Space Engineers

Space Engineers

908 ratings
NPC Weapon Upgrades
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Type: Mod
Mod category: Script, NPC, Other
File Size
Posted
Updated
181.945 KB
2 Nov, 2018 @ 6:09pm
18 Apr, 2020 @ 6:39am
25 Change Notes ( view )

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NPC Weapon Upgrades

In 1 collection by Meridius_IX / Lucas
Modular Encounters Collection
20 items
Description
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

Introduction

The aim of this mod is to increase the challenge in your PvE worlds by turning your advantages against you. This mod will randomize the weapon loadout of NPC grids, and can even use modded weapons!


How it Works

The mod watches for new NPC grid spawns and then scans their weapons. It will then choose a replacement weapon from a list of weapons that are the same size. If you have any weapon mods installed, it can use them as well - assuming they are the same size as the weapon being replaced.

Instead of requiring exact sizes for weapons, the mod can now grab the mount point of where the weapon originally sat and calculate the local space to allow for different sized weapons to be used. This broadly expands the possible weapon combinations you can encounter!

Once a weapon is replaced, it's ammo is also replenished so it is able to fire properly.


How to Use

Simply load this mod, along with your preferred PvE and Weapons mods.

This mod alone does not add any new weapons, so it's up to you to choose what weapon mods are loaded in your world.

Weapons using the WeaponCore framework are also compatible with this system as well!


Known Issues

11/19/2018 - Turrets may not appear in multiplayer if they were replaced while the grid was within sync distance. I am working on methods to correct this. Hoping to have a fix in place in the next week or two. This issue should now be fixed. The mod has pretty much been rewritten and installed in the Modular Encounters Spawner, so it no longer needs to do the weapon swap post-spawn. I've tested on my DS and have not encountered the issue!

11/30/2018 - I've done the best I can to ensure the GSF lasers mod plays nicely with this (built a reference chart of most weapons and their max power draw at default settings). You should no longer see massive turrets requiring power in the GW scale installing to NPCs anymore. However... There seem to be some bugs with some of the GSF turrets, even the smaller ones. I had a couple instances of turrets appearing that would max out power on the grid, and the effect would persist even after removing the weapon. Restarting the world fixed the grid.

TL;DR - I've fixed most the issues with the GSF weapons and this mod, but there are some edge cases I have no control over without having to blacklist the entire mod. If you plan to use the 2 mods together, do so at your own risk.


Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]
Popular Discussions View All (7)
17
12 Nov, 2018 @ 6:07pm
CTD Generating lunar/space cargoship
Keyarose
5
10 Dec, 2018 @ 9:33am
What about adding the "DefenseShield" Mod to the roster?
Kalec84
2
5 Mar, 2022 @ 3:47am
Suggestion: Whitelist depending on grid size
SeniLiX
437 Comments
@Dziwo
dont know who you mean.

its not too much to expect someone to read the moddescription and everyone that uses a mod should do it.
and reading the first 1-2 sites of comments also shouldnt be too much to be expected.
Dziwo 21 Jun @ 3:35am 
>Sends a guy on a wild goose chase through the comments
>Complains they should have looked at description instead
>Wastes own time and theirs when he could have just sent them to github in the first place
MF has nothing better to do lmao
Spaice enjenir 2 Jun @ 3:17pm 
"**sighs**" is crazy... grown ass man hahahaha
Abisius Xarvenius Carbensius 25 May @ 11:05pm 
@dsman2
so you didnt go up to the moddescription and opened the github page linked there?

cause if it would have been the case you would have been able to find the mes wiki and on the side that opens it would have told you where to find the config options for mes and with going through that you would have been able to find all sorts of settings.

**sighs** time for handholding.
page for all grid related settings of mes:
https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Grid-Settings
dsman2 25 May @ 8:50pm 
@Abisius Xarvenius Carbensius
i do not see anything to help me with my issue, all i see is i dont need this mod anymore, but i also cant find the github link for the tutorial on how to enable it in mes
@dsman2
take a look at the last few comments and you will find written what will help you.
dsman2 25 May @ 4:21am 
I would like to choose certain guns from modpacks to disable for npcs, the star trek tractorbeam is so op and game ruining, it can grab an 80 million KG large grid ship and pull it to the npc, flinging the heavy ship at speeds commonly over 17000 meters per second
@200
there are also some other settings related to it which are also explained inside the github based mes wiki.
for example there is one that make sure the weaponsize is rexpecter and thus for example a 3x3x3 weapon isnt replaced by a 7x7x7 weapon.
200 8 Mar @ 5:35am 
@Abisius
thank you for your comment
I believe I found it.
' <EnableGlobalNPCWeaponRandomizer>false</EnableGlobalNPCWeaponRandomizer>'
in 'Config-Grids'
@200
point one would be that it is no longer needed nowadays as its functions got integrated into mes itself a long time ago, its just still up to not break worlds older than the integration of its functions into mes. you just need to switch it on and the github based me swiki explains how.

second point would be that it by itself does not influence the spawnrates but as it requires mes and mes superceeding all spawning that isnt any unknown signal or a global encounter you will have other rules for stuff spawning in as without it.