0 of 0

File information

Last updated

Original upload

Created by

Babscoole

Uploaded by

Babscoole

Virus scan

Safe to use

Tags for this mod

91 comments

  1. Babscoole
    Babscoole
    • premium
    • 124 kudos
    Locked
    Sticky
    For any who wish to make a custom version using the included LUA, I've added the full list of NMS creatures to the articles tab.  Should be able to update the MOD to NMS 3.87 (released this morning) at some time later today.  Waiting for new version of MBINCompiler before I do so. 
  2. MikeONike
    MikeONike
    • member
    • 0 kudos
    Hello! First of all, I want to sincerely apologize if this comes across as pushy—I completely understand how stressful deadlines and pressure can be. That said, I was wondering if you might have any rough estimate for when an updated version of this mod could be released? I’m truly grateful for your work, as it’s been a huge help for me. Due to my severe lepidopterophobia, encountering certain creatures in the game has made it quite challenging to play, and I often find myself closing the game abruptly. Your mod has been a lifesaver, and I’m just eagerly looking forward to its next iteration. Absolutely no rush, though—I just wanted to kindly ask. Thank you so much for all your effort and time! 😓
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Will be within the next few days.  Currently working on updating my mods, since NMS 5.58 has been released.  Fairly time consuming, since updating for NMS 5.5x is tantamount to remaking mods from scratch, due to the significant reworking of the game files and modding system HG has done.  Soon.  :)
    2. MikeONike
      MikeONike
      • member
      • 0 kudos
      That's great! Thank you very much for your quick response. Just take your time. Cheers!
    3. Babscoole
      Babscoole
      • premium
      • 124 kudos
      I'll probably work on this after dinner tonight or tomorrow, as I realize that without this specific mod, some people cannot play.
    4. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Updated
  3. Ryu1654
    Ryu1654
    • premium
    • 0 kudos
    Hi! Does the mod still work for the new Update? Cant play with out it.
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      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.
  4. flannoit
    flannoit
    • member
    • 1 kudos
    Hello! I wanted to know if it would be possible for there to be a version that removes any big beasties from the waters as well as bugs? I have really bad thalassophobia but I also have really, really bad arachnophobia especially...
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Click on the articles tab, then click on the creature list.  Tell me which you need removed for your thalassophobia and I can do so.  Sharks definitely, but I'm not certain after that what would trigger you.  You'd have to tell me, based on what you've experienced in game.  Alternately, as a maybe, instead of replacing, I MIGHT be able to just change the settings to make the size range for your list smaller.  Let me know if you'd like me to explore that second option too.
    2. flannoit
      flannoit
      • member
      • 1 kudos
      I'm incredibly new to the game, so I'm not sure what's all down there ^^; I was told by my friends who've played for a while that there are some big underwater creatures that may be a problem for me since they have a general idea of what triggers my thalassophobia

      I can try my best to give like... An idea, but I unfortunately have no solid specifics at this moment since this is actually my first time playing.

      Very very large sea creatures (whales are an example, but the size where it starts to freak me out is more like between a shark and a whale), aggressive sea creatures (like sharks), giant octopi/squids (standard size is fine), sea snakes larger than a garden snake (which from my understanding the ones in NMS are... pretty big...), and basically anything that would fit right in with the horrors in Subnautica.

      Standard fish (like bass, catfish, blobfish, etc.) are fine, medium-sized docile sea creatures (ie. standard octopi/squids) are fine, small sea snakes (again, garden snake size is fine but bigger not so much) is fine.

      As for the list, things that I know or have a strong feeling will trigger me:
      - seasnake
      - shark
      - fiendfishbig (just based on the "big" label here i wager this thing will make me very nauseous)

      Unsure if related:
      - sandworm

      Thank you for your time!
    3. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Added.  :)  I've started with the four you listed.  If you find anything else in the depths, let me know.  Play with it for a bit and see how it goes.  If working well for you, feel free to endorse and donations always welcome.  :)
    4. flannoit
      flannoit
      • member
      • 1 kudos
      Will do, thank you!! Is it compatible with the version for arachnophobia?
    5. Babscoole
      Babscoole
      • premium
      • 124 kudos
      You'd need to process the lua scripts together, with AMUMSS, to combine into one .pak.

