1 - I won't be adding too much else to this mod due to UI limitations with the build menu (other than anything Nexus related). 2 - I WILL be enhancing what I already have moving forward 3 - I will not be instructing how to merge with Eucli-ea - with the UI limitations, until those are addressed, combining both will result in a very poor experience.
I do not like providing things that will promote hangs, crashes, and poor experiences.
I will be working on updating to 4.65 today but might require a day or two to finish as I have to recompile everything and verify my custom geometries are okay.
Thanks for your continued patience - 4.65 has a decent amount of fixes and some new parts!
Just as an FYI, InstaKibs is taking a break. WinderTP and myself are sharing keeping Kibbles up and running and we just uploaded the Sentinels update earlier today. Enjoy.
For now, free place would be the way to go. Maybe on the monitors, but can't really add snaps to the air vent. Everbody scales the air vents and scaling breaks snapping. That's a game mechanic thing.
Sorry, yesterdays re-roll didn't fix it. Figured out the exe now hates three of the GEOMETRY files, for some reason. Just uploaded a version with those three temporarily removed.
All good! Yeah, I noticed it was still broken last night and figured it might be something on my end lol. Thanks for the quick response and update, I'll try out the new fix today.
Appears to be a problem with objects that have a custom GEOMETRY file. This is the file that holds the numerical values for the physical parameters of the objects. Yesterday I disabled them all, re-rolled the mod, then checked in game and the crash was gone. Then I re-enabled each, one by one, re-rolling the mod and checking in-game, until I narrowed it down from 53 to the 3 that were causing the crash. Appears that others not causing crashing are still having issues, as they aren't appearing in-game. These issues are VERY recent, within the past few weeks. Next steps for me are to figure out exactly which update these problems started occurring and figure what exactly in the code is the issue. A lot more work to do to get this back to 100%.
Little update for all. In total, 55 objects were affected by this. First thing I did was figure out which were crashing the game (3), which I removed for the last update. Then found out a further 52 are now invisible. Spend much of this week trying to figure out exactly what was going in, in the code, to cause the objects not to appear. Unfortunately, that was a bust. Didn't help that none of the objects would show up in Blender/NMSDK or NMS Model Viewer, the two tools we use to view and manipulate models. A couple of days ago, I resigned myself to having to redo the models from scratch. For the floor and wall models, worked out a decent method to redo all the parts in a fairly quick and efficient manner, in this case, by basing them off of existing vanilla parts. Decided on using the concrete models for this. Doing so, I can get these parts fixed up MUCH quicker and should have the side benefit of avoiding having this happen again, as the GEOMETRY files will be pure vanilla and not custom. They'll look slightly different in shape, but will be working. I should be able to upload an update to the mod by the end of this weekend with those parts, which are the majority affected, restored. Then I can turn focus to the rest of the objects.
Didn't get as far as I'd like this weekend, due to IRL. Will hold off on an update until tomorrow (Monday 10 July) evening to see if I can get a few more pieces done.
Some may be wondering why I didn't remove the parts that became "invisible", during this mod breakage. By leaving those in, the part identifiers will still exist in the game save for anyone who has placed these parts in a base. So, when that part gets fixed, it'll reappear where it was placed. If I remove from the mod, even temporarily, the part identifiers would not longer exist and the game would automatically remove from any loaded game save.
Great job! Could make a minimal version, edit it to remove the parts that don't like? I just want some lights and basic decorations for my base. Not a lot of stuff.
BTW I don't know how to edit it, any clue or tutorial on how to edit your mod and remove certain parts which I don't use/like and don't want to pop up in the menu? (for immersion purpuses).
The nexus building pieces (walls/floors/pipes) are invisible/no textures or models. Not sure what going on with that, the rest seems to be there and working just fine. Oh, I was wrong. The floor screen and some of the props are also with out textures or models.
