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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.
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.
>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
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
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
take a look at the last few comments and you will find written what will help you.
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.
thank you for your comment
I believe I found it.
' <EnableGlobalNPCWeaponRandomizer>false</EnableGlobalNPCWeaponRandomizer>'
in 'Config-Grids'
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.
it's a lovely concept of a mod!
thanks for clarifying
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.
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.
or just do what is generally recommended and dont mix nonwc stuff with wc stuff
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.
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
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()
Will this cause issues? I know the Shield Mod needs to be updated due to this very reason
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.
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.
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
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?
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"
what did you write that half a month later steam is still checking your post for malicious content?
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 :)
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>
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?