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besides crew enabled i just told mes to spawn creatures, how to is readable here https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Creatures
This mod and mes are frameworks for other add-on mods to spawn NPCs and ships.
You can use the AiEnabled spawner using admin mode to generate some of the enemy character types available but you have to set that up manually
Either way though, do you have any suggestions for mods that would add active character enemies? I like having wolves and the like attack regularly, and I like Crew Enabled, I just don't know how to have both at the same time, since this mod forces Wolves and Spiders off.
aie by itself doesnt add enemys, it just opens up the possibility to have them added by another mod.
crew enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2803081060 would be one such mod
I have MES, and checked that creature spawning was enabled, it is.
I have tried on a few different planets and space, and haven't seen any difference.
Does anyone have suggestions?
i have one button for each door to turn it back on, didnt want to leave one of the three buttons unused.
yeah my airlock was specifically designed to work without sensor or pb and be manual activation only.
you would need to turn the doors of for them to complelty not interact with them.
i have build a relativly botsave airlock built with:
- 2 doors
- 1 vent that is only connectet to the o2 tank of the airlock
- 1 o2 tank that is not piped in
- 1 inset putton panel inside the airlock
- 2 standing button panels outside the airlock (one on each side)
- 1 event controller
- 2 lights for airlock status (pressurized/depressurized and i know it can now be one light, still need to rework that)
the doors are in one group and that gets told by a single button press to close both doors which are turned off once closed by the event controler which switches the depressurisation of the airlock and turns either the interior or exterior door back on and switching the lights depending on pressure state.
the remaining 2 buttons are used to manually turn the doors back on if neccessary or the airlock is not needed due to the external enviroment (foe example on earthlike).
that is something that dindt happen to me so far, di you already sort out mod conflicts and file corruption?
take a look at the moddescription of mes, it states some setting options that need to be off and that it also turns off as it supercedes them.
mes has some requirements for stuff to spawn and if the stuff written on the mes workshoppage and mes github page (which is linked inside the mes workshoppage) you will probably easiest find an answer via the mes discord (which is also linked on the mes workshoppage).
as far as you describe it is nothing aie has an influence on but something influenced by mes and i suggest you look there instead.
i have it running alongside mes and a bunch of other mods with no compatibility probs i notices.
usually not seeing stuff spawned in by mes is either missing stuff that is allowed to spawn in the area where you are or a too low threatscore besides some stuff only spawning if you move around enough.
then you will have probs with mods where there is a guide linked inside of the moddescription as they usually are more complex and require some going through the guide stuff if that stuff is not already known.
i would suggest atleast for such cases to overthink your relation with guides.
now i definitly need to ask:
did you even look at the guide or did you just miss stuff in it?
i ask cause both questions asked so far from your side are definitly answered inside the guide
did you follow all the requirements listet inside the steambased aie guide linked inside the moddescription?
if not then please take a look here as simply just having the credits and the needed botmaterial is not all of the needed requirements you need to fulfill ingame.
one would be that you need to be in a playerfaction (a faction created by a player) regardless of gamemode.
Basically the configuration settings allow for multiple adjustments
Either way, thanks for the input :)
Hey, it's not for everyone. Yes, this is a LOT more involved than BaRS is, and it'll never be perfect just due to the limitations of the Mod API we have to work with. If you hadn't checked out the guide, you should have - it pretty much tells you that the Crew Bots are just there to liven up the area with some NPC movement (with a small amount of utility). The Scav bots just loot things and randomly find things, or attack enemies that come near, nothing too crazy.
The meat and potatoes are the Repair and Combat bots. Combat is pretty simple, just path to an area close enough to engage. Repairing is the most involved and as such has the most issues. Requiring the physical bot to path to an area that may be seen as a obstacle by any other type of bot is a challenge, and sometimes doesn't work well. There are considerations to be had if you want them to work, all outlined in the guide and on the discord FAQ.
That sounds very odd - are you using Weapon Core or modded weapons of some sort? I've never had that happen with the vanilla / default weapons. Not even once.
The Bot Spawner requires a strict search in the G Menu (by typing in "Spawner" in the search bar). This is for spawning enemies, mind you. The RoboFactory is what you want for helpers :)
Crew bot: no real use i can see it walks around a lot then hangs up in some corner doing nothing never moving again.
Scav bot: Never been able to get it to do anything at all
Combat bot: not bad it works for the most part.
simply put i wanted this to weld up my base and it SORT OF does this. but i had to constantly mess with the bots to get them to stop following me (never told them to follow) And when trying to get into the radial menu the bot darts all over the place all around you for no reason at all. I have since moved to "nano bot build and repair" not sure about it yet though.