see How To). Lua Format: Script file used by AMUMSS to generate the mod or used for merging with this tool. CS Format: Script file used by NMSMB to generate the mod or used for merging with this tool.
Current lua should still be the same I used to compile, if it isn't you can always find the latest in the pak too but let me know if the latest in pak isn't the same as on nexus.
Oh I did not know. Since I saw the upload date for the .lua as 2023 I though it was an older version. I will use that lua then :) Thank you for the very fast answer!
Hi there was just wondering what this mod was about? I did read the description but it was quite vague saying it rebalances ships making them more unique and didn't explain what exactly was rebalanced I'm guessing the ship stats or hyperdrive, shield etc? Or class types and /or frequencies etc? Just curious, thankyou :)
It changes everything, Hyperdrive, Damage, Shield , Agility (speed) and freighter hyperdrive range. I use multipliers see description what value each corresponds too To go in depth on 1 value for 1 type "SHIP_HYPERDRIVE" -- Shiptype, modifier-C , B , A , S {Scientific", MedHighValue,HighValue,HighExtrValue,ExtremeValue}, This means that Scientific type (ie explorer) will have its vanilla Hyperdrive value multiplied
What would be the multipliers you chose for ShipClassEnum.Sail? I'm currently using ShipData.Add( new ShipMultiplierData { ShipType = Solar, StatId = Damage, CclassMultiplier = LowMedValue, BclassMultiplier = MedVale, AclassMultiplier = MedHighValue, SclassMultiplier = HighValue } ); for all stats, but I'm looking for someone else's take on it.
Looks like an update with major changes to ship bonuses and upgrades is incoming very soon. Will your lua work for us and you to rebuild the mod right away or do you think the Compiler will need to be updated first, which will delay most mods, of course.
Compiler update gotten a lot faster, but yes, as soon as compiler works i update, depending on changes hg does it might take me a day or 2 if said changes are drastic
I was wondering if it is possible for you to release a version of this mod that includes your other freighter mod? I am pretty bad at doing the merging thing. Tried three times so far and it keeps not working for me. Kinda thinking it is just my laptop being a pain, but if it is possible to make a combined version I would really appreciate it.
It's best to learn how to merge, makes it easier to update your own mod packs. If you have trouble doing that I suggest visiting the NMS mudding discord, there we can help you step by step if need be :)
Heya! Loving the idea of this mod and immediately downloaded. But one question, if I understand that right, I need to merge the main file .pak and the optional .pak for the increased spawn rates to make them work together?
I read that the mods aren't visible for old spawns, only new ones, but the wording brought me to a question.
So, by *visible* changes, you mean the inventory, right? So old vehicles won't have a changed inventory. But what about the stats?
I used a mod to make ships spawn with all S class and full inventories. So if I took out that mod and used this one, would it change the stats of the ships I already have, without affecting the fact that they have max inventory? Like will my Living Ship have more damage and shields, for example?
Basically I was confused on whether or not "visible changes" meant "stats and inventory" or just "inventory"
No, as mentioned that stat/inventory changes only affect "fresh spawns" unless if you have a C class upgrading it to a newer class will bring on the altered stats (i think)
Haven't done any long term testing and as exotics are quite rare I made them a high end jack of all trades, but other ship still outclass them stat wise, ie fighters in damge, explorers in HD range etc etc, still trying to balance this mod will take a while. Also working on my other mod to fix more "pressing issues".
But I was already thinking of a rebalance (especially explorers) but thx for the info will take a look if I come round to it
I uploaded a version that excludes the Price and Inventory changes. If I upload a version without prices changes but with inventory changes you'll get explorers that only cost like 25k.
If there are specific ship types that are extremely overpriced I could tweak those a bit (cause I went a bit heavy handed on some of them). I'm not sure if I can modify the selling prices only, if I come to it, I might tweak it
oh the lua is included, great! ill try & tweak that to vanilla values. Its abit unbalanced atm for a crashed ship hunter.also inventory changes are nice didn't want to lose that. xD thanks again. endorsed
Look for --Price changes (should be line 837) in the Lua, delete the code from that point till line 917, that removes all the price changes i put into it. Btw if you could provide me with some screen shots on what you mean with
unbalanced atm for a crashed ship hunter
that way I might be able to tweak it a bit better ;)
thanks for the tip.changed that already! in the first hour of my new game, found a mid size crashed ship and sold it for 34m .although it was a massive luck, i saw it against my masochistic play style xD. imho was abit unbalanced for me, popping some planetary charts & getting 100M in matter of minutes. im in hour 10 now so unfortunately cant provide a screenshot of it. ofc it could b a matter of taste and since you've provided lua, alls peachy. great mod
30 comments
Mod Format Explantion
Interesting links
How To Guides
Mods folder has changed, all mods should now go in: ...\No Man's Sky\GAMEDATA\MODS
For more information read this: (credits to GumskBF): NMS modding After 5.50
Thank you for the very fast answer!
them more unique and didn't explain what exactly was rebalanced I'm guessing the ship stats or hyperdrive, shield etc? Or class types and /or frequencies etc? Just curious, thankyou :)
I use multipliers see description what value each corresponds too
To go in depth on 1 value for 1 type
"SHIP_HYPERDRIVE"
-- Shiptype, modifier-C , B , A , S
{Scientific", MedHighValue,HighValue,HighExtrValue,ExtremeValue},
This means that Scientific type (ie explorer) will have its vanilla Hyperdrive value multiplied
- multiplied by 1.75 on C
- multiplied by 2 on B
- multiplied by 2.5 on A
- and lastly by 3 on S class
Hope that helpsShipData.Add(
for all stats, but I'm looking for someone else's take on it.new ShipMultiplierData
{
ShipType = Solar,
StatId = Damage,
CclassMultiplier = LowMedValue,
BclassMultiplier = MedVale,
AclassMultiplier = MedHighValue,
SclassMultiplier = HighValue
}
);
Thanks for a great mod.
If you have trouble doing that I suggest visiting the NMS mudding discord, there we can help you step by step if need be :)
So, I'd like to change your mod to make all ships like exactly the same.....can you like help with that dude?
Cheers & thanks for this mod :)
So, by *visible* changes, you mean the inventory, right? So old vehicles won't have a changed inventory. But what about the stats?
I used a mod to make ships spawn with all S class and full inventories. So if I took out that mod and used this one, would it change the stats of the ships I already have, without affecting the fact that they have max inventory? Like will my Living Ship have more damage and shields, for example?
Basically I was confused on whether or not "visible changes" meant "stats and inventory" or just "inventory"
But I was already thinking of a rebalance (especially explorers) but thx for the info will take a look if I come round to it
hunting crashed ships are too lucrative now imo. can we keep only the selling price as vanilla?
If there are specific ship types that are extremely overpriced I could tweak those a bit (cause I went a bit heavy handed on some of them).
I'm not sure if I can modify the selling prices only, if I come to it, I might tweak it
thanks again. endorsed
in the first hour of my new game, found a mid size crashed ship and sold it for 34m .although it was a massive luck, i saw it against my masochistic play style xD. imho was abit unbalanced for me, popping some planetary charts & getting 100M in matter of minutes. im in hour 10 now so unfortunately cant provide a screenshot of it. ofc it could b a matter of taste and since you've provided lua, alls peachy. great mod