Space Engineers

Space Engineers

NPC Weapon Upgrades
439 Comments
@McCloud Jr
besides that its no longer needed as its nowadays itnegrated into mes itself and you just need to tell mes to do it the function to randomize weapons on npc grid work regardless of the weaponframework (for example vanilla, weaponcore) or weaponframework addon (for example vanilla+, rearths advanced combad system).

github link to the wiki where you can readup on how you can activate that function, change settings for it and much more in mes itself is inside the moddescription.
McCloud Jr 6 Jul @ 7:57am 
stupid question but will this mod work with vanilla+ framework and its weapons?
@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.
200 7 Mar @ 12:31pm 
i'm wondering if this is the mod that makes npc ships spawn less frequencly in my world.
it's a lovely concept of a mod!
shootermangabe 13 Feb @ 8:45pm 
Nvm turns out we don’t need this mod. It’s already configurable within MES itself lol
shootermangabe 13 Feb @ 8:41pm 
@jasper I’m gonna see if there’s a way to blacklist ships (or whole factions) with long the config. If so, we just gotta black list wandering trade merchants.
Jasper 26 Jan @ 2:14pm 
FYI. We use Trade Operators Coalition mod on our server and also have this mod. I found that this mod makes the store blocks on the wandering merchant ships from TOC non-functional. Removing this mod restored the function of thw wandering merchants.
modelo3030 26 Nov, 2024 @ 9:07am 
@abisius
thanks for clarifying
Abisius Xarvenius Carbensius 25 Nov, 2024 @ 7:42am 
@modelo3030
besides that this mod is nowadays an option inside mes itself (take a look at the github based mes wiki for more) the global encounters, which factorum is a part of, are not touched by mes at all.
modelo3030 25 Nov, 2024 @ 4:26am 
dose this affect the factorum?
Frission 4 Nov, 2024 @ 12:07pm 
At least move it to under the 'introduction' paragraphs D:
Frission 4 Nov, 2024 @ 12:07pm 
I genuinely wish you would have put the "Meridius_IX has retired from modding. Click Here[] for more details." lower in the descriptions so I don't have to click into Every. Single. One. of your mods to see what they do -- this basically removes previewing the mod description from the 'subscribed items' or workshop mod list pages entirely... :<
Taeleus 21 Oct, 2024 @ 2:17pm 
iirc you dont even need a plugin. just edit the files go in content/modularencountersystems/config-grids.xml

you will find a field called <WeaponReplacerBlacklist>
Enter things in there.
restart game. Profit. Also, check the pinned discussion on this mod called "Suggestion: Whitelist depending on grid size" as there is 2 very good tweaks in there for weapon randomizer.
Dziwo 19 Oct, 2024 @ 6:52am 
@Come and See Theres a plugin that lets you blacklist some weapons from the randomizer
Abisius Xarvenius Carbensius 8 May, 2024 @ 12:39pm 
@Come and See
or just do what is generally recommended and dont mix nonwc stuff with wc stuff
Come and See 8 May, 2024 @ 12:04pm 
This script itself doesn't actually do anything. It just enables the WeaponRandomization that's built into ModularEncounterSystems.

The issue I have with this script is that if you're running weaponcore and have non-weaponcore turrets installed it'll spawn the non-weaponcore turrets. If weaponcore is enabled it should check if the turret is weaponcore compatible.
Abisius Xarvenius Carbensius 25 Feb, 2024 @ 9:32pm 
@diJikosanto
there was a bug that poppep up with an update to wc which cause the game to ctd upon the destruction of blocks by weaponsfire, as far as my informations go that should now be fixed
diJikosanto 25 Feb, 2024 @ 7:04pm 
WeaponCore - 2.4
NorthWind Weapons
+
this mod

causes a crash at some point as npc fight each other. not sure what weapon does it tho.

Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at CoreSystems.Support.Ai.AcquireProjectile(Weapon w, UInt64 id)
at CoreSystems.Support.Ai.AcquireTarget(Weapon w, Boolean forceFocus, MyEntity targetEntity)
at CoreSystems.Session.CheckAcquire()
at CoreSystems.Session.Simulate()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
McCloud Jr 6 Feb, 2024 @ 5:46pm 
Due to WeaponCore being transferred to Ash Like Snow and the old WeaponCore now labeled as WeaponCore- Retired.

Will this cause issues? I know the Shield Mod needs to be updated due to this very reason
kinngrimm 21 Jan, 2024 @ 9:11pm 
is there an MES mod that also installs other modded blocks not just weapons, but say thrusters, reactors, repair systems....
jesus 10 Oct, 2023 @ 11:07am 
Thanks Abisius, I see now that I can set MES to randomize weapon spawn. I'll head over there and unsubscribe from this.
Abisius Xarvenius Carbensius 10 Oct, 2023 @ 10:53am 
@SugarFoot
didnt hat probs so far with the wc mods that i use besides the ai not beeing able to fire fixed weapons that require a lockon to be able to get fired.
as for the weapon id´s i woudl say that is best asked on either the modpage of the mod in question or the wc discord.
and a list of wc based mods to start with is o nthe wc github page.
Dalten 17 Sep, 2023 @ 11:34am 
I'm concerned that this mod might need a quick fix to make sure ammo spawns consistently in randomized gun containers. that is not currently the case. I would also like to request that searchlights be removed from the randomization list, because those are making NPCS weaker.

