Thanks. MAJOR changes to modding and how it works with this update. We're waiting on tooling to be updated, which could take several days, then I can start updating mods. Same with other mod authors, so mod updates will be slower this time around.
Yeah, just talked with you on the nms modding discord. Gotta say, i am deerly missing this mod. Truely no idea why it's not a native thing. At least an exit save (as in game closes and saves you where you are, instead of falling back to the last manual or auto save)
Hello! Thank you very much for this mod! I just love using it, because I love exploring planets and often go too far from the ship and if the save beacons have not yet been explored, there is no save point nearby, and the ship has run out of takeoff fuel (a rarity, since it has long been a habit to always have a reserve and check before setting off, but still), and you are a few minutes of real time from it, then... This mod is especially important at the beginning of the game, when you do not yet know either of the two (?) objects for saving ("save beacon" and "save point" or something like that, the game is not in English). And I am also very interested in the new mode with an "abandoned" world, where there are no other races and where there is no way to open technologies through the Anomaly (although perhaps some of the specified objects are already familiar to us, I have not checked yet)... Thank you very much for your mod! It has been a lifesaver for me for a long time, even with the already known technologies of objects for saving (yes, the inventory cell is simply not occupied, especially when it is not pumped up yet). I hope that modding programs will be updated soon and we will be able to enjoy our favorite mod again! P.s. I apologize for possible errors in the text, because it was translated through an online translator from my native language.
No and would have NOTHING to do with this mod. This mod creates a button in the emote menu that invokes the vanilla save function. Exactly the same process as when you click on a savepoint or waypoint. That is it. With NMS, mods do not have any ability to directly change anything in saves. Only the exe can modify save data.
I dogfood this mod myself and thousands of others have used for almost 5 years. Not once has there been anything to do with inventory.
Hope you do find the cause, but it isn't this mod.
I rebuilt this mod from the .lua using the newest MBINcompiler for 5.01.1, and it completes without error, but unfortunately the option does not appear in the gestures menu.
Yep, complete redo in that file, so need to figure out exactly what's changed and how to fix this. Will be working on it over the weekend. Sorry folks. Figured since the mod compiles without problems, all would be well. How it normally works.
Thank you. Once you update to NMS 5.0, it'll break, but that's most NMS mods. Currently we're waiting for an updated version of MBINCompiler, then can update mods for NMS 5.0. :)
It would be nice if this mod used the AUTO SAVE slot for its quick save button instead, otherwise i don't see any point in this mod as you can just as easily plop down a save beacon or enter and exit your ship!
There's no control over that. With NMS modding you can't do whatever you wish, have to use existing code in the game files. This mod actually uses the code from save beacon to trigger the function in the exe. It does still have it's uses though when your ship isn't handy, such as when underwater, for example. Like all emote menu items, can hotkey, so single keyboard button will trigger. No cost, unlike with building a save beacon. Pure convenience. :)
Things to check: 1) Mod .pak goes into NMS install\GAMEDATA\PCBANKS\MODS. You have to create the MODS folder. NOT GAMEDATA\MODS. 2) PCBANKS\DISABLEMODS.TXT, delete or rename this file 3) If you run any other mod that makes changes to the emote menu, then the mods are conflicting and only one will work. You can use AMUMSS to do a conflict check and also to resolve conflicts by combining mods using their lua scripts. See How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for installation and basic usage walkthrough.
Probably crashes with most mods. This is normal and expected with NMS updates. When modders get an updated version of MBINCompiler (can take anywhere from a day to two weeks), will be able to update.
We did get an updated MBINCompiler today, but it's having issues with a small number of files, including the main one for this mod. Being looked at and will hopefully get a fix update tonight or tomorrow, then can update the mod.
Thanks for the update. I started a fresh game with it today and it works great. It's a very convenient mod for those of us who like to save early and save often.
(Hey Hello Games: making the game inconvenient does not make it increase the "DIFFICULTY", it just makes it more ANNOYING!)
Nice, glad it helps. I use frequently myself (and have the newer automatic save turned off). Helps when I goof something off and want to revert back to a previous save, because I KNOW when that was. :)
Modders are waiting on the tool we use to decompile the game files into a readable/editable format, called MBINCompiler, to be updated for compatibility with Endurance. As soon as MBINCompiler is updated, all your favorite mods will be too.
102 comments
This mod is especially important at the beginning of the game, when you do not yet know either of the two (?) objects for saving ("save beacon" and "save point" or something like that, the game is not in English). And I am also very interested in the new mode with an "abandoned" world, where there are no other races and where there is no way to open technologies through the Anomaly (although perhaps some of the specified objects are already familiar to us, I have not checked yet)...
Thank you very much for your mod! It has been a lifesaver for me for a long time, even with the already known technologies of objects for saving (yes, the inventory cell is simply not occupied, especially when it is not pumped up yet).
I hope that modding programs will be updated soon and we will be able to enjoy our favorite mod again!
P.s. I apologize for possible errors in the text, because it was translated through an online translator from my native language.
I dogfood this mod myself and thousands of others have used for almost 5 years. Not once has there been anything to do with inventory.
Hope you do find the cause, but it isn't this mod.
I looked, the file "PLAYERCHARACTER.ENTITY.MBIN" was almost completely rewritten from scratch.
Works fine.
Note: Game is a fresh install after 5.0 came out, no other mods in use .... yet ;)
1) Mod .pak goes into NMS install\GAMEDATA\PCBANKS\MODS. You have to create the MODS folder. NOT GAMEDATA\MODS.
2) PCBANKS\DISABLEMODS.TXT, delete or rename this file
3) If you run any other mod that makes changes to the emote menu, then the mods are conflicting and only one will work. You can use AMUMSS to do a conflict check and also to resolve conflicts by combining mods using their lua scripts. See How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for installation and basic usage walkthrough.
I started a fresh game with it today and it works great.
It's a very convenient mod for those of us who like to save early and save often.
(Hey Hello Games: making the game inconvenient does not make it increase the "DIFFICULTY", it just makes it more ANNOYING!)