I'm assuming that you're using the .pak provided AND have no other mods that modify the same base building files. If you do have others, but would need to combine them or they will all conflict with each other and only the last applied by the game will work correctly. If combining via the lua script/AMUMSS, this ONLY regenerates the METADATA. Would still need the downloaded mod .pak in MODS for the custom models, textures, etc. Alternately, when using the lua to combine with other mods, you can extract the contents of the mod .pak using psarctool, and place the CUSTOMMODELS folder into AMUMSS\ModExtraFilesToInclude, so they are included in the combined .pak.
Maybe Winder and Babs can take the stuff from this mod that works and fold it into their own? Just a thought - if the author isn't updating anymore. It seems most of these are in-game objects...just a thought.
For the most part, I've been updating. You're correct that many are in-game objects, but with tweaked settings, so they are customized. We've discussed rolling it in with EUCLI before. Maybe need to discuss again. Thanks for the input.
As soon as I can. Doing code review for my mods now, dealing with any property changes HG has made. Takes time with the sheer volume of mods I have published. Have the metadata files done, but still need to look at the model files.
100 comments
1 - I won't be adding too much else to this mod due to UI limitations with the build menu (other than anything Nexus related).
2 - I WILL be enhancing what I already have moving forward
3 - I will not be instructing how to merge with Eucli-ea - with the UI limitations, until those are addressed, combining both will result in a very poor experience.
I do not like providing things that will promote hangs, crashes, and poor experiences.
Thanks for your continued patience - 4.65 has a decent amount of fixes and some new parts!
Will upload soon - the LUA scripting needs work so trust the pak file for now.
...been away a while, and just started DL the latest mods, this seemed far down the list.
EDIT: After testing, Kibbles 'N Bits is definitely crashing on world load. NMS must have been stealth patched last night.
Some may be wondering why I didn't remove the parts that became "invisible", during this mod breakage. By leaving those in, the part identifiers will still exist in the game save for anyone who has placed these parts in a base. So, when that part gets fixed, it'll reappear where it was placed. If I remove from the mod, even temporarily, the part identifiers would not longer exist and the game would automatically remove from any loaded game save.
BTW I don't know how to edit it, any clue or tutorial on how to edit your mod and remove certain parts which I don't use/like and don't want to pop up in the menu? (for immersion purpuses).
Thanks.
Example:
{
["OBJECT"] = {
["ID"] = "KNXNPPCDESK",
["PlacementScene"] = "CUSTOMMODELS/KIBBLES/PLACEMENT/KNXNPPCDESK_PLACEMENT.SCENE.MBIN",
["Style"] = "None",
["Model"] = "CUSTOMMODELS/SPACE/NEXUS/PARTS/NADAPOLOROOM/PARTS/PLANTER_COMMONDESK.SCENE.MBIN",
["DecorationType"] = "Normal",
["IsPlaceable"] = "True",
["IsDecoration"] = "False",
["Biome"] = "Lush",
["BuildableOnFreighter"] = "True",
["BuildableOnPlanet"] = "False",
["CheckPlaceholderCollision"] = "False",
["EnableCollision"] = "True",
["CanScale"] = "True",
--["Group"] = "KIBBLESNBITS",
["SubGroupName"] = { "KNXDECOR1" },
["StorageContainerIndex"] = "-1",
["CanChangeColour"] = "True",
["CanChangeMaterial"] = "False",
["RemovesAttachedDecoration"] = "False",
["EditsTerrain"] = "False",
["BaseTerrainEditShape"] = "Cube",
["IsSealed"] = "False",
["Connection"] = "DECOR",
},
["PRODUCT"] = {
["Name"] = "Planter Common Desk",
["NameLower"] = "Planter Common Desk",
["Subtitle"] = "Planter Common Desk",
["Description"] = "Planter Common Desk",
["Icon"] = "CUSTOMMODELS/KIBBLES/ICONS/KNXNPPCDESK_ICON.DDS",
["Requirements"] = {
{
["ID"] = "FUEL1",
["InventoryType"] = "Substance",
["Amount"] = "5"
}
}
}
},
Then you'd need to run the lua through AMUMSS to create a custom metadata .pak
Best I can do for you now. Big NMS update release today, so I've got 100 mods to update and upload to Nexus. Going to be buried for a couple of days.
Oh, I was wrong. The floor screen and some of the props are also with out textures or models.