Mods are fixed for 3.70 to my knowledge. Please respond to this message if any mods are not working as expected in 3.70. I'm not playing much No Man's Sky, so I have only really launch-tested them. Not much play-testing was done.
There are reports about technology (METADATA/REALITY/TABLES/NMS_REALITY_GCTECHNOLOGYTABLE.MBIN) mods breaking one of the Expedition objectives: https://steamcommunity.com/app/275850/discussions/0/3124928124057856810/ https://steamcommunity.com/app/275850/discussions/0/3124928124065106085/
I completed that part and encountered the objective bug before mods got updated for 3.7, discovered after updating, but since it was about 4 hours into the playthrough, I don't feel so willing to test if the 3.7 version is causing this or not :<
For those who'd like to play it safe: maybe avoid mods from the Engineer pack for the Expedition 4 -- Removable Tech, Legendary Tech, Godly Tech.
(and thank you for the Flora note, good to know!) ----- upd. Conjured the missing tech in via the save editor and it shows just right, I may assume fresh mods are safe to use then? upd. Reached the other tech-giving stage with no problems whatsoever, I assume it is indeed safe, so excuse me for posting and worrying you in vain D: Thank you for all you do
Great... Yet ANOTHER abandoned NMS mod, if this were a 100% SP game then our modding efforts would not be so easily undermined by NMS's frequent updates!
The game wouldn't load past the logo until I removed QuickLaunch; Then it would reward 0 nanites for finding all critters of the planet, that's the case with any of the Fauna packs; These mods are included in ~BestBuds packs, so having any of em would cause the issues described above.
The game seems to be fine without QuickLaunch and [...]Fauna, I hope this helps.
Emergence Update 3.70 killed some of your mods. I only use a subset at the moment, but here are my results: Ace.pak - seems OK FlourishingFauna-BiggerAnimals.pak - BROKEN (mining beam causes game to freeze) QuickLaunch.pak - seems OK Zed.pak - BROKEN (causes game to freeze at startup)
Removed Mercenary-QuicksilverNexus.pak from the MODS folder and now the game doesn't crash on launch, yay! Removed FlourishingFauna-BiggerAnimals.pak and Zed.pak too just in case
Played a bit and got a freeze while mining, so removed FasterFauna.pak and FasterFauna-Flourishing.pak -- seems to be running fine so far, at least no significant hiccups anymore on the way through the expedition
FYI @Cockbat, there is no reason to run FasterFauna and FasterFauna-Flourishing (now called FlourishingFauna) at the same time. FlourishingFauna speeds up animals by itself. I recommend you use Vortex so you have a better visual guide for which mods are variations with overlapping effects. Many combos cannot work simultaneously (cannot run all Engineers, all Mercenaries, et cetera).
These files are not written in LUA, but you can view their C# scripts by viewing the .pak file in Mod Builder after installing it to MODS.
(Mod Builder scripts are written in C#. You will need to convert it to LUA independently. These scripts might be much harder to rewrite in LUA. Mod Builder enables some advanced coding trickery. Fair warning.)
For the most part, the stuff I do can be duplicated in LUA, but there are exceptions. One major exception is in Flourishing Fauna. The way I get the set of MBIN files that contain GcCreatureRoleDescriptionTable objects is unique to Mod Builder. As far as I know, there is no equivalent LUA function for grabbing all of the MBINs that contain a specific MBIN object (lists are generally compiled manually using a search in AMUMSS or some similar strategy). Additionally, I can grab objects from MBINs and clone them to make small changes, as I do when I adjust the outcomes of the settlement decisions in Master Overseer, rather than copy-pasting object structures manually as it is generally done in LUA solutions for similar problems.
Ultimately, it's true that I am modifying XML, but the way that my scripts do so is occasionally unique to the C# way of modding these files.
