JustPaste.it

*Immersion Update v1.2.1 (Key change) Log*

Fixes:

- More crash fixes
- More bleeding grass texture fixes

Random Changes:

- Due to hardcoded executable limitations in the game's current state, the modernized E3 2013-2015 HUD cannot have both the planet name on the top left HUD and the hazard data on the bottom left. However, the same data is still displayed within your binocular visor. However, if you would still prefer the bottom left hazard data.. an optional file titled 'Bottom Left Hazard Bar Restoration' located in "Optional Mods\Core Mod Removals+User Recommended\User Recommended\Bottom Left Hazard Bar Restoration" will restore that. However, you will lose the planet name on the top left HUD. A default User Interface/HUD override file is also included in "Default UI+Inventory file into Optional Mods\Core Mod Removals+User Recommended\Default UI + HUD".

 

*Immersion Update v1.2 (Key change) Log*

Fixes:

- Fixed numerous flying down to planet crashes (If you encounter any more, refer to "Bug Reporting.txt) for instructions on how to specifically report this to me directly. This is a dynamic issue.
- Fixed numerous warp crashes (If you encounter any more, refer to "Bug Reporting.txt) for instructions on how to specifically report this to me directly.
- Fixed numerous ecology related crashes
- Fixed numerous creature model related crashes around (14) fixes
- Fixed various cave related crashes
- Fixed numerous crashes relating to sparsed faulty model assets (that are now fixed)
- Fixed a crash that occurred while looking through the creatures discovery menu
- Fixed a crash that occurred from ambient spawn warp-ins
- Fixed flora with red square textures around it
- Fixed numerous material related crashes that were dynamic
- Fixed certain biomes that got messed up (right before the mods release after recent changes). Stuff like, some assets being too huge, or all over the place, or laggy. - Please report this to me, if you find any more with a screenshot.
- Removed redundant ship cards at trade stations
- Fixed an invisible collision glitch with a particular underwater biome
- Fixed various grass texture bleeding issues. (I am still looking for more)
- Fixed various models that had a red square texture around them
- Fixed a few missing buildings that would show up as waypoints (please report to me, if you see any more)
- Fixed awkward scaling of the E3 style inventory

 

New Features:

 

- New scorched style, forest type biome
- New procedural frozen forest type biome
- Water has been improved even further, thanks to TemplarGFX for the most recent changes. Looking upwards from underwater no longer looks too bright, and things become darker the deeper that you traverse underwater.
- Further worked terrain to reduce over saturated "snake-like" terrain and spherical terrain... alongside adding various superformula elements.

 

Improvements:

- Added back the planetary glow, and slightly improved the crescents on planets.
- Re-added Eclipses by Lo2k
- Nighttime is dark, but no longer too dark.
- Balanced about Ambient Ai spawns in space
- Adjusted the overall game brightness a bit more
- Added a subtle transparent Atlas Icon to better fit the Atmospheric Atlases, converted to fully functional space stations.
- Fixed missing resources on some planets.
- Resources and resource plants are no longer too common.
- Biome Color Palette adjustments
- Slight FPS boost

 

Random changes:

- Added an optional "Default UI+Inventory file into Optional Mods\Core Mod Removals+User Recommended\Default UI + HUD
- Pre-Atlas Rises biomes (PS4 RC1, 2016, Foundation, PathFinder) biomes can now have the ground textures from those versions again and also the newer textures. Although the newer textures are different, the old ones had their own kind of variety and style.

 

Note: This overhaul version now consists of two files.  "No Man's Sky - RaYRoD's Overhaul (Core Mod - Part 1)" and "No Man's Sky - RaYRoD's Overhaul (Core Mod - Part 2 - Assets)". BOTH of these files are required to use the mod.