      How to use AMUMSS at No Man's Sky Nexus - Mods and Community
    6. flannoit
      flannoit
      • member
      • 1 kudos
      Thank you! I'll look into it!
  5. Babscoole
    Babscoole
    • premium
    • 124 kudos
    There's some sort of new land squid for the NMS 5.20, Cursed update.  Will be several days before I can get in-game to take a look.  Please let me know if these need to be added to any of the Anti-phobias versions and which.  Thanks.  :)
  6. cyes12
    cyes12
    • member
    • 0 kudos
    I would like to keep only the FLYINGSNAKE creatures removed in Anti-Ophidiophobia and keep the others visible. Is this possible?
    And is it possible to make creatures exist but not be visible at all?
    I want to keep the biological discovery itself.
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      I would like to keep only the FLYINGSNAKE creatures removed in Anti-Ophidiophobia and keep the others visible. Is this possible?
      Edit the included script, in a text editor, to remove all but FLYINGSNAKE from the list, then run through AMUMSS to generate the custom .pak.

      And is it possible to make creatures exist but not be visible at all?

      If you know of an invisible creature type, can use that as the replacement, instead of grunts.  Again, you have to edit and reprocess the script.

      I want to keep the biological discovery itself.

      I'm  not sure what you're trying to say here.
    2. cyes12
      cyes12
      • member
      • 0 kudos
      Sorry using English translator.

      I don't want  >> extinct <<. 
      I want to change the texture of the Flying Snake. When I checked the current file, there were cases where it was listed as extinct. 


      I just want to change the texture without turning it into an extinct state
    3. Babscoole
      Babscoole
      • premium
      • 124 kudos
      What the mod does, is all that's possible in this regard, with the severe restrictions on what can be modded and in what way in NMS.  Shouldn't be listed as extinct with model replacement, as the creatures are still there, just get a new "skin" over the top.  But if they are, not much can be done about it, internal check code within the exe maybe, which NMS modding cannot do anything about.   

      The old form of the mod, where creature species listing were removed from the files definately would cause extinct listings.  Reason why is the creature types and number of species that exist on a planet are hardcoded in the seed.  If removed from the files, then marked as extinct, because there's no way to tell the game to ignore what's in the seed.
    4. cyes12
      cyes12
      • member
      • 0 kudos
      Oh I see. Your explanation helped me understand. I guess I'll just have to use your mod to erase creatures. Thank you for explaining.
    5. cyes12
      cyes12
      • member
      • 0 kudos
      Excuse me, but I have to ask. Currently, the files are replaced by grunt creatures. Is it possible to simply remove them?
    6. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Old version did that, BUT also had issues with extinct creature, so not being able to achieve full discovery from planets
  7. ArcadieCalliope
    ArcadieCalliope
    • premium
    • 31 kudos
    So just to update regarding the grunt version I am getting underwater ones plus it seems to throw off the ability to 100% fauna discovery for that planet. Not the end of the world in my opinion since its become so much easier to find all the fauna over the last few years. Just a heads up.

    Can I ask a huge favor? Can you add the new insect guys to the arachnophobia file? I hate to say this cause on the one hand they're really cool (in theory), but I have to admit I just can't handle it. I really wanted to be okay with them cause some of them can be pretty cool (namely the ones with the crystal-like backs) but I can't lie to my phobia, they're the most spider-like thing in the whole game now. I'd really appreciate it. Thanks for always keeping these mods current!  
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Known and expected that there will be both underwater and flying Grunts with this methodology (mentioned in posts below), but shouldn't throw off discovery at all.  The old method would throw off discovery, hence the new means.  If you've visiting planets you've been to previously, when you had the old method (delete creature types) version of the mod installed, discovery will most likely still be gimped.  Only fixed for planets you hadn't been to before. 