Second: Sorry, I need guidance to update my set up I'm mighty confused by the new installer as I'm updating a previous version of mercenary quicksilver and you state that best buds nanite pack contains mercenary by default. However nothing is mentioned of the quicksilver option. Now what do I choose if I want mercenary quicksilver?
PS.: It's irrelevant to me but for others you might want to mention if Best buds compatible with sci-fi comes with mercenary nanites or if one needs to pick and choose
I actually do mention briefly, "Best Buds features the Quicksilver version of Mercenary," however, in retrospect, people may think I mean that generally. But, just to be clear, Best Buds (with no qualifications in the file name) by default will contain the Quicksilver version of Mercenary, unless it explicitly says that it's the NaniteNexus version. I'll label the files more clearly on the next release.
Best Buds IS compatible with Sci Fi Fantasy Core (SFFC), however, SFFC has some major framerate issues on certain planets, so just be aware of that if you're having issues. Also, you will want to put a tilde in front of the filename (as in ~BestBuds.pak, for example) in order to ensure that my jetpack mods, mech mods, et cetera (which make you go much faster than in SFFC) are loaded last.
Regarding SFFC, in the installer you have "Best Buds (SFFC Compatible)" at the bottom of the selection. If I select that as the modpack install (I'm not ticking any other boxes), Vortex returns this error: "Source doesn't match any files: "_BestBuds.pak"" and there's no file extracted there in the bestbuds folder.
Got it. I realized as I was updating that I accidentally forgot to include _BestBuds. However, this has been deprecated; in the latest version, all three primary versions of the Best Buds pak will automatically feature a tilde (~) to ensure that they work when loaded on top of Sci Fi Fantasy Core (SFFC).
Individual mod files may need a tilde if you intend to build your own set of mods for compatibility with SFFC.
Sorry about the mistake, but 3.67 is live and good to go now!
Let me know if everything checks out! I have attempted to be more certain that it all works this time! I have massively improved the janky initial release of my Vortex installation for these files, so installing via Vortex should make it much more clear what things do and how to combine them, and hopefully not have any broken files... Haha!
Awesome mod pack, i will try it right now, after another 1.5 gig update, i was wanting to ask, is there anyway u could fix the jetpack from feeling like a 10 tonne load of metal to a versatile advanced piece of tech, just wondered... I would really like to fly faster from point A to point B, while above 1000 feet. thanks for the mod. After trying ur mod for some hours, i have decided i dont want it in my game, there isnt enough for me, i want a fast paced game, it just seemed to slow me down more than before, thanks but no thanks.. I changed the load order, seeings i have other mods in, and it works much better now, so i will use the mod, Also i really dont know if the update today has been doing weird things like usual or not..
If you feel slower with Burryaga running, you definitely have a load order problem and a different mod is editing your player movement as well, afterBurryaga.
I am using the mod pack with other mods active, it works a treat, i really enjoy using it now, even after the updates it still works good, ty for this mod, i thoroughly enjoy using it now, mod load order change made the difference.. ty :) thanks for the update
hey I don't know if its just me it's happening to or not but when i download best buds I get an error message. it reads errors were reported processing the installer best buds-2069-3-66-1631673008... at the end it says source doesn't match any files *_BestBuds.pak*
truly love this mod so any advice or guidance would be truly appreciated. Keep up the great work! :D
Weird, I am going to upload a new version ASAP. I am guessing you are using Vortex. If so, I may have a typo in the config. I will double-check it. In the meantime, those paks should be working, and you can manually move them to GAMEDATA/PCBANKS/MODS (in the No Man's Sky install directory) to install them.
More Exotics is a version of Modify Ship Spawns that is already made to generate more exotics, so you only need More Exotics if that's what you want to see.
I was only interested in the Mercenary mod and it is kind on your part to add an installer to choose which mod you want from the collection. Everything was ok and only the mercenary (quicksilver).pak was installed. The problem is that when I start the game, mercenary works as intended but I have effects from Ace, Better Cameras and Burryaga mods, even if they are not there (I double checked the mods folder and there's no pak inside reìated to those mods). Also, my frigates all have 50-50-50-50 stats that is simply not acceptable. Is it a bug or is intended to work that way ? Thank you in advance (I had to disable mercenary because both ace and burryaga effects were too much to my likings and that was why I didn't install them ...)
