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
Adjusting these values doesnt seem to work: {"BinocTimeBeforeScan", "0.01"}, -- Original "0.5" {"BinocMinScanTime", "0.01"}, -- Original "3.9" {"BinocScanTime", "0.01"}, -- Original "3.9" {"BinocCreatureScanTime", "0.01"}, -- Original "3.2" {"CreatureMinScanTime", "0.01"}, -- Original "0.8" {"WaypointScanTime", "0.01"}, -- Original "3"
Any numeric value entry has both a minimum and maximum possible range allowed by the .exe. The modding community has no visibility into what these are for anything. Discovered via trial and error. If there's a value outside the allowed range, the game will just use the default value. My guess, doesn't like values that small. Those are all the correct properties in the script, so any value changes you make are between you and HelloGames. :)
Downloaded the update, merged it with the one that caused a conflict at the file level, and everything is hunky dory again. But I had the funniest glitch before that, when 4.42 came out. The Analysis Visor scan time was fine. Quick as ever. But the ship scanner went back to default. Just the ship scanner. Had me confuzzled for a minute.
Before that though, I've been running the mod through AMUMSS after every update the game gets, and it's been fine for months.
No problem. I always try to update as quickly as possible, when needed, after and NMS update. Running an older version with an NMS update can always cause weirdness, if there's HG changes in the files. Glad you're running smooth now. :)
Mod did work fine with Echoes and first patch. Now with Patch 4.42 the party is over: "The game has encountered an error and will shut down. Potential mod incompatibilities .... ". This with only your mod loaded, so no conflicts with other mods.
There weren't any applicable file changes between 4.34 and 4.38, so should still be working fine. I see that you've downloaded the 4.34 version a few times. Not sure if this is manual or Vortex. If Vortex, check it isn't doing anything weird, like multiple copies in PCBANKS\MODS. May also want to try doing a conflict check, which you can perform by running _Check_CONFLICTS_in_MODS.bat in AMUMSS. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) You can also run the lua through AMUMSS to combine with other mods that make changes to the same files (conflict) or update to the latest game version.
I expect the NMS ECHOES update (4.40?) to be released tomorrow (23 Aug 2023) and will be publishing an update for the mod then. :)
This mod clonflict with https://www.nexusmods.com/nomanssky/mods/2162 and i cant get AMUMSS work for merge the mods. If i have both mods active scanning isnt instant anymore.
As you said, they conflict, both make changes to https://www.nexusmods.com/nomanssky/mods/2162. You could add some underscores to the front of the Quick Scan .pak name, which would give it precedence, but would break something in the other mod.
Hi! Do you have to use AMUMSS if you're using Vortex? Sorry if that's a dumb question lol. Typically its one or the other but I just wanted to check because you never know now a days. Thanks in advance
Only if you have mod conflicts (mods that make changes to the same files) and Vortex cannot tell if there are, it doesn't check. In this case would be the GCGAMEPLAYGLOBALS.GLOBAL game file. In the case of conflicts, only the last mod loaded will work. May want to grab AMUMSS just to do the conflict check, much simpler and easier than going to the Description tab on every NexusMods page for the mods you use and marking down which files are changed, then looking for mods that change the same files. :) If you do have conflicts, then you already have the tool (AMUMSS = mod lua scripts) needed to combine those conflicting mods.
Well i found finally the culpritt who took away billions of credits in materials and stuff Turns out this mod HATES the "gstack inventory expansion mod" I have disabled endless times alot of mods even with vortex but could not find which one was the bad mod who screwed things up Now i did the most rigorous i could do and took the gstack mod and then one by one started to see which one was CAUSING the endless fight to find who was actually the one who crashed the whole mod list The most annoying is that it sometimes was not clear at all the mod together with other mods but after some restarts hell started like there is no space in your inventory ( after at least 50 times starting the game ) So the hell began again and i deleted almost 25 mods and still at random the problem popped up by me loosing huge amounts of hard collected items. I never expected this mod was the one who made me loose so insane much materials and credits as it at random sometimes work and then all of a sudden all your stuff it instant all is gone besides the max eech item has original meaning my stack of oxygen of 99997 pooof gone, for example now back to 9997
Both mods make changes to GCGAMEPLAYGLOBALS.GLOBAL, a conflict, so only the last loaded, Quick Scan with Range Boost would have worked. They don't hate each other, just conflict. Both mods have listed on their pages that file is modified and with NMS you can only have one mod .pak that makes changes to a specific file. If you've one conflict, probably have many. Get AMUMSS, How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com), and do a conflict check. Vortex does NOT do this, nor will it do any check for outdated mods that would crash the game, the NMS modding community find that Vortex is not well suited for NMS usage, due to the may mods work in NMS. In general, much better to do things manually, but you'll need to switch to doing so if you have a lot of mod conflicts and need to combine the mods with AMUMSS.
