Space Engineers

Space Engineers

Ultimate Vanilla Weapons Fix
45 Comments
TK_Over50 10 Apr @ 12:01pm 
I only have 1 computer. It's beater that I built for about 300.
TK_Over50 10 Apr @ 12:00pm 
I have collections on my profile but they are private. It was just to backup my mods until I moved everything over to ssd. That turned out to be a partial disaster. So i put everything back and created a symbolic link. SE still thinks that everything is in the proper folder but it's on my ssd. It works a little better.
G.Admiral_Telcar  [author] 10 Apr @ 11:59am 
I just mentioned torch because it has a section that shows dependencies under the mod tab. Im not sure if it can be ran from the same pc as your playing on. Playing on a server takes half the load off you pc, so even for single player id just setup a local server for myself on another computer.
G.Admiral_Telcar  [author] 10 Apr @ 11:55am 
My version of this mod for my own self has everything in one mod that can be. I cant post that version here through. If its copyrighted then its illegal and if not it goes against steam terms and not fair to the authors. If i wanted to Id have to get the permission of all 50 people and i plan on it if any of this can be ported to SE2. There's plenty of tutorials out there for SE modding but if you wanted i could get you started. You could take all the mods you use and put them into one and only use it for you or a small group of friends and it would be fine as long as its unlisted.
TK_Over50 10 Apr @ 11:51am 
I appreciate all of your help.
TK_Over50 10 Apr @ 11:51am 
I will watch the video and load it tomorrow. I have a busted hot water repair to do today. I just jumped in to remove an annoying mod that I had remembered.
TK_Over50 10 Apr @ 11:49am 
Yea, everything I do is on offline local server. I installed it and might as well have walked into a 3rd dimension. I was completely lost.
G.Admiral_Telcar  [author] 10 Apr @ 11:46am 
@TK_Over50 Id be happy to show you how to use torch, or wastedspace also has a good video on you tube. Even if i played in single player or just with a small group id still use torch. It has plugins like the Quantum Hanger, witch gives you a digital garage to store 100 grids, plus many amazing more. As for the Mod its not hard to combine mods into one, this is what i do for all mod mys for my servers. I just load one mod and its got everything in it. This is what you have to understand through, If it contains code writing by somebody else. You have to get everybody permission, unless its for private use.
TK_Over50 10 Apr @ 11:42am 
Sir, I think that he is just being a troll that found someone who really loves the game to get into it with. I appreciate your willingnes to keep your mods running smoothly and I look forward to any work that you do in the future. Don't let a troll ruin a great experience. I agree that you can get you point across without proper spelling, because this is not Babylon!!! Their, I said it!
G.Admiral_Telcar  [author] 10 Apr @ 11:35am 
@andersonman I'm not quite sure what i did to piss you off. I looked back through the comments, you've never even asked a question about the mod. Why would you take the time out to comment something about something, that's got nothing to do with the mod. This is a comment section not a job application. As long as the message gets across i don't give a rats ass. I use spell check but its a comment, its slapped down anyways. Sorry Steam comment isn't MS Word.
andersenman 9 Apr @ 11:17am 
See, and if you actually *wanted* to misspell "s***", then I would even believe you. But that's not actually what you want. You just want to not be called out on your negligence. Unfortunately for you, you have no inalienable right that would protect you from that. So, yes. Their*. What are you, five?
TK_Over50 6 Apr @ 11:10pm 
I think I need to learn how to write mods and maybe I could get rid of a lot of the mods that I have loaded and the dependencies, I'll get back to you on the Torch part. It went over my head when I tried it at first, because it looked like I was loading come kind of server. I really just needed a program to tell me which mods load what dependencies. Not a server. that's how that got backburnered.
TK_Over50 6 Apr @ 11:05pm 
When I first started, I would keep a text log of he broken mods (because I have a horrible memory) but that got overwhelming.
TK_Over50 6 Apr @ 10:59pm 
Oh!! The grammar part had me rolling. I cried a little. lol With the Torch thing, I have downloaded but I am lost to figure out how to use it.

