Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Typically, restricting which NPCs can or can't spawn globally is left up to each player to decide with the help of the MES admin toolset.
Not sure what you mean by a spawn script. All these NPCs are already run by spawn scripts.
Also, all the NPCs start out as neutral to you and won't shoot at you unless you engage them first. Make sure your weapons are not set to target neutrals otherwise you'll find yourself at war with all the factions very quickly.
Lights are annoying as they're made of tissue paper, so they're always the first things to pop. I use my own strengthened lights in my Q-Tech Utilities mod which helps a bit. If I were to nerf the weapons so they don't destroy lights then they'd be useless against anything else as well.
Making them as NPCs in your own faction is less trivial. You'd have to make a mod with them using MES to script their behaviour. Basically you'd be doing what I've done here. It's certainly doable with enough time and effort. Only thing is to make sure you get permission and give credit to those whose ships you use.
The only solution is I will have to recreate the prefabs and update the mod. That may take some time as I am currently focused on the re-make of the encounters with new ships and factions.
I don't think it's the torpedoes causing the game to lock up or others would have reported that issue before now. I suspect it's the size of the prefab that MES is loading; the Negh'Var is a big ship. See if you can spawn the Federation Galaxy Class and check whether that does the same thing because that model is even bigger.
From recollection there is a way to blacklist certain ships from spawning in MES. You may want to ask around on their Discord and disable any ships that are causing undue lag for your game / server.
In the original version of the mod, the ships were all set to self destruct rather than be boarded. I removed the warheads for reasons I don't quite recall now; I should probably add them back in.
If I had the time I would probably fit out all the ships properly that aren't finished, but I definitely don't have the time so I'm afraid they will remain in their current state. They can be salvaged for components or captured and re-fitted if players wish.
22:47:54
2023-07-20 20:47:54.379: MES Spawner / Error: Could Not Add Trigger Profile To Behavior: [Klingon-No-Weapons-BS]
/MES.Info.GetEligibleSpawnsAtPosition
This gives the same info as GESAP (it should since it's what GESAP stood for) copied to the clipboard. I'll have to ask the MES dev why GESAP doesn't seem to work.
Bear in mind threat score has no relation to PCU or block limits; it's calculated by MES using your ship and the blocks in it.
Check your threat score with /MES GESAP and at the same time check if the Star Trek spawns are on the eligible list. If they are, try spawning one manually. If that works then you just have to be patient.
Also, these NPCs share spawn time with every other NPC, including all the Keen SPRT ones.