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sounds like you forgot to read the moddescription of defense shields itself or atleast to follow that is written there.
in short words:
you will need weaponcore or another weaponframework that is make to work with defense shields for them to work properly. the vanilla weaponframework and weaponframeworkaddons based on it (for example vanilla+, rearths advanced combat systems) are missing informations neccessary for defense shields to work properly and thus arent compatible with it.
beside that:
you can nowadays just tell mes itself to randomize shields as the n pc shield randomizer has been integrated into it years ago and its just up in the workshop to not break stuff older than the itnegration of it.
https://support.keenswh.com/spaceengineers/pc/topic/48101-shielding-upvote-if-you-want-se2-to-have-new-technologies
for "npc wepaons upgrades" goes the same as for "npc defense shields provider":
the functions are nowadays integrated into mes itself and the mod is no longer needed you just need to tell mes to do it.
besides that the function of "npc wepaon upgrades" are there to give npc's weapons you can also have yourself.
cant say for sure that there is no mod in there that requires a wc incompatible weapon as from my own experience the worlds modlist only shows the mods you added yourself, though there is a known mod conflict in there:
"robot raider pods" requires "aienabled" which is due to how it uses the faction system to make the bots possible incompatible with "exploration enhancement mod" cause that one messes too deeply around with the faction system.
if you cant find the mod in your world that is wc incompatible on your own you can provide logs via the wc discord so that the whole modlist (including automatically downlaoded required mods) can be seen and sortet through.
Also im using these mods (3 screenies) https://postimg.cc/gallery/2k5sMhk - The only one i can guess is meddling with weaponcore would be the "NPC WEAPON UPGRADE" mod. That one came along with the whole MES collection basically. Then again it supports modded weaponry, i dont know to what extend though.
sounds as if you have a nonwc weaponmod or another mod that also alters vanilla weapons in the world.
wc has an internal basic replacer for the vanilla weapons and there are also more advanced replacers for them avaible in the workshop, but mods like io or ones that alter the vanilla ai ranges also modify the same weapons and thus they are no longer properly replaced and thus get incompatible.
that can also happen due to mods requiring other mods or the mods that re required by other mods requiring other mods.
as for the unsupportet mode of wc that lets wc incompatible stuff stay in the world is for ones that absolutly want to mix wc with nonwc stuff and the incompatible stuff will still have no working ai which is to my understanding due to se only beeing able to handle one weaponai system at a time.
first please read the comment directly before yours.
second if you had read the description of defense shields from which the shields used on the npc grids are you will find out that you need either weaponcore or another weaponframework made to work with ds for it to work properly (this is due to specific informations beeing needed which are not provided by the vanilla wepaonframework and most others), the only alternative known to me atm is anpal as it bridges between wc and vanilla.
and what do you mean with "...seems overkill &semi incompatible...."?
besides that this mod is nowadays an integrated option of mes i would say the best place for such a suggestion would be the mes discord.
More power = more shield HP
mod: Adds more reactors batteries on Encounters to make their shields 10x more stronger
that is not fully correct.
defense shields has been wc requiring since we got railguns in vanilla and it was already in consideration to drop the vanilla support beforehand due to a bunch of problems originating from a amount of missing informations from the vanilla weaponframework for defense shields to work properly.
so even before ash like snow did take over form darkstar it has already been requiring weaponcore or another weaponmod made to work with defense shields (atm weaponcore is the only one known to me that is) since shortly after the warfare 2 update in february 2022.
ash like snow did only take over weaponcore and defense shields from darkstar in february 2024.
as defense shields shield strength is based on avaible unused power you will need to either add more power to the npc grids or need to fiddle around with the "defenseshields.cfg" but this will then affect all shields.
you can buidl the same shields on your ship, even without this mod to tell mes to put them on grids or directly setting the setting in mes itself for it.
take a look at the requirements listed, defense shields is what brings the shields and you can build them on your grids.
if one world crashed but not the other while both have the same setup its probably somethign with the world itself and usually a sign of the world beeing to old or having caught a case of file corruption itself.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
this mod is only there for ease of setting up and to not break worlds that uses it prior to its integration into mes itself, there is nowadays a option for it in mes itself and you can find out how to switch that setting via the mes wiki.
besides that it could be file corruption on game or modend or a case of mod conflict, i have mnade a "standard first aid list" which i will post in a seperate comment because of its size for sorting this out.
if that doesnt help you will probably have to gather the logs and provide an example world for a full blown bug report, which i would sa is preferably done via the mes discord.
Are there any blacklists here that could disable shield spawning?
In my collection of mods there are abandoned buildings, such as barns, factories, etc. And a shield generator appears in literally every toilet! This gives me almost endless expensive resources for virtually nothing, which breaks the scenario a bit.
they will have the default settings given out by defense shields, as far as i understand it you would need to alter settings in defense shield itself in an area outside of the cfg file it has and thus you would need to make a fork of it which requires permission of the modder which has ownership of it, which would be at this time ash like snow
from my own experience you should be able to take them out without too much hassle, atleast if you use a defense shields compatible weaponframework as stated a few posts prior.
I was not, I am now using weapon core but haven't tried with the Shield seeing how they could shoot me but I couldn't touch them lol. Assuming I should try again now that I have the weapon core mod
that prob should no longer assist as you can no longer have 2 versions of defense shields in the world which caused a complete breakdown of all weapons as a known problem while the ownershipchange of weaponcore and defense shields, the old versions are no longer avaible in the workshop.
are you using weaponcore or another defense shields compatible weaponframework? the vanila weaponframework is incompatible because it doesnt provide the neccessary informations.
are you using non weaponcore weapons?
if yes they wont do damage.
did you make sure to remove the old defense shields mod from your modlist after the dependency change?
if not then remove it as having the new and old defense shields mod in a world will cause havok.
You should update dependency, since current mod you're loading, is retired.
Regarding balance: I'm using mostly default settings, with the only exceptions being to player inventory size. The only weapon mods in my list are NorthWind + dependencies. I get that meridius doesn't have any intention of balancing to accommodate for vanilla or common mod packs (wouldn't make any sense), but a brief guide for how to tweak the mod pack values and a notice that you should do it before you start a world with the pack in it would be a good idea. It seems the only way to have the mod function in a way that is balanced is to balance it yourself, and from what I can tell after 19 pages of steam comments is that there is little documentation for how to do that, but there are of plenty of similar complaints to mine about oversized shields.
a change in the unused power would change the power avaible to the shields, so if the grid has less unused power the sheidl will weaken and if it has more unused power it will trigger a shield recharge.
and as meridius already stated it all come down to how you did setup the world balancing wise.
there are even wepaonmods out there that make a 4mil hp shield into a soap bubble by roasting it with a single shot.
as for the 2.3mil hp shield: so far the strongest shield i did encounter on an npc grid was around 1,2mil hp on a npc ships that i would classify as a battleship or battlecruiser or atleast a heavy cruiser from imber and incon and even these where from dangerous encounters.
and ships from imber or incon are designed to be a challenge as far as i understand it.