v10-1.9.2 BETA - Sorry for the wait! After fixing one failed Hard Drive, I encountered another. I just ordered a Samsung SSD which will hopefully, solve my PC issues.
Fixes:
- Fixed missing cave weather
- Reduced space smoke heavy air
- Ship Weapon Language Adjustments
- Updated Redmas optional (alternate ships) with fix colissions
Adjustments:
- Crafting warp cells are now default in the core mod.
- Major ecology life, probability, animation,rule adjustments (more will be done soon)
- Minor visual adjustments
- Ecology static bird fix attempt
- Added another E3 Space Sky
- pulse drive speed adjustments
- Various HUD, resource icon adjustments
- Asteroid Adjustments
- A lot of super formula adjustments
- Removed obsolete rocket blaster
- Reverted galaxy to euclid
- Made lush planets slightly more rare
- It's no longer possible to charge your suit with iron
- The day/night cycle should no longer be too long.
New Features:
- Added a rare giant bird ecology type
- Added a rare super ecology biome
- 50+ Newer biome types, the overhaul is almost at 4,000 unique biomes now.
- New Cave weather
- Increased the draw distance on all "Alien World 2" biome types
- I started to incorperate E3 terrain that I've been gradually porting.
Other:
Added an optional toned down color palette file. This file removes the infinite biome color palette possibilities and tones down the overall color palettes. However, the color palettes from all No Man's Sky versions that have ever been released are still included.
Located in Optional Mods\Core Mod Removals+User Recommended\User Recommended
v10-1.9.1 BETA - Quick fix
Fixed over saturated space colors
v10-1.9 BETA - Quality of life focused:
- Huge performance boost - Users should get a faster framerate than the previous betas that already had other performance boosts (Thanks to Salo for finding the cause of this one and adjusting a few values). :)
- Adjusted overwhelming depth of field on extreme weather planets
- Underwater life adjustments
- Slightly lowered the density on one of my underwater biomes to improve performance and also so that it looks better
- Underwater biome draw distance increase + puddle multi-biome draw distance increase
- Added an optional "Default Sentinel Difficulty" file.
Located in Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default Sentinel Difficulty
New Features:
- Greatly expanded height fog palette colors and fog palette colors in-between various times of day. There's also a lot more variety of day time sky colors, nighttime sky colors, space colors, space fog colors, lighting, horizon colors and a lot of other various things.
- Slight spectral class biome probability adjustments. This should make exploration more interesting.
- Added more E3 skies and space effects
v10-1.8 BETA - Stability Focused
- Crash fixes, crash fixes, and more crash fixes.
New Features:
Added beach variety, mountain variety, rock variety, and other things to various kinds of regions
Adjustments/Improvements:
- The optional default gameplay difficulty normal/survival mode no longer utilizes the PS4 DLC incentive starship, and also now utilizes the base game multitool.
Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default Gameplay Difficulty
Added a new optional file called "Underwater Flight Removal"
Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Underwater flight removal
- Cave weather and object adjustments
- Slight atmosphere thickness adjustments
v10-1.7 BETA
The v10-1.7 BETA has a large performance boost, more crash fixes, fixes to gigantic rocks that would spawn in, sentinel activity adjustments, a new and rare gigantic underwater creature/monster ecology type, various other ecology adjustments and more.
Fixes + New Features:
Fixes:
- Fixed a rare crash that occurred when warping to certain systems and flying down to a particular set of planet biome types (please report back if you encounter more)
- Fixed an absurd amount of gigantic rocks that would pop in randomly, and often
- Sentinel wanted level and activity adjustments
New Features:
- Created a gigantic underwater creature/monster ecology type
- Various ecology adjustments
v10-1.6 BETA
Fixes + Adjustments:
- Calculated the swamp biome object mesh geometrics, added appropriate collision to the models alongside mining and scanning capability, re-made the old/outdated biome from scratch, fixed the bad pop in, fixed stretched objects, and various made density adjustments.
