Companion Behavior Adjustments

⭐ ⭐ (304 endorsements) 📥 14,453 downloads 📌 v6.03-1 📅 3/3/2021
🟠 Updated over a year ago

By thealchemist1654 · Creatures

⬇ Download Mod Source: Nexus Mods 📅 Updated: 9/3/2025 📅 Created: 3/3/2021
⚠️ Install Order · 1 step
1🛠️ AMUMSS — AMUMSS (script compiler) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #2 of 11 Creatures mods in this game by downloads

📋 About This Mod

Companion Behavior Adjustments

Adjusts the rules for when and how companions decide to perform certain actions with the intention of making them feel more connected to the Traveler-entity and the world being explored.

  • [] Generally rebalanced all behavioral actions to occur more frequently while taking personality and player impact into account.

    [] All personalities now have access to a quick-explore action which could lead to biome comments.

    [] Reworked "Find Building" action so companions don't wander out of teleport-to-player range.

    [] Swapped around a few action labels to be more relevant to the action being taken.

    [] Few tweaks to chat chance given the higher frequency of some actions.

    Will collide with mods that change the file below. Since this file is specific companion behaviors you probably wont have an issue unless you have another mod trying to do the same thing.

    • []METADATA\SIMULATION\ECOSYSTEM\CREATUREPETBEHAVIOURTABLE. MBIN

      []GCCREATUREGLOBALS. MBIN (optional component)

      Key Changes

      In addition to changing the weights and cooldowns for most actions, here are a few of the more impactful changes to expect.

      FindResource

      This behavior was limited to helpful personalities but has been unlocked for use with all, with probability and frequency scaling based on independence. Since it can result in a chat about the biome it functions great as a quick (5-10 seconds) explore action and makes companions of all personalities feel connected to the environment. Companion action label will say "exploring" (previously: "finding resources").

      FindBuilding

      Significantly reduced the search distance, which was actually greater than the default teleport-to-player distance. This should make it so companions comment on buildings you are at rather than deciding to wander back to the building you left awhile ago.

      Also greatly increased the frequency relative to other frequency increases to make it feel like your companion is exploring points of interest with you.

      Changed the action label to "exploring" (previously: "tracking a lifeform").

      FindHazards

      All personalities can now notice hazardous flora; helpful companions might destroy it, aggressive companions very likely to destroy it.

      Greet

      Added the action label of "tracking a lifeform" so the player knows why their companion just turned around and started running the other way.

      Emote

      This is the behavior for when a companion "wants attention". While it can occur at any time (more likely for devoted), all companions will begin to more seriously consider it a bit earlier in their needs cycle as opposed to when they are "running on empty".

      Rest

      Disabled. This was an action a helpful personality could do at any time without a cooldown. The companion would come close to the player and just fall asleep with no action label to explain. I found that it disrupted the exploration flow so I removed it. This should not interfere with companions falling asleep nearby if you AFK.

      Creature Globals

      I have included a separate mod that adjusts a few other settings regarding companions. It is not required for the main mod to function and probably isn't for everyone. I have included the AMUMSS script so feel free to adjust to your liking.

      • [] Eggs incubate in 1 hour, pets fully grown in 2 days instead of 14.

        [] Egg modification is done in significantly smaller increments.

        [] Companions re-evaluate their trust level every 2 minutes instead of every 24 hours. Takes about 2 hours to go from hatch trust to 100%.

        [] Significantly increased riding trot and gallop speeds for land creatures. Optimized for most species of around ~2m.

        AMUMSS Script

        For FRONTIERS I completely rewrote the AMUMSS script to be much more reliable and future proof. Should also very easily support new behaviors if HG decides to add some in the future. Published for those that prefer AMUMSS, or for those who want to play with the dials.

        [] Hello Games for galaxies, stars, and all the worlds and life within.

        [] monkeyman192 and team for MBinCompiler so we can see behind the curtain.

        [] Mjjstral for AMUMSS, making it easier to tug on t

🤖 AI-enhanced — based on mod data

Companion Behavior Adjustments rebalances companion AI in No Man's Sky, making actions like exploring and finding buildings occur more frequently and feel more connected to the player. It unlocks FindResource for all personalities, fixes FindBuilding range issues, and tweaks chat chances. Requires editing specific game files, so it may conflict with other behavior mods.

✨ Key Features

Rebalances all behavioral actions to occur more frequently, considering personality and player impact.
Unlocks the FindResource action for all personalities, with probability and frequency scaling based on independence.
Reworks the FindBuilding action to reduce search distance, preventing companions from wandering out of teleport range.
Swaps action labels to be more relevant (e.g., 'exploring' instead of 'finding resources').
Adjusts chat chance to account for higher action frequency.

📊 Pros & Cons

✅ Pros

  • Solid community backing with 304 endorsements and over 14k downloads — clearly fills a need.
  • Makes companions feel more alive and connected to the world, which is a big win for immersion.
  • Fixes a real annoyance: companions wandering too far when finding buildings.

⚠️ Cons

  • Will conflict with any other mod that touches the same behavior files — check your mod list.
  • Optional component modifies GCCREATURGLOBALS.MBIN, which could have broader effects if not careful.
🎯 Is This For You?
For No Man's Sky players who want their companions to act more intelligently and feel more integrated into exploration. If you're tired of companions standing around or wandering off, this mod adds meaningful behavior tweaks. Skip if you prefer vanilla companion behavior or use other mods that alter the same files.
📦 Install:Medium· 5-10 minutes

💡 Beginner Tips

  • Back up your original .MBIN files before replacing them, so you can revert if needed.
  • Check if you have other mods that modify CREATUREPETBEHAVIOURTABLE.MBIN or GCCREATURGLOBALS.MBIN — they will conflict.
  • Use a mod manager like Vortex or manually place files in the correct game directory; ensure you have the latest game version.

📊 Mod Details

Game
No Mans Sky Mods
Author
thealchemist1654
Version
6.03-1
Downloads
14,453
Endorsements
304
Category
Creatures
Created
3/3/2021
Updated
9/3/2025

🧩 Commonly Used Together

Users add these mods to the same collections — a real compatibility signal, not an AI guess.

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