No Man's Sky
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  1. GumskBF
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    NOTE: Any mod with the version 4.412a is built on the experimental files and might be incompatible with the public branch until HG pushes experimental to public, probably on Monday, 28 August, UK time.
  2. blackjackgarry
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    Some infos when using - maybe for new users...

    1.) when using it with a new game start, you may be position in an uncharted system!
    This means you cannot build several key components/parts (eg. hyperdrive). Bec. you have no access to a space station. So in this case you will have to start again - until you are placed inside a inhibited/populated system.

    2.) not using it for a new game start, then activating it later:
    Be sure you have researched hyperdrive and build one. ...see 3.
    Maybe some missions will fail bec. the spaces stations and planetary points-of-intrests are removed (eg. ruins, factories, ...)

    3.) Space station teleports!
    When you are using it after you started a new game AND you visited some space stations before activation the mod!
    Now if the space stations are in systems who are now uninhabited (bec. the mod disabled them), these space stations AND their teleports are gone - that is correct!
    But, if teleporting to such an station from your base teleporter - you will end up in empty space and be killed - also correct.
    TO solve this problem in an good way, you will need to edit the save file (you should have a minimum understanding of JSON). Open it in an JSON editor (eg. No Mans Sky Save Editor - here edit RAW JSON), search for the entry 'TeleportEndpoints' - under this node you will find the space station teleports you visited. Here you can delete the station node(s). This also works when you want to clear those portal entries in your portal selection list ingame.

    Thats for using this mod. I like it bec. the galaxy now feels way better - and not overpopulated as in vanila...
    1. TarXor
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      1 - This is not true. I spawned in an uncharted system (no station) in a new game. I easily created microprocessors and a hyperdrive. The recipe for the microprocessor can be learned in the anomaly, and the anomaly can be summoned as soon as the player is in space.
  3. PizzaSHARK
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    Any idea if it's possible to force gSolar to start the player in a colonized system?  Blackjackgarry's post provides some workaround options for it, but it would be nice if it were possible to just put it into the mod using the LUA itself.  I haven't seen anything that looks like it would offer that in the gSolar or gLonely LUA files.
    1. GumskBF
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      Unfortunately, I don't know of any way to force that. By default, all starting systems are yellow and all yellow systems are inhabited, so vanilla doesn't have the issue.
  4. ckeylos
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    I tried to use the pak file and recompiling with the lua script but the game is still crashing with the mod. I get the following error in AMUMSS:

    Starting to process script #7 of 16 [gSolar Uncharted.lua] {
    Copying script source to MOD
    Getting GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN from NMS source PAKs
       SUCCESS Decompiling
    >>>>>>> Loaded script [gSolar Uncharted.lua]
    {>>> GCSOLARGENERATIONGLOBALS.GLOBAL.EXML
        MapFileTree creation/update done by 2nd thread
    -> Based on PRECEDING_KEY_WORDS: >>> {"AbandonedSystemProbability"}, <<< 
        Looking for >>> [Yellow] New value will be >>> [[0.1]] of type [NUMBER]
                    >>> Searching in lines 116 to 121...
        [WARNING] ORIGINAL and NEW number value have mismatched types (INTEGER->FLOAT) or (STRING vs NUMBER)
          -- On line 117, exchanged:    [<Property name="Yellow" value="0" />]                      with:     [<Property name="Yellow" value="0.1" />]
        Looking for >>> [Green] New value will be >>> [[0.1]] of type [NUMBER]
                    >>> Searching in lines 116 to 121...
          -- On line 118, exchanged:    [<Property name="Green" value="0.1" />]                     with:     [<Property name="Green" value="0.1" />]
        Looking for >>> [Blue] New value will be >>> [[0]] of type [NUMBER]
                    >>> Searching in lines 116 to 121...
          -- On line 119, exchanged:    [<Property name="Blue" value="0.1" />]                      with:     [<Property name="Blue" value="0" />]
        Looking for >>> [Red] New value will be >>> [[0.2]] of type [NUMBER]
                    >>> Searching in lines 116 to 121...
        [WARNING] ORIGINAL and NEW number value have mismatched types (INTEGER->FLOAT) or (STRING vs NUMBER)
          -- On line 120, exchanged:    [<Property name="Red" value="0" />]                         with:     [<Property name="Red" value="0.2" />]
    -> Based on PRECEDING_KEY_WORDS: >>> {"EmptySystemProbability"}, <<< 
        Looking for >>> [Yellow] New value will be >>> [[0.5]] of type [NUMBER]
                    >>> Searching in lines 122 to 127...
        [WARNING] ORIGINAL and NEW number value have mismatched types (INTEGER->FLOAT) or (STRING vs NUMBER)
          -- On line 123, exchanged:    [<Property name="Yellow" value="0" />]                      with:     [<Property name="Yellow" value="0.5" />]
        Looking for >>> [Green] New value will be >>> [[0.8]] of type [NUMBER]
                    >>> Searching in lines 122 to 127...
          -- On line 124, exchanged:    [<Property name="Green" value="0.4" />]                     with:     [<Property name="Green" value="0.8" />]
        Looking for >>> [Blue] New value will be >>> [[1.0]] of type [NUMBER]
                    >>> Searching in lines 122 to 127...
          -- On line 125, exchanged:    [<Property name="Blue" value="0.4" />]                      with:     [<Property name="Blue" value="1.0" />]
        Looking for >>> [Red] New value will be >>> [[0.6]] of type [NUMBER]
                    >>> Searching in lines 122 to 127...
          -- On line 126, exchanged:    [<Property name="Red" value="0.95" />]                      with:     [<Property name="Red" value="0.6" />]
      Ended processing with [8 CHANGE(s) made]
         on File: [GCSOLARGENERATIONGLOBALS.GLOBAL.EXML]
      Ended with a total of 8 action(s) made }
    Ended script processing with [8 action(s), 0 files added]
    Using custom DateTime format!
    Combined Mod ACTIVE: Delaying Building MOD...
    Ended script [gSolar Uncharted.lua]
    1. GumskBF
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      Those warnings shouldn't be a problem. I will take a look at it some more tomorrow.
  5. PHANTOMHATE
    PHANTOMHATE
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    I made all systems Uncharted with these changes.
    Warning: This will change your saved game when loaded.
    This is not a complete lua file - Reference Only