Edit: I am using the 3.64 version, not the experimental one
This is a mistaken upload! Thank you for pointing it out. The only file that is intended to increase frigate stats to 50-50-50-50 is No Dice (note that this is a temporary change and will not affect your save). My currently uploaded version of Mercenary is a copy of Best Buds; I must have accidentally overwritten the wrong file when saving an update to Best Buds. I will upload a fixed pack ASAP.
52 comments
https://steamcommunity.com/app/275850/discussions/0/3124928124057856810/
https://steamcommunity.com/app/275850/discussions/0/3124928124065106085/
I completed that part and encountered the objective bug before mods got updated for 3.7, discovered after updating, but since it was about 4 hours into the playthrough, I don't feel so willing to test if the 3.7 version is causing this or not :<
For those who'd like to play it safe: maybe avoid mods from the Engineer pack for the Expedition 4 -- Removable Tech, Legendary Tech, Godly Tech.
(and thank you for the Flora note, good to know!)
-----
upd. Conjured the missing tech in via the save editor and it shows just right, I may assume fresh mods are safe to use then?
upd. Reached the other tech-giving stage with no problems whatsoever, I assume it is indeed safe, so excuse me for posting and worrying you in vain D: Thank you for all you do
Then it would reward 0 nanites for finding all critters of the planet, that's the case with any of the Fauna packs;
These mods are included in ~BestBuds packs, so having any of em would cause the issues described above.
The game seems to be fine without QuickLaunch and [...]Fauna, I hope this helps.
I only use a subset at the moment, but here are my results:
Ace.pak - seems OK
FlourishingFauna-BiggerAnimals.pak - BROKEN (mining beam causes game to freeze)
QuickLaunch.pak - seems OK
Zed.pak - BROKEN (causes game to freeze at startup)
Removed FlourishingFauna-BiggerAnimals.pak and Zed.pak too just in case
Played a bit and got a freeze while mining, so removed FasterFauna.pak and FasterFauna-Flourishing.pak -- seems to be running fine so far, at least no significant hiccups anymore on the way through the expedition
If not, can you post a screenshot of your MODS folder? I will try to figure out what might be happening.
FYI, ~BestBuds-ThunderSpecial has less of the superhero stuff (does not have Burryaga).
(Mod Builder scripts are written in C#. You will need to convert it to LUA independently. These scripts might be much harder to rewrite in LUA. Mod Builder enables some advanced coding trickery. Fair warning.)
Ultimately, it's true that I am modifying XML, but the way that my scripts do so is occasionally unique to the C# way of modding these files.
Second: Sorry, I need guidance to update my set up
I'm mighty confused by the new installer as I'm updating a previous version of mercenary quicksilver and you state that best buds nanite pack contains mercenary by default. However nothing is mentioned of the quicksilver option. Now what do I choose if I want mercenary quicksilver?
PS.: It's irrelevant to me but for others you might want to mention if Best buds compatible with sci-fi comes with mercenary nanites or if one needs to pick and choose
Best Buds IS compatible with Sci Fi Fantasy Core (SFFC), however, SFFC has some major framerate issues on certain planets, so just be aware of that if you're having issues. Also, you will want to put a tilde in front of the filename (as in ~BestBuds.pak, for example) in order to ensure that my jetpack mods, mech mods, et cetera (which make you go much faster than in SFFC) are loaded last.
Individual mod files may need a tilde if you intend to build your own set of mods for compatibility with SFFC.
Sorry about the mistake, but 3.67 is live and good to go now!
truly love this mod so any advice or guidance would be truly appreciated. Keep up the great work! :D
Edit: I am using the 3.64 version, not the experimental one