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However, mods that add procedural weapons all benefit from the level scaling. That's how it works in the game.
Put "/admin" in the game to get administrator privileges, so you don't die or anything, go to a planet in a high tier system, I don't know what tiers you have, go to the highest you can find, by default the maximum tier is 6, anything 7 or more is what you are looking for.
Search for chests until you find a weapon, that weapon will have the same tier as the planet you are on.
If you are on a tier 10 planet and find an assault rifle, that rifle will be tier 10. It's not really necessary to upgrade these weapons as you want. However, I can look into the matter to see how it works, but I can't promise anything.
- The mod has been completely reworked, almost from scratch. Practically the entire file structure has changed, including the paths within some resource files.
- Now, the weapon positions should be almost perfect. With the mod's restructuring, the sprites are separated into 'additional directories' based on sprite sizes and weapon types.
Additional directories have been created for weapon types compared to before, precisely to facilitate the correct positioning of weapons on the player, adjusting the 'offset' parameters in each file to fine-tune or center them as much as possible.
- All weapons now have recoil effects upon firing.
I think this should be final now, unless there is some mistake I might have missed, I would not need any more changes, I can consider it "final version".
Basically it will be to divide the weapons in more categories and not only in 4, but for the user will remain 4 categories of weapons, which are those contained in this mod, pistols, machine pistols, assault rifles and snipers, simply the assault rifles will be separated into many more folders, by size of weapon graphic, and adjust in a file for each folder, this will solve the problem definitely.
What does it do? basically if you are on a tier 9 planet for example, the weapons you find will also be level 9, this is thanks to this "scaling system", the weapons of this mod, which is not generated procedurally, but are finite (about 300), and those of any weapon mod that are generated procedurally, "in theory" also benefit from this system.
It would be nice to know if you find any of these weapons on planets with tier 7 or more to know if they really have the level corresponding to the tier of that planet.
However, in this case it is different, because there are not 3 folders that combine parts, there are a limited number of weapons around 300 or so, finding one of these weapons becomes more difficult when you use mods that if procedurally generated, it is like saying I don't know, millions VS 300, the odds are low xD
Have weapons be dropped by enemy NPCs.
Make weapons can be found of higher level (for mods containing higher level planets).
No promises, but it's something I'm going to look into.
ヾ(⌐■_■)ノ♪
Masive respect to you and all modders
If you want your crew members to use these weapons, you must use the mod "NPC Spawner", with which you can place equipment and weapons.
I'll take a look to see if I can make random NPCs use these weapons, I don't know how to do it, but I'll study the matter.
Common Weapons:
commonassaultrifleamw
commonassaultrifleamw2
commonassaultrifleamw3
commonassaultrifleamw4
Uncommon Weapons:
uncommonassaultrifleamw
uncommonassaultrifleamw2
uncommonassaultrifleamw3
uncommonassaultrifleamw4
Rare Weapons (surprise?):
rareassaultrifleamw
rareassaultrifleamw2
rareassaultrifleamw3
rareassaultrifleamw4
You know how it works, /spawnitem rareassaultrifleamw.
Each id is a group of weapons in each category, I had to split it into groups for a question "muzzle flash position" of the barrel of each weapon, internal stuff =)
More info in the change notes tab.
NOTE: I had to see it myself playing, as no user who is using the mod has reported me these errors, feedback helps to improve (╯‵□′)╯︵┻━┻
Enjoy or whatever =)