Space Engineers

Space Engineers

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OKI NPC Expansion Mod
   
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Type: Mod
Mod category: NPC, Other
Tags: NoScripts
File Size
Posted
Updated
153.276 MB
5 Apr, 2015 @ 8:19am
27 May, 2022 @ 8:45am
33 Change Notes ( view )

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OKI NPC Expansion Mod

Description
This mod is an attempt to shift the difficulty level of vanilla survival into much more dangerous gameplay by introducing various industrial and military cargo ships armed with OKI Grand Weapons Bundle stuff and expanding harmless vanilla drone set with much deadlier combat drones.

For users of Modular Encounters Spawner this one also adds planet-bound cargoships, planetary installations and special 'Bosses' encounters that players will have to manually trigger by moving to encounter`s GPS nav point.

PLEASE NOTE!
OKI ships in this mod require one of the following OKI Grand Weapons Bundle mod versions listed below.

Seff's revisioned and retextured version: https://sp.zhabite.com/sharedfiles/filedetails/?id=2374200567
derekt's WeaponCore compatible version: https://sp.zhabite.com/sharedfiles/filedetails/?id=2323902217

Contributors!

First of all i want to credit Meridiux_ix for creating a Modular Encounters Spawner framework that modders can use to populate worlds with a great variety of NPC threat. My NPC mod attempts to use MES as much as possible, but MES is still optional.

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The bulk of the mod that is formed by my OKI ships is being steadily expanded with other players` ship sets. This is the place where i`ll list the contributors, link to their profiles and workshop pages and provide some info on sets.

- Hull Breach: Profile page - - Creations page
6 large cargo ships with HullTec tag. Carry a lot of lootable cargo, but are well armed to defend themselves from thievery.

- Venom415: Profile page - - Creations page
4 super-capital military ships and large space freighter with expanded weaponry using RSCP tag. Plus a powerful planetary helicarrier that spawns wings of fighters.

- Doctor Budgie: Profile page - - Creations page
6 medium sized exploration, industrial and escort ships with NRB tag. Ships are heavily decorated with various unwelded parts creating a very interesting ramshackle look for the vessels.

- Whiplash141: Profile page - - Creations page
3 medium sized warships and 5 fighters (drones) that use WMI tag made by this famous and talanted coder. Fighters appear as assistance support for cargo ships and are spawned by pirate bases. All of the 3 large ships are using custom weapons made by Whip or homming torpedoes of my design.

- ShatteredGalactic: Profile page - - Creations page
3 large grid warships with TRCN tag that are using vast amounts of custom turrets and spawn either fighters or torpedoes to support them.

Please note that this NPC Expansion Mod uses modified versions of the original authors` ships with their permission. Changes are mostly in weapon layots and cargo / reactor fuel balancing. In some cases additional remote controller unit and antennas were added to provide support for drone / fighter spawning and atmosphere ship navigation.


A fair warning!

Installing this mod WILL put your existing creations to danger! Drones that pirate space stations and cargoships spaw are capable of delivering significant amounts of damage to your ships and bases!

In some rare cases a STRIKE COORDINATOR space ship will arrive that will spawn a group of large grid combat vessels ranging from tiny gunships to medium sized destroyers that will immidiatelly home at current player`s position (or remote controlled vessel).

Planets with atmospheres have their own FIELD OBSERVER ship, OKI FORTRESS and OKI COMMAND BUNKER installations that will spawn planetary strike groups of similar types.

Several ships with WMI tag will use a 10km range homming missiles or torpedoes that have no antenna signals. Use OKI observer units to spot such threats!

The game always defaults to maximum of 5 AI controlled drones, but you can override this setting by opening your save game file and changing the '<MaxDrones>5</MaxDrones>' to whatever amount you wish! This does not impact on maximum number of cargo ships at once though.


Mod requirements

This mod is based around and requires the weapons introduced by my other mod OKI Grand Weapons Bundle (linked in required mods). If you don`t have that mod than all of the cargoships will spawn weaponless or with just a few vanilla guns...
Link: https://sp.zhabite.com/workshop/filedetails/?id=429053416

Mod is also compatible with Modular Encounters Spawner mod which allows it to spawn Planetary Cargoships in planets` gravity as well as various installations. MES mod is optional, but not having it will end up in just spacebound cargoships spawning around. I highly recommend using MES with this mod!
Link: https://sp.zhabite.com/workshop/filedetails/?id=1521905890

Mod is compatible with any mods that replace weapons, but it still needs the aforementioned weapons bundle to provide the weapon slots for replacing.


