Walker meets Alien in Nature

  • description Description

    This mod brings the alien out there. You can also meet an alien while wandering through the landscape. They are not very common. And if you have good eyes, even better without scanner.

    There are 2 versions

    _MOD.walker.meets.alien.in.nature.pak
    -> This version is intended for the searchers and explorers. For those without further aids, only with their 2 feet themselves go on the search. Aliens have no icon and can no be detected with the scanner.

    _MOD.walker.scans.alien.in.nature.pak
    -> This version is for all those without scanner never go out of the house. Aliens can be detected on foot with the scanner. They have a green icon for rare objects.

    Credits:
    A big thanks to emoose for his reference, which allowed us all great mod projects for many weeks. The same to monkeyman192, theFisher86 and grekwaste and to all those who were perhaps still involved in your great work on the update of the mbincompiler!

  • speaker_notes Installation

    Place !ONE! of the downloaded '_MOD.*.pak's (inside the zip file) in the No Man's Sky/GAMEDATA/PCBANKS/MODS folder. If the "MODS" folder don't exist create it. An then delete the "DISABLEMODS.TXT" in the PCBANKS folder or move it to another folder. Otherwise no mods will be loaded!

    Deinstallation:

    Remove the selected '_MOD.*.pak' from the No Man's Sky/GAMEDATA/PCBANKS/MODS folder

  • event_note Changelog

    V1.33 01-16-2017
    - alien variations are more exclusive
    -- gek, vy'keen, korvax can exclusive in front by biom:
    --- teleport anomaly
    --- emergency signal terminal
    --- observatory terminal
    --- atlas orb
    - gek and vy'keen exclusive in front
    -- grave
    - gek exclusive in front
    -- chunk
    - korvax exclusive in front
    -- mobile computer terminal
    -- Zincum Giganteus
    - vy'keen exclusive in front
    -- cube relict *new alien part in nature (see picture)
    - two alien breeds per biom in front
    -- yellow crate
    -- green crate
    -- crashed ship
    - all alien variations by biom possible
    -- terminal shop
    --- actual biom alien spawnrate preset status
    ---- cave: removed to give free spawn capacities differently
    ---- dead: very rarely / placement coverage varies between 0.007 / 0.00749
    ---- low:  more rarely / placement coverage varies between 0.0075 / 0.00842
    ---- mid:  less common / placement coverage varies between 0.0095 / 0.0103
    ---- full: moderately common / placement coverage varies between 0.013 / 0.0139

    -
    V1.32 (experimental 4) 01-15-2017

    - reduced alien variations per biom from 23 to 21
    - changes at all biom presets
    --- actual biom alien spawnrate preset status
    ---- cave: removed to give free spawn capacities differently
    ---- dead: very rare / placement coverage varies between 0.0065 / 0.0075 (before V1.31 0.0025)
    ---- low:  rare -(minus) / placement coverage varies between 0.0075 / 0.0085 (before V1.31 0.005)
    ---- mid:  rare +(plus) / placement coverage varies between 0.0095 / 0.0105 (before V1.31 0.007)
    ---- full: moderately common / placement coverage varies between 0.013 / 0.014 (before V1.31 0.009)

    I think the problem can only be solved by reducing the alien variations. At the 1.2 it was up to 10. When I started to go up the problems began. If other errors occur, I will always remove two alien variations, so 21 -> 19 -> 17 -> 15 ... But I hope it does not take so long and I do not really have to reduce so much.

    -
    V1.32 (experimental 3) 01-14-2017

    - changes at full biom / mid biom back to exp 1 values
    --- actual biom alien spawnrate preset status
    ---- cave: removed to give free spawn capacities differently
    ---- dead: very rare / placement coverage varies between 0.005 / 0.0065 (before V1.31 0.0025)
    ---- low:  rare -(minus) / placement coverage varies between 0.0071 / 0.0084 (before V1.31 0.005)
    ---- mid:  rare +(plus) / placement coverage varies between 0.0094 / 0.0096 (before V1.31 0.007)
    ---- full: moderately common / placement coverage varies between 0.0134 / 0.014 (before V1.31 0.009)

    I have reduced the spawn values. I personally "unfortunately" had no problems with the [experimental 2]. But I listen to the feedback because it should work for everyone. The situation makes the search for errors difficult. Small steps...

    -
    1.32 (experimental 2) 01-14-2017

    - changes at all biom presets
    --- actual biom alien spawnrate preset status
    ---- cave: removed to give free spawn capacities differently
    ---- dead: very rare / placement coverage varies between 0.005 / 0.0065 (before V1.31 0.0025)
    ---- low:  rare -(minus) / placement coverage varies between 0.0071 / 0.0084 (before V1.31 0.005)
    ---- mid:  rare +(plus) / placement coverage varies between 0.0091 / 0.0101 (before V1.31 0.007)
    ---- full: moderately common / placement coverage varies between 0.0137 / 0.0148 (before V1.31 0.009)
    - add new alienpart in nature
    -- Gek exclusiv in front of a chunk (see picture)
    -- Korvax entity exclusiv in front of a zincum giganteus (see picture)

    I am currently experimenting with the spawnrates to improve the balance. Therefore, I publish the V1.32 for all, but leave the V1.31 in the package. I test a few more days. If no problems occur, then this version will be the next final version.

