If you are having issues with the lua file in AMUMSS, see the second stickied thread.
If you are having the same issue mentioned in that thread, then: 1. grab this file 2. put the file into AMUMSS\MODBUILDER and overwrite the original file
FUTURE PLANS +Add QS reward to defending your settlement +Add QS reward to building completion within your settlement +Add QS reward to Salvaged Data gathering +Add QS reward to Knowledge Stones +Add QS to Alien Monoliths +Add QS reward to Waypoints +Add QS to Base Computer missions +Add QS to Base Specialists missions
My Holy Grail (potentially impossible) +Add QS reward to scanning all fauna on a planet ======================================================================================================================
Hey everyone! First off, thank you so much for trying this mod, and a special thanks to everyone who has alerted me to issues with it and helped me along the way!
For those of you who have been using the mod for a while now, I'd love to know how the balance feels: -Does it feel like you're getting Quicksilver too quickly? -Or perhaps too slow and too much of a grind?
Also, if you have any suggestions of activities you love to do that don't currently give Quicksilver, please feel free to let me know in this thread! I will be working on an update eventually and would love to add some more enjoyable sources.
Firstly, thanks so much for making this mod! I really appreciate making the grind more actually enjoyable and less waiting around twiddling our thumbs. Keep up your awesome work. <3
P.S. - Super excited for the .lua script you mentioned!
Hi discovered the mod today and was curious as how the install works with the lua script? I'm not to familiar with the mod handling of this game and I can't seem to get the mod to work.
1) Mod .pak goes into NMS install\GAMEDATA\PCBANKS\MODS, you create the mods folder 2) In PCBANKS folder, if there's a file called DISABLEMODS.txt, you have to delete or rename it 3) Most likely culprit, you have one or more other mod .paks which make changes to one or more of the files used by this mod: NMS_DIALOG_GCALIENPUZZLETABLE.MBIN REWARDTABLE.MBIN TUTORIALMISSIONTABLE.MBIN NPCMISSIONTABLE.MBIN PIRATEMISSIONTABLE.MBIN MULTIPLAYERMISSIONTABLE.MBIN Game can only use one mod .pak which contains a given game file, last loaded wins.
NMS 'Order of Processing' & 'Load Order': From top to bottom (bottom mod pak is loaded last thus wins) Note: not all first characters were tested here + ALT+43 - ALT+45 (a minus or dash) . 0. 0 1. 1 ... 9. 9 = ALT+61 A a ... Z z _ ALT+95 (underscore) __ ALT+95 (underscore x2) ~ tilde
Turned in a mission at space station that should have given 125 QS according to Info - but it did not. I'm aware it does not show on turn in popup notification, but I looked at my QS from inventory before turning mission in, and after. None recieved.
I dont have any other mods affecting the table files noted. Have not tried any other mission types but it seems unlikely they would work better :)
I know that for 4.50, HelloGames threw the mission stuff into a blender and hit puree. Lots of previous missions have been removed and/or replaced. Do you remember any specifics of this particular mission, so I can try to track it down? It probably uses different keywords than previous.
I just took a look through NPCMISSIONTABLE, where the station missions come from, and should be fine. Next most likely culprit would be REWARDTABLE. I know you said that you don't have any other mods making changes to the same file, BUT this is the most commonly modded file for NMS. Nearly impossible to use multiple mods and not have conflict with this file.
Quite simple. I dont have a lot of mods to begin with. They are mostly for gfx improvements, in the style of Duds color and something for the game camera. Then there is Fast Actions, black space (instead of the LSD trip vanilla colors). That's about it.
I looked at amumss but it is one of those things I avoid because I'm a dum-dum when it comes to more advanced modding in that line. ADHD makes it a little tricky for me to learn stuff like that.
Also, the mods I am using, all of them have listed the files they modify in their Description tab here on Nexus so it's not that hard to keep track of wich one does what as long as it doesnt run away to becoming lots and lots of mods.
UPDATE / EDIT: Turns out I had picked up a version of this mod that was available barely hours before the latest one (same day). Now the QS came from a regular mission so it appears to be working 👍🏼
EDIT: I'll have to track down the vanilla reward for this. It's possible HelloGames changed the name of it. Guessing it happened when the Pirate Freighters were introduced. In the hopes of avoiding having to make a bunch of jumps then having to take out Pirate Freighters. by chance do you remember the exact verbiage of something the Captain says, leading up to the exchange? With this info I can find it easily in the files.