Haha, I probably will at some point, hehe...been thinking of dipping my toes into modding, possibly...I'm playing NMS pretty sporadically at the moment (no thanks to a bunch of other games I'm currently playing, lol), I just like to have all my mods up to date, in case I do play, heh.
Had to for this one. HG moved a bunch of settings to a different file, so mod was 100% broken and lua couldn't fix. :) More updates for other mods coming soon, just have to balance that with IRL stuff atm.
After the recent update (4.34) it conflicts with something. I cannot dock at space stations anymore. It starts docking, but shoots me straight into space after. When deactivating this mod, all is fine. I have the same issue with one other mod.
This is one of my mods that I dogfood (use it myself when I play). I'm not seeing this happen at all. For 4.30, HG moved many of the settings for this mod to a completely different game file. Could be having a bad interaction with another mod or this moving of scan settings has bugs, that HG has yet to address. Although there was nothing in the file change list indicating 4.34 would affect this mod at all. I'll go ahead and re-roll for 4.34. Update pending. Let me know.
@KualaTheThird I just tested this, and got inside of a space station fine (using mod v4.30, haven't tried the new updated file yet), on game v4.34 (Steam). Tested with no other mods installed, as well as with all my other mods installed, and everything worked fine.
Try launching your game with no other mods installed, but this one. If it works fine, then you probably have another mod that could be conflicting with other mods, and/or might need updating.
Yep. With NMS, updates break mods. Not much can be done until an updated MBINCompiler (the tool used to decompile/recompile game files) is available. Until then we wait. Once that tool is updated, I can update the mod.
203 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
This mod is still a must have essential! THANK YOU for the 4.50 update!! \o/ ♥
OMG OMG ship building!! FINALLY!! Hhnngg!! xD
{"BinocTimeBeforeScan", "0.01"}, -- Original "0.5"
{"BinocMinScanTime", "0.01"}, -- Original "3.9"
{"BinocScanTime", "0.01"}, -- Original "3.9"
{"BinocCreatureScanTime", "0.01"}, -- Original "3.2"
{"CreatureMinScanTime", "0.01"}, -- Original "0.8"
{"WaypointScanTime", "0.01"}, -- Original "3"
But I had the funniest glitch before that, when 4.42 came out. The Analysis Visor scan time was fine. Quick as ever. But the ship scanner went back to default. Just the ship scanner. Had me confuzzled for a minute.
Before that though, I've been running the mod through AMUMSS after every update the game gets, and it's been fine for months.
Thank you for being on top of things.
Now with Patch 4.42 the party is over: "The game has encountered an error and will shut down. Potential mod incompatibilities .... ".
This with only your mod loaded, so no conflicts with other mods.
You can also run the lua through AMUMSS to combine with other mods that make changes to the same files (conflict) or update to the latest game version.
I expect the NMS ECHOES update (4.40?) to be released tomorrow (23 Aug 2023) and will be publishing an update for the mod then. :)
BTW, cute message, haha.
If i have both mods active scanning isnt instant anymore.
Here's a step by step on AMUMSS install. If followed will avoid most issues people run into: How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com). If still having issues, come to the NMS Modding Discord (https://discord.gg/22ZAU9H) for assistance with the AMUMSS install and/or possibly making the combine .pak for you.
Turns out this mod HATES the "gstack inventory expansion mod"
I have disabled endless times alot of mods even with vortex but could not find which one was the bad mod who screwed things up
Now i did the most rigorous i could do and took the gstack mod and then one by one started to see which one was CAUSING the endless fight to find who was actually the one who crashed the whole mod list
The most annoying is that it sometimes was not clear at all the mod together with other mods but after some restarts hell started like there is no space in your inventory ( after at least 50 times starting the game )
So the hell began again and i deleted almost 25 mods and still at random the problem popped up by me loosing huge amounts of hard collected items.
I never expected this mod was the one who made me loose so insane much materials and credits as it at random sometimes work and then all of a sudden all your stuff it instant all is gone besides the max eech item has original meaning my stack of oxygen of 99997 pooof gone, for example now back to 9997
Seriously, you ought to come hang out on the NMS Modding Discord Server, you'd know everyone there, lol.
Try launching your game with no other mods installed, but this one. If it works fine, then you probably have another mod that could be conflicting with other mods, and/or might need updating.
Thanks alot for the update!