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.
Place the "_MOD_..." folder of your choice in your InstallPath\No Man's Sky\GAMEDATA\MODS folder,
and NOT in the old path No Man's Sky\GAMEDATA\PCBANKS\MODS folder. Since it has changed with "World Part 2" i repeat : NOT in the old path No Man's Sky\GAMEDATA\PCBANKS\MODS folder. or Install with the Mod manager Vortex
The Mod is provided as a patch/snippet (EXML), should go along with other Mods modifying the same file (GcDebugOptions.Global.MBIN/EXML) and should survive updates longer.
For more informations about the new Modding system you can read this : ( Thanks & Credits goes to GumskBF ) "NMS Modding after 5.50"
Maybe I'm too stupid, but sentinels still appear. Even on the "ultimate" version. Everything works with pirates. Even if a message about a planetary raid comes, they don't appear. But with sentinels, I don’t even know, because I don’t have other mods that change the GCDEBUGOPTIONS.GLOBAL.MBIN file.
This Mod is only relevant when playing Expeditions (like the current Expedition 17 : TITAN). Since there are now Settings for On-Foot & Space Combat they overwrite mine in normal gameplay, but as you can't change them to none on Expedition that's when my Mod can be of any use.
It feels like the line "This mod is only relevant when playing expeditions" should be at the top of the description, in large font. I spent some time testing why this mod doesn't seem to work for me. Could have had fun instead...
Edit: So, I recompiled the mod with AMUMSS, which placed one copy of the MBIN file inside the GLOBALS folder and another one loose in the mod folder. So far it seems to be working: not one random drone appearance, not even on Agressive Sentinel planets, on a regular, non-expedition save.
@Tameras It used to be relevant in any case, that just changed lately with "Worlds Part 2" v.5.50. Which is why i haven't mentioned it in the description as i go as i'm learning and hopefully with the new version (v.5.57 patch EXML) it might still work as it used to be.
The AMUMSS output isn't quite right for now (the author's working on it), shouldn't have two MBIN files but if that helped you fair enough.
Yep i've just noticed and converted the 3 main Mods variations into patches/snippets (EXML), so it should go along with other Mods modifying "GcDebugOptions.Global.MBIN/EXML" and should survive NMS updates longer.
It's my first try so i hope it will work fine. The little i've tested it i saw no sentinels where they should have been plenty but i only tried it for five minutes like.
Have a try with the new one(s) (v.5.57) and let us know how it goes please if you don't mind.
Hi! First time I installed your mod. The combined version. It crashed the game with a "conflicting mods" error message. Turns out the file in your mod should go into the GLOBALS folder within your mod folder. Once I did that, there were no more crashes. Haven't played long enough to see its intended effects yet, but the mod seems to be loading, as per GCMODSETTINGS.MXML
Yep you were right, that's so weird though because all my others Mods providing modified MBIN files are stored in the root folder as it was and not in GLOBALS, only the EXML goes in GLOBALS usually, apart for "GCDEBUGOPTIONS.GLOBAL.MBIN" apparently.
I repacked it in version 5.54 and tested enough to make sure it wouldn't crash the game, i haven't seen any sentinels yet but i haven't played much, wanted to get that CTD out of the way.
Thanks for pointing it out and finding the solution !
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.
158 comments
Edit : 02/15/2025
New variations (v.5.57) updated for :
NMS "WORLDS PART 2" v.5.57
( Steam's Build 17367982 )
PROVIDED AS A PATCH/SNIPPET MOD (EXML) !
*******************************************************
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 6.0.33")
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.
*******************************************************
Place the "_MOD_..." folder of your choice in your
InstallPath\No Man's Sky\GAMEDATA\MODS folder,
and NOT in the old path No Man's Sky\GAMEDATA\PCBANKS\MODS folder.
Since it has changed with "World Part 2" i repeat :
NOT in the old path No Man's Sky\GAMEDATA\PCBANKS\MODS folder.
or
Install with the Mod manager Vortex
*******************************************************
The Mod is provided as a patch/snippet (EXML),
should go along with other Mods modifying the same file
(GcDebugOptions.Global.MBIN/EXML)
and should survive updates longer.
For more informations about the new Modding system you can read this :
( Thanks & Credits goes to GumskBF )
"NMS Modding after 5.50"
Enjoy & Have Fun !
Edit: I had the on foot combat setting on Hostile, I set it to minimum, seeing no random sentinels.
Since there are now Settings for On-Foot & Space Combat they overwrite mine in normal gameplay, but as you can't change them to none on Expedition that's when my Mod can be of any use.
I spent some time testing why this mod doesn't seem to work for me. Could have had fun instead...
Edit: So, I recompiled the mod with AMUMSS, which placed one copy of the MBIN file inside the GLOBALS folder and another one loose in the mod folder. So far it seems to be working: not one random drone appearance, not even on Agressive Sentinel planets, on a regular, non-expedition save.
It used to be relevant in any case, that just changed lately with "Worlds Part 2" v.5.50. Which is why i haven't mentioned it in the description as i go as i'm learning and hopefully with the new version (v.5.57 patch EXML) it might still work as it used to be.
The AMUMSS output isn't quite right for now (the author's working on it), shouldn't have two MBIN files but if that helped you fair enough.
It's my first try so i hope it will work fine. The little i've tested it i saw no sentinels where they should have been plenty but i only tried it for five minutes like.
Have a try with the new one(s) (v.5.57) and let us know how it goes please if you don't mind.
Hi!
First time I installed your mod. The combined version.
It crashed the game with a "conflicting mods" error message. Turns out the file in your mod should go into the GLOBALS folder within your mod folder. Once I did that, there were no more crashes. Haven't played long enough to see its intended effects yet, but the mod seems to be loading, as per GCMODSETTINGS.MXML
I repacked it in version 5.54 and tested enough to make sure it wouldn't crash the game, i haven't seen any sentinels yet but i haven't played much, wanted to get that CTD out of the way.
Thanks for pointing it out and finding the solution !
Cheers !
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.