I figured out that weaponcore loads as a dependency from one of the MES packs that I load. Hence needing a mod to fix the turrets that DID WORK. Thank you for letting me know how tto find out which mod is loading weaponcore so that i can get rid of it, water mod, and AI Enabled.

I am not on a server. These are solo/offline games that are really an extended prep to see which mods actually work on my system. So that eventually I can play a reasonably straightforward survival game with only working mods and so far I have narrowed it down (some.)

If you remember, I had a problem with UA QOL Pack and had to unload it. I'll have to re-load it to find the error for that one.

I use Visual Code to view the game logs and SBC/CS files. Rather than Notepad++.
G.Admiral_Telcar  [author] 6 Apr @ 7:43pm 
also i don't think scope framework works correctly anymore. It has not been updated in a while and the zoom function has not worked in a long time.
G.Admiral_Telcar  [author] 6 Apr @ 7:40pm 
If you load the mod pack into torch it will list all its dependencies and tell you if weapon core is in there, these are also listed to the right of the mod pages on steam.
G.Admiral_Telcar  [author] 6 Apr @ 7:32pm 
Weapon core is different, every weapon and block has different strength and weakness and different types of damage like kinetic, energy, etc... depending on its armor or if its a canon, assault or, direct energy weapon. This is all calculated in the moment of battle via scrips and not pre set. Weapon core converts the vanilla weapons to this new damage script system, and makes the presets in the .sbc file of this mod useless.
G.Admiral_Telcar  [author] 6 Apr @ 7:32pm 
TK_Over50 this has been an on going issue for you for a while. I'm still not sure what the issue is your having but maybe you could pm me or contact me more directly. Maybe i could join your server or look at your mod pack myself. Off the rip by default weaponcore does not change or add weapons and your not going to notice a different unless you added the mod your self or added extra weapons. Vanilla weapons and blocks damage and integrity are pre set in a .sbc file and loaded befor the game start and that it. There are only 2 variables damage of the weapon projectile and integrity of the target.
G.Admiral_Telcar  [author] 6 Apr @ 7:02pm 
Do not correct my grammar on my mod.Page, I will spell s*** the way I want, no matter how f***** u* it is
TK_Over50 25 Mar @ 6:10pm 
I think that Andersenman was attempting to correct your grammar. Update: I still have not found which MOD is allowing some of the vanilla weapons to work, whilst not allowing others. I will continue to test and let you know if I find a working combination.
TK_Over50 28 Feb @ 2:54am 
I'm still testing to see if i can pinpoint it. I'm beginning to think that one of my MES modpacks is loading weaponcore and that is what is clashing.
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 10:41pm 
I would very interested to know, what mods in my pack disagreed with what mods your using??!!...
TK_Over50 18 Nov, 2024 @ 5:13pm 
I already have 90% of your QOL mod. the ones I don't have didn't agree with my configuration, had an error or crashed the game. It is a great list.
TK_Over50 18 Nov, 2024 @ 5:11pm 
I use Scope framework. Loaded 4th behind Weaponcore, Weapon Fix. MES.
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 3:45pm 
I think there may be others that had different crosshairs to
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 3:43pm 
try this it will get you started they make extra scope mods for it you will have to find, but i think it may be what you want.

