Space Engineers

Space Engineers

NPC Weapon Upgrades
430 Comments
@200
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.
200 Mar 8 @ 5:35am 
@Abisius
thank you for your comment
I believe I found it.
' <EnableGlobalNPCWeaponRandomizer>false</EnableGlobalNPCWeaponRandomizer>'
in 'Config-Grids'
@200
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.
200 Mar 7 @ 12:31pm 
i'm wondering if this is the mod that makes npc ships spawn less frequencly in my world.
it's a lovely concept of a mod!
shootermangabe Feb 13 @ 8:45pm 
Nvm turns out we don’t need this mod. It’s already configurable within MES itself lol
shootermangabe Feb 13 @ 8:41pm 
@jasper I’m gonna see if there’s a way to blacklist ships (or whole factions) with long the config. If so, we just gotta black list wandering trade merchants.
Jasper Jan 26 @ 2:14pm 
FYI. We use Trade Operators Coalition mod on our server and also have this mod. I found that this mod makes the store blocks on the wandering merchant ships from TOC non-functional. Removing this mod restored the function of thw wandering merchants.
modelo3030 Nov 26, 2024 @ 9:07am 
@abisius
thanks for clarifying
Abisius Xarvenius Carbensius Nov 25, 2024 @ 7:42am 
@modelo3030
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.
modelo3030 Nov 25, 2024 @ 4:26am 
dose this affect the factorum?
Frission Nov 4, 2024 @ 12:07pm 
At least move it to under the 'introduction' paragraphs D:
Frission Nov 4, 2024 @ 12:07pm 
I genuinely wish you would have put the "Meridius_IX has retired from modding. Click Here[] for more details." lower in the descriptions so I don't have to click into Every. Single. One. of your mods to see what they do -- this basically removes previewing the mod description from the 'subscribed items' or workshop mod list pages entirely... :<
Taeleus Oct 21, 2024 @ 2:17pm 
iirc you dont even need a plugin. just edit the files go in content/modularencountersystems/config-grids.xml

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.
Dziwo Oct 19, 2024 @ 6:52am 
@Come and See Theres a plugin that lets you blacklist some weapons from the randomizer
Abisius Xarvenius Carbensius May 8, 2024 @ 12:39pm 
@Come and See
or just do what is generally recommended and dont mix nonwc stuff with wc stuff
Come and See May 8, 2024 @ 12:04pm 
This script itself doesn't actually do anything. It just enables the WeaponRandomization that's built into ModularEncounterSystems.

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.
Abisius Xarvenius Carbensius Feb 25, 2024 @ 9:32pm 
@diJikosanto
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
diJikosanto Feb 25, 2024 @ 7:04pm 
WeaponCore - 2.4
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()
McCloud Jr Feb 6, 2024 @ 5:46pm 
Due to WeaponCore being transferred to Ash Like Snow and the old WeaponCore now labeled as WeaponCore- Retired.

Will this cause issues? I know the Shield Mod needs to be updated due to this very reason
kinngrimm Jan 21, 2024 @ 9:11pm 
is there an MES mod that also installs other modded blocks not just weapons, but say thrusters, reactors, repair systems....
Astro-Creeper Oct 10, 2023 @ 11:07am 
Thanks Abisius, I see now that I can set MES to randomize weapon spawn. I'll head over there and unsubscribe from this.
Abisius Xarvenius Carbensius Oct 10, 2023 @ 10:53am 
@SugarFoot
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.
Dalten Sep 17, 2023 @ 11:34am 
I'm concerned that this mod might need a quick fix to make sure ammo spawns consistently in randomized gun containers. that is not currently the case. I would also like to request that searchlights be removed from the randomization list, because those are making NPCS weaker.

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.
Abisius Xarvenius Carbensius Aug 25, 2023 @ 9:23am 
@ArmedBOB
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
ArmedBOB Aug 25, 2023 @ 7:10am 
Is there a way to suppress all vanilla weapons with this?
Keltskiy Aug 12, 2023 @ 11:43pm 
is there a way to dicate what a specific weapon should be replaced by?

