I've put an .lua file (script) in each variation so you'll be able to update it/them later on with "AMUMSS" if we aren't around to update the Mod, or to merge it with any other Mod modifying the same .MBIN file.
You would have to choose a lua file from the Mod you'd want to merge and one from the variation of our Mod, put them both in the "ModScript" AMUMSS' folder, run "BUILDMOD.bat", answer Y(es) to the first 2 questions and whatever you want for the last ones, then get the pak file, to use instead of the ones coming from our two Mods, (that can be renamed to whatever) in "CreatedModPAKs" if you didn't answer Y(es) to put it straight into your MODS folder.
I hate space combat due to problems with my eyes, so disabling pirates is essential for me, I'm trying to get better at aiming, but my eyes have issues one see 70% and the other is at 30%, making me a very very bad shooter in space because of the fact shooters can be anywhere in 360 degree, but as a sniper in other games, I'm real good. Sentinels are also a big issue for me
You're welcome. Noob is on a little break, so I stepped in last night to get it updated for all. BTW, glad you like Savage Sentinels too, that's one of mine. :)
Works exactly as described. Essential for me, since my game is bugged and no matter where I go there's a sentinel waiting for me. Don't feel like restarting. This is a lifesaver.
Hi, Sorry guys but i've been told there was no point updating this Mod since with NMS v.4.0 ("WAYPOINT") there's now an option to set it as you wish :
So if you disagree and think it's still needed please let us know why (as i haven't been playing it since "ENDURANCE") and we'll see if it's worth it or not.
Thanks for your understanding and any feedback you could provide us with !
Thank you for this mod. I would like to see you keep it going so it will work on Waypoint. I don't want to use HG's slider system. I want to play my game exactly the way I was before this idiotic Waypoint update. Sounds selfish but I don't trust HG to do the best or smartest thing(s) for their players. Best I can figure, it's going to require me to get a NO Tech Overload mod, also a mod to revert back to the old Save Point version and of course your wonderful mod...so far. But as HG, as of this morning, is still throwing s#*! against the wall to see what sticks, my mod list may grow. Anyway, I love your mod and would like to see you continue updating.
LOVE THE MOD! Slowly taking these off (used it to get going after a few years of not playing rather than try to figure out my old 200+ hour save) anyway... Thanks again!!
Just installed this today 8-15-22 and it's not working. Said it was last updated 7-27-22. Does the mod have to be updated after every patch? Sorry this is the first mod I've ever tried. Thanks for any help...
Thank you so much for replying Alrun. As I said this is my first time to try a mod. I deleted the "DisableMods.txt" file, then dropped the .pak file into the MODS folder. Does that sound correct? Anyway, I never get the Mod Warning screen on start up and pirates & sentinels are certainly NOT disabled. Maybe yesterday's patch killed it? Maybe the author will update. Really looking forward to using this mod.
That's pretty odd since no changes were made to "GCDEBUGOPTIONS.GLOBAL.MBIN" (the file i'm modifying). I've just compared, to make sure i didn't miss anything, the old original one from the game (NMS v.3.96) with the new original one (NMS v.3.99) and absolutely no changes were made to this file (unless i'm blind), so there's no point in updating the Mod.
Maybe you've got a conflict with an other Mod already modifying "GCDEBUGOPTIONS.GLOBAL.MBIN" (which is why the .lua file is provided, in case you'd need to merge Mods), that could explain it and that's about the only thing i can think of in the present situation.
I wish i could provide better help but i can't think of anything else right now.
Well thank you for checking. I haven't a clue either as this is my first mod file to install. I will delete and reinstall a few days/times to see if it helps. Thank you again.
I might have an idea : did you make sure to delete, remove or rename the file "DISABLEMODS.txt" from the PCBANKS folder ? (your InstallPath\No Man's Sky\GAMEDATA\PCBANKS)
Yes. I deleted the DISABLEMODS.txt file. There is also a sub-folder named EXPORTED in the MODS folder. I didn't mess with it. I put the .pak file in the MODS folder. But that EXPORTED folder is still in there. Is that normally located there?
You shouldn't care about that MODS folder (in GAMEDATA) (and its sub-folder EXPORTED) since it's a fake one (for now anyway), god knows why HG put it there, only to confuse newbies i guess...
You must install all your Mods in a "MODS" folder (uppercase is the rule here) you'd need to create in : your InstallPath\No Man's Sky\GAMEDATA\PCBANKS. So it should look like : your InstallPath\No Man's Sky\GAMEDATA\PCBANKS\MODS\_MOD_NoRandomSentinels_NoPirates.pak.
Ohhhh....None of the tutorials I watched addressed this. OK. I will add that folder in a bit. I will report back the results. Thanks. UPDATE--Your instructions worked PERFECTLY. Mod is functioning as advertised. Thank you so much.
Awesome, you're welcome, i'm glad we've got it sorted out ! By the way you could have red the install instructions on the description page to find out by yourself, but nevermind now hey.
