No Man's Sky

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Created by

Mjjstral aka MetaIdea and Babscoole

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Mjjstral

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262 comments

  1. Pickysaurus
    Pickysaurus
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    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  2. Dhrakx
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    Thanks for the mod, but im having a weird bug, unless thats how its supposed to be, but with this mod installed i have infinite energy anywhere.
    If i build a portal/refiner or anything that needs energy, it comes already functioning.
    If this is from the mod, is there a way to turn that off?
    1. Babscoole
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      You're using the UnlimitedBaseBuilding or UltraBaseBuilding+UnlimitedBaseBuilding version.  Edit the Lua in a text editor.  For UnlimitedBaseBuilding version, line 49, UltraBaseBuilding+UnlimitedBaseBuilding.lua, line 1599.  Comment out DisableBasePowerRequirements, by changing the line to:
      -- {"DisableBasePowerRequirements", "True"},
      Adding two dashes in front.  Then run the Lua through AMUMSS to generate a custom .pak with the change.  Replace the mod .pak in your MODS folder with this new one.  :)

      How to install and use AMUMSS doc:
      https://www.nexusmods.com/nomanssky/mods/2626
    2. Dhrakx
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      I will give it a try. Thank you very much for the reply!
    3. Babscoole
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      No problem.  Enjoy.  Let me know how it goes.  :)
    4. Dhrakx
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      It did worked for the unlimited energy, thank you very much!!

      But i realized im having another problem. Im using this mod and also "No Man's - Prepare to Sky Edition (PTSd)", wich changes the required materials to build basically everything. If i load PTSD first, i have the new costs for everything, but i don't see the menus with the new itens provided by Ultra Base Building.
      If i load Ultra Base Building first, i can see the menu with the new itens, but everything costs the same as vanilla to build.
      Is there any way i can see the new itens in this mod and also have the new costs for building things from PTSD?
    5. Babscoole
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      Are you generating these as individual .paks, via AMUMSS?  There may be a file conflict.  Run _Check_CONFLICTS_in_MODS.bat and then look in the REPORT.lua file with a text editor.  It's tell you which of the .paks conflict.  Those would then need to be combined together in AMUMSS.  The resultant .pak would go into your MODS folder and you will need to delete the individual mod .paks that are now in the combined one, or they would conflict as well.
  3. ExtinguishNms1111
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    Thanks for mod. Only a problem. All the icons name is: LOREM IPSUS.
    wHY?
    1. Babscoole
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      Shouldn't.  You have a conflict, other mods that make changes to any of the same files as this one?
  4. Ezio227
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    When i install this mod all of my power generating base parts like the solar panel and electromagnetic generator bug out and they show a message: "malfunctioning lockbox". They don't generate power at all and now all of my bases are broken.
    Can someone help me fix it? (i am using the "Unlimited Base Building-1214-4-62-1711585813" file or the third one from the files page)
    1. Babscoole
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      In the included Lua, try setting:
      {"DisableBasePowerRequirements", "True"},
      to False, then running the script through AMUMSS to generate a custom .pak.  Only setting power related in the mod.

      Let me know how it goes.
    2. Ezio227
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      I tried this but sadly it does not work. It might be a conflict with another mod? i don't know but the only way to fix my bases was to disconnect internet access and delete the save files then replace them with older ones.
    3. Babscoole
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      Maybe, but if you have more than one .pak in MODS that makes changes to the same game file, only the last loaded will be used.  Almost sounds like some save corruption then.  In NMS, no mod can directly modify the save files, only settings in the game files.  The things that can directly modify save data is the game .exe and save editors.
  5. dragonloverlord
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    This is an amazing mod and I absolutely love it so far! But I have noticed that the Multi Tool Salvaging Terminal isn't present and after a quick search through the game files it became apparent that adding it would be incredibly easy as it's stored in essentially the same spot as the Ship Salvage Terminal.

    Long story short just add this to the object table:
    { ["ID_NAME"]="MULTITOOLSALVAG",["P_NAME"]="MULTITOOLSALVAGETERMINAL", ["PATH"]="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS/TECH/",          ["GROUP_NAME"]="UBB-OTHER-I",    ["SUBGROUP_NAME"]="BUILDINGS",   ["ICON"]=BLDGICON },

    It would look something like this if done right(other entries omitted for brevity's sake):
    BUILDABLE_OBJECT_TABLE =
    {
    -- Other Entries
    { ["ID_NAME"]="SHIPSALVAGETERM",["P_NAME"]="SHIPSALVAGETERMINAL",      ["PATH"]="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS/TECH/",          ["GROUP_NAME"]="UBB-OTHER-I",    ["SUBGROUP_NAME"]="BUILDINGS",   ["ICON"]=BLDGICON },
    { ["ID_NAME"]="MULTITOOLSALVAG",["P_NAME"]="MULTITOOLSALVAGETERMINAL", ["PATH"]="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS/TECH/",          ["GROUP_NAME"]="UBB-OTHER-I",    ["SUBGROUP_NAME"]="BUILDINGS",   ["ICON"]=BLDGICON },
    { ["ID_NAME"]="GUILDSHOP",      ["P_NAME"]="GUILDSHOP",                ["PATH"]="MODELS/SPACE/SPACESTATION/MODULARPARTS/DOCK/SHOPS/",                         ["GROUP_NAME"]="UBB-OTHER-I",    ["SUBGROUP_NAME"]="BUILDINGS",   ["ICON"]=BLDGICON },
    -- Other Entries
    }