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?
Meridius_IX / Lucas  [author] Aug 9, 2023 @ 9:34am 
Yes it is. The MES wiki has the details in the “Grids” admin section
najlitarvan Aug 9, 2023 @ 8:54am 
is it possible to ban certain weapons from the list of usable weapons via config files?
dRuPpI Aug 7, 2023 @ 2:45pm 
cool
Meridius_IX / Lucas  [author] Aug 7, 2023 @ 11:06am 
/MES.Settings.Grids.RandomWeaponSizeVariance.0
dRuPpI Aug 7, 2023 @ 2:49am 
is there a way to limit replaced weapons by size, without blacklisting every single? one by one... so 3x3 weapon gets not switched to 5x5?
Arcturus Jul 2, 2023 @ 5:41am 
@Abisius @FlamingNinja
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"
Abisius Xarvenius Carbensius Apr 24, 2023 @ 11:09am 
@skyrimnut77
what did you write that half a month later steam is still checking your post for malicious content?
Abisius Xarvenius Carbensius Apr 24, 2023 @ 11:08am 
@FlamingNinja
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 :)
FlamingNinja Apr 24, 2023 @ 10:49am 
@fuedrakia, imagine just sitting there watching a signal pass at extreme range, only for a Shiva nuke from the UNSC pack to wipe you out...
Fuedrakia Apr 12, 2023 @ 12:48am 
Their is nothing more terrifying then An Ork Warboss's war barge heading towards your base that upon getting close starts opening fire on you with stolen phaser technology.
skyrimnut77 Apr 8, 2023 @ 5:34am 
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Master Baiter Feb 3, 2023 @ 11:33am 
one feature that would somewhat fun & spicy is to randomise this.
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>
Master Baiter Feb 3, 2023 @ 11:33am 
biggest issue i've found with the weaponreplacer mod, when inside a npc grid usually u have vanilla: interior turrets that can target players, but when weaponreplacer takes effect.

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?
chrishoule1366 Jan 2, 2023 @ 10:47am 
you can use /MES.Settings.Grids.RandomWeaponSizeVariance.0 to limit it to the size of vanilla weapons so it doesnt use anything bigger
DeeGlov Dec 7, 2022 @ 1:59am 
this can break your game because 9 times out of 10 it chooses the largest most OP weapon from a weapon mod to add to an npc ship and they just snipe you from KM away even if you set your weapon aim radius back down to around 900m like most standard guns they pick you off from across the solar system.
Kirona Nov 30, 2022 @ 6:09pm 
I would love to have weapons be chosen by size/weight as well. It's neat seeing ships with randomized/mod weapons but I keep getting planetary ships with GIGANTIC weapons that just overwhelm their thrusters and slam them into the ground where they get stuck.

A mount point having a lot of space around it also doesn't necessarily mean a larger weapon is a safe/sane choice, since the mount point itself could be next to thrusters, or doors, or other things that would be blocked by larger weapons.
Sonin Alphin Oct 17, 2022 @ 1:37am 
Is there a chance to have the weapons be chosen by size? I ask because I'm using a weapon mod that has really big guns (duh, most weapons are that way) & having a heavy cannon mounted to a small transport vessel doesn't just look weird but the vessel may not be able to run it's course before losing power & crashing. Yeah that creates a chance for loot (very little to none at times) but that almost feels like admin trickery, also if we can remove Interior turrets from the list of options that would be great as a standard since seeing one in the place of say, a Gatling or Missile turret, is like the vessel got set to easy mode.
Synka Oct 15, 2022 @ 5:21am 
having a tiny planetary base field a 1000mm artillery cannon with 8km range at spawn, fun
ExCaedibus Aug 23, 2022 @ 1:32pm 
Is there any way to prevent the replacement of Interior Turrets with different weapons? I am getting closed rooms with giant space artillery in it. Sorry if that is answered somewehere, I could not find it.
I see NPCs with shields of the installed shield mod, but how do they get those? Does this mod do that?

Man I just cannot get MES's own weapon randomizer to work despite i set things to true... any idea what do pay attention to? Or do I need this mod, and the MES config_grid is only for its configuration?
michi84o Jun 6, 2022 @ 5:31am 
You can go to the Storage folder, open Config-Grids.xml and set EnableGlobalNPCWeaponRandomizer to true. I think this mod is should just for convenience.
Baeg'Ehl, Lord of Circular Bread May 28, 2022 @ 7:35pm 
NPCs don't seem to always set their turrets to max range, is this intentional?
Sooner535{UFIP} May 23, 2022 @ 9:49am 
Would like to know if it is needed as well
Red Coralian May 7, 2022 @ 12:56pm 
Is this needed anymore? Doesn't the Modular Encounter Systems already have this function in the code? Or am I missing something?
Distraught Monkey Apr 7, 2022 @ 1:38pm 
Appreciate it Lucas!