Thanks. I just started playing and realized that teleporters need to be connected directly to each other, without breaks in cables. Kinda impossible to make teleporter cables unnoticeable. Surprised, only a few people complained about this over the years. With base boundary and cable length mod, you can make really nice spread out buildings, but those blue cables end up very visible over the long distances.
Just tried updating through AMUMSS, it worked perfectly, unpacked and created files, but it wouldn't load with mod incompatibility error. I never used amumms or modded nms, so not sure what went wrong. I unpacked the .pak files, and noticed that the ones created using .lua script in amumms are different from the ones in .pak, so I replaced them, and kept the .lua script which seems to be a few months older. The game is working, the cables are invisible, but not sure if I did everything correctly.
Lua no longer functions. >>>>>>> Loaded script [[_Exosolar's Invisible Power Wires.lua]] {>>> MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\UTILITYPARTS\POWERLINE\WIREON_MAT.MATERIAL.MXML MapFileTree creation/update done by 2nd thread -> Based on PRECEDING_KEY_WORDS: >>> {"Uniforms",}, <<< Looking for >>> ["t"] New value will be >>> [0] of type [NUMBER] >>> Replace [ONCE] based on key_words: {"Uniforms",}, >>> INTEGER_TO_FLOAT is [FORCE] [[NOTICE]] NO Replacement done. Could be Ok, you decide... [[WARNING]] No action done!
I was able to replicate the crash. Took awhile to figure it out because the cause wasn't a problem with the mod, but some change in the way the game reads these files. For years, to set no shader to be used, you could put a value of ""...null. Now the game doesn't like that, so I set a path to a non-existent shader filer and no more crash.
Not currently, no. Sorry. HG update broke it. HG changed the files used and the settings in the new files. If you can tell me what you'd like subtle to look like (both the outer sleeve/wire and the inner core, I can work on recreating with the new files. I never really dogfooded the subtle version, only invisible, so wasn't really sure what the end effect should look like. Been waiting for someone who used subtle, before it broke, to say something so I could ask. :)
Thanks for response! I have not previously used either version-- just installed this morning. Invisible is fine... But I guess what I was hoping for was to be able to see the wires in build mode-- I need to play with it more, but I think they are invisible even when laying them down? It would be nice to see the wiring layout. Then again, maybe the layout doesn't matter anymore if they aren't visible? Like I said, I should play with it more before weighing in. ;) Thanks for you work on this!!! Those bright, glowing wires were ridiculous.
NP sir. Was on my todo list to see if I could get it to appear in build mode, with the wires being invisible, just hadn't looped back on it yet. Currently, you click on a device connector to place the first end, then do the same with the other device to set the other. Yes, would be nice if I could also get the build "ghost" to show, but still workable as is. Always 1000 things to do. :) I'll poke at it some more soon.
Definitely workable as-is. Especially if you can walk thru a wire that's running across a room-- not be blocked by it. I'm sure that's the case but haven't tested yet. Thanks again for this and your other mods, as well!
If you could please be so kind as to give this version a try for me. Remove original version from your MODS folder and replace with this one.
Wires should be invisible in normal view. For placement from the build menu, should show the green ghost line for the wire. When in edit mode, should see wires as black line when targetted.
ok, I think it's good, so published the update. Normal greenish for placement "ghost" of wire, will show as black in edit mode when you hover the reticle over a wire.
hhhmmm. Didn't accidentally leave an older version in MODS that would conflict? Had this same problem when I was first fixing for Waypoint. Myself and two others, worked perfectly, for one guy didn't work. Worst case, just go back to the 4.07 version which is still on the Files tab under Old files. Will lose display when placing again, but still workable, as you go from connector to connector. Could be a graphics driver thing or graphics settings. Almost impossible to diagnose when it works for me, but not for you and there's nothing obvious, like a file conflict to account for it.
I'll download the 4.08 version from here and try, maybe I accidentally uploaded one of my work in progress versions.
Besides looking for previous versions of the mod .pak in Game Install\GAMEDATA\PCBANKS\MODS, also check that DISABLEMODS.TXT in PCBANKS is deleted or renamed.)
Edit: I just downloaded 4.08 from the Files tab, placed the .pak into PCBANKS\MODS. Went in-game to my wire test base. All wires invisible. In placement mode, wire was green "ghost", and in edit mode it was black when the reticle was on it. Worked as expected.
Ok, thank you for looking! I did delete the older version first. Maybe a mod conflict... I'll let you know if I get it figured out in case it helps you or someone else. And good to know I can roll back to 4.07, as well.
If you don't already have a conflict checker, AMUMSS comes with one. If you go that route (also useful for updating mods and combining conflicting mods from lua scripts, there's a simple step by step guide to setup that helps to avoid potential pitfalls, How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com). Else there's an old standalone one, but still works at https://www.nexusmods.com/nomanssky/mods/746
FYI: The only difference between the 4.07 (no wire for placement) and 4.08 (green "ghost" wire for placement, is shader is disabled in the first and enabled in the second, in the file that handles the wire model. The other two files changed by the mod handle the blue or red electrical graphics.
Looking forward to hearing back and finding out if you find a conflict.
107 comments
>>>>>>> Loaded script [[_Exosolar's Invisible Power Wires.lua]]
{>>> MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\UTILITYPARTS\POWERLINE\WIREON_MAT.MATERIAL.MXML
MapFileTree creation/update done by 2nd thread
-> Based on PRECEDING_KEY_WORDS: >>> {"Uniforms",}, <<<
Looking for >>> ["t"] New value will be >>> [0] of type [NUMBER]
>>> Replace [ONCE] based on key_words: {"Uniforms",},
>>> INTEGER_TO_FLOAT is [FORCE]
[[NOTICE]] NO Replacement done. Could be Ok, you decide...
[[WARNING]] No action done!
Tested only Exosolar mods, in MO2
Thanks for keeping up the updates.
Wires should be invisible in normal view. For placement from the build menu, should show the green ghost line for the wire. When in edit mode, should see wires as black line when targetted.
Please let me know how it goes. :)
I'll download the 4.08 version from here and try, maybe I accidentally uploaded one of my work in progress versions.
Besides looking for previous versions of the mod .pak in Game Install\GAMEDATA\PCBANKS\MODS, also check that DISABLEMODS.TXT in PCBANKS is deleted or renamed.)
Edit: I just downloaded 4.08 from the Files tab, placed the .pak into PCBANKS\MODS. Went in-game to my wire test base. All wires invisible. In placement mode, wire was green "ghost", and in edit mode it was black when the reticle was on it. Worked as expected.
FYI: The only difference between the 4.07 (no wire for placement) and 4.08 (green "ghost" wire for placement, is shader is disabled in the first and enabled in the second, in the file that handles the wire model. The other two files changed by the mod handle the blue or red electrical graphics.
Looking forward to hearing back and finding out if you find a conflict.
Mod don't work for me at this time > 15h51.
Sorry for you !
Bravery and tenacity ! Light will come soon (maybe :) )