I'm having some issues merging this mod with others. The merging tutorial is good, but doesn't really covers this kind of merging. I'm trying to merge this one with the machinery in the wild and the burried tech near these same machineries.
But no matter how or what I copy from one file to another, I always end up with either no cargo drops, or no damaged machinery, so I haven't even tried to merge the salvage tech one. And do I keep the "FULLSAFE" file alone, or is that one to merge to, if I want them all to work together?
I'm very new to NMS modding, but I feel I'm being very dumb about something very basic, because others have clearly managed to make it work.
EDIT: I was indeed being dumb. Used AMUMSS tools and managed to get the merged mods to work.
Seems like a reasonable change if someone wants this for a more challenging early-game.
I always thought these supplies were not meant for us and they just sent these down when other species were doing something around the place. Would it be possible to remove these only for systems without a dominant alien race I wonder? :thinkingfaceemoji: (if I knew how to make emojis here :'D)
Hi, i'm s'ill seeing cargo drops after installing, i tried both versions and DisableMods.txt IS removed so idk, i also tried this mod alone so its not conflict.To be precise i see big green boxes, red cylinders, small red and yellow boxes, and broken big green boxes. I also see the big lamps and saving things in the wild but i'm not sure if that's supposed to be removed.
I encountered a rather strange bug with this mod, one that I certainly did not expect.
The file "no cargo drops" seems to change something about the world generation. A mineral in a cave in vanilla is replaced by a different mineral in the same area with the mod active (both are of the stalactite variety). It isn't just a different shape, but also a different name. And while both are on the cave ceiling, they aren't in the exact same spot.
I tested this with this mod active and nothing else, comparing it to complete vanilla. I've even redownloaded the file to be sure. I am on the starting planet of the current expedition (exp 4).
The reason I came across this is that I've been experiencing a bug off and on where hovering my cross-hairs over a resource and mining it no longer shows the diamond icon with the health bar around it and the name of the resource. Basically no UI indication that there is a resource there, unless I use the scanner. This may be unrelated to this mod, but it is when trying to narrow down the bug that I noticed the changes in the minerals in the cave. I'm also experiencing the occasional crash, but that is too random to track down.
There may be some relation to what was reported just below me. Perhaps there are some downstream effect from removing stuff from the game. I'm gonna try slimming down my modlist, removing all those machinery, buried tech and cargo drop removal mods. See if that affects the occasional bugs I'm experiencing.
I should also point out that when I used all of these mods months ago (about january/february), I did not experience any particular bugs like crashes and missing ui. And I played with them for hundreds of hours.
As this mod completely wipes out the possibility to spawn cargo drops, the game engine could possibly spawn other items, mostly flora or minerals. There was maybe a cargo drop point above your cave and the absence of it allowed the spawning of a different mineral formation.
Possibly. Though that wouldn't explain why the vanilla mineral is missing. And it was like that throughout the entire cave system, not just in one spot.
Just a little update. I took a pick of this "issue": https://imgur.com/a/6NEtJvL The difference is significant. A new plant, a different mineral, a knowledge stone. ANd there was no cargo drop nearby.
I can confirm this issue as well. Both "No cargo drops" and "no damage machineries in the wild" cause this bug.
Maybe you should put a warning in the mod description about this side effect because it breaks the discoveries tracking quest. For example on some planets I have 20/16 flora/mineral discovered with a lot of duplicates.
Thanks for the report. I will also make some tests on my side. Hopefully, as most people either play with a mod or without, they would only encounter such inconvenience on a few planets they visited before applying the mod.
This mod, while great, appears to effect planet creation. Every system I visit has at least one, sometimes 3 or 4 anomalous planets. It's as if lack of cargo drops is altering how planets are created. In one system the planet closest to the warp in point was discovered by someone else and was normal, but the other planet in the system, undiscovered, was anomalous. It's interesting but I think an unintended side effect? Has anyone else noticed this?
Most probably... i don't know if it's a good idea to remove them though as they are a great source of nanites... on another hand, missions are far better nanite wise...hmm
I personally find them immersion breaking, they are everywhere! I wouldn't mind stumbling upon one once in a while but, right now, no matter where I land, there's bound to be one of them less than 200 steps away.
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Was waiting for the update. <3
But no matter how or what I copy from one file to another, I always end up with either no cargo drops, or no damaged machinery, so I haven't even tried to merge the salvage tech one. And do I keep the "FULLSAFE" file alone, or is that one to merge to, if I want them all to work together?
I'm very new to NMS modding, but I feel I'm being very dumb about something very basic, because others have clearly managed to make it work.
EDIT: I was indeed being dumb. Used AMUMSS tools and managed to get the merged mods to work.
I always thought these supplies were not meant for us and they just sent these down when other species were doing something around the place. Would it be possible to remove these only for systems without a dominant alien race I wonder? :thinkingfaceemoji: (if I knew how to make emojis here :'D)
I'm playing on the latest GamePass version
The file "no cargo drops" seems to change something about the world generation. A mineral in a cave in vanilla is replaced by a different mineral in the same area with the mod active (both are of the stalactite variety). It isn't just a different shape, but also a different name. And while both are on the cave ceiling, they aren't in the exact same spot.
I tested this with this mod active and nothing else, comparing it to complete vanilla. I've even redownloaded the file to be sure. I am on the starting planet of the current expedition (exp 4).
The reason I came across this is that I've been experiencing a bug off and on where hovering my cross-hairs over a resource and mining it no longer shows the diamond icon with the health bar around it and the name of the resource. Basically no UI indication that there is a resource there, unless I use the scanner. This may be unrelated to this mod, but it is when trying to narrow down the bug that I noticed the changes in the minerals in the cave. I'm also experiencing the occasional crash, but that is too random to track down.
There may be some relation to what was reported just below me. Perhaps there are some downstream effect from removing stuff from the game. I'm gonna try slimming down my modlist, removing all those machinery, buried tech and cargo drop removal mods. See if that affects the occasional bugs I'm experiencing.
I should also point out that when I used all of these mods months ago (about january/february), I did not experience any particular bugs like crashes and missing ui. And I played with them for hundreds of hours.
The difference is significant. A new plant, a different mineral, a knowledge stone. ANd there was no cargo drop nearby.
I can confirm this issue as well.
Both "No cargo drops" and "no damage machineries in the wild" cause this bug.
Maybe you should put a warning in the mod description about this side effect because it breaks the discoveries tracking quest.
For example on some planets I have 20/16 flora/mineral discovered with a lot of duplicates.
Hopefully, as most people either play with a mod or without, they would only encounter such inconvenience on a few planets they visited before applying the mod.
This is the kind of stuff I love! I'll investigate and report back!
Thanks for considering the idea. =)