Hello there, I'm Babscoole and will be maintaining this MOD, while Lowkie is busy with other things. I try to respond to posts or bug reports within 24 hours. If having an issue, please be as detailed as possible, "Not work" is not really actionable. :)
When HG updates the game and the MOD breaks, I aim to get it updated and fixed within 24 hours of availability of a compatible version of MBINCompiler. MBINCompiler may take several days after the HG update is released, so please be patient when this happens.
Be aware that for expeditions with a Signal Booster mission, the mod will need to be temporarily removed to complete that mission.
I can generally be found on the NMS Modding Discord (https://discord.gg/G8w2s3QMtH), as Babscoole#6326
Hey Babscoole, Sounds like this has been a hard project to work on. Just want you to know I (and others) really appreciate your hard work and creativity. Please don't be pressured and take care of yourself. We'll be grateful to be able to use this whenever it's ready.
I did start updating this mod over the weekend. Very slow going though, which I expected. I make heavy use of AMUMSS SEC_ commands, in the Lua script, to copy\edit\and paste in vanilla sections. With the game files having added more headers to sections, often times with the same property name as pre-5.5x headers, I'm finding that operations are happening to the wrong file sections. Example, instead of removing a section called Stages way down in in a file, now there's multiple parent sections called Stages, so most of the file is being wiped. Just slowly going through, section by section, checking what's going on now, vs before and correcting the issues one by one. Hoping to be done by next weekend, but much revolves around the expected release of NMS 5.6x on Wednesday.
IRL just not making it viable to actively work on the mod during my limited windows of time on weekdays this week. That being said, today I was able to do a side install of NMS 5.29 and run the "old" version of the Lua against that, getting hard copies of all of the 21 vanilla sections I copy for use, so I can now see at a glance, exactly what's changed for each between 5.29 and 5.5x. Will make it much easier to fix things up this way, instead of just going by memory or making changes solely based on how the files look in NMS 5.5x. Still hoping for\planning to get this done over the upcoming weekend. With the above data, estimating it'll take a few concurrent hours without interruption to get everything resolved.
One issue left to solve, but it's keeping a file from compiling. I know exactly what the issue is, just a beast to track down where it's being injected from, due to heavy usage of nested clones of vanilla file sections for the mod.
Fixed that issue, only to be presented with another fail to compile error. Fixed that one, now another. Rough thing about this one is that there's no clue given by the compiler as to what or where the problem is, very generic. Progress, but slow and painful.
Good grief. Found the problem, was actually two, but for the same reason. Two sections not taking into account the additional level of header added to everything. I figured this out on a VERY cutdown version of the mod, with only one scan entry, adjusting in the MXML manually. Now, to correct in the Lua script and see what happens. :) That works out, I can get the mod EXMLed and we'll be good to push the update...FINALLY.
Fixed those two sections in the Lua now and NO errors. Woohoo. Next step, check in-game. May not get to that until tonight, after work. Then EXMLizing of the files. Hoping to be done and ready by tomorrow. Shouldn't be any other hiccups, just a matter of EXMLizing being a time consuming affair and limited free time tonight (kids bath night). :)
Edit: Made initial EXMLs. Have to check output from those and mod in-game. Then waiting for our NMSMB contact to fix the .cs script. No joke, taken dozens of hours to fix this thing.
When I get to it. Being the most complex and one of my largest mods, this will be one of the last I update. Original creation of the mod took me months and an entire week to create the Lua. I'm estimating it'll take a week to fix up this mod and it's script.
Hi to Babscoole, Thought i'd fixed it, but turned out the mod broke when i ran it thru amumms - not sure if it was other mods with it, or what. I thought it was working, then suddenly it wasn't. I tried doing it again, still nothing working. So i deleted my how-to post :)
Worlds II broke almost every mod, and the changes are not simple to implement. This mod will take more than the average amount of work to fix. So please be patient.
I expected as much, considering the patch notes stated "smoother modding experience". When a DEV states something like that, It's usually the opposite. Take your time, make it right. I'll be waiting patiently.
