Babscoole is currently the manager of Exosolar's mods.
You can post questions here on NexusMods, and both Babscoole and Exosolar check the boards enough that you will get an answer within a handful of days. But for the fastest response, you can contact us through Discord instead.
You can contact Babscoole on discord at Babscoole#6326 You can also contact Exosolar on discord at Exosolar#5120
Great mod, thank you! I started to notice it becomes insanely obnoxious to encounter so many freighter battles warping on top of me everywhere I go. The rare option is going to be perfect for me!
So, using the latest version of the mod/game, this is the only mod I have, and I can't get a space battle to spawn. I tried using this mod cus I've gone 20 warps and 6 hours without a space battle and its still not working. Any idea what could be preventing guaranteed space battles from going off if there's no mods involved?
Existence of DISABLEMODS.txt in your NMS Install\GAMEDATA\PCBANKS folder. Updates will frequently recreate this file, so have to check every so often. Other thing to check is where the mod .pak is being placed. Has to be NMS Install\GAMEDATA\PCBANKS\MODS, NOT NMS Install\GAMEDATA\MODS.
What version of the game? Latest version of the Mod (4.34)? I can see you downloaded 4.34. Use only one of the .paks in the archive, not multiple Placing mod .pak into NMS Install\GAMEDATA\PCBANKS\MODS? You create the MODS folder. PCBANKS\DISABLEMODS.TXT renamed or deleted? Other .paks in PCBANKS\MODS that make changes to GCGAMEPLAYGLOBALS.GLOBAL.MBIN, conflicts. Can use AMUMSS to check for conflicts. See How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for setup and basic usage. Mod managers, like Vortex or MO2, do not check for conflicts, which can keep mods from working.
Most likely it's due to a conflict, most common reason mods don't work in NMS, followed closely by existence of DISABLEMODS.TXT.
Using the common variant, about four hours since my last battle when installing, jumped twice to new systems but still no joy. Using very few mods, mostly Exo's and the two other mods does not edit the same table.
Yeah, common is set for 2 warps between battles and 1.5 hour cooldown. I'll check further today. In the meantime, just to be on the safe side in checking for conflicts with GCGAMEPLAYGLOBALS.GLOBAL.MBIN, may want to try this: Joew's No Man's Sky Mod Manager at No Man's Sky Nexus - Mods and Community (nexusmods.com) (or the AMUMSS conflict checking functionality).
The handful of mods checked, no conflicts. Thank you for looking in to this. Just started playing NMS really. I mod a variety of games myself, some hosted on Nexus and some other places, so no strange to debug and conflicts.
EDIT: Ok, so starting the game after 14 hours off/sleep. First vanilla and then the mod, and the jump-in fight occurred. I'll see what happens in 1.5 hours from now. Really odd though. I wonder, could the timer have been reset by installing the mod the first time? Otherwise I have no other sane explanation for it. After posting the first post earlier today I jumped around 12 times with nothing happening. I'll chime back in, in about 1.5 hours.
Always possible that HelloGames deprecated one or both settings, which would stink, but it's happened before that they disable settings, but don't actually remove them until a further updated down the road, giving no clue that they aren't working anymore. I'll probably start with Guarantied, which is set for 0/0 (0 warps/0 timer). Still probably wound't happen every single time, but would expect most.
If you want, come grab me on Discord, Babscoole#6326. Most of the time I'm in the NMS Modding Discord.
Edit: Also found a newer setting in the game file. Not what you want, but interesting for testing purposes: AlwaysSpaceBattle, which is boolean.
Ok, so waited over 1.5 hours and then two jumps and nada. Jumped four more jumps just in case, nothing. So the mod worked when there was 14+ hours since my last battle, so it seems the issue is in the timing since last battle.
EDIT: Ok, I'll try with the 0/0 version.
EDIT2: Tried the Guaranteed version, nothing there either. Even as only mod enabled.
I'm not currently able to use Discord, might not be for a few days. Long story. It's as said in EDIT2 above, tried the 0/0 version and no go be it solo mod or in the group. So must be some sneaky timer thing that is not kicking in.
Correct if wrong, but you're not seeing freighters in every system, right? Found a setting in another file that now also affects the freighter spawn. May be the key.
Oh, and just to check some basics.... Mod .paks are put into Game install\...\PCBANKS\MODS (NOT GAMEDATA\MODS) and PCBANKS\DISABLEMODS.TXT is either renamed or deleted.
Ok, just did my when-all-else-fails routine that I usually do just to be sure. Removed all mods, loaded game, made a new save, put mods back in and loaded, saved, loaded. I have no idea how things are stored in this game, save file wise, but this routine has saved me a lot of headache modding in other games before.
At any rate, the new version you just made works. Tried two jumps, fought the battles. So the new changes, works. :-)
Life of a modder, lol. You just default to diagnostic mode. I'll hang on until you update the main package, when you have time, to get the 'common' version though. Have a great evening!
Re-rolled the common version, added the spawn setting too, still at 100% like the guarantied version. Think this'll only affect those freighters being present in systems, not necessarily them being under active attack. At the same link.