Is there any chance this old but venerable extension could get a look-see please, to make sure it's up to date with current vanilla weapon needs? thanks.
Abisius Xarvenius Carbensius 25 Aug, 2023 @ 9:23am 
@ArmedBOB
if i remember it correctly than there is a blacklist somewhere.
you would find appropriate informations about that inside the wiki of the inside the moddescription linked github
ArmedBOB 25 Aug, 2023 @ 7:10am 
Is there a way to suppress all vanilla weapons with this?
Keltskiy 12 Aug, 2023 @ 11:43pm 
is there a way to dicate what a specific weapon should be replaced by?

For example can I tell the mod to replace Gatling cannons with a specific Modded weapon or selection of Specific weapons?

also when you say MES wiki are you refering to the github info page or another site?
Meridius_IX / Lucas  [author] 9 Aug, 2023 @ 9:34am 
Yes it is. The MES wiki has the details in the “Grids” admin section
najlitarvan 9 Aug, 2023 @ 8:54am 
is it possible to ban certain weapons from the list of usable weapons via config files?
dRuPpI 7 Aug, 2023 @ 2:45pm 
cool
Meridius_IX / Lucas  [author] 7 Aug, 2023 @ 11:06am 
/MES.Settings.Grids.RandomWeaponSizeVariance.0
dRuPpI 7 Aug, 2023 @ 2:49am 
is there a way to limit replaced weapons by size, without blacklisting every single? one by one... so 3x3 weapon gets not switched to 5x5?
Arcturus 2 Jul, 2023 @ 5:41am 
@Abisius @FlamingNinja
6 Shivas, at that point you might as well launch a NOVA bomb at the enemy

"To the Covenant uglies that might be listening, you have a few seconds to pray to your damned heathen gods. You all have a nice day in hell"
Abisius Xarvenius Carbensius 24 Apr, 2023 @ 11:09am 
@skyrimnut77
what did you write that half a month later steam is still checking your post for malicious content?
Abisius Xarvenius Carbensius 24 Apr, 2023 @ 11:08am 
@FlamingNinja
kinda happened to me quite a while ago with the old guided weaponssystem of wc, got shot with 6 shivas from a single ai ship.
hope i have it happen again sometime in the future :)
FlamingNinja 24 Apr, 2023 @ 10:49am 
@fuedrakia, imagine just sitting there watching a signal pass at extreme range, only for a Shiva nuke from the UNSC pack to wipe you out...
Fuedrakia 12 Apr, 2023 @ 12:48am 
Their is nothing more terrifying then An Ork Warboss's war barge heading towards your base that upon getting close starts opening fire on you with stolen phaser technology.
skyrimnut77 8 Apr, 2023 @ 5:34am 
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Master Baiter 3 Feb, 2023 @ 11:33am 
one feature that would somewhat fun & spicy is to randomise this.
If can make a "replacergroup" targeting for example interior or gatling turret as a primary and then for randomisation have multiple secondary modded turrets that can fill that void, especially for targetting players.

example of idea:
<WeaponReplacerGroup>
<primary>InteriorTurret</primary>
<secondary>PeaShooterTurret</secondary>
<secondary>BegoneHumanTurret</secondary>
<secondary>FleshEatingTurret</secondary>
</WeaponReplacerGroup>
Master Baiter 3 Feb, 2023 @ 11:33am 
biggest issue i've found with the weaponreplacer mod, when inside a npc grid usually u have vanilla: interior turrets that can target players, but when weaponreplacer takes effect.

Most weapons that get replaced do not or cant target players at all,
makes it especially cheesy in combo with static grids as they cant have shields placed.

Was looking on the wiki aswell only way i see to prevent this,
is adding interior turrets to WeaponReplacerTargetBlacklist
or make a pair with GlobalBlockReplacerReference but then can only iirc
replace the interior with one specifc alternative, correct?
chrishoule1366 2 Jan, 2023 @ 10:47am 
you can use /MES.Settings.Grids.RandomWeaponSizeVariance.0 to limit it to the size of vanilla weapons so it doesnt use anything bigger
DeeGlov 7 Dec, 2022 @ 1:59am 
this can break your game because 9 times out of 10 it chooses the largest most OP weapon from a weapon mod to add to an npc ship and they just snipe you from KM away even if you set your weapon aim radius back down to around 900m like most standard guns they pick you off from across the solar system.