- Various Crash Fixes
- Various ecology density adjustments
New Features:
- Updated Alien Worlds by Redmas:
Make sure to check out his *standalone* mod or Youtube channel, he worked on his latest update. :)
Nexusmods.com,
Youtube.com- Handcrafted and integrated more 315 more biomes
- Created a gigantic creature ecology type
- Added the possibility for ocean wave flora
- Integrated a new underwater biome
- Integrated the missing *rare* crystal biomes that I intended to enable a few betas back
v10-1.5 BETA:
Fixes, adjustments, new features:
- Fixed a reported crashing lush planet (all known crashes so far are fixed, please report any more to
rayrod129@gmail.com)- Fixed reversed E3 freighters flying by
- Fixed floating police ships on crash sites
- Confused Spaceship with Stations (Fix test)
- Various space activity adjustments
- slightly Increased the minimum height that ships can fly near planetary surfaces to prevent clipping
- Slight language adjustments
New Features:
- Created and implemented around 40 new "procedural forests" that can all be different each time.
- Created and added 140 more additional biomes
Imgur Album Link:
Imgur.comv10-1.4.1 BETA
*Tweaks, bug fixes + User recommended additions*
- Added Three Inventory Variations with .txt documentation explanation, in Optional Mods > RaYRoD > Inventory Variations
* Default Inventory.pak
* Default Substance Icons.pak
*Transparent E3 Inventory.pak
- Removed Unintentional remainder of exocraft rockets
- Adjusted exocraft language files
- Slight Ti-fighter scaling adjustments (Courtesy of Krem)
No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.4)
Fixes + Quality Of Life adjustments
- More rare planet/biome crash fixes, fixed a reported lush biome type crash
- Fixed rare remainder of static/frozen birds left over
- Cave mine-able object adjustments
- Slight Flashlight intensity adjustments
- Slight Gravity adjustments
- Adjusted a type of Crystal biome
- Creatively added different requirements and resource amounts to various base building products to increase exploration/challenge incentive and compliment gameplay
- Further organized the base building menu
- Wanted level glitch fix (attempt)
- Prevented ship shield and ship pulse engine dismantlement, to prevent a crash from doing so.
- Rare oversized ships in stations and rare oversized crashed ships should no longer occur
New Features:
- Added a new cave weather type, I combined mars dust with swamp fog.
- There's around 21 underwater weather type possibilities overall now (More may come later)
- Slightly greater possibility of denser forests
- Grass patch adjustments
- Added possibility for Crystal biomes
- Created and implemented more cave biomes
- Created and implemented another underwater biome
+ More
v10-1.3 BETA
Visual Aesthetics:
- Integrated more E32015 skycolors, space colors, sun colors, lighting, + visual effects
- Integrated skycolors, space colors, sun colors, lighting, + visual effects from various pre-release versions of the game
- More heightfog colors
- Before the mod had near infinite biome color palette possibilities... now I've taken it up another notch.
- Slightly reduced the E3 HUD, and the alternate E3 HUD opacity to better resemble pre-release footage, and re-worked various HUD related things.
Re-made The Ecology Overhaul:
- Re-made the ecology overhaul from scratch for the 4'th time. I re-worked the roles for every creature and added more content to the game. I added a lot more various rules, there's about 20 thousand new rules for creatures in their behaviour, they can range in different sizes, and they have different movement speeds. I added more varied of cave and underwater creatures. Underwater can be more full of life. Adjusted the chances of life for creatures so there isn't redundant life all the time, making those moments you find an ecosystem more special.
- Crafted pre-release creature types using pre release footage as 3D concept art, while for some creatures I used official pre-release hidden file presets.
* Newer Creature types and more ecology variety will be coming soon. These are only recent changes ontop of lots of other new features previously introduced a few betas ago.
- Added back in procedural sharks alongside E3 procedural whales
- Creature Draw Distance Adjustments
Planetary Adjustments:
Expanded the planet classes and weather classes, and re-added planetary+weather classes that have been removed since the foundation update hit.
Weather Adjustments:
- Made the marsdust swamp gas weather on barren biomes less intrusive on foot and in flight
- Made scorched biome weather less intrusive
- Re-worked depth of field while in ship for some biomes that had blurred your ship during extreme weather (please report back if it's fixed)
Fixes + Quality Of Life adjustments:
- Fixed two more crashes which both caused a (crash to desktop) upon warping and flying down to two specific biome types. (Please report back if you encounter any more)
- Looping Wanted Level should now be fixed
- Adjustments to Sentinel Police AI ships
- Adjustments to E3 freighters in biomes
- Freighter Warp in to biome (fix atempt #6)
- Adjusted planet information for planets that were supposedly empty of fauna, but still had fauna
- Fixed Frozen Creatures
- Normal mode no longer starts you off with any repaired ship tech
- Default Difficulty no longer starts you off with any repaired ship, + the launch cost has been reduced to default, and ship collision to terrain damage has been re-enabled
- It is now possible to dismantle all core tech
- Various other tech related adjustments
- Repositioned the E3 Inventory text "JOURNEYMAN" to match pre-release footage.