Let me know after you grab, so I can remove the link.
Downloaded. It's gonna be about an hour or so I think, maybe a bit less, before I can test it but it'll probably work. :-) If not, for some reason, I'll report back but it'll probably work. Thank you!
Actually looking at the timestamp of the post I made after coming out of the last combat I'm 1 hour and 42 minutes after last battle, which should be within the 1.5 hour parameter. With the 'common' mod, the fight didn't spawn. Put the 'guaranteed' version back in to check, and it spawned. I guess you made sure to update/change the timer to 1.5 hours right (?) Even tried 3 jumps to be sure.
I'm not too familiar with how the LUAs work yet, just had to be sure. Also not sure how the game counts time played, maybe 12 minutes over 1.5 hours wasn't counted for some reason. Like if you alt-tab for a second, does the counter stop? I'll try again in an hour, just to give it ample time to be over 1.5
Lua are mod changes in a script form. When run through AMUMSS, will apply the changes and create a .pak. Can be read in any text editor and in this case, with so few changes, simple to read and see what the mod is doing.
Nobody is 100% sure about the timers in the game. Some utilize the computer system time, others in-game time. May also not be exactly 60 minutes or 90 minutes, may be some sort of range offset applied by the exe. HelloGames tells modders nothing, any information we have is based on trial and error and inferences. :)
Have to call it a day on my end. Getting late and need to be up at 5AM. To be continued.
Sleep well my friend. I'll post my findings as the night/morning progresses here. :-) Jumped twice one hour later, should be 2 hours and 50 minutes since last combat, and battle didn't trigger. 'Guaranteed' version though works. Might be another value somewhere that's changed or otherwise. I'll see when the 6-hour mark comes up if it triggers then.
Also, have an idea. In Common, Hours has been set to a float, 1.5 for a very long time and has worked fine in the past. Vanilla is an integer though. Change from 1.5 to either 1 or 2.
Yep, it triggered on vanilla default value of 3 hours. I haven't had time to dig in to the tools and whatnot yet, I usually use a fair bit of time vetting tools for security reasons and such as well. Most of the time that's just procedure, but there have been times where tools have been... dodgy. So, especially careful these days. :-) That couple with little to no knowledge of modding format, yet, I'll just wait for you to look at it later on when you have time. Please go to sleep though! I'm not in a hurry. :-)
I guess this game "discards" a mod where values are not correct (?) When modding Total War f.ex., if I had forced float on an int it'd crash. Nice to know that's not an issue, though having it crash tells you faster values are wrong. lol. :-) Hear from you when you had a good nights sleep!
Yeah, NMS usually just ignores values it doesn't care for. Will crash if it finds properties it doesn't recognize or if in the wrong place based on the defined structure of a file.
Ok, time for me to get some Z's too. Last encounter was vanilla timer but did use mod 2-jump. Best thing was I came across a tier 3 S-Class Sentinel Dreadnought. I had a tier 2 A-Class Sentinel Battleship that I traded in and paid 1 mill. Lost 6 slots, but I think it was a fair trade. It was exactly the capital ship I wanted, so going to bed real happy. Hope you get some good sleep too, see you on the flip-side! :-)
I'll admit I didn't go through the entire message chain here, but it's worth noting that warping into an abandoned or uncharted system when the battle is queued can reset your clock without giving you a battle. This is true of vanilla NMS as well.
I'm new to using this mod -- Thanks! Perhaps obvious everyone else :-) but the instruction Only use one at a time means exactly that! I had assumed that since there's only one file on Nexus, that I didn't need to do anything else after installing it using Vortex. But after opening the mod folder (using Vortex to get to it) I discovered that all 4 versions are in the folder. I just created a new sub-folder ("Other versions") and moved all but the .pak file I want to use to that folder.
Just reinstalled the game after a few years time, wanting to mod it does this still work? I am asking because apparently there was a major update to game around the beginning of June?
Nope, major update, 3.90 was May 25th (Release log - No Man's Sky (nomanssky.com)). Just a few minor patches that only affect a couple of files here and there since then. Should be good and welcome back.
Should be, unless HG deprecated the two setting that are used, which I don't believe they have. Running other mods that you can confirm are working? Are you running any other mods that make changes to GCGAMEPLAYGLOBALS.GLOBAL.MBIN, which would conflict? The later is very likely the reason why, as file conflicts = one or more mods not working.
Removing all other mods answered the question about conflicts, not about are any mods working for you.
MOD .paks must be placed in NMS install\PCBANKS\MODS. You have to create the MODS folder, doesn't exist by default. If you are placing MOD .paks into NMS install\GAMEDATA\MODS, they will not work.
In PCBANKS, if you have a file called DISABLEMODS.TXT, it must be deleted or renamed.
It's either not installed correctly or Hello Games has deprecated the two settings the mod uses. The only two things possible with this MOD. Changes a value for two properties, the number of warps between freighters and a cooldown timer. There's a couple of other mods that use these same two settings, I'll let the authors know that their mods may be dead.
