this may sound like a dumb question, but how do i use this mod? i created MODS folder and unzipped all files in that folder but nothing changed in the game, no quicksilver rewards...
Extract the zip contents into GAMEDATA\MODS, NOT PCBANKS\MODS. Should be there by default and not need to be created. You don't put the files into MODS, must be in the folder in the zip.
ok, thank you... edit: i just did it as you told me, tried it and it worked as a charm... i did two missions and received quicksilver for both of them... thank you once again....
Every browser I used (Floorp, Brave, Chome) says to put on PCBANKS/MODS when it should be just GAMEDATA/MODS and even on my phone says it so no either you need to update the info or something not right with the site. Not everyone is up to date with mods especially me since it's been a few years I've last played and was wondering why mods aren't working in the old directory anymore.
I don't know what to tell you. Maybe upstream caching by your ISP or maybe a CloudFlare thing. On my end, both the page itself and when I manage the page, is correct. I also checked on my phone, via cell network, completely different from my home network. NOTHING I, as a mod author, have any control over, past that.
Edit: Asked on Discord if some others would try the page. So far one response, that person is seeing what you are. So, new theory, the change didn't propagate to all NexusMods CDN servers. This I can probably fix by making some other change to the page, forcing a re-sync from the NexuMods master database and the CDNs.
Further edit: Ok, made some other change to the page, waited a bit for it to propagate, then changed it back. Hopefully this fixes it. Let me know.
Hello, I am not the most tech savy person. I have read through most of your replies to try and get this to work. I downloaded the mod file, moved it into the correct folder within NMS files, and then extracted the files into the folder itself. It still won't give the quicksilver reward for space station missions. So i tried placing the zip file into the NMS files, extracting the files, and then deleting the zip file and it still won't work. Could you help me out with any tips or advise? Apologies for being a dumb dumb on this type of stuff.
This is a poor place for troubleshooting as non-trivial to post screenshots and such. Come to the NMS Modding Discord and somebody can probably get you fixed up in minutes. https://discord.gg/22ZAU9H
It won't show on the mission boards. The mod adds to, not replaces existing rewards, and there's no facility in the UI to show multiple monetary rewards.
Thanks, i been looking for this. I ask Hello games about a Witcher type board that would offer quest to catch legendary fish. Hopefully they will do it. Animal furs and tanning racks, forges and the furniture like Skyrim would be awesome too. Recipes to make the clothing like ponchos and stuff, potions that could make a profit off of. I doubt we will get all that but nice to dream.
As soon as I can. Current NMS Experimental build has major file structure changes which will break the mod and require more surgery to fix. As such, I've decided to wait to update until current Experimental changes go to Public. I just don't have the bandwidth to do major surgery to 150 mods twice in a very short span of time. Thank you for the patience.
Updated now. PLEASE, do not post on my mods looking for a status update. All will get done when they get done. Time taken to respond to these posts directly takes away from time to update mods.
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.
I'm so happy to hear this mod is still being taken care of! I was pretty sad to see it not working after the update. I'm looking forward to being able to use it again! :)
This mod might need updated. I am encountering an error on loading the game that says Potentiial mod incompabilities have been detected please disable or remove mods if this error persists.. I am running the Experimental Branch of NMS and was running fine until today. also i am not sure if this still works in the non experimental version of the game if someone can check and report back i guess. Edit here. having any mods in my mod folder causes the game to create the error. guess ill create