In the ExperienceBehavior pack, what does "Many adjustments to sandworm behavior." do exactly? I have a feeling you made it so they can't spawn directly underneath you? I've seen about 3 sandworms so far during my weeklong playthrough and they all spawned quite some distance away from me which I really like, but am always paranoid they will give me a heart attack if they ever spawned right under me lol
Hmmm that's hard to explain cuz there are so many controls and adjustments. I'll try to make it basic. It can spawn very close like in vanilla/default, but has a range. It will tend to make a slight turn before you first see it, so it doesn't go right at you some of the time. It will be visible at further distances (Doesn't disappear because it went too far out of range which is a short range in vanilla/default). It changes the movement...like how it bend and dives etc. Changes speed. The idea being most of the time it will be something you see near you. Sometimes it will come right at you and jump over you.
Ahh I see thanks for the explanation. As I'm writing this I just encountered another Sand Worm, this time it moved REALLY slow, like in slow motion, not sure if that's normal behavior or from this mod lol
I have an idea, can you please add a file that makes your Galaxy Map take you to your current quest system via a button press? Is that even possible? I think this feature will help nms players a lot
hello after this last udate when activating the mod the FPS drops to an average of 30, I have good equipment. I have not found what is causing this to happen.
Operating System: Windows 11 Pro 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) Language: English (Regional Setting: English) System Manufacturer: ASUS System Model: System Product Name Processor: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs), ~4.2GHz Memory: 65536MB RAM Available OS Memory: 65240MB RAM
Really the answer to that could be 1000 different things. These mods do not affect FPS for me except a slight improvement over vanilla with a couple of the mods. I don't see how it would be possible for these mods to affect fps negatively on any machine. I don't know what you mean by "activate", but if you are using Vortex with NMS it's known to cause issues. If you need further info or help, join the NMS modding Discord and people there like me can help.
Hey just in case this applies to you, I had a similar problem but it wasn't any of the mods in this pack despite me thinking it might be. I use a whole bunch of these and testing today found zero issues.
That said I do have the 30fps issue when I enabled all my mods. Testing in small batches and individually narrowed it down to "Orbital Pads". Not sure if you have that one installed but it definitely breaks the FPS right now. It can be fixed by running its lua script through AMUMSS to create a new pak file for NMS v4.64. Then it works just fine again.
Hi, a quick question. If I uninstall "_MOD_DUD_AiShipPlusMoreDamage_v463-A", will it break my game? Is there anything that it would permanently affect? Like my installed upgrades or anything else?
Uninstalling a mod will make all game actions revert to vanilla/default. Nothing is permanent. If you have ship upgrades that are 5% improvement with mod, they might be 30% improvement without mod as it would be in vanilla. The particular mod you mentioned doesn't affect your ship or upgrades. It affects AI ships.
Daawww, makin' me blush, lol! Welp, I AM very appreciative of all the work and time all of you put in (I've tried modding before, and I know it can get very time consuming!)! If it wasn't for mods, then I doubt I'd be playing the games that I play, as much as I have been, all thanks to the hella awesome mods all of you come up with! You guys and gals rock!!! ♥ ♥ ♥ :)
Hello Jasondude7116! Thanks for your amazing mods! Unfortunately I havn't been able to run DUD'S SKY with the latest ORBITAL update, it keeps crashing my game at launch.
I've been using it along side Better Space Combat and Bigger Battles (I erased this mod's files to ensure compatibility), but it will not run either, although it was running just fine before the Orbital Update.
I'm sorry I'm new to NMS mods, maybe I'm just missing something?
Make sure you have the latest versions of my mods. Make sure you are using NMS v4.63 (not any experimental version) I don't know about those other mods. If you are still having issues, join the NMS modding Discord. People there (including me) can help.
Hi again Duddler, quick question: I installed your mod after having already gotten a nice fighter starship, and now it feels quite sluggish and tough to maneuver - not really like a "fighter" anymore.
My question is, is this because I installed the mod *after* already spawning the ship, thus preventing your changes from fully affecting it? I think maybe that's why it feels so slow and clunky.
I'm considering putting some maneuverability upgrades on it but I'd rather hold off if I just installed the mod too late, I'd rather just go find a newer ship that comes more packaged with your changes. :)
Thank you for your time and for your work on No Man's Sky.
Reduces thrust and thrust upgrades by half. Maintains default max speed values. Braking is reduced and is balanced with acceleration.
TBH I'm not exactly sure, and people argue about how default ship speeds and upgrades work in the save. There are obviously some steps calculating it in the .exe outside what people can see. If you wanted to test to see what a new ship with mod pre-installed is like and what adding upgrades is like, you could start a throw-away creative save and basically just give yourself what you need to see what it feels like. I wish I had more info about exactly how the save works. I do know if I have a ship with no mod, then install mod, it inherits the stats from the mod. But upgrades might be different depending on if mod was installed first or not.
Thanks for the info. I suppose the cleanest way to do it would just be to install the mod before a new save or get a new ship immediately after mod install to avoid any possible confusions.
Thank you for the change to the squadron formations. I hated how they just stick to you as hard as possible rather than actually intelligently engaging opposition.
348 comments
I have an idea, can you please add a file that makes your Galaxy Map take you to your current quest system via a button press? Is that even possible? I think this feature will help nms players a lot
Unfortunately, adding functions to the map is currently not possible.
Operating System: Windows 11 Pro 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250)
Language: English (Regional Setting: English)
System Manufacturer: ASUS
System Model: System Product Name
Processor: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs), ~4.2GHz
Memory: 65536MB RAM
Available OS Memory: 65240MB RAM
NMS 4.63
That said I do have the 30fps issue when I enabled all my mods. Testing in small batches and individually narrowed it down to "Orbital Pads". Not sure if you have that one installed but it definitely breaks the FPS right now. It can be fixed by running its lua script through AMUMSS to create a new pak file for NMS v4.64. Then it works just fine again.
I've been using it along side Better Space Combat and Bigger Battles (I erased this mod's files to ensure compatibility), but it will not run either, although it was running just fine before the Orbital Update.
I'm sorry I'm new to NMS mods, maybe I'm just missing something?
I don't know about those other mods.
If you are still having issues, join the NMS modding Discord. People there (including me) can help.
My question is, is this because I installed the mod *after* already spawning the ship, thus preventing your changes from fully affecting it? I think maybe that's why it feels so slow and clunky.
I'm considering putting some maneuverability upgrades on it but I'd rather hold off if I just installed the mod too late, I'd rather just go find a newer ship that comes more packaged with your changes. :)
Thank you for your time and for your work on No Man's Sky.
Maintains default max speed values.
Braking is reduced and is balanced with acceleration.
TBH I'm not exactly sure, and people argue about how default ship speeds and upgrades work in the save. There are obviously some steps calculating it in the .exe outside what people can see. If you wanted to test to see what a new ship with mod pre-installed is like and what adding upgrades is like, you could start a throw-away creative save and basically just give yourself what you need to see what it feels like. I wish I had more info about exactly how the save works. I do know if I have a ship with no mod, then install mod, it inherits the stats from the mod. But upgrades might be different depending on if mod was installed first or not.
Thanks for the fast reply
♥