    Note: I chose to add it right after the Ship Salvage Terminal as it's similar in function and file location also you should have to add the "SHIPSALVAGETERM" or "GUILDSHOP" entries as they are already there and I just included them here to demonstrate how it would visually look if inserted. For reference I'm using the amumss lua file and the Ultra Base Building with Unlimited Base Building being my chosen version.
    1. Babscoole
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      Thanks for the push-in.  :)  Yeah, I sometimes miss adding new to the game objects.  I'll get this one added and will be there in the next update.  :)

      I made the Lua as easy as possible to modify.

      If you plan on adding a lot, be aware that there are limits to how many objects can be in a subgroup and group, imposed by the UI of the base build menu.
    2. dragonloverlord
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      No problem and yeah I'm aware of the limits and choose to stick it where I did because I normally disable the SPECIALSHOP entry anyways just because it and the diplo one can be erratic from update to update (not saying there broken but rather just less stable and not really necessary for me) so I just figured it could take that ones place in my list (makes more sense than the diplo XD) but it's the only thing I added as everything else seemed to be available in one form or another.
  6. 263689722
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    After installation, are there no separate icons for each newly added item? For example, animals, minerals, and plants all have a unified icon, which is difficult to distinguish. I will try to build them one by one to distinguish what they are
    1. Babscoole
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      No there are not, sorry.  Have it set for one (vanilla) icon per subgroup.  Two reasons for this.  1)  Would take me somewhere between 30 minutes to 1 hour to make a custom icon for each object, between the in-game screenshots and editing afterwards.  Multiply that by the ~900 objects.  2)  If custom icons were included, the mod contents would no longer be 100% recreatable by the Lua script, there would be those additional icon graphics files that would need to be included, for anyone self-updating or combining/merging from the Lua.
  7. 263689722
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    您好,为什么下载MOD后,游戏的建筑菜单中没有这些装饰品?还是原来的建筑和装修,我下载的纯版
    1. Babscoole
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      1)  Mod .pak must be in NMS Install\GAMEDATA\PCBANKS\MODS
      2)  DISABLEDMODS.TXT in PCBANKS, must be deleted or renamed
      3)  You have a mod conflict, other mods that make changes to the same game files as this one.  Can check for conflicts and resolve with Lua scrupts by using AMUMSS.  How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
  8. 263689722
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    Can other players see them?
    1. Babscoole
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      If they have this same mod installed, then yes.  All mods in NMS are local.
  9. nexuskid420
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    Hello i really want to use the mod but i have a question , if NMS will do update and the mod wont work untill u update it , will i be able to play regular in my base with the modded parts or will it crash ?
    1. Babscoole
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      Really depends on the update and what changes HelloGames have made to the applicable game files.  Example, this morning HG release NMS 4.43.  In that update, they made some value changes in the BASEBUILDINGAUTOGENERATEDPARTSDATA file.  Nothing that would have cause a crash using the previous version of the mod, but I updated the mod so it would have those HG value changes incorporated, on the assumption they were made to fix some vanilla bug.

      That being said, assuming major changes which would cause a creash, depending on when HG releases a new NMS build, how long it takes to get the tool modders use to compile/decompile the game files (MBINCompiler) updated, and IRL responsibilities, I'm very good at getting my mods updated within half a day of an NMS release.

      If you were to remove the mod and you have placed parts from the mod, if you then remove the mod and play the save where you've used them, the mod part listing would be removed from your save by the game.  Best option in this case would be to play on a different save, without mod parts placed, until the mod is updated.
  10. hdida123
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    hey there , i had this idea of summoning two exo mechs and craft the AI took for both and leave them at my base , but i couldn't access both exo mechs inventory , so i tried to use the mod exo mech first in a new playable session first , but the game crashes , any idea if there is a way to treat this ?
    1. Babscoole
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      The object in the mod are using vanilla scenes.  They're really meant to be used a decoration only.  The reason for the crash is probably that there's only one Mech entry allowed in the game save, so the game is getting confused that you're trying to use two.  Isn't a way, that I'm aware of, to restructure the save files to add additional slots, as the exe would need to be rewritten to account for this as well.
  11. craigmark1985
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    Placing any type of diplo causes my game to freeze indefinitely. I need to use task manager to get out of the game. Same is true if I try to harvest / attack a Salvaged Scrap or shoot at a Hungering Tendril placed with this mod.

    Note: It could just be my save maybe? It also has other issues, even without mods, such as being unable to buy anything other than raw materials from any vendor; being unable to to edit json file in save editor (just freezes save editor) & missing several unknown log entries despite having done literally everything.
    1. Babscoole
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      Dip[lo is a recurring issue I'm afraid.  One NMS update will break it, the next will fix it.  All of these objects are pure vanilla.  Only changes made are those that allow adding to the base building menu, otherwise the scene/geometry/entity model files are absolutely untouched.  As far as vendors and shooting goes, they are really only meant as decoration and should not be expected to be actually useable in most cases.