No Man's Sky
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locastan

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locastan

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53 comments

  1. Koori254
    Koori254
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    Hello, everyone! So as this mod doesn't seem to be supported anymore, I've taken the liberty of making one that does everything it did and just a little bit more! The mod is located here so if you miss this mod then come check it out! http://www.nexusmods.com/nomanssky/mods/329/?
  2. SylvenX
    SylvenX
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    WARNING! Until it's updated this mod will break your game!

    I was able to dismantle tech in my suit and ship. I did have the "Shield Down" warning but after removing the mod and reloading the save the warning was gone and the ship functioned normally. The changes I had made to my suit and ship remained.

    The problem is that my haz-mat gauntlet and Advanced Mining Laser are gone! The schematics no longer appear either. I've interacted with the NPCs in my base and haven't found a way to recover them yet. I had to mod m
    y save using Cheatengine.

    Hopefully this mod will be updated soon. It's exactly the functionality I wanted for tech placement.

    1. Vadenx
      Vadenx
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      -- Yeah, this is one of thos MODz where you have to or should check the reviews 1st. It seems like it would have to edit/tweak some major files for this one.
    2. Ratara
      Ratara
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      You can use this to get the Haz-Mat gauntlet and Advanced Mining Laser back after you have removed the mod.

      http://www.raxdiam.com/nmsse
  3. Wardova
    Wardova
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    Yes please update this mod if you can locastan. I really value it, and greatly miss being able to use it. It brings a lot of qol for NMS.
    Currently post 1.1 the game does not allow this mod to be used at all.
    This has been one of the top mods, please continue updating it.
    Thanks!
  4. RearEchelon
    RearEchelon
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    This mod doesn't work any longer after the Foundation update. There are sparks and smoke coming from my ship, but none of the technologies are broken, and when I enter the ship it tells me "SHIELD DOWN" even though it's not. I moved the PAK file from the GAMEDATA directory and everything works again.
  5. cptjmac
    cptjmac
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    I'm having some trouble with this mod and i think it has to do with the load order.
    I've been renaming it _zMOD_DismantleCoreTech.pak so it'll move down to the bottom, then it works fine. I think its conflicting with the Just mining mod for faster multi tool mining, which also only works if i change it to the bottom. Any ideas on how i can get them both to work?
    1. Ultroman
      Ultroman
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      NMSModSpace
  6. DocDavid
    DocDavid
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    Hi,

    Do you need to find a blueprint to do this? If yes where do you get them? If not how to use MOD?

    DocDave
  7. aeromia
    aeromia
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    This mod conflicts with http://www.nexusmods.com/nomanssky/mods/50/? Reduced Launch Cost (I figured it out because this one made the other stop working) I hope there's a way to get the two mods to work together because I feel they're both vital and valuable to the game.

    Otherwise it works fantastically.
    1. MadMax1337
      MadMax1337
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      You can easily use NMSModSpace to open the '_MOD_DismantleCoreTech.pak' and then decompile the MBIN.
      You will get a 'exml' file, which you can edit with the Editor/Notepad and use the Search with "Ship_Launcher_TakeOffCost"
      Then just change the "150" to any lower value and compile + pack the Mod again. (can be done in 2 minutes)
    2. aeromia
      aeromia
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      I will look into that when I'm more awake this morning. Thanks for the information!
    3. aeromia
      aeromia
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      You are absolutely awesome! That program is absolutely awesome, terrifying, but awesome. Thanks!
    4. MadMax1337
      MadMax1337
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      I had the same problem (this mod and ReducedLaunchCost together).
      So I looked around for a tool to open the PAK-archieves and decompile the mbin-file-format.

      Only just found and tried the NMSModSpace today, a few hours before posting my reply to you.
      I also had to look around nexusmods to find which value I had to change, but that was rather easy.

      Anyway, I hope you can enjoy these combined mods as much as I do.
    5. Eep²
      Eep²
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      Can you make it available for download please?
  8. NoiseBomb91
    NoiseBomb91
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    Great mod, already using it tons. However, you should put in the description not to dismantle some of the core parts (ie launch thrusters) until players are later in game, or add in a way for players to automatically get the blueprints. I just dismantled mine and now have a useless ship and might need to restart.
    1. Spar10Tech
      Spar10Tech
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      There is a save game editor you could manually use to add the blueprints called nomanssave.

      https://www.reddit.com/r/NoMansSkyMods/comments/4yjft9/no_mans_save_save_encryption_and_decryption_exe/

      The core tech is listed below if you want to add it to your save. You probably already have some because I think the game starts with a few already known.
      "KnownTech": [
      "^ENERGY",
      "^HYPERDRIVE",
      "^JET1",
      "^LASER",
      "^LAUNCHER",
      "^PROTECT",
      "^SCAN1",
      "^SCANBINOC1",
      "^SHIPGUN1",
      "^SHIPJUMP1",
      "^SHIPSHIELD"
      ],
    2. NoiseBomb91
      NoiseBomb91
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      Thanks!
    3. fienyx
      fienyx
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      There's also Silver Spoon Mod. Start knowing all the tech. What I use, the only grind with that mod, is to complete your exosuit.
  9. Spar10Tech
    Spar10Tech
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    Awesome mod idea! Now we just need one of the save game mods to add and option to put the core tech blueprints into your library so this is useful from the beginning. JetPack placement always bugged me.

    I have a Multi-Tool mod that enhances mostly the mining laser to be less painful to use. Already had a few ask for compatibility with yours since they both edit the GcTechnologyTable. Hope you don't mind I included the functionality with credit to you in my beta version.
    1. locastan
      locastan
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      Sure I don't mind. I always keep a free to use policy with my mods.
      When the russians started obfuscating and protecting their WoT mods I was like "WTF?".
    2. Spar10Tech
      Spar10Tech
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      Not sure if you interested, but I was able to get ship mining on the planet to work in my alpha version editing GcTechnologyTable. The readme.txt has the lines I added/changed to get it to work. [ http://www.nexusmods.com/nomanssky/download/767 ]
  10. wysiwyg
    wysiwyg
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    I was wondering why I got blueprints for tech like "launch thrusters" awarded after I had everything else. Actually, I think it was because the game used to crash when you got a "new blueprint" award but had everything so now they give you one of the basic tech items; but that's just a guess.

    Yeah, the ships and multitools you find in the game just have the tech randomly placed in the top rows of the inventory without regard to bonuses. I always end up dismantling everything and rebuilding.

    I think in the save json (decrypted by nomanssave) it just has x,y locations in your inventory for the tech so you'd think they could let you move it or at least sort the tech better when generating ships and multitools. I suppose someone could make a standalone tool that decrypts, lets you shuffle icons on a grid, and then re-encrypts your saves. :-)