- Sentinel Sizes reverted back to default
- Fixed oversized trader AI at trade stations
- Fixed confused AI from circling trade stations and space stations
Other:
- GrowMoar by Krem is now incorporated into the overhaul (with his permission)
- Lowered the density of a few things that could potentially be the reason for some reported crashes (Please report back if it's fixed now)
- Removed redundant duplicate files from the Overhaul Archive. The overhaul is the only mod in the main folder, the rest are now optional.
v10-1.2.2 BETA
- Improved the Exocraft camera
- Underwater biome density adjustments
- Freighter to biome warp in fix attempt #5 (Please report back)
- The E3 scaled planets + solar systems now has correctly positioned cloud height
- Various other adjustments
- zzDefault Gameplay Difficulty.pak now has default gravity and a default powered mining beam
- Included a rare/unique bug hotfix folder section for users who have odd bugs
Optonal Mods > Rare+Unique Bug Hotfixes
- Temporarily disabled buildings that went underground and clipped with grass (May be re-added and fixed soon)
v10-1.2.1 BETA
- Fixed a crucial crash that occurred on water planets and a lot of lush planets (It was an ecology issue)
- Underwater biome adjustments
- Fixed the last remainder of floating creature glitches.
- Freighter fix for freighters warping into people (Attempt #4)
- Created a vanilla save hotfix.
Reverted the solar system scales back to default
(Anyone who used the mod before will appear in space if they have an existing save on it
The reason why I'm doing this is...
A lot of people who may want to use their default save have not been able to with ease of use because they've spawned in space (due to the solar system scale changes). Therefore, what I've chosen to do is revert the solar system scale back to default and create an extra optional file that not only changes the scale of solar systems to E3 scaled, but also the scale of planets to E3 style.
It will be an optional file in Optional Mods > RaYRoD > E3 Scaled Planets + Solar Systems > zzE3 Scaled Planets + Solar Systems (Read the warning.txt)
And it will have a .txt document next to it named "Warning"
With this warning included:
It's important that you use this with a new save slot, or if you choose to use it with your already existing save that you make sure to save in a freighter first, and that you also acknowledge that it will more than likely remove your base if you have one, and you will spawn in space and will need to jetpack towards your ship if you have one.
The benefit of this is that by default users will be able to use their vanilla saves and not spawn in space without this optional file (despite missing out of a few really nice features), however... pre-existing bases that players made prior to installing the overhaul will still likely get messed up if they choose to use the slot with their base on it with the overhaul when installing it for the first time. Yet, in return, users will get an infinite variety of terrain as a compromise and it's also possible to build a base anywhere that they'd like on the fly, even underwater... through the basebuilding menu.
It's important that you use this with a new save slot, or if you choose to use it with your already existing save that you make sure to save in a freighter first, and that you also acknowledge that it will more than likely remove your base if you have one, and you will spawn in space and will need to jetpack towards your ship if you have one.
v10-1.2 BETA
- Freighters should not spawn/warp in on top of people anymore. Hopefully. lol (Made adjustments, but have never encountered it or been able to reproduce)
- Fixed a crash that occurred upon flying down to a particular lush biome. (These kind of rare crashes that I'm hunting can invoke a crash upon warping. Please report them to me at
rayrod129@gmail.com if you encounter any others. Also, if you can, it's helpful to scan that planet from space and let me know what type of planet it is. Thanks!
- Lots of fixes for various rare crashes that occurred upon warping (If you encounter any more, please report them to
rayrod129@gmail.com)- Fixed the unit amount indicator on the E3 inventory from overlapping if users have close to a billion units
- Various Ecology behavior adjustments, ecology spawn frequency adjustments, lots of creature floating fixes
- Added back in procedural sharks, alongside E3 whales
- Building adjustments
- Performance improvements
- Slight pulse drive speed adjustments
- Cave pop in fixes
- Slight adjustments to a few biomes
- Updated basebuild custom ship info
- Integrated 16 more custom ships (Courtesy of Krem) into the "Non Lore" section of the basebuild menu
v10-1.1 BETA
IMPORTANT!