      Sure, I added them to Anti-Entomophobia with this update, but wasn't sure about the Arachniphobia people.  There's three possibly applicable new creature types:  ,"ARTHROPOD","BUGFIEND","BUGQUEEN".  You've been in game to check them out and know which are bothersome.  Which should I add to Arachniphobia? 

       
    2. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      Arthropods are the fauna ones, correct? The ones that are not a mob that are similar to the sentinels on dissonant planets? If so those are the kind I'm referring to. 

      As for the incomplete discovered fauna list, I'm not sure what the issue is. Something wonky was happening but I know you know what you're talking about so I'll report it to the Zendesk. Thanks!!
    3. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Arthropods are the new creatures, just added.  Sorry to do this to you, but pic can be seen here:  ARTHROPOD - No Man's Sky Wiki (fandom.com).  More like big lumpy beetles, to my view.

      Or are you thinking of the titan worms, like at TitanBeGone at No Man's Sky Nexus - Mods and Community (nexusmods.com)?
    4. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      Yep, those are the guys. It sucks cause from what I saw some of them are beetle looking enough to be fine (and actually look cool) but others look way WAY too close to spiders to make up for the cool ones. It's funny, through NMS I have discovered it all depends on the number of legs lol.
    5. Babscoole
      Babscoole
      • premium
      • 124 kudos
      ok, I'll add those to arachniphobia at next update.  Probably end of the week, when we're expecting the fully working version of MBINCompiler for NMS 5.x.
    6. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      I appreciate it so much!
  8. TheSchroedingercat
    TheSchroedingercat
    • premium
    • 13 kudos
    Using the grunt version and the tiny creatures mod (thank you!)

    I haven't seen any underwater or flying grunts yet! But I love it. The combo makes animal discovery a lot more fun and the world still feels populated!
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      You're very welcome, thanks for the feedback.  For anyone reading the tiny creatures one is a work-in-progress, that I hope to publish soon.
  9. Babscoole
    Babscoole
    • premium
    • 124 kudos
    Hoping to get some feedback from the mod userbase.

    This mod works and works well, to meet the need of the original request, which was to remove creature types for those with phobias who might not otherwise be able to play NMS.  The methodology used does have a drawback.  May get extinct listings, for removed creature types, which would keep one from being able to complete fauna discovery on a planet.

    I do have an alternate means of achieving the same end result.  Instead of removing those creature types, I can "skin" the models of those creatures you don't want to see with the model from another creature type.  For testing I used grunts.  The disadvantages to this method is there would be a ton of grunts running around and may see grunts in odd places, like underwater, when "replacing" crabs.

    Opinions would be appreciated.

    1. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      I think a reskin would serve the purpose just as well honestly. Besides, Grunts can be 1000X times more cute than a lightning-fast spider crab which decides chasing me around a planet sounds like a good way to spend an afternoon. My husband can attest to it, he's heard me hyperventilating at my PC cursing all spider crabs and their existence.

      Seriously though I still appreciate the effort you put into this mod! I know it doesn't get a ton of downloads, but for those of us who need it its a game-changer.
    2. Babscoole
      Babscoole
      • premium
      • 124 kudos
      You use Anti-Arachnophobia, right?  Think I might put the grunt replacement as an optional file, alternate version and see how it goes.
    3. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Added Alternative version under Optional files.  Use this .pak instead of the regular one.  Let me know how it goes.  :)
    4. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      Damn that was quick!
      Will do. Just installed it but about to hop into bed so I'll give it a try tomorrow. Thanks!
    5. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Sounds good.  :)
    6. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      Noticed that the new version creates underwater grunts now lol. Isn't the end of the world, but when I checked the discoveries page he is still listed as extinct even though I see him wandering around the ocean floor. 
    7. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Darned, figured it would avoid the extinct issue.  Think it may be because you're on a planet that already had set to extinct.  In theory, should avoid that on future planets you visit.  Yeah, anything set to be replaced will get the grunt model.  So, depending on the creature type being "removed", they can be underwater or potentially in the sky.  haha
    8. ArcadieCalliope
      ArcadieCalliope
      • premium
      • 31 kudos
      I had just discovered the planet so I'm not sure if it would have already been extinct, but it isn't the biggest deal to me honestly. But I can understand if it bugs others.

