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Jackty89

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jackty89

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  1. jackty89
    jackty89
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    Before posting: If an new update has dropped it can take up to  a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod.
    Feedback is welcome, if you have any idea's or questions feel free to ask.
    If you encounter any bugs please let me know.
    Before posting any issues please read the description.


    If you have more then one mod that change the same file do not forget to merge those mods

    How To merge with AMUMSS
    How to merge without AMUMSS
    Now Supports NMSMB
    How to use NMSMB
    How to use AMUMSS (pdf)
  2. jackty89
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    UPDATE: WORLDS PT2


    Mods folder has changed, all mods should now go in: ...\No Man's Sky\GAMEDATA\MODS

    For more information read this: (credits to GumskBF): NMS modding After 5.50
  3. Kalian2015
    Kalian2015
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    no longer works as of yesterday's update (5.58). Please update as soon as you are able.
    1. jackty89
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      lua works fine, the EXML is out of date, since HG changed something 'big'
  4. GrumpyKoala66
    GrumpyKoala66
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    Thank you Jackty for the update :))
  5. Kalian2015
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    Any Chance of an update to the new format soon? wanna play the new stuff but cannot live without the my heavy flamer
    1. jackty89
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      I'm trying to squeeze in updates during the free gaps i have IRL
  6. BardoFlyhm
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    Sorry if mentioned elsewhere or otherwise known issues, I've been searching a while and haven't turned up anything.
    1) There are two incinerators when cycling, one that works fine, one that does nothing, this slows down selection.
    2) Should there be sound when firing? My flamethrower is silent. Thanks, either way!
    [Just noticed my jetpack has no sound, too. Must be unrelated to this mod, then.]
    1. jackty89
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      Problem found, will upload when 4.72 comes
  7. EnigmaniteK
    EnigmaniteK
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    lua file...provided version from 2023 has problems with it.
    the GUIF doesn't do anything. check line 166. it uses index 1, rather than using Effect_Choice as the index.
    as another user pointed out, there's a duplicate flamethrower in weapon list. don't know how that'd be fixed, but removing all the extra stat stuff did remove it.

    I ended up pruning down the script to just add it as an unlockable. Good enough.
    1. jackty89
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      Yeah i see the issue, forgot to change it 
      {"DefaultProjectile", DefaultProjectile[1]} => {"DefaultProjectile", DefaultProjectile[Effect_Choice]}
      Will update later
  8. dremen
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    was about to come and tell it needs update . thank you very much as it's already updated ...
  9. TheRandomFish
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    Does this have any issues in multiplayer? I was in an area with a lot of other players, and whenever I fired the incinerator, me and everyone in my group suddenly got separated into a different instance from the players who weren't in my group.
    1. jackty89
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      It shouldn't affect multiplayer. But I do not know if the incinerator impacts performance. As far I've tested on Multiplayer I never got thrown into other  instance (solo instance) when i used my incinerator when around a lot of people (fe during expedition).

      FYI: Just so you know this mod juices up the incinerator too, so it isn't vanilla incinerator either in terms of stats. But in any case when you install this mod and incinerator if you uninstall you should still be left with the vanilla incinerator on your weapon
  10. Rosebdu
    Rosebdu
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    Mod doesn't work for me.
    1. jackty89
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      Do you ahve the latest version 4.25? Just uploaded that and verified it working. Make sure you changed the disablemods.txt as that comes back every update
  11. whitewolf696
    whitewolf696
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    when i use the incinerator i see it and it works fine, but my mate im playing with doesnt see anything firing from my gun
    1. jackty89
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      he has to have the mods installed (i think)
  12. thefallouter101
    thefallouter101
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    This weapon feels more exhilarating than any other weapon. thank you!