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PrescientStones

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PrescientStones

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9 comments

  1. PrescientStones
    PrescientStones
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    Oh please go grab this mod if you have fast than light storage.. NMS Decompressinator
    For potato the old standby may keep you playing:

    To anyone that has/is, or would like not to experience shutter while playing NMS and specifically while using the BoostGlider Mech AI.pak mod.  Dally on over to see the easy trick bigbadbedwetter has.
    Stutter Fix (for some).
  2. Freghette
    Freghette
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    The jump is cool, but is there any way to increase the walking speed?
  3. nms808
    nms808
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    Can't believe nobody mentioned that you have BoostGlider's NoSeeUms 4.49 as the file in the download section of this mod.
    1. nms808
      nms808
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      Double checked...just the zip file is named that, the Mech-AI file is inside! :-) Thanks!
    2. PrescientStones
      PrescientStones
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      Thank you!, I'll be more diligent next round. 
  4. PrescientStones
    PrescientStones
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    Updates will be delayed while the Singularity Expedition is being fleshed out.  
    Hope to see you soon, and get out there and do something. 
    BoostGlider Mod Pack is 4.30 compatible and includes the original BoostGlider Mech.. 

    Read up on it here:
    On No Man's Sky
    On SteamDB
  5. Babscoole
    Babscoole
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    Minor suggestion.  May want to give the lua a different name for the two mod variants.  As is, one will overwrite the other.  :)
    1. PrescientStones
      PrescientStones
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      Will do!  Thank you for your suggestion.  Look for this in the next update.
  6. PrescientStones
    PrescientStones
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    If you are a user and reader you noticed the following:
    1. Things to Know about changes here:
    "GCVEHICLEGLOBALS.GLOBAL.MBIN"

    • A. Weapons - If you have the Cannon installed (Upgrades BONUS), It will fire off an 11 burst shot with 1x Radius Splash Damage.

    Problem:
    AI Mech will not engage corrupt semi-arachnid machines (Large/Small),


    YouTube Description:
    With the new No Man's Sky Interceptorl Update 4.2, the ExoMech will not target the Arachnids. These Corrupt Sentinel's share the same irrelevance as do the flying Sentinels in one's Settlement. Our mech does not deem them as hostile.

    This maybe about to change in the Experimental Branch coming to Public releases soon.

    This video demonstrates how the splash damage multiplier of X1 wasted my Traveler twice. This setting would be catastrophic when the ExoMech takes interest in the Arachnids as they just love to pounce.

    Let me know your thoughts on this and if you too have suffered from the Right Hand of your ExoMech.



    If you've watched some of my vid's I've tried to make the re-loading of weapon seamless..  I've used custom controller setting making the same button I fire my multi-tool to reload once release. So it is hold trigger to unload; release to re-load.  I've also mapped the re-load on the Scan depress Left Joystick, as a backup.
    Ideas?? I'm trying not to move my right thumb. 
  7. HMorisson
    HMorisson
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    Thank you so much for this mod, precisely what I was so desperately looking for!