        {["PRECEDING_KEY_WORDS"] = {"AbandonedSystemProbability"},
        ["VALUE_CHANGE_TABLE"] = {
            {"Yellow", 0},       
            {"Green", 0},
            {"Blue", 0},
            {"Red", 0}
            }},
        {["PRECEDING_KEY_WORDS"] = {"EmptySystemProbability"},
        ["VALUE_CHANGE_TABLE"] = {
            {"Yellow", 1},       
            {"Green", 1},
            {"Blue", 1},
            {"Red", 1}
            }},

    (hey, endorse this mod)
  6. quanton77
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    can you provide a lua file? greeting
    1. GumskBF
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      All my mods have LUA files inside the PAK. Just put the PAK in the AMUMSS ModScript folder and run BUILDMOD and it will unpack the PAK to give you the LUA.

      You can also look at my collected mods page, https://www.nexusmods.com/nomanssky/mods/1541? , and download all my production files.
  7. agh1353
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    This seems to do more than just reroll the dominant system lifeform. When I mounted the uncharted version of this mod, animals on planets I discovered were changed. A few were the same as before, but most of them were rerolled. In addition, an outpost I created a save beacon at disappeared, and the terrain was changed throughout the planet. I had just discovered a very pretty planet with very cool and desirable animals and thought that I lost most of them to a glitch, but it was because of this mod. I'm not sure why or if you can do anything about it because I'm not a programmer (probably not considering how simple the mod is) but I really hope that we can eventually use this mod without this happening.
    1. GumskBF
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      Hello and thank you for your feedback. Unfortunately, I don't know of any way for this mod to do what you're describing. If what you're describing is because of this mod, I wouldn't know any way to fix it. My best guess is that there is some other influence that is causing the things you describe.
    2. agh1353
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      Is it possible that merging this mod and an asteroid-thinning mod would cause this?
    3. GumskBF
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      Neither this nor an asteroid-related mod should do the things you describe.
    4. Unedjis
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      I can confirm that terrain generation seems to be affected by the mod (although nothing too extreme). I just loaded planetside and my ship is underground (in a cave, so I can reach it - phew) while I myself also spawned half-buried (and got plopped out, so all good). Also, the planet used to be a Bones planet, now it has nothing special. Other than that, most plants and minerals seem to be the same but I do have some unscanned plants around me.

      But it makes no sense, I checked the file and none of the edits seem to have anything to do with terrain generation. Oh well. Guess I'll take the risk (and lose the Bones - which hurts because I manually deleted EVERYTHING I owned after jumping between galaxies, and the Bones would have been a nice boost to get me started).

      Edit: Also, you need to be aware that there won't be any Atlas Stations in uncharted systems, even though they appear on the Galaxy Map. Meaning, if you're on the Atlas Path, you're in for a very long haul because you'll have to find an inhabited (or possibly at least abandoned) system with an Atlas Station to progress.
  8. deleted112569083
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    nice ....
    can we have the .lua files plz? a conflict
    1. GumskBF
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      All my mods have LUA files. Just unpack them in Modcript and you'll get the LUA.
    2. deleted112569083
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      great. thanks.
  9. pomexar
    pomexar
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    Hello,

    Hopefully is just me, but the game is crashing on new game or loading an old one, with either Uncharted or Abandoned.

    Thanks.
    1. GumskBF
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      It's not updated yet. There's still a problem with this file in the compiler. Hopefully I can update it soon.
  10. chandeliermon
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    This is THE mod that perfected the immersion for me. It felt odd to me how widespread and common the aliens had colonized. Now space feels more intimidating and empty just how I think it should. Thanks!

    I'm recently having a new problem though-- I have the uncharted version which is working great for making populated systems less common in the galaxy, however the past three charted systems turned abandoned when I visited the space stations. I first thought this was a fluke but it happened three times in a row. Additionally, past visited stations have turned abandoned. I know that they've turned because my base was definitely in a populated system, and when I revisited the station to turn in a mission it was abandoned even though the quest target told me to go there (when I landed in the station it switched to point to a different system).
    1. GumskBF
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      I will update the mods to see if that is the problem.
    2. GumskBF
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      I've updated the mods to see if that helps. Let me know.
    3. chandeliermon
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      Unfortunately no, this mod is also deleting Atlas stations from the system once the system is visited even though it was marked as having one.
  11. JuanMz
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    Hi there, are uncharted and abandoned versions compatible? Thanks
    1. GumskBF
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      No, only one will work at a time.