Due to massive changes to modding HG made with this update, it will take awhile for mods to be updated. Now waiting for the modding tools to get updated, then I can update the mods. Please be patient, may take some days.
Major changes, even my sound mod broke which has never happened before. This mod is Massively complex compared to the sound one, so will take a lot more than re-organizing the file structure and re-package.
THANK YOU Babscoole! for all your hard work and dedication to this mod.
Ensure you are running NMS 5.26 or 5.27, no mod conflicts, and in general mod will NOT work during expeditions, just for normal gameplay, as many expeditions have a signal booster bypass during the expedition.
FYI, will be a mod update, due to the NMS hotfix release this morning, as soon as IRL allows me to do so.
Hello! Sorry if I chose the wrong place for this question, but unfortunately I don't know where else to ask. As I already said, the mod is amazing! And its new version, where scanning of objects occurs on the principle of maximum proximity to the scanning location is simply incomprehensible to me! But I can't understand it. :) My question is much simpler. You wrote that "Feel free to include any or all of the LUA in any mod or usage you may want". I like playing older versions of the game, and after long tests, I settled on version 4.38. I downloaded the appropriate version of this mod for it. It is clear that all the search functions now available in the "Signal booster" are also available through the activation of regular maps that can be bought in the game (there is an option to add CHART_HIVE to the cartographer's list of goods), this mod was made for greater comfort. But I decided to keep most of the game rules for myself, and optimized the frequency of certain objects dropping through the activation of maps in accordance with my ideas about the lore. There is only one function left that is not available through maps - the Portal. Yes, the portal can be found by searching for the Monolith and completing the riddle, but if you do it often, these actions become annoying. This is exactly what I would like to leave in the "Signal booster" and set a price for activation, for example, 3 units of Navigation data. This would greatly simplify both the mod itself and its change of game data. But I do not have enough values and skills to change the lua file so much. I repeat, the version of the game that I use is 4.38, the latest lua for it is "NMSVersion = "4.34". I will be very grateful to you if you suggest the implementation of just one function - finding the Portal on any planet for 3 units of Navigation data. No additional selection menus and functions, only one line next to the original search for the nearest buildings - Find Portal. I really hope for your answer, this will make my gaming experience perfect!
I would be happy to support you, but I do not have the technical ability to use any international payment method, if you know what I mean. I hope that this will change soon and I will be able to thank you.
COSTCHOICE shouldn't be on line 3, should be line 1. Are you just adding this to an existing script? Should be self contained. Make a new text file. Change the file extension from txt to lua. Copy\paste the contents of the code block into the lua file.
426 comments
When HG updates the game and the MOD breaks, I aim to get it updated and fixed within 24 hours of availability of a compatible version of MBINCompiler. MBINCompiler may take several days after the HG update is released, so please be patient when this happens.
Be aware that for expeditions with a Signal Booster mission, the mod will need to be temporarily removed to complete that mission.
I can generally be found on the NMS Modding Discord (https://discord.gg/G8w2s3QMtH), as Babscoole#6326
👍🏻😄
Edit: Made initial EXMLs. Have to check output from those and mod in-game. Then waiting for our NMSMB contact to fix the .cs script. No joke, taken dozens of hours to fix this thing.
Could You update with LUA file please?
Thanks
This is one of the best mod!
Thought i'd fixed it, but turned out the mod broke when i ran it thru amumms - not sure if it was other mods with it, or what. I thought it was working, then suddenly it wasn't. I tried doing it again, still nothing working. So i deleted my how-to post :)
THANK YOU Babscoole! for all your hard work and dedication to this mod.
FYI, will be a mod update, due to the NMS hotfix release this morning, as soon as IRL allows me to do so.
