Hello! Seems today's update of the mod is disagreeing big time with my game (I updated your mod 10 min ago). Instant crash whenever I'm about to load into a save. I tried with only having this mod installed and it still happens. Never had a single issue before now with this mod even with the usual others I have enabled. I use the latest GOG version if that makes any difference.
Edit: My first time ever posting about such, my bad! Thank you very much for telling me so.
This is not where you report bugs. I tested all my mods and they worked fine after I updated, so without more detail I can't even try to help. Are you using Vortex or a manual install? Have you cleaned out all mods, verified your game and tried individual mods again? If not then try to do those things and see if it helps, but it's working for me so I dunno what to tell ya.
Also to be clear, using Vortex is the only proper way to install this mod. Using anything else or a manual install and you are setting yourself up for failure and I can't help you troubleshoot.
Can you please re-categorize this to 'Gameplay'? I wouldn't call this a cheat by any means, it's more of a gameplay mod. This actually does matter, as new players will be hesitant to use 'cheats' in an online game. A 'Cheat' is more like "Instantly complete all achievements" or "unlock Normandy instantly". This is more of a gameplay enhancement change. Cheers
You're literally the first person who has ever voiced an issue with the category lol. But regardless, anyone's opinion on if it's a cheat or not isn't really relevant to me. I made the mod and I consider it a cheat, so that's the category it's in.
There is also zero issue with using a mod in a "cheat" category in NMS, whether you're playing online or not. It doesn't affect another user's experience in any way and anyone can decide to use it or not. A category is unlikely to change how they view the use of the mechanic changes in online play.
It's not a cheat, I need this to not put my head through a wall, my right trigger is starting to get just sketchy enough that I run the risk of suddenly going from 100% trigger press to however low it gets to have the game consider the trigger to no longer be pressed down, meaning I end up losing analysis multiple times per second and just before I get a complete analysis.
This should just be in the game as an accessibility option.
Merged this mod with a few others as they were conflicting, but the .ula has the default instant scan when I would like to use the 1 sec option. How would I go about changing it to that when it is merged? Thanks in advance.
Well you would have needed to changed the values for BinocMinScanTime, BinocScanTime and BinocCreatureScanTime to 1, but this doesn't work anymore because modding has been overhauled. I'm currently trying to figure out how to convert this mod to the new EXML format..
Also EXML is not a new format, it's the existing format you view the de-compiled pak files in. As far as I'm aware that hasn't changed, the pak files themselves have changed.
After reading through some new documentation what you said above was accurate. Apologies for my ignorance. Confusingly, the old EXML and the new EXML are two different things with the same name. *UGH*
Idk if I merged the mods correctly, but I merged Better Ship Transfer Range, Faster Scanning, Reduced Launch Cost, and Remove tech overload... Scanner doesn't recharge fast...
For anyone having all mods not load, double check the "DISABLEMODS.TXT" actually gets changed by Vortex. For me, it kept the previous "ENABLEMODS.TXT" but also recreated the disable one, preventing all mods from loading until I manually deleted it. Never been an issue for me, but it could be a side effect of this update, so just be aware :)
I've been unable to get this or any other faster scanning mods to work with the most recent update, is AMUMSS required for this mod to work? Ive just been placing the .pak file in my MOD directory
**Update** I installed several mods using Vortex including this mod and its no longer working, isnt the point of using the Mod Manager that it detects if mods have conflicts with each other?
You don't need a mod manager for this game. In fact, it's advised not to with this game. You need to look out for mods that edit the same things. For instance this mod edits GCGAMEPLAYGLOBALS.GLOBAL.MBIN. Any other mods that also edit that will conflict and you will need to use AMUMSS to sort it. There is a guide on here for how to use AMUMSS. You will have to figure a lot of stuff out but, 2 weeks ago, I didn't know any of this stuff either.
First of all, zero issue with using a mod manager with this game. Saying it isn't recommended is incorrect. The only problem is if you're installing mods that conflict with each other. This is the only time (other than updating the mods yourself) that using AMUMSS comes into play. The LUAs allow you to merge mods that would usually conflict, and unfortunately the file this modifies is very common, so merging for a lot of people is a must. I have always used Vortex (or NMM) for every mod in any game I've modded with zero issues, because I understand how the program is moving files. The mod manager is not the issue, it's a lack of understanding of how it functions or not merging mods before starting a game.
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Working on the more compatible and "update-proof" version and will upload as soon as I figure it out.
Seems today's update of the mod is disagreeing big time with my game (I updated your mod 10 min ago). Instant crash whenever I'm about to load into a save. I tried with only having this mod installed and it still happens. Never had a single issue before now with this mod even with the usual others I have enabled.
I use the latest GOG version if that makes any difference.
Edit: My first time ever posting about such, my bad! Thank you very much for telling me so.
There is also zero issue with using a mod in a "cheat" category in NMS, whether you're playing online or not. It doesn't affect another user's experience in any way and anyone can decide to use it or not. A category is unlikely to change how they view the use of the mechanic changes in online play.
This should just be in the game as an accessibility option.
Also EXML is not a new format, it's the existing format you view the de-compiled pak files in. As far as I'm aware that hasn't changed, the
After reading through some new documentation what you said above was accurate. Apologies for my ignorance. Confusingly, the old EXML and the new EXML are two different things with the same name. *UGH*pak files themselves have changed.
*Edit*
Got it to load, but now I can't move my mouse, and when I activate my scanner, everything smears to black, and the game crashes.
I use the instant one, with no delay.
Mod has been updated :)
Any other mods that also edit that will conflict and you will need to use AMUMSS to sort it. There is a guide on here for how to use AMUMSS.
You will have to figure a lot of stuff out but, 2 weeks ago, I didn't know any of this stuff either.