I have a very basic question – I just started playing the game a few days ago. As I understand it, this mod changes the pattern the game uses to generate trading posts. I play together with my wife, and I’m a bit afraid of taking risks – if I mess up our save and progress, I’m dead 😅 Could you please clarify a few things for me?
Do both of us need to have the mod installed, or is it enough if only one player uses it? (Would that mean my game generates modded trading posts, and hers stays vanilla?)
Does the mod only affect newly generated trading posts, or could it interfere with the ones we’ve already discovered?
Is it safe to uninstall the mod later without breaking our save?
The mod will not affect saves in any way, it's purely cosmetic but it will change all trading posts including ones you have already discovered, weather or not it will apply to both your games depends on if you are both playing on the same computer from a single install of No Mans Sky or not. Are you both playing your own games from one computer with separate saves or different computers with separate saves and using multiplayer to play together ? If you are playing together through multiplayer from two computers it would be best if you both use it so that your characters are both interacting with identical trading posts otherwise you will appear incorrectly positioned to each other. It's perfectly safe to try out and install or uninstall as you like, just make sure your current save is not at a trading post when installing or uninstalling as mentioned on the description page, it can cause a minor problem with your characters position as you and your ship will stay in the same place but the trading post will change and you will find yourself in a strange place upon reload.
This Mod is awesome, and I would love to continue to use it. As .PAK files no longer work, would you be willing to update this to work for Worlds 2, Please?
Did you not see my reply to your same question for JJs Bridge ? It's not going to be any time soon if at all, HG's changes have made updating this and JJs Bridge a fair bit more challenging this time around and I need to learn some new way's of doing things. If I can update this it will be last on my list as it such a large and complex mod that needs way more work than any of my other mods.
Think this mod needs updating again, trying to find trade posts on planets and the spots I go to are just empty, there's a building icon but no building.
I think this is a vanilla bug, removing the mod to see if there would be an effect to it did nothing.
Hi! I share your gripes with the Vanilla look of Trading Posts, however I also enjoyed the added functionality AstroPort added (Save Point, Appearance Modifier, and especially the Ship Scrapper). Sadly that mod has not been working properly for a while now and its author seems to have vanished (same with Trading Post Adjustments). I briefly looked into updating AstroPort myself, but I have never done any Scene modding, so I don't even know where to start. Which is what brought me here, to the only maintained Trading Post mod on the Nexus, to ask if it miiiiiiight be possible to add a Ship Scrapper to the Trading Posts? One of my favorite activities is wreck hunting in Abandoned Systems, but with no Ship Scrapper on the Space Station, that only really worked as long as AstroPort was functional. If you could add that functionality, I'd be very grateful. If not, I can understand, having seen how many files and changes are involved under the hood.
Adding the ship scrapper is something I have considered several times and the main reasons I haven't done it is firstly because that's someone else's idea and mod and secondly because this mod was only ever meant to be cosmetic and not detract from the vanilla game play experience. However, as you mentioned both those mods that do have it are no longer being supported and I can understand that it is a feature many people would want. While it is easy to add them I find the appearance of the ship scrapper absolutely hideous and there is no way I would add it without seriously modifying it so that it would blend with the aesthetic of the trading posts, which unfortunately is a fair bit of work. There is also the issue of where to put them without them looking tacked on and I just can't see any way of incorporating them at this stage of the mods development. I won't say it will never happen but at present I don't have any plans to add them. Sorry. JJ
I see, understandable and I honestly wasn't expecting any different reply. If at some point you have too much spare time and would like to talk me through the basics of how to mod this aspect of the game, I'd be happy to "take a class" though. :) (So far I've only modded balance aspects of the game, never dealt with any graphics- or building-related stuff.)
Ha ! You chose just the right time to ask about them back in May, I'd been thinking about how to add them since your comment and I still just couldn't see any way of adding one to any trading post without ruining the symmetry of aspect of them, but while doing the update it dawned on me to try add more than one in those symmetrical empty spots and it worked out really well. The new scrapper from the space stations looks so much better than the old one too so it was an easy addition without having to change it's appearance in any way. Enjoy ! JJ
Nice, that seems to have been a lucky coincidence with inception-level thought-planting on my part. :D Glad you found a solution that you're happy with, I'm sure I will be as well. :)
In the meanwhile there is a working, updated LUA Script for AMUMSS if you are comfortable with it. Link to the github is a bit further down on this page.
love this mod. playing with it since release. but if you have spare time please consider a update. the mod is not compatible with the last game version. thanks for your time and stay awesome
the feeling when i first saw a korvax trading post from the air on a blizzard planet is definitely gonna be a core memory for me. thank you so much for this mod!
Thanks for the update! I always appreciate the time and effort you put into making and maintaining these mods.
But now I'm curious to know, what is the difference between when you update the pak, versus using the lua file to remake it? The lua produces a larger pak at 266KB, yet it seems to function identically to your updated pak. Of course I always prefer to download and use the most updated version from the mod author, but are there any downsides or anything to be aware of when using the lua and recompiling the pak instead? Thanks again!
I'll see if I can get Babscoole to answer your question as I honestly don't know, I have no experience with Lua's and all the Lua's for all my mods are done by Babscoole, I wasn't even aware of that bit of information and am curious to know myself. Keep an eye out for another reply.