      Was gonna switch back to the original version but think I gotta wait now until I find a flying grunt 😂
    9. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Well, would have to be a replacement for something that flys.  With Anti-Arachnophobia, might get a floater for floatspider.  If you wanted, could add a flying type into the list in the Lua, then run it through AMUMSS to generate the .pak.  Just to see what would happen.  They'd either fly or it would be like the Thanksgiving episode of WKRP in Cincinnati, with Grunts.  lol
  10. PakMack
    PakMack
    • member
    • 1 kudos
    Question, I am using your mod and suddenly all of the creatures on my planet changed, some went extinct and new creatures took their place. I'm also not seeing any infants or juveniles of any fauna.

    My daughter likes to adopt the grunts when their infants and now we can't find any. Your mod is the only mod I have related to creatures so I was wondering if you might no anything that could help figure out what happened. Thanks!
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Unfortunately not.  Haven't heard of such a thing happening in the 18 months the mod has been around.  The only thing the mod does is remove the applicable creatures from the CREATUREDATATABLE and CREATUREFILENAMETABLE, so it's as though they don't exist in the game.  There aren't actually infants or juveniles, but creatures are spawned within a size range, which is set in two different files.  There's   MaxCreatureSize in GCCREATUREGLOBALS, which is global in nature, then for specific creature types, there's MaxScale in CREATUREDATATABLE.  To muddy the waters more, there's a couple of dozen ECOSYSTEM files, which are set to spawn Min and Max CreatureSizeClass in various biomes.  The anti-phobias mod .paks only remove the sections for the creature types being taken out and do not change any settings for other creature types.  If your particular phobia allows for it, you could try removing the mod .pak temporarily and see if the issue resolves.  May also want to check if you have mods which are making changes to any files in METADATA\SIMULATION\ECOSYSTEM\GROUND.
    2. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Update.  Did a bit of digging and the changing to creatures assigned to a planet looks to be a side effect of changing any settings related to creatures to files in METADATA\SIMULATION\ECOSYSTEM.  Has hit other mods which change spawn distances, herd sizes, etc, which predate this one.  This side effect is coming from functions within the .exe, which NMS modding can't see or change.  In regards to anti-phobias, I'm guessing the game is trying to fill in the now "missing" creatures to reach the set total number of "species" for a given planet, which is encoded in the planet seed, forcing some sort of re-roll of creatures.  Nobody had reported it previously for this mod and would only affect previously visited planets.  For planets you hadn't visited before, you wouldn't know.
    3. PakMack
      PakMack
      • member
      • 1 kudos
      wow, thank you so much for the response and the information. I did remove the mod and everything came back so i believe its just what you said. 
    4. Babscoole
      Babscoole
      • premium
      • 124 kudos
      No problem.  You and your daughter enjoy the game.  :)

      My 4yo daughter just wants to ride all the creatures.
    5. PakMack
      PakMack
      • member
      • 1 kudos
      thanks, will do. I have a quick question, I have a mod idea would you ever be interested in discussing it and seeing if its something g you'd like to be part of?
    6. Babscoole
      Babscoole
      • premium
      • 124 kudos
      Come over to the NMS Modding Discord and throw the idea out.  https://discord.gg/22ZAU9H .  Happy New Year.
  11. Scalas
    Scalas
    • member
    • 0 kudos
    Is there any way to add the flying beetle to the arachnophobia pak? I like the butterflies but the beetle is terrifying
    1. Babscoole
      Babscoole
      • premium
      • 124 kudos
      You can do so yourself and make a custom version.  Take the included .Lua script and open in any text editor.  You'll see the list of creature types to be removed at the top.  Just add in any additional your wish to remove.  Full list available on the Articles tab.  Once done, save the changes.  Then run the .Lua though AMUMSS to generate your custom .pak.  How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)