I don't know what's wrong with Nexus or me, myself and i but it's a real mess when i copy/paste pieces of the code to show you step by step how to do it, so here what the final result should look like :
Spoiler:
Show
Once you've made those changes just run it through AMUMSS (same process as merging explained in the sticky post above with only one lua file instead of two or more) to get your .pak file (your Mod) to place in your "MODS" folder.
This mod doesn't work for me as of the Endurance update. Keeps throwing up an error and prevents the game launching. Removing the mod is the only thing that works for me.
Modders are awaiting a needed tool called MBINCompiler to be updated, before most mods can be updated to Endurance compatibility. Usually takes a few days to a week for MBINCompiler to be updated for a new major NMS version (depending on how many hotfix releases HG has to push out). Once MBINCompiler is updated, No Pirates And No Random Sentinels will be as well. Please be patient.
Thank you for the input ! It was just a matter of time for me to let you guys know about it, as i quite often wake up pretty late (like end of the afternoon, in my time zone).
And again many Thanks for your endorsement, nice of you !
145 comments
Edit 05/01/2024 :
New variations (v.4.65) updated for :
NMS "ORBITAL" v.4.65
( Steam's Build 14232068 )
*******************************************************
Mainly modifying "GCDEBUGOPTIONS.GLOBAL.MBIN".
I've put an .lua file (script) in each variation so you'll be able to update it/them later on with "AMUMSS"
if we aren't around to update the Mod, or to merge it with any other Mod modifying the same .MBIN file.
To merge Mods with "AMUMSS" it's real easy !
First of all install/update your .NET to the latest 6.0 Desktop :
https://dotnet.microsoft.com/en-us/download/dotnet/6.0
(at the time i'm writing this it's ".NET Desktop Runtime 6.0.29")
You would have to choose a lua file from the Mod you'd want to merge and one from the variation of our Mod,
put them both in the "ModScript" AMUMSS' folder, run "BUILDMOD.bat", answer Y(es) to the first 2 questions
and whatever you want for the last ones, then get the pak file,
to use instead of the ones coming from our two Mods,
(that can be renamed to whatever) in "CreatedModPAKs"
if you didn't answer Y(es) to put it straight into your MODS folder.
For more details or updated ones check out "How to use AMUMSS".
That merge needs to be done again every time a Mod is updating !
Updating the Mod (in case i'm not around to do so)
is the same process as above with only one of our .lua file instead of two or more.
*******************************************************
Don't forget to make sure to delete, remove or rename the file DISABLEMODS.txt
from the PCBANKS folder whenever HG puts it back with an update.
Enjoy & Have Fun !
Update the mod, please.
When using mod, the game crashes. :(
Sorry guys but i've been told there was no point updating this Mod since with NMS v.4.0 ("WAYPOINT") there's now an option to set it as you wish :
So if you disagree and think it's still needed please let us know why (as i haven't been playing it since "ENDURANCE") and we'll see if it's worth it or not.
Thanks for your understanding and any feedback you could provide us with !
I've just compared, to make sure i didn't miss anything, the old original one from the game (NMS v.3.96) with the new original one (NMS v.3.99) and absolutely no changes were made to this file (unless i'm blind), so there's no point in updating the Mod.
Maybe you've got a conflict with an other Mod already modifying "GCDEBUGOPTIONS.GLOBAL.MBIN" (which is why the .lua file is provided, in case you'd need to merge Mods), that could explain it and that's about the only thing i can think of in the present situation.
I wish i could provide better help but i can't think of anything else right now.
did you make sure to delete, remove or rename the file "DISABLEMODS.txt" from the PCBANKS folder ?
(your InstallPath\No Man's Sky\GAMEDATA\PCBANKS)
You must install all your Mods in a "MODS" folder (uppercase is the rule here) you'd need to create in :
your InstallPath\No Man's Sky\GAMEDATA\PCBANKS.
So it should look like :
your InstallPath\No Man's Sky\GAMEDATA\PCBANKS\MODS\_MOD_NoRandomSentinels_NoPirates.pak.
I hope this will help and solve your issue.
UPDATE--Your instructions worked PERFECTLY. Mod is functioning as advertised. Thank you so much.
By the way you could have red the install instructions on the description page to find out by yourself, but nevermind now hey.
You might want to have a look at "No Ship Flyby Spawns (including option for no planetary pirates)".
To only deal with planetary raids you'd need to edit the "_noshipandnopirateflyby.lua" and run it through AMUMSS when done.
I don't know what's wrong with Nexus or me, myself and i but it's a real mess when i copy/paste pieces of the code to show you step by step how to do it, so here what the final result should look like :
Once you've made those changes just run it through AMUMSS (same process as merging explained in the sticky post above with only one lua file instead of two or more) to get your .pak file (your Mod) to place in your "MODS" folder.
N'Joy !
Thank you. I don't play without this mod installed
It was just a matter of time for me to let you guys know about it, as i quite often wake up pretty late (like end of the afternoon, in my time zone).
And again many Thanks for your endorsement, nice of you !