Scope Framework
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2754014019

This mod is also included with my quality of life mod
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 3:38pm 
This mod does not work with weapon core, it seas that in the description. The max range and turret controller scripts may still work but the weapons range will not. You can change all setting for weapons, there damage, fire rate, and range in the weapon core config. This mod does not touch hand weapons what so ever and neither does weapon core. If you would like a hand weapon mod, let me know what you want and i will look into it.
TK_Over50 18 Nov, 2024 @ 3:33pm 
Do you have anything for fixing the scopes on the hand weapons? Basically it just zooms the screen in. no reticle, and freezes the movement. I have to aim, zoom, then immediately fire. Then, wish for the best. Most times I miss.
TK_Over50 18 Nov, 2024 @ 3:20pm 
As for the hand weapons - trash!! I found a few hand weapons that work with WC. This should fix that as well. Or, I will have to get rid of WC which will cripple my fighting capability. I am in space and nowhere near my other bases. I don't do a lot of planet stuff.
TK_Over50 18 Nov, 2024 @ 3:18pm 
Quite a few WC weapon mods are outdated and don't work, or worse crash the game. So, having some vanilla options is great!
TK_Over50 18 Nov, 2024 @ 3:16pm 
Thanks!!! Loading it in now!! I think it is a WeaponCore bug that basically tanks all non-WC turrets to .1m and some (the ones the are designed to be controlled) will not even fire. NOT EVEN IN CREATIVE MODE. I'm not bad-mouthing that MOD, I'm just finding a workaround for the bug and if this is it, you are going to be my favorite MOD author.
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 2:58pm 
if your having a problem with a turret only having a .1 max range after built or something like that then yes in theory this should fix that. When you build a turret this mod will bypass the default settings and automatically load the max rang of that turret from its definition
G.Admiral_Telcar  [author] 18 Nov, 2024 @ 2:52pm 
Not sure what bug you talking about, please tell me more info to be able to tell your for certain. If this mod is installed then all weapons will always be at there max range of the individual turret and will never go below that range unless you change or a another script changes it.
TK_Over50 18 Nov, 2024 @ 2:30pm 
Does this fix the turret .1m max range bug 🐛? Or, do you know a mod/script that does?
Shaggy 28 Oct, 2024 @ 8:41am 
Awesome mod mate, saves using those derpy AI blocks and the tracers are a nice touch as well. Cheers!
G.Admiral_Telcar  [author] 27 Oct, 2024 @ 7:13pm 
Updated with the new Contact update turrets, Sorry it took me so long.
G.Admiral_Telcar  [author] 25 Oct, 2024 @ 3:57pm 
Here it is my man Prototech Standard Assembly, it will now make everything the regular assembler will.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3354696375
G.Admiral_Telcar  [author] 25 Oct, 2024 @ 1:51pm 
That's the whole point for the prototech assembler, to make components so you can repair your ptototech blocks that you find. They meant to be end game blocks, so by the time you get them you should have dozens of regular assembler and every other block in the game. It gives you something to search and strive for instead of just setting in one place building. Im starting on that mod shortly.
Client_Side 25 Oct, 2024 @ 12:58pm 
that would be so cool thanks . i was disappointed to find out that it only made the prototech comps and not the normal stuff, cant even make your own prototech blocks without the frames. so besides repairs its kinda useless.
G.Admiral_Telcar  [author] 24 Oct, 2024 @ 11:52pm 
I checked out the definition for the prototech assembler and its the same as the regular assembler. Later today i will post a mod "Prototech Regular Assembly" or something like that. I can make it produce regular components but it will currently produce them at the same rate as the prototech components. I will look into changing the speed for different component types. I will post a link to the new mod here and it will also be on my discord and workshop.
G.Admiral_Telcar  [author] 24 Oct, 2024 @ 11:29pm 
The prototech stuff just came out, so people haven't had a lot of time with it yet. There a lot of modders that I've talk to that have big plans with the blocks. I haven't looked at them my self, but ill look at the assembler. I've modded what the tiered assemblers can produce on my server, so shouldn't be to hard. I think it has different modules, i wouldn't mind having a module for it for my server that makes regular components.
Client_Side 24 Oct, 2024 @ 6:30pm 
if you are offering i would like to see a mod that makes the prototech assembler make normal stuff as well but faster like all the other blocks. i haven't been able to find a mod like that yet
G.Admiral_Telcar  [author] 23 Oct, 2024 @ 8:53pm 
Your Welcome!!!.... :), If the mod needs anything let me know, or if the game needs a new mod let me know. I will be releasing tonight an Ultimate Vanilla Components mod that increases all component strength by 10 and stuff like steelplate by 25.
Client_Side 23 Oct, 2024 @ 4:44pm 
thank you
G.Admiral_Telcar  [author] 15 Oct, 2024 @ 1:37pm 
Will be updating this to include the new turrets from the Contact DLC.