I've fixed the cause of the crash. HelloGames made significant changes to the ANIMATEDDOOR SCENE file between NMS 4.52 and 4.6x.
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
1) Fixed the ANIMATEDDOOR SCENE 2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future. 3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
I really enjoy using this mod and was hindered by most by the recent updated. It works for my system freighter except the Pirate Dreads. What occurs is that I land and upon exit ship and my character is laying on their side in the hanger bay without gravity. I can stick to the floor and other items and made it to the bridge still sideways and made to to the captain~and back to my spacecraft. I use _Silent369.FreighterShipSalvage and removed it, combined it, and neither achieved proper exit from ship. The most recent MBINCompiler v4.64.0.3 got rid of my first ugly experience of exiting the ship in a all red glare of horizontal lines not being able to see anything recognizable.
This mod no longer functions. The game crashes, with an error message about mod issues, when loading a save game. I even recompiled with Amumss using the up-to-date lua from github. Still crashes.
I've fixed the cause of the crash. HelloGames made significant changes to the ANIMATEDDOOR SCENE file between NMS 4.52 and 4.6x.
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
1) Fixed the ANIMATEDDOOR SCENE 2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future. 3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
I've fixed the cause of the crash. HelloGames made significant changes to the ANIMATEDDOOR SCENE file between NMS 4.52 and 4.6x.
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
1) Fixed the ANIMATEDDOOR SCENE 2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future. 3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
Please update for OMEGA update. I changed my fraighter to a pirate dreadnought, and the bridge is a defalut pirate one. And if you could, could you please make the modded bridge on dreadnoughts still in pirate-like style?
YES! you are the man! I'm so glad your back! I came back to NMS because after 924 hours in Starfield i realized how bored i was, why the heck aren't i playing NMS??!!! I just tried it in game, i think Hello games should just use your design, it's even better then i remembered. I can see all my living freighters with ethereal spectral tails, not a single one with a mustache because they gross be out. They look amazing through your bridge!
I'm in the same boat, just not as many hours in. In truth, I spent so much time making this mod that I never really even played NMS so maybe it's time to take another cue from you and revisit :) thanks for the compliment, by the way, happy to know other people enjoy this mod as much as I do.
You should prob wait until all the fixes are in place!! I just seen on Twitter that a new build was available in experimental!! Soon to be in the main game.
The bridge scanner mod that's part of this mod has been updated for the Inceptor update!!! That part of this mod most likely also needs to be updated. I'm currently having a VR pointer issue but I'm not sure if It's related to the mod. I will test soon!!! https://www.nexusmods.com/nomanssky/mods/2580
180 comments
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
nms-amumss-lua-mod-script-collection/Babscoole/_AstrosBridge4.4.lua at main · MetaIdea/nms-amumss-lua-mod-script-collection (github.com)
To install and use AMUMSS, see How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
The following changes have been made to the Lua:
1) Fixed the ANIMATEDDOOR SCENE
2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future.
3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
What occurs is that I land and upon exit ship and my character is laying on their side in the hanger bay without gravity. I can stick to the floor and other items and made it to the bridge still sideways and made to to the captain~and back to my spacecraft.
I use _Silent369.FreighterShipSalvage and removed it, combined it, and neither achieved proper exit from ship.
The most recent MBINCompiler v4.64.0.3 got rid of my first ugly experience of exiting the ship in a all red glare of horizontal lines not being able to see anything recognizable.
Commend you and obviously the OP for the mod.
Seems that the Orbital update has broken it.
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
nms-amumss-lua-mod-script-collection/Babscoole/_AstrosBridge4.4.lua at main · MetaIdea/nms-amumss-lua-mod-script-collection (github.com)
To install and use AMUMSS, see How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
The following changes have been made to the Lua:
1) Fixed the ANIMATEDDOOR SCENE
2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future.
3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
The fix is incorporated into the .Lua file for the mod. In order to continue using the mod, you will need to grab the .Lua and process through AMUMSS to generate the mod .pak you need to use.
nms-amumss-lua-mod-script-collection/Babscoole/_AstrosBridge4.4.lua at main · MetaIdea/nms-amumss-lua-mod-script-collection (github.com)
To install and use AMUMSS, see How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
The following changes have been made to the Lua:
1) Fixed the ANIMATEDDOOR SCENE
2) Much less hardcoding of EXML blocks. For most files in the mod, granular changes are made to vanilla files to rebuild the mod files. This will make the current situation less likely to happen again. I want to complete this for the remaining 4 hardcoded files, but this is for the future.
3) Have replaced the bridge in pirate freighters with the Astros one. Will look exactly the same as other freighter astro bridges, no pirate theme. I haven't had the chance to test this, but should work fine. Please let me know, if you have a pirate freighter.
If AstronautInOrbit comes back at some point, I'm sure he'll do a more customized version for the pirate freighter bridege.
I just tried it in game, i think Hello games should just use your design, it's even better then i remembered. I can see all my living freighters with ethereal spectral tails, not a single one with a mustache because they gross be out. They look amazing through your bridge!
Will there be an Update soon? I really like your Mod!
(Don't want to be pushy - just asking nicely...)