Edit2: NM, I found it. Will be corrected in the next version of the mod, with the next NMS update, which is expected sometime between tomorrow and mid-next week. Thanks for letting me know about this oversight. :)
If you want to incorporate the fix yourself, now, edit the lua script. Change line 242 to ["IDS"] = {"R_ABAND_END", "R_NEXUS_MEGA_C", "FREIGHTER_SAVED"} Save the change, then run the lua script through AMUMSS to generate a new mod .pak. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Will this be updated? I would like to use it (I do not use lua) but judging by the comments and the last update being in September, this bug was not corrected yet?
Yeah, the update to begin Redux is late this year. I'll go ahead and update this evening, in a short while from now.
Edit: Updated. BTW, you really ought to consider using Luas/AMUMSS. It's the only way to use multiple mods that make changes to the same file (By combining them). For example, one of the files this mod makes changes to is called REWARDTABLE. Most modded file in the game. Probably something on the order of 30% of NMS mods wouldn't be able to be used at the same time as ENJOYABLE QS, without combining.
No. I run game ver 4.45, just installed this mod and markers work just fine, I did a pirate kill mission just now. Mod worked when I scrapped a ship too. I did notice before I started modding today that some quests just don't have markers like what world to take a picture of when you jump around, creature and sentinal kill quests also never had markers, so perhaps it is just the base game.
Its more like quest completion or events wont register I have found for example some Pirate kill missions just keep sending waves of ships at me although in general they work, the ones that always fail for me are the ones where you digg for treasures on ruins, it would show me where to land but the opening of the chest will not register. Although idk if its an issue with this mod its the only that changes stuff on the quest given on stations. Pirate freighter fights seems to be also some times bugged, but i experienced that on Vanilla when playing the past update. So idk so far i have just been skipping those quest. Thank you for replying
No problem. Yeah, I believe that's a known vanilla bug. It's not exactly that they don't show, but show then disappear. Can be almost instantaneous. Theory is that there's some sort of hardcoded limit to the number of markers displaying that's exceeded. This mod doesn't mess with any of the marker settings though, only the rewards and reward values.
for some reason its conflicts with this mod https://www.nexusmods.com/nomanssky/mods/2546?tab=description but in funny way... noticed that after missions and killing drones i didn`t recieve any Quicksilver and so stared to check what i did add to mod folder lately... after excluding this one from mods the rewards is returned back
Yes. The was NMS mods work is the .paks contain complete copies of the game files that are changed, which supercede the unmodded vanilla copy. When a mod .pak is removed, the game reverts to using the unmodded vanilla version of the file(s).
You're very welcome. When current Experimental build goes to public, guessing tomorrow, it'll be updated again, as there's changes to all the mission files, some of which this mod makes changes to. :)
Sorry for the major delay. I've been dealing with a lot in my life over the past few months. Most good, some bad, but all exhausting. It has pained me not to have time for this, as I know a fair amount of people love to use it.
Still having crashes even with the updated LUA script, though i'm still fairly new to using AMUMSS, whats the TLDR to add the updated LUA script? When I compile all my PAK's into one then try to patch them all together I just get errors
187 comments
If you are having issues with the lua file in AMUMSS, see the second stickied thread.
1. grab this file
2. put the file into AMUMSS\MODBUILDER and overwrite the original file
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++==========================================================
As soon as I have time, I will update the mod and lua, as is, to properly work with 4.0. Then I will make a true update, adding a few items from the "future plans" list below. In the meantime, if you are having problems, grab the updated lua from Babscoole here:
LUA updated for NMS 4.X WayPoint: nms-amumss-lua-mod-script-collection/EnjoyableQuicksilver_1.21.lua at main · MetaIdea/nms-amumss-lua-mod-script-collection (github.com)
FUTURE PLANS
+Add QS reward to defending your settlement
+Add QS reward to building completion within your settlement
+Add QS reward to Salvaged Data gathering
+Add QS reward to Knowledge Stones
+Add QS to Alien Monoliths
+Add QS reward to Waypoints
+Add QS to Base Computer missions
+Add QS to Base Specialists missions
My Holy Grail
(potentially impossible)
+Add QS reward to scanning all fauna on a planet
======================================================================================================================
Hey everyone! First off, thank you so much for trying this mod, and a special thanks to everyone who has alerted me to issues with it and helped me along the way!
For those of you who have been using the mod for a while now, I'd love to know how the balance feels:
-Does it feel like you're getting Quicksilver too quickly?
-Or perhaps too slow and too much of a grind?
