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Mjstral and Babscoole

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Mjjstral

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86 comments

  1. Delgren
    Delgren
    • supporter
    • 2 kudos
    The no-sail version works, using the .lua with AMUMSS on Worlds P2.
    1. sw1138
      sw1138
      • supporter
      • 0 kudos
      can you post this?
    2. Babscoole
      Babscoole
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      • 124 kudos
      The lua is posted with the mod already.  Have to run it through latest AMUMSS
  2. ImFlecha
    ImFlecha
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    • 0 kudos
    An update please
    1. Babscoole
      Babscoole
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      • 124 kudos
      It'll be updated, as soon as I can
  3. Zefyron
    Zefyron
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    Could this please be updated for the Worlds Part 2?
    1. Babscoole
      Babscoole
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      • 124 kudos
      Due to massive changes to modding HG made with this update, it will take awhile for mods to be updated.  Now waiting for the modding tools to get updated, then I can update the mods.  Please be patient, may take some days.
    2. Zefyron
      Zefyron
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      • 0 kudos
      Cheers man, you're amazing
  4. sw1138
    sw1138
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    • 0 kudos
    Any way to make it so the sails only activate when using the pulse and hyperdrives? great mod btw thank you for your work
    1. Babscoole
      Babscoole
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      Nice suggestion, but unfortunately not.  There's no existing properties to allow for that logic.  Thanks.
  5. eldingar5
    eldingar5
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    would it be possible to get the ship engines and sail stay folded but the landing gear stil working normaly?
    1. Babscoole
      Babscoole
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      Nope.  We really don't have the tooling to adjust animations in detail, which is what it would take to make that happen.

      In this case, there's a small number of groups of animations that are called, depending on what the ship is doing.  Each of those groups contain hundreds of different animations, none of which are labelled.  In the case of this mod, we're cutting out the group of animations for  "LOWALTITUDE", which is when the sails would unfold, but this is also where the landing gear would retract, but those individual sequences, within the groups, would be impossible to identify and modify.

      The reason you don't see any mods for NMS that change animations to any appreciable amount.

      Sorry for the news, but with NMS we mod what we can.
    2. eldingar5
      eldingar5
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      Well. it is how it is. every moder is doing what he/she can. I´m glad for every mod that i can use like this one. sometimes its not exacly what your loking for but still close.
    3. Babscoole
      Babscoole
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      • 124 kudos
      Cool.  Wish I could get it more refined than it is for you, I've tried, but not in the cards.  Maybe someday we'll get decent ANIM support in NMSDK for Blender.  :)
  6. Hey, Would you maybe be willing to write a mod that lets us install Vesper sails on Sentinal ships? xD Pretty Please?
    1. Babscoole
      Babscoole
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      • 124 kudos
      Sorry, no reasonable way to do this.  Could make one to install the Vesper Sail Tech in another ship type, BUT would not give that ship sails.  The framework and sails are a part of the sailship model and not other ships.
  7. Seigncor
    Seigncor
    • supporter
    • 10 kudos
    So, I am confused if my apply of the lua went wrong or not. When I am in a solar ship, the whole ship never unfolds and I fly in "parking" position. While the npcs actually fold and unfold successfully without the sails ever been seen.
    1. Babscoole
      Babscoole
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      • 124 kudos
      AMong other things, what we do with the NoSails variant of the mod is remove the low altitude animation entirely, so the sails don't unfurl.
  8. LittleEvo
    LittleEvo
    • member
    • 1 kudos
    thank you so much for the mod! is it possible to implement the same mechanic for living ships as well? right now the flying animations look very goofy imo
    1. Babscoole
      Babscoole
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      Maybe, I'll need to take a look.  :)
    2. LittleEvo
      LittleEvo
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      • 1 kudos
      hey again, sorry if i'm disturbing you but i wanted to know if you're planning to work on the living ship version anytime soon. i'd be happy to test the mod if you're willing to talk in discord.
    3. Babscoole
      Babscoole
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      • 124 kudos
      I'd forgotten.  Sorry, you asked the day after a major update hit, which is automatically going to push it back by two weeks, then I got a 30 day work contract, away from home, which I just got back from yesterday.
  9. CaptainKirkules
    CaptainKirkules
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    • 0 kudos
    Hey, awesome work, this is exactly what I was looking for, the only thing to add at this point would be a binding to a hotkey (or as you said an emote) so we can deploy at will. This may seem like a dumb question but I am assuming in multiplayer, all those without this mod installed still see the sails deployed when you are flying correct ? 
    1. Babscoole
      Babscoole
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      • 124 kudos
      In general, NMS mods are a local thing, but his one might be a bit iffy as far as MP goes, as everything in the mod is vanilla really, so could go either way.  If you play with friends anytime soon, ask what they see and let us know.  Thanks.  :)
  10. joxues346
    joxues346
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    • 0 kudos
    I thought that the mod makes the ships not move the trusters when they take off, is it posible to make that happen or i did something wrong?
    1. Babscoole
      Babscoole
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      • 124 kudos
      More has to do with sail deployment only atm.  We originally had a version where the thrusters stayed tucked in as well, BUT the landing gear then stayed out all the time.  In order for a chance to "fix" this, the modelling tool, NMSDK would need to support ANIMs, which it currently cannot do.  The author of NMSDK is currently working on that feature, but probably won't be ready until after the holidays as he's busy moving, which will lead right into Christmas family stuff.  As soon as it's available, I'll see what I can do.