The vanilla RNG for equipment mods is like throwing bundles of cash onto an open fire and squirting petrol onto it just to make sure it all burns up. This mod though, alleviates me from punching my screen everytime I try to get the equipment mod from 10% to 40% and every time I do it, I get nothing more than 30%. Without this MOD, you become complacent. You've repeatedly pressed the button for what seems ages as you see your healthy bank balance vanish. But you still chuck another bundle of cash onto the fire and suddenly, you get fabled 39.75% out of 40% but... You're so used to getting 19.75% you instinctively just press the button again... And get 22%. And as I already said. This MOD alleviates all that frustration.
Thanks for the info!! But I am still on 5.1, because 6.0 is in an awful state now, ships sticking together, exploding asteroids, even worse auto piloting and a lot of other small issues - I am waiting for the first patch at least. I fear this will take a lot of time, since they now have a beta running for some strange multi player function, instead of fixing the 6.0 release... But since this is one of my few mods I am happy to learn that it will work...
I agree completely! After spending quite some time on 6 I've noticed that the physics in particular seem almost completely broken having experienced the things you described plus ships regularly getting stuck in docks or not being able to land on other ships without spazzing out so I've reverted to 5.1 too, it is pretty frustrating how the devs seem to be prioritising some multiplayer fluff amidst all the real issues right now.
Thanks I was here for that Information. Fyi for anyone wondering if it works for version (especially new releases) check comments always. Again thanks!
Some exceptional ship modifications values are still randomized but besides that the rest of the ship modifications are working as intended, tested on 5.10 version.
Haven't seen that myself... There are blue and purple groups which have more available modifications than possible count... like: blue/hull/composite -> mass (always) and 2 random ones out of a pool of more than 2. While the outcomes are always at max/min in %, they are random which one appear.
I would like to know what is the probability that it will be at the NPC? Will they also have maximum values? Is there a version for VRO that seems to be working incorrectly there.
For the life of me I have spent hours trying to figure out this mod. If I just install it as is, it works completely fine. But if I increase any of the values for any of the mods it makes it back to the RNG versions of a wide range. I've tried everything I can figure out from changing all things to MIN or MAX. It makes 0 sense to me. I would appreciate any feedback immensely if anyone could solve this riddle for me.
Edit: figured out what i wanted to. Copied every line and made sure for every trait there was a min and a max that were same values. Still have no idea why it was changing back to RNG if i changed any value but maybe some reaction with base game values. not sure.
Since the 5.0 update, or maybe the DLC, I've been getting some of the random numbers again. Notably with the tier 3 weapon damage upgrade. I don't use that one very often, but I noticed it and wanted to ask is it's something anyone has seen?
@ns88ns and @YassineDaoudi ...and others who don't know what it does...:
As told by Gangfreak it ONLY affects the ship, shield, weapon and engine modifications you can build and apply to (any) of your ship(s).
It removes the random values of the mod parts. E.g.: You want to modificate your shield. Now after selection a mod part (regardless of type green, blue or purple) in vanila you will get a random percentage for eg shield capacity from 5,00% to 20,00%. With this mod installed its always fixed 20% (to the highest/best). Same with other modification parts.
BUT !!!! If you use a modification part who has more than one value - eg Annihilator (purple; exceptional Quality) with weapon Damage 10,00 to 30,00% AND up to 3 extra modifiers. Well, you will get the 30% for weapon damage. And you will get 3 more modifiers on this weapon (inkl. turrets). Those 3 are from - weapon cooling (4)5,60 to 35,80% - weapon reload (3)-31,80 to 100,00% - weapon stick time (2)10,00 to 30,00% - weapon rotation speed (1)10,00 to 30,00% You will always get the max. percentage (for all modifiers) - BUT you cannot foresee what modifier you will get. This is still random. SO if you have a normal weapon (plasma) you may get stick time - witch is useless here. You then have to change the modification by rebuilding it - until you will get what you want. This still needs time, (maybe save reloading) and parts and money. So (@YassineDaoudi) yes, you will still have to go some reload cycles. But its worth.
Eg.: Asgard with max. modifications - becomes a complete overkiller. If optimized for OOS combat - you will find it very handy to clean sectors...
56 comments
This mod though, alleviates me from punching my screen everytime I try to get the equipment mod from 10% to 40% and every time I do it, I get nothing more than 30%.
Without this MOD, you become complacent. You've repeatedly pressed the button for what seems ages as you see your healthy bank balance vanish. But you still chuck another bundle of cash onto the fire and suddenly, you get fabled 39.75% out of 40% but... You're so used to getting 19.75% you instinctively just press the button again... And get 22%.
And as I already said. This MOD alleviates all that frustration.
But I am still on 5.1, because 6.0 is in an awful state now, ships sticking together, exploding asteroids, even worse auto piloting and a lot of other small issues - I am waiting for the first patch at least.
I fear this will take a lot of time, since they now have a beta running for some strange multi player function, instead of fixing the 6.0 release...
But since this is one of my few mods I am happy to learn that it will work...
There are blue and purple groups which have more available modifications than possible count...
like:
blue/hull/composite -> mass (always) and 2 random ones out of a pool of more than 2.
While the outcomes are always at max/min in %, they are random which one appear.
Is there a version for VRO that seems to be working incorrectly there.
If I just install it as is, it works completely fine.
But if I increase any of the values for any of the mods it makes it back to the RNG versions of a wide range. I've tried everything I can figure out from changing all things to MIN or MAX. It makes 0 sense to me. I would appreciate any feedback immensely if anyone could solve this riddle for me.
Edit: figured out what i wanted to. Copied every line and made sure for every trait there was a min and a max that were same values. Still have no idea why it was changing back to RNG if i changed any value but maybe some reaction with base game values. not sure.
max=min
min= + value
max= - value
min= + value = increase
max= - value = decrease
For 5.0 use version 1.2
For 4.x use version 1.1
@ns88ns and
@YassineDaoudi ...and others who don't know what it does...:
As told by Gangfreak it ONLY affects the ship, shield, weapon and engine modifications you can build and apply to (any) of your ship(s).
It removes the random values of the mod parts. E.g.: You want to modificate your shield. Now after selection a mod part (regardless of type green, blue or purple) in vanila you will get a random percentage for eg shield capacity from 5,00% to 20,00%. With this mod installed its always fixed 20% (to the highest/best). Same with other modification parts.
BUT !!!!
If you use a modification part who has more than one value - eg Annihilator (purple; exceptional Quality) with weapon Damage 10,00 to 30,00% AND up to 3 extra modifiers. Well, you will get the 30% for weapon damage. And you will get 3 more modifiers on this weapon (inkl. turrets). Those 3 are from
- weapon cooling (4)5,60 to 35,80%
- weapon reload (3)-31,80 to 100,00%
- weapon stick time (2)10,00 to 30,00%
- weapon rotation speed (1)10,00 to 30,00%
You will always get the max. percentage (for all modifiers) - BUT you cannot foresee what modifier you will get. This is still random. SO if you have a normal weapon (plasma) you may get stick time - witch is useless here. You then have to change the modification by rebuilding it - until you will get what you want. This still needs time, (maybe save reloading) and parts and money. So (@YassineDaoudi) yes, you will still have to go some reload cycles. But its worth.
Eg.: Asgard with max. modifications - becomes a complete overkiller. If optimized for OOS combat - you will find it very handy to clean sectors...