Also, if you have any suggestions of activities you love to do that don't currently give Quicksilver, please feel free to let me know in this thread! I will be working on an update eventually and would love to add some more enjoyable sources.
(I'll love you forever)
Black Feather Meadowlark
Visual Art and Music Projects
P.S. - Super excited for the .lua script you mentioned!
5. finally learn how to make a .lua script [IN PROGRESS]DONE!!!!!. Update the sticky, lol6.
update the sticky!!![DONE]2) In PCBANKS folder, if there's a file called DISABLEMODS.txt, you have to delete or rename it
3) Most likely culprit, you have one or more other mod .paks which make changes to one or more of the files used by this mod:
NMS_DIALOG_GCALIENPUZZLETABLE.MBIN
REWARDTABLE.MBIN
TUTORIALMISSIONTABLE.MBIN
NPCMISSIONTABLE.MBIN
PIRATEMISSIONTABLE.MBIN
MULTIPLAYERMISSIONTABLE.MBIN
Game can only use one mod .pak which contains a given game file, last loaded wins.
For conflicts, you can use Lua scripts and AMUMSS to combine\merge mods, so all conflicting mods will work and not just one.
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
NMS 'Order of Processing' & 'Load Order':
From top to bottom (bottom mod pak is loaded last thus wins)
Note: not all first characters were tested here
+ ALT+43
- ALT+45 (a minus or dash)
.
0.
0
1.
1
...
9.
9
= ALT+61
A
a
...
Z
z
_ ALT+95 (underscore)
__ ALT+95 (underscore x2)
~ tilde
Turned in a mission at space station that should have given 125 QS according to Info - but it did not.
I'm aware it does not show on turn in popup notification, but I looked at my QS from inventory before turning mission in, and after.
None recieved.
I dont have any other mods affecting the table files noted.
Have not tried any other mission types but it seems unlikely they would work better :)
Cheers!
How are you checking "I dont have any other mods affecting the table files noted"? I would suggest using AMUMSS. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) Can check for conflicting mod .paks in the MODS folder, which the game uses to load mods.
I dont have a lot of mods to begin with. They are mostly for gfx improvements, in the style of Duds color and something for the game camera.
Then there is Fast Actions, black space (instead of the LSD trip vanilla colors). That's about it.
I looked at amumss but it is one of those things I avoid because I'm a dum-dum when it comes to more advanced modding in that line.
ADHD makes it a little tricky for me to learn stuff like that.
Also, the mods I am using, all of them have listed the files they modify in their Description tab here on Nexus so it's not that hard to keep track of wich one does what as long as it doesnt run away to becoming lots and lots of mods.
UPDATE / EDIT:
Turns out I had picked up a version of this mod that was available barely hours before the latest one (same day).
Now the QS came from a regular mission so it appears to be working 👍🏼
What happens when you do so?EDIT:
I'll have to track down the vanilla reward for this. It's possible HelloGames changed the name of it. Guessing it happened when the Pirate Freighters were introduced. In the hopes of avoiding having to make a bunch of jumps then having to take out Pirate Freighters. by chance do you remember the exact verbiage of something the Captain says, leading up to the exchange? With this info I can find it easily in the files.Edit2: NM, I found it. Will be corrected in the next version of the mod, with the next NMS update, which is expected sometime between tomorrow and mid-next week. Thanks for letting me know about this oversight. :)
If you want to incorporate the fix yourself, now, edit the lua script. Change line 242 to
["IDS"] = {"R_ABAND_END", "R_NEXUS_MEGA_C", "FREIGHTER_SAVED"}
Save the change, then run the lua script through AMUMSS to generate a new mod .pak. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)I'll go ahead and update this evening, in a short while from now.
Edit: Updated. BTW, you really ought to consider using Luas/AMUMSS. It's the only way to use multiple mods that make changes to the same file (By combining them). For example, one of the files this mod makes changes to is called REWARDTABLE. Most modded file in the game. Probably something on the order of 30% of NMS mods wouldn't be able to be used at the same time as ENJOYABLE QS, without combining.https://www.nexusmods.com/nomanssky/mods/2546?tab=description
but in funny way... noticed that after missions and killing drones i didn`t recieve any Quicksilver and so stared to check what i did add to mod folder lately... after excluding this one from mods the rewards is returned back
Sorry for the major delay. I've been dealing with a lot in my life over the past few months. Most good, some bad, but all exhausting. It has pained me not to have time for this, as I know a fair amount of people love to use it.
In the meantime, Babscoole's updated lua script should work. There is a link in the top stickied post.