COSTCHOICE = "C_NAVDATA3"
function GetPuzzleOption(NAME, ACTION, COSTCHOICE)
return
[[
<Property value="GcAlienPuzzleOption.xml">
<Property name="Name" value="]]..NAME..[[" />
<Property name="Text" value="" />
<Property name="IsAlien" value="False" />
<Property name="Cost" value="]]..COSTCHOICE..[[" />
<Property name="Rewards">
<Property value="NMSString0x10.xml">
<Property name="Value" value="]]..ACTION..[[" />
</Property>
</Property>
<Property name="Mood" value="GcAlienMood.xml">
<Property name="Mood" value="Neutral" />
</Property>
<Property name="Prop" value="GcNPCPropType.xml">
<Property name="NPCProp" value="DontCare" />
</Property>
<Property name="OverrideWithAlienWord" value="False" />
<Property name="ReseedInteractionOnUse" value="False" />
<Property name="KeepOpen" value="False" />
<Property name="DisplayCost" value="True" />
<Property name="TruncateCost" value="False" />
<Property name="MarkInteractionComplete" value="True" />
<Property name="NextInteraction" value="" />
<Property name="SelectedOnBackOut" value="False" />
<Property name="AudioEvent" value="GcAudioWwiseEvents.xml">
<Property name="AkEvent" value="INVALID_EVENT" />
</Property>
<Property name="TitleOverride" value="" />
<Property name="EnablingConditionTest" value="GcMissionConditionTest.xml">
<Property name="ConditionTest" value="AnyFalse" />
</Property>
<Property name="EnablingConditions" />
<Property name="EnablingConditionId" value="" />
<Property name="WordCategory" value="GcWordCategoryTableEnum.xml">
<Property name="wordcategorytableEnum" value="MISC" />
</Property>
</Property>
]]
end
Menu1_Option2 = GetPuzzleOption("UI_PORTAL_OPT", "REVEAL_PORTAL", COSTCHOICE) -- Portal
Menu1_Options = Menu1_Option2
ALL_PUZZLE_UPDATES = Menu1_Options
NMS_MOD_DEFINITION_CONTAINER =
{
["MOD_FILENAME"] = "Firmware Update for the Signal Booster NiF.pak",
["MOD_DESCRIPTION"] = "Allows the Signal booster to find crashed ships, factories, multi tools, and portals with no inputs",
["MOD_AUTHOR"] = "Lowkie",
["MOD_MAINTENANCE"] = "Babscoole",
["NMS_VERSION"] = "4.34",
["MODIFICATIONS"] =
{
{
["MBIN_CHANGE_TABLE"] =
{
{
["MBIN_FILE_SOURCE"] = "METADATA\REALITY\TABLES\NMS_DIALOG_GCALIENPUZZLETABLE.MBIN",
["EXML_CHANGE_TABLE"] =
{
{
["SPECIAL_KEY_WORDS"] = {"Id", "SIGNALSCANNER", "Name", "UI_SIGNAL_NEAREST_OPT"},
["ADD_OPTION"] = "ADDafterSECTION",
["ADD"] = ALL_PUZZLE_UPDATES,
},
},
},
{
["MBIN_FILE_SOURCE"] = "METADATA\REALITY\TABLES\COSTTABLE.MBIN",
["EXML_CHANGE_TABLE"] =
{
{
["SPECIAL_KEY_WORDS"] = {"Id", "C_NAVDATA5"},
["SEC_SAVE_TO"] = "GetCost",
},
{
["SEC_EDIT"] = "GetCost",
["VALUE_CHANGE_TABLE"] =
{
{"Id", "C_NAVDATA3"},
{"Amount", "3"},
}
},
{
["SPECIAL_KEY_WORDS"] = {"Id", "C_NAVDATA" },
["ADD_OPTION"] = "ADDafterSECTION",
["SEC_ADD_NAMED"] = "GetCost",
},
},
},
}
}
}
}
Donation for the time gratefully accepted. :)
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[[WARNING]] Selene detected @ line 3, col 40: warning[shadowing]: shadowing variable `COSTCHOICE`
And at the end:
[ATTENTION] 1 [[WARNING]] raised
[ATTENTION] WARNINGS may produce good or bad PAK files. You have to be the judge!
Ignore it?
COSTCHOICE shouldn't be on line 3, should be line 1. Are you just adding this to an existing script? Should be self contained. Make a new text file. Change the file extension from txt to lua. Copy\paste the contents of the code block into the lua file.
Line 1 will be
COSTCHOICE = "C_NAVDATA3"
Last line, line 97, will be
}