- Anyone who previously used the overhaul, is going to need to save either in a freighter, or next to their ship and then jetpack to the ship right next to them (sorry!), or start a new save... prior to using this latest beta; as I reverted the planet scales back to default... because in some systems on rare occurrence it was invoking a game crash.
- I realized that my ecology overhaul 3.0 BETA has been unintentionally disabled all of this time since the first BETA release. It is now enabled. :)
Check the "Changelog.txt" for in-depth details.
- Freighters can no longer make new BOOM sounds and warp into players on biomes (Wish I could've experienced that for myself). lol
- Fixed a glitch that occurred on story mode allowing players to cheat rank
- Story mode now starts off with broken tech and is no longer completely charged to encourage story/mission incentive.
- Prevented the possibility of getting stuck on the starter planet (hasn't been reported but I noticed a flaw), by adjusting a few tech requirements but keeping it reasonable.
- Fixed a few rare game crashes.
- Fixed an issue allowing players to phase through planets with RaYRoD's Flight Handling (Works best with a controller).pak.
- An optional file for "default difficulty" in optional mods > Core Mod Removals+User Recommended > User Recommended\Default Gameplay Difficulty > zzDefault Gameplay Difficulty.pak
(This reverts the story mode intro to default, and damage factors to default on startup and removes the infinite jetpack).
- Removed Obsolete (outdated) Mojo ReShade,
- Fixed a biome containing overwhelmingly large rocks spawning.
The mod started on 1.0, 1.1, 1.2, 1.3, 1.4 through v9.9 and then there were more than 1,000 private v10 beta's before the first original v10 beta release and the following 1.1 - 1.7 public betas. Almost all of the beta versions are gigantic changelogs, some on the scale of official updates by HG, others not. But they are all brief overviews. As there's too much to write for each log. So I mentioned key things only.
v10.0 BETA - Major
Visual Overhaul:
- Greatly Improved Terrain level Of Detail settings
- The grainy fade-in has been adjusted and also reduced as a compromise between grain and pop in (The game doesn't pop in, but the generation is a lot more subtle)
- Higher quality shadows
- Higher quality reflections
- Added E3 Style Heightfog + subtle E3 Style Space Fog with multi-coloured clouds to the core mod
- More intense "E3 Style" weather and storms. across all biome.s (Major fog adjustments, Major height fog adjustments, major depth of field adjustments, Major opacity and speed Adjustments and other things (depending on the kind of weather)
* Casual:
I.imgur.com* Light Storm:
I.imgur.com* Extreme Storm:
I.imgur.com* In-game Depth Of Field:
I.imgur.com* E3 Scaled Planets, Planetary Distances, and Solar System scale
* Read through 11 million lines of xml and re-created a pre-release footage Inventory:
I.imgur.comColor Palettes:
(A cross between realistic + Scifi looking color palette - improvements)
- Cloud Palette Adjustments
- Crystal Palette Adjustments
- Dirt Palette Adjustments
- Feather Palette Adjustments
- Fur Palette Adjustments
- Paint Palette Adjustments
- Plastic Palette Adjustments
- Rock Palette Adjustments
- Sand Palette Adjustments
- Scale Palette Adjustments
- Sky Palette Adjustments
- Snow Palette Adjustments
- Space Palette Adjustments
- Stone Palette Adjustments
- Creature Underbelly Palette Adjustments
- Creature Undercoat Palette Adjustments
- Water Pallette Adjustments
- Wood Pallette Adjustments
- Grass Pallette Adjustments
- Leaf Pallette Adjustments
- Metal Palette Adjustments
- Plant Palette Adjustments
- Sky Palette Adjustments
- Some biomes can now have an infinite variety of colors, with new additional expanded color palettes.
The default palettes will be in there, all of the color palettes from all Atlas Rises and all previous versions of NMS, E3 Pallettes that I re-created based off of official HG pre-release files, and a few other palettes that I setup that allow of an infinite variety including multi-colored water and heavy air effects.
