No Man's Sky
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ChristianWidjaya and 1800PETMEDS

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christianwidjaya

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64 comments

  1. christianwidjaya
    christianwidjaya
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    Check changelogs for patchnotes. My mods "always" targets latest experimental branch as the latest MBINCompiler designed to do (AMUMSS). So bug reports must be confirmed into the latest experimental branch.

    Feedbacks are welcome, but please be realistic. Each classes should be fit their roles.

    New and updated. LUA script is working as well as many new additions. Have fun!
  2. TheSchroedingercat
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    Is the .lua file up to date? It looks like it's from last year. I know how to make a merged mod using AMUMSS, but I have no idea how to extract a lua from a .pak in order to have an updated .lua.
    1. christianwidjaya
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      Lua script doesn't need to change even though the game is updated unless there's something you need to fix. It's from last year, yes, but it still work in 2024.
  3. Davidius2
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    Is there any way to revert back to vanilla values without using a save editor?
    1. christianwidjaya
      christianwidjaya
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      There's, but it's way more complicated than using as save editor. (At this point, it would been easier to reset it with save editor instead)
    2. Davidius2
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      That's what I figured.  Thanks for the reply.
    3. Thorgal321
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      Wait so you can't revert these changes by removing the mod? How does it work? Does it edit the save file directly? What if the game updates? Will I be able to play normally when I remove the mod in such situation?
    4. christianwidjaya
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      Technically it affect the time you obtain the ship. You can't revert the changes made to the ship you obtained with the mod unless you do save editor. Fear not tho, if you remove the mod and got a new ship with it then you will back to vanilla values.
  4. Xakorik
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    Changes for the new Interceptor ships?
    1. christianwidjaya
      christianwidjaya
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      Will do. Please be patient, right now, I'm confused how's interceptor ship should act. I mean it's interceptor so it should have high speed and jump capabilities, but since it's sentinel and said to be interceptor so it should be good at combat, I'm at dilema at the distributions lol.

      Edit: Nvm, I just uploaded it. I hope you enjoy it.
    2. Xakorik
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      Thanks, and no problem!
  5. DrxVL
    DrxVL
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    Where can I find the vanilla values for everything that has been changed?
    1. christianwidjaya
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      Uhm, I have the raw file if you are interested. I would have embed the summary in description but it will make it as a wall of text even more than it currently is. Let me know if you want the file.
    2. DrxVL
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      I wish Nexus could notify me when people respond to my comments LOL.
      I'd love to see the originals, especially since I'm going to be playing this again for awhile. If you can send it to me on the nexus forums I'd appreciate it. :)

      Do you have a Patreon or similar, and do you plan to continue your work for the Fractal update?
    3. christianwidjaya
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      I do plan to keep this updated, and will add new classes if there's new stuff added. I didn't set my patreon yet, but my paypal is in the same name (@christianwidjaya) if you wish to donate.

      That been said for fractal update, I'm going to wait until the update settles down and the MBINCompiler is stable enough to publish one. Hastily updating this mod would just break the game at this point, so have a patience, thank you.

      Edit: I don't think you love to check the raw file and file delta, so you can check the original fandom instead for the original values, and compare them into the table I provide, here's the link
      https://nomanssky.fandom.com/wiki/Starship
      If you really want the raw file, I can still ship you with both original and changed one.
    4. DrxVL
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      Thanks, that'll work for now. If I end up wanting to change anything I might want to take a closer look, but it seemed fine when I was using it before. :)
  6. KhaziirEverflight
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    Newest available Lua confirmed working (self compiling via up to date AMUMSS) with newest public (4.05) branch (checked radiant pillar stats with and without, and they differed between the two tests).

    (Yes, I know this mod is intended for experimental branch. I still like using it for public aswell, which does work as it seems.)
    1. christianwidjaya
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      Well, compiling with AMUMSS is the best way to get this mod running, since it changes based on your game update, so that's good thing.

      Just a headsup though, since it's hard to maintain two version at same time (experimental and public), the LUA is made for latest version to adapt to experimental (that eventually will merged to public).
      On the case of Waypoint, experimental were ahead of public and changes inventorytables, and such that disparity between the public and experimental. Just in case, to anticipate face the same thing in the future, please keep the old script just in case the new experimental version doesn't adapted yet to public before attempting to use new LUA version. It wouldn't hurt to have backup, or otherwise you can DM me to dig up archive for it.

      That's said, have fun with the mod!
  7. jonibrine
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    Since the update yesterday, I cant open my save with this mod.
    1. christianwidjaya
      christianwidjaya
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      The game keeps updating up, I have to recompile everytime experimental is out, so keep this updated, always.
      And also, this mod is intended for experimental build (beta code: 3xperimental), not regular branch. Please keep in mind to that.

      Edit: New version is out and it confirmed to work on latest experimental. I don't know if you didn't read the pinned post before you complain, but please read it before complaining.
  8. LittleEvo
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    hi, i didn't see this mentioned in the patch notes, but are the inventory size changes updated to match the new inventory system? (it's only the cargo and technology tab right now.) I'd imagine that trying to convert a mod that uses the old system into the new version without manual tinkering is going to break a few things. please correct me if I'm wrong. thank you.
    1. christianwidjaya
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      No, but if it does, and if it does actually cause trouble, I'll do a complete recheck and make new version (1.0.6) for this
      Edit: you are right. The alien 48 max capacity is no longer supported. I removed it from the script for the latest build. Enjoy.
  9. everywomans
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    Great documentation and mod: tells exactly what changes are, and which file the changes are in. Thanks, especially for the update.
    1. christianwidjaya
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      Sure, glad you love it.
  10. realmister
    realmister
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    How can I test if it is working? I'm on steam version and haven't got a freighter yet
    1. christianwidjaya
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      I don't know if they completely wrecked freighter jump range in outlaws, but if you want to check if it is working or not, you have to try getting a new ship

      check the bonuses, for example, C class fighter, it would have bonuses of 25% damage, 10-25% shield and 0% hyperdrive.
  11. LittleEvo
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    thank you for the mod! but forgive me if i'm missing something here, but i fail to see the point in shuttles. if one wanted hyperdrive, they would use an explorer for jumping high distances and scanning, or a bioship for fighting random freighter encounters. 
    my suggestion would be to turn shuttles into an industrial ship, making it so if possible, having the ship scanner detect resource depots and other stuff that an analysis visor would normally see; like a better version of the exocraft scanners.
    i understand if this is not plausible. i'm not a modder.
    1. christianwidjaya
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      Ah, well, while this is an interesting idea, this is done in separate matter completely. This file changes ship bonuses that is obtained when you trying to obtain a new ship (or upgrade old ones). I believe shuttles, well, given in the name, are designed for jumps, rather than explorer which requires shield to protect themself from hazard, danger, etc. I think as shuttles being the weakest class in game, I thought balancing this would be interesting idea. As shuttle literally are "taxis", so well, I think making them in this format is the best way I could think of. Changing technology is done in other files, and it takes huge amount of effort to make it exclusive to one class, opposed to "easy" fix like this. I hope this answers your question?

      Also, while perfect rolled explorer has the same stat as perfect rolled shuttle, it just, guarantees you get 100% boost on any class shuttle than relying on RNG to perfection in explorer, vice versa with the shield.