What does this mod exactly do?

For users with a basic set up (this mod and OKI Weapons Bundle) it adds:

- over 40 various cargo ships that spawn, travel and despawn much like vanilla cargo ships.
- few cargo ships that spawn drones, homming missiles, or even powerful large grid attack ships while traveling.
- free roaming fighters / drones that spawn as normal cargo ships, but will hunt the player rather then passively travel and despawn.
- over 30 new drones that pirate bases both on planets and space spawn to attack you.
- it expands the 'Escort mission' with more deadly pirate drones / fighters.
- it adds some of the ships from this mod to the NPC station market.


For Modular Encounters Spawner users it also adds:

- over 20 cargoships that spawn on planets some of which can call in powerful reinforcements!
- installations for planet exploration some of which are able to spawn combat drones to constantly harass players.
- Pirate Bosses that players can trigger when arriving at their GPS coordinates (world throws a warning message first and then places a GPS that players can go to and trigger spawning of hostile entitiest or avoid going there). Boss types range in difficulty from normal (smth that a single armed and armored large grid ship can handle), hard and very hard (that spawn battlecruisers and such armed to devastate fleets).
- NPC faction cargo ships (acting as standard cargo ships, but belonging to one of the NPC factions that is not pirates).



Knonw issues

- some installations STILL spawn half-burried or afloat. If you spot this - PLEASE make a screenshot for me to fix...
- markets do not show icons for the ships from this mod...

Have fun!
Popular Discussions View All (2)
1
5 May, 2019 @ 8:47am
How to add a ship to this bundle
Okim
0
1 Aug, 2019 @ 2:45am
After Action Reports
Okim
194 Comments
@Volnick
all weapons not made for weaponcore are incompatible with it and to my point of understanding there is atm only one system that works with wc based and vanilla based stuff which would be anpal.
vanilla+ is vanilla based stuff and thus its incompatible with wc.
Volnick 30 Jan @ 8:10am 
I use weaponcore 2.5
Volnick 30 Jan @ 8:10am 
Some mod, I don't know which one, is removing your weapons saying that they are not compatible with the vanilla weapons. I wish I could figure this out. I have all of Lucas' vanilla plus mods installed.
Dark Spirit 20 Feb, 2023 @ 6:17am 
Hello.
"...is an attempt to shift the difficulty level of vanilla survival..."
So i guess this mod does not work in creative mode? Or it works in a different way?
I´ve seen two SPRT. TRCN Dinasty Destroyer signals on my creative save, but they are static, showing no movement or hostile intentions.
Lt.Fenix 28 May, 2022 @ 3:04pm 
Ah, okay. Thanks.
Okim  [author] 28 May, 2022 @ 12:29pm 
In that case a mod that retains block ids (making wepons appear on the ship), but using different difinitions will have weapons present, but most probably using default targetting settings. Like those you get when building the weapon in the first place.

Nothing game breaking, but probably a bit boring since stuff like 50mm cannons and 230mm battlecannons might get their set max ranges defaulted to something like 800m.
Abisius Xarvenius Carbensius 28 May, 2022 @ 11:58am 
@Lt.Fenix
he did write about definitions, not about id´s

i did exchange the oki wepaon pack myself for the wc version as soon as it was there and they all got automatically replaced, also did a small check if it is still the case and it works.

the id is to identify a type of block while a definition if for example how far a weapon can fire or what it can target.
Lt.Fenix 28 May, 2022 @ 11:49am 
"Chipstix213 [author] 7 hours ago
The weapon core version will likely have some turrets using different definitions because of how weapon core works"

Seems the author didn't really answer my question, but I'm going to assume no one has any real reason to change the ID's, so hopefully your NPC mod and his weapon mod work together.
Okim  [author] 27 May, 2022 @ 10:15pm 
This one should work as it uses Seff's reupload. And Seff's reupload uses original IDs.
Lt.Fenix 27 May, 2022 @ 6:38pm 
Oops, sorry for the broken link. For reference, here's a fixed link for other people to look at: https://sp.zhabite.com/sharedfiles/filedetails/?id=2481720426

I'll ask the mod author about the weapon block and ammo ID's. Thanks.