New shader mods + Shader Adjustments:
-Made clouds slightly more transparent (Used Lo2k's true clouds as a base to make my changes)
-Higher Resolution Cloud Noise
-Distant Planet Color Adjustments
-Adjustments to the global coloring, now less red
-Landscape fog slight reduction
-Made skies even more clean than before
-Adjusted rim lighting
-More Level Of Detail Adjustments
-Subtle nebulae
-New Transparent/clean Binocular UI (Thanks to Lo2k for helping me with this file)
-Re-made an Instagram filter removal shader in my own way
-Greatly increased the E3 styled Shaders, DOF, Gaussian Blur, and Lensflare effects
-Slight Terrain Adjustments
-Improved FXAA subpixel anti-aliasing
-The core mod now contains a version of space that I altered, which is dark; but not fully black and has space clouds but nebulae. The space dream mod by Lo2k still works (included in the space dream folder as an optional replacement if you would an alternate version)
- E3 Style Glowing Cubes that visibly glow slightly longer and also glow slightly longer underground
- Fog adjustments
- Configured E3 Style Shaders with Dof, Gaussian Blur, and Lensflare adjustments
- HD Cockpit Screens
Quality of life + Other Visual Improvements:
- The Overhaul Mod download is now reduced in size
- Snow textures to some tree leaves on snow biomes
- I added a teleporter to my basebuild menu
- Adjusted ship pulse jump speed (Less redundant traveling to planets, but not too fast)
- E3 Scaled Planets, Planetary Distances, and Solar System scale
- Adjusted ship scan recharge time and range (Doesn't take long to re-charge and scanning nearby planets is easier)
- You can now land at nearly every angle (lots of fun)
- You can now land at any height
- Smoother entering ship transition
- Translucent Cockpit Glass
- Dropship balls on shuttle ships can now scroll
- Charging your shield with Iron is now also an option
- Charging your life support with Carbon is now an option
- Charging your launch thrusters with Carbon is now an option
- Creative Mode only... now starts you off with a custom tech that adds infinite sprint, and infinite jetpacking. You also start off with all hyperdrives, and no damaged tech now. (Since Creative Mode is primarily exploration based).
- More Visible and Modernized Classic E3 HUD
- The Modernized, Classic E3 HUD no longer auto fades to imitate E3 footage + There's an option to make it fade;
located in this directory: Optional Mods\HUD\zAuto Fade Hud.pak
- Added an alternative Classic E3 HUD Type. Screenshot:
I.imgur.com located in this directory: Optional Mods\RaYRoD\HUD\ - HUD Version\ (AutoFade Extension)
Space Activity:
Space Activity has been overhauled. There is now a lot more space activity, more intense battles, more intense pirates, More varied fly bys, More varied warpins, More Varied Space station activity, More varied on-planet space activity, more intelligent AI ships, E3 freighter models, and unused ship types.
Biomes:
My goal/inspiration has been a cross between E3-style nostalgia with a modern vibe but linked to the initial game's aesthetic with a few rare exceptions. To not stray away from the original game's intended lore and style and to not break the "No Man's Sky" vibe, but to enhance the game in nearly every way.... while keeping it close to vanilla as possible. I love No Man's Sky, which Hello Games has given us... and I look forward to seeing this continue to become the game which we've always desired it to be, grounded on E3 trailers. They have true dedication to their community.
- Every Version Of No Man's Sky is now in here (Various pre-release E3, and IGN footage biomes, All of the 2016 Biomes with two alternate 2016 biome versions, all of the foundation patch biomes, all of the Pathfinder patch biomes, two modified Pathfinder patch biomes, all of the Atlas Rises patch biomes, (Alien worlds by Redmas Biomes), Darconia city biomes (added at request), every variation of Shaidak's biomes + custom variations I made of his (used with permission), Civilizations by Redmas (Imported with permission), Unused Biomes by Hello Games, including over 2,000 procedural biomes that I handcrafted FROM SCRATCH (Similar to the way Sean demonstrated at E3) with various rules and algorithms and a lot more is coming. There are also 32 underwater biomes (one of them was unused), unused rare level-one object re-implemented, default level-one object alterations, a cross between 2016 - Path Finder - Atlas Rises spawn density placements, modded building placements, cave biomes + Lots of other good stuff. Every version of No Man's Sky in one.)