Oh I see, that explains the slight file size difference, thank you for the reply. So it sounds like there is no difference between using an officially updated pak, or just using AMUMSS and the lua to make a updated/working pak yourself. But I'm still wondering why mod authors are doing manual work to update their paks, when there is a lua file that can seemingly automate the process (that is, so long as the lua and MBINCompiler are updated). Like is it against the rules to publish paks that were recompiled through the lua?
Sometimes just not comfortable with trying something new for the couple of prolific authors who still do things manually. Most of those who do things manually are new to modding and don't know how to write an Lua script.
Personally I like to visually compare the latest game files to previous ones to see not only what changes HG have made that have caused a mod to break but also what new things may be in those files that may be used for new mods or allow for improvements or additions to existing ones, plus if I'm manually updating my own work instead of using some one else's utility "AMUMSS" to do it for me then I know 100% that my mod has been updated correctly. I'm not knocking the AMUMSS and Lua's, I think it's great for people that want to use them but I really don't think I would remain as invested in my mods as I am if I wasn't manually checking those files and instead just running a lua through some program and hoping what it spits out at the other end is a successfully updated mod, I would instead then be loading up my game and spend hours running around checking everything was OK or I would probably just lose interest in them altogether and leave it for people to update themselves with the AMUMSS and lua's, which really wouldn't be fair to all the people that don't use the AMUMSS and lua's.
Ah I see now, that makes sense, thank you for the informative response. With so many mod-breaking game updates lately, I was actually feeling bad for authors that have to keep updating their paks, as well as those that have to wait for it. But I understand how important it is to stay on top of software changes, and it's amazing knowing how much personal care you put into them. Makes me really appreciate it even more. Same to Babscoole, too. I only recently discovered how many lua scripts you've made and it's really quite impressive. It was great getting mods back up and running again. The VR mode in this game is how I love to relax after a day of work, and the experience just isn't the same without them. Thank you both for everything! :)
234 comments
As I understand it, this mod changes the pattern the game uses to generate trading posts.
I play together with my wife, and I’m a bit afraid of taking risks – if I mess up our save and progress, I’m dead 😅
Could you please clarify a few things for me?
- Do both of us need to have the mod installed, or is it enough if only one player uses it? (Would that mean my game generates modded trading posts, and hers stays vanilla?)
- Does the mod only affect newly generated trading posts, or could it interfere with the ones we’ve already discovered?
- Is it safe to uninstall the mod later without breaking our save?
Thanks a lot in advance!Are you both playing your own games from one computer with separate saves or different computers with separate saves and using multiplayer to play together ?
If you are playing together through multiplayer from two computers it would be best if you both use it so that your characters are both interacting with identical trading posts otherwise you will appear incorrectly positioned to each other.
It's perfectly safe to try out and install or uninstall as you like, just make sure your current save is not at a trading post when installing or uninstalling as mentioned on the description page, it can cause a minor problem with your characters position as you and your ship will stay in the same place but the trading post will change and you will find yourself in a strange place upon reload.
It's not going to be any time soon if at all, HG's changes have made updating this and JJs Bridge a fair bit more challenging this time around and I need to learn some new way's of doing things.
If I can update this it will be last on my list as it such a large and complex mod that needs way more work than any of my other mods.
Think this mod needs updating again, trying to find trade posts on planets and the spots I go to are just empty, there's a building icon but no building.I think this is a vanilla bug, removing the mod to see if there would be an effect to it did nothing.
Will either update if needed or reply again if everything checks out.
However, as you mentioned both those mods that do have it are no longer being supported and I can understand that it is a feature many people would want.
While it is easy to add them I find the appearance of the ship scrapper absolutely hideous and there is no way I would add it without seriously modifying it so that it would blend with the aesthetic of the trading posts, which unfortunately is a fair bit of work.
There is also the issue of where to put them without them looking tacked on and I just can't see any way of incorporating them at this stage of the mods development.
I won't say it will never happen but at present I don't have any plans to add them.
Sorry.
JJ
JJ
The new scrapper from the space stations looks so much better than the old one too so it was an easy addition without having to change it's appearance in any way.
Enjoy !
JJ
Still one of my all time fav mods!!
Lovin' the addition of the ship scrapper, since I also like going to Trading Posts to go ship hunting!
BTW love the mod and respect the work you have put into it and JJs Bridge.
JJ
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole/JJs%20MODs
But now I'm curious to know, what is the difference between when you update the pak, versus using the lua file to remake it? The lua produces a larger pak at 266KB, yet it seems to function identically to your updated pak. Of course I always prefer to download and use the most updated version from the mod author, but are there any downsides or anything to be aware of when using the lua and recompiling the pak instead? Thanks again!
Keep an eye out for another reply.
I'm not knocking the AMUMSS and Lua's, I think it's great for people that want to use them but I really don't think I would remain as invested in my mods as I am if I wasn't manually checking those files and instead just running a lua through some program and hoping what it spits out at the other end is a successfully updated mod, I would instead then be loading up my game and spend hours running around checking everything was OK or I would probably just lose interest in them altogether and leave it for people to update themselves with the AMUMSS and lua's, which really wouldn't be fair to all the people that don't use the AMUMSS and lua's.