    -
    V1.32 (experimental) 01-10-2017

    - changes at all biom presets
    --- actual biom alien spawnrate preset status
    ---- cave: removed to give free spawn capacities differently
    ---- dead: very rare / placement coverage varies between 0.0045 / 0.0050 (before V1.31 0.0025)
    ---- low:  rare -(minus) / placement coverage varies between 0.0067 / 0.007 (before V1.31 0.005)
    ---- mid:  rare +(plus) / placement coverage varies between 0.0094 / 0.0096 (before V1.31 0.007)
    ---- full: moderately common / placement coverage varies between 0.0154 / 0.0156 (before V1.31 0.009)

    I am currently experimenting with the spawnrates to improve the balance. Therefore, I publish the V1.32 for all, but leave the V1.31 in the package. So anyone can test the two versions if he likes. I would, of course, be interested in what version the trend shows. Otherwise I decide more about my personal taste. Thanks.

    -
    V1.31 01-08-2017

    - Version 1.2 from the download package removed, problems actual fixed
    - minor change at low / dead biomes preset
    -- dead preset spawnrate minimally increased
    --- from extremely rare -(minus) to extremely rare
    -- low preset spawnrate minimally increased
    --- from extremely rare to very rare
    --- actual biom alien spawnrate preset status
    ---- cave: extremly rare or never / placement coverage 0.0008
    ---- dead: extremly rare / placement coverage 0.0025 (before V1.3 0.0015)
    ---- low:  very rare / placement coverage 0.005 (before V1.3 0.004)
    ---- mid:  rare -(minus) / placement coverage 0.007
    ---- full: rare / placement coverage 0.009

    Only as info, if someone is interested:
    The 0.009 are currently the maximum what the game allows for 21 variations. If I go higher the game crashes. The only thing that helps, is to delete further variations per preset. Then the spawn rate could be increased. This would mean fewer variations per planet. So if I decide to go with the spawnrate higher than 0.009, then fewer variations are unfortunately a must. For comparison, V1.2 had between 4 and 10 variations per biom at increased spawnrate. V1.3 has 21 for each biom, but the spawn rate has decreased.

    -
    V1.3 01-08-2017
    and V1.2 (as long as problems exist)
    - Fixes
    -- The game seems to have a spawnlimit, or the files have an entry limit?! There are 3x8 and
    -- 3x1 exclusive alien variations plus cave, but the game can only deal with 21. I have now
    -- removed for each preset 6 variations. On each planet, 21 (3x6 and 3x1) variations can be
    -- found. I went to the upper limit.
    - add new alienpart in nature
    -- Explorer, Gek or Warrior in front of a atlas orb (see picture)

    I hope, as always by the way :-), the problems are now fixed and it comes a go...
    Thanks to all the players who gave me their feedback and hints. That helped me alot. Also to all who still have interest. Thank you.

    -
    V1.23 01-07-2017 and V1.2 (as long as problems exist)

    - minimal changes in V1.23
    - add "old" V1.2 as workaround solution

    -
    V1.23 01-06-2017

    - correct an another wrong cave value
    - repair corrupt warrior terminal shop scene
    - presets changed

    -
    V1.22 01-06-2017
    - cave bugfix
    -- I had a gamecrash as 2 aliens in a cave spawned or i stood in the near of the cave.
    -- I could limit the error to the cave preset and have adjusted accordingly the preset.
    -- I hope this fixes the problem. If it occurs again, then I will remove the cave preset.
    -- But the test takes a lot of time, because I have to run everything.
    - generelly minor changes in spawn presets

    If someone has a gamecrash with the V1.22 in or near a cave please give me a feedback. thank you.

    -
    V1.21 01-03-2017

    - green crate for explorer and warrior available (was so far gek only)
    - introduction of spawn presets
       -- all aliens and combinations are now available on every world
       -- but of course limited in their number and spawnrate by the presets
    - 5 presets are available
       -- cave only preset. Here the aliens spawn very rarely
       -- dead for empty worlds. Here the aliens spawn very rarely
       -- low for moderate worlds. Here the aliens rarely spawn
       -- mid for normal worlds. Here the aliens are not quite so rare
       -- full for lush worlds. Here the aliens are more common, but I tried to keep the balance so that not every 10ft appears an alien.

    -
    V1.2 01-02-2017

    - interaction camera values corrected for two files
    - alien size variations factor from 1.4 to 1.1 decreased
    - alien density reduced again
    - add new alienpart in nature
      -- entity in front of a mobile computer station (see picture)

    -
    V1.1 01-01-2017
    - error of a double spawn entry corrected
    - spotlight error corrected (gek)
    -alien density is still slightly reduced
    - add new alienpart in nature
      -- warrior in front of a grave (see picture)
      -- gek in front of a grave (see picture)

    -
    V1.01 12-31-2016

    Important fix for a non-set parameter -> SetPositionToNormal. I forgot, sorry. Please re-download, otherwise it can be that the aliens easily sink in the ground.

    -
    V 1.00
    Initial Release - Foundation 1.13 compatible

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