- Translated, converted, re-created, and integrated various pre-release trailer and ign footage biomes out of passion into the current No Man's Sky: RaYRoD's Overhaul v10 build on a universal and varied scale and seeking to ensure "beauty" and "consistency".
- 2,000 handcrafted procedural biomes (Won't tell you what they are :P ) - More incoming
- Some biomes use unused weather types, Some have Multi-weather
- Biome watercolor adjustments
- Biome placement adjustments and density adjustments
- Biome specific terrain adjustments
- Far More varied biomes
- Re-added beaches, more diverse caves, unused underwater biomes, unused underwater rainforest biomes, rare sand dune oasis biomes, mountain-specific objects and other terrain specific objects.
- Calculated various object mesh geometrics and added collision to various unused Pre-release/E3 objects and linked them to custom entity files in order to allow them to be mine-able and give different resources depending upon their rarity and the type of object it is, to be scannable, and to have different mining strengths depending on it's relevant size.
- Re-implemented former levelone objects that used to be disabled
- Major Building Density Alterations
- Underwater Prop adjustments
- Underwater Heavy Air is now a lot more varied
- A LOT more
For Fun:
- Slightly improved exo-craft boot speeds
- Removed the range limitation on the terrain manipulator
- It is now possible to swap your primary starship at any given time, through a custom ship swapper that I added to the basebuild menu. (Thanks to Monkeyman for helping me with this).
Here are a few OPTIONAL starships that I've added to the swapper so far:
*The PS4 pre-order DLC incentive starship "PS4 Alpha Vector" -
I.imgur.com*The PC pre-order DLC inventive starship "Horizon Omega" -
I.imgur.com* Sentinel Police Ship -
I.imgur.com* Flyable Freighter -
I.imgur.com* Pilotable Gold Drone -
I.imgur.com* Feisar Ship (Courtesy of Krem) -
I.imgur.com* VootCruiser Invader Zim Ship (Courtesy of Krem) -
I.imgur.com* EvilGrav Ship (Courtesy of Krem) -
I.imgur.com* Millenium Falcon Ship (Courtesy of Krem) -
I.imgur.com* Gryphon Ship (Courtesy of Krem)-
I.imgur.com* Gryphon Ship with holographic HUD (Courtesy of Krem) -
I.imgur.com -
I.imgur.com* Luminaris Ship (Courtesy of Krem) -
I.imgur.com* Ufo Ship (Paritally an in-game asset from Hello Games, re-implemented by Krem) -
I.imgur.com* Jellyfish Ship (Courtesy of Krem) -
I.imgur.com+ Lots more!
- Feel Free To Share your favorite spaceship seeds from online, and I'll consider adding them into a user recommended slot on the base build menu :)
LUT Filter:
- Lut Filter Adjustments
Ecology Overhaul 2.0 (NOW v3.0)
- I assembled over 19,000 lines of ecology data (every block within those 19k lines is unique in various ways) and have layers of unique rules for different creature types. I'm working on making ecology as varied and immersive as possible.
- A few new custom creatures
- Various different E3 creatures *custom assembled* ( Here's an example of one re-implemented into the post-release version of NMS) -
I.imgur.com,
I.imgur.com- Unused creatures now used
- Sand worms (Work In Progress)
- New Eridu E3 Sharks (Work In Progress)
- New Wild Roaming GEK
- E3 Whales
- E3 (Vesta Prime) creatures
- E3 ORIA V Creatures
- All Creature role activity overhauled
- New E3 Herds Implemented alike this old trailer screenshot:
I.imgur.com- I overhauled all of the creature animations. All creatures also have their own sizes, scales and movement speeds.
- All creatures are now feedable and scannable
- I split all creatures into several variations, uncommon, rare, and common
- Adjusted Rainforest Rodent Spawn Rate
- Adjusted Rainforest Butterfly Spawn Rate
- Adjusted Rainforest Glowbug Spawnrate
- Walkers and drones can now spawn underwater; but rare
- Added underwater whales and sharks
- Slight predator increase
- Re-added missing rare cave drones and cave quads
- Roaming sentinel size and spawn adjustments (rare and can vary in size)
- Underwater Predator Group Alterations and Spawn adjustments depending upon day or night
- A lot of creatures are restricted to lush biomes, but now all, and I will soon link certain things to custom biome types. For eg, Oria V creatures will only spawn in the Oria V biome.
- Added More unused creature assetts
- Even less overwhelming amounts of creatures (creature discovery should be more special)
- Added mountain quadrupeds
- Added mountain prehistoric creatures
- Added rare Oria V Rhinos that Roar. (Still working on making them kill-able, and also for them to attack you, and potentially knock down trees)
- Walkers that give wanted level can occasionally appear on dead only biomes (varying depending upon the day)
*Only two can spawn in a group at a time here, and they aren't constantly all over the place (leaving the beauty of the biome itself without being too crowded). Shooting sentinels (even randomly roaming ones) now can give you a wanted level.
- Caves can be more dangerous. Chances of spiders, rare drones, and rare quadrupeds (Varying depending upon the biome type and time of day)
- More underwater wildlife on certain biome types and slightly more predators
- Adjusted Life Chances again (to prevent overwhelming amounts of creatures that were still around on certain biome types)
- Lots and lots more
- Added All Oria V Creatures and made them rare + Linking to specific biome types based upon rules.
Changes to my Terrain Overhaul:
The mod now has a near infinite variety of terrain (including vanilla terrain)
Gameplay Adjustments:
Various Damage Adjustments to slightly increase in-game challenge and convenience
Subtle gravity adjustments
Subtle jetpack speed adjustments
Subtle Visor Scan time adjustments
Subtle Pulse Speed adjustments
Basebuild Menu Changes:
Fixed Portal Spawn Lag and adjusted the size + terrain removal to make it fit better
Fixes:
- Re-added missing components from the updated ringed planets
- Fixed Weird Resources getting mined in space and on planets
- Removed the drills by for now, until I find a fix. :)
- Fixed "RaYRoD's Flight Overhaul from phasing through the map and made the speeds vanilla
- Fixed pulse jumping being blocked when near a certain radius of planets
- Fixed some things in the basebuild menu from not working
- Fixed text dialog from now showing
Got no other Mods running and installed your mod like in the description but the game is crashing (closing) without any report at loading screen when i choosed my save game.
Hi, thanks for reporting this issue.
Can you try the latest v1.8 *work in progress BETA*?
v10-1.8 - Stability Focused
- Crash fixes, crash fixes, and more crash fixes.
New Features:
Added beach variety, mountain variety, rock variety, and other things to various kinds of regions
Adjustments/Improvements:
- The optional default gameplay difficulty normal/survival mode no longer utilizes the PS4 DLC incentive starship, and also now utilizes the base game multitool.
Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default Gameplay Difficulty
Added a new optional file called "Underwater Flight Removal"
Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Underwater flight removal
- Cave weather and object adjustments
- Slight atmosphere thickness adjustments
Thanks...
- RaYRoD
Perhaps I have missed the point with your mod completely. Other than QoL enhancements, how can you add back “E3” visuals/aesthetic/idea without ReShade or similar? (for visuals that is)
Are you retexturing, remodelling, adding back features removed from this ****** engine itself and if so, how?
You’ll have to forgive my ignorance as I have not followed the Dev or even played this turd since the OB, tired of broken promises.
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Hi, can you make this mod compatible with the "Fantastic Beasts" mod? I don't really care much about the actual mod, but one of it's features is that you can make all of the animals peaceful, which is really my only concern. It is also made by RedMas.
last version performance are much better !
thank u so much !
My pleasure!
You have done a huge job! Excellent) But when I chose Russian language, I saw only squares instead of letters. I think it is because of font... Please help me with advice how can I fix that (invisiblealex007@gmail.com)
Hi, there! :)
Thanks for the kind words. Feel free to download the latest BETA, and also use this Russian Language hotfix that I whipped up for you.
Russian Font Hotfix Download:
Drive.google.com
~ RaYRoD
Great work ray I’m really enjoying this version of the overhaul, and I know you’ve already Heard this but I would just like to say it where I got your overhaul from 😃 P.S I’m osk658
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Does the multiplayer aspect of the game work with this mod pack I.E the floating lights? Also would i be able to find other bases in the universe getting closer to the center like you kind of can right now?
Edit: Also just want to say thanks I remember playing (at least I think it was yours) your earlier version of your over haul and just want to say thanks for keeping the game alive. Really enjoyed it.
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