I didn't answer before because other mods worked, but this one didn't, so it's obviously not about the installation steps of MODS. Still thanks for your efforts
NP. We could try a hail mary. Sixty something unique users for the No version with the latest update and only doesn't work for 1 person. Maybe the .pak on your system got corrupted somehow. If you're on Discord, shoot me a DM, Babscoole#6326. I can try re-rolling and give you a new .pak to try.
I've been using the lua version of rare battles to merge it with another few mods, but somehow I get more battles instead of fewer. Anyone else had this issue?
My big question here is do any of those other MODs change the values for WarpsBetweenBattles and HoursBetweenBattles in the GCGAMEPLAYGLOBALS.GLOBAL file? Those are the only two settings modified by the Rare Freighter Battles LUA. I think I've seen you on the Modding Discord. DM me there and shoot me your AMUMSS log from the merge/combine and I'll be able to see what's being applied. If it's still too frequent for you, can adjust the values in the LUA to higher numbers.
72 comments
You can post questions here on NexusMods, and both Babscoole and Exosolar check the boards enough that you will get an answer within a handful of days. But for the fastest response, you can contact us through Discord instead.
You can contact Babscoole on discord at Babscoole#6326
You can also contact Exosolar on discord at Exosolar#5120
What version of the game?
Latest version of the Mod (4.34)?I can see you downloaded 4.34. Use only one of the .paks in the archive, not multiplePlacing mod .pak into NMS Install\GAMEDATA\PCBANKS\MODS? You create the MODS folder.
PCBANKS\DISABLEMODS.TXT renamed or deleted?
Other .paks in PCBANKS\MODS that make changes to GCGAMEPLAYGLOBALS.GLOBAL.MBIN, conflicts. Can use AMUMSS to check for conflicts. See How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for setup and basic usage. Mod managers, like Vortex or MO2, do not check for conflicts, which can keep mods from working.
Most likely it's due to a conflict, most common reason mods don't work in NMS, followed closely by existence of DISABLEMODS.TXT.
EDIT: Ok, so starting the game after 14 hours off/sleep. First vanilla and then the mod, and the jump-in fight occurred. I'll see what happens in 1.5 hours from now. Really odd though. I wonder, could the timer have been reset by installing the mod the first time? Otherwise I have no other sane explanation for it. After posting the first post earlier today I jumped around 12 times with nothing happening. I'll chime back in, in about 1.5 hours.
If you want, come grab me on Discord, Babscoole#6326. Most of the time I'm in the NMS Modding Discord.
Edit: Also found a newer setting in the game file. Not what you want, but interesting for testing purposes: AlwaysSpaceBattle, which is boolean.
EDIT: Ok, I'll try with the 0/0 version.
EDIT2: Tried the Guaranteed version, nothing there either. Even as only mod enabled.
EDIT: Hang on for a bit, testing something.
Mod .paks are put into Game install\...\PCBANKS\MODS (NOT GAMEDATA\MODS) and PCBANKS\DISABLEMODS.TXT is either renamed or deleted.
At any rate, the new version you just made works. Tried two jumps, fought the battles. So the new changes, works. :-)
Let me know after you grab, so I can remove the link.
Nobody is 100% sure about the timers in the game. Some utilize the computer system time, others in-game time. May also not be exactly 60 minutes or 90 minutes, may be some sort of range offset applied by the exe. HelloGames tells modders nothing, any information we have is based on trial and error and inferences. :)
Have to call it a day on my end. Getting late and need to be up at 5AM. To be continued.
<Property name="WarpsBetweenBattles" value="5" />
<Property name="HoursBetweenBattles" value="3" />
Also, have an idea. In Common, Hours has been set to a float, 1.5 for a very long time and has worked fine in the past. Vanilla is an integer though. Change from 1.5 to either 1 or 2.
I guess this game "discards" a mod where values are not correct (?) When modding Total War f.ex., if I had forced float on an int it'd crash. Nice to know that's not an issue, though having it crash tells you faster values are wrong. lol. :-) Hear from you when you had a good nights sleep!
(Let me make sure that's in the mod descrip)
Perhaps obvious everyone else :-) but the instruction
Only use one at a time
means exactly that!
I had assumed that since there's only one file on Nexus, that I didn't need to do anything else after installing it using Vortex. But after opening the mod folder (using Vortex to get to it) I discovered that all 4 versions are in the folder. I just created a new sub-folder ("Other versions") and moved all but the .pak file I want to use to that folder.
Verbiage change to "Only use one of the included .pak files in your MODS folder at a time." to clarify.
MOD .paks must be placed in NMS install\PCBANKS\MODS. You have to create the MODS folder, doesn't exist by default. If you are placing MOD .paks into NMS install\GAMEDATA\MODS, they will not work.
In PCBANKS, if you have a file called DISABLEMODS.TXT, it must be deleted or renamed.
It's either not installed correctly or Hello Games has deprecated the two settings the mod uses. The only two things possible with this MOD. Changes a value for two properties, the number of warps between freighters and a cooldown timer. There's a couple of other mods that use these same two settings, I'll let the authors know that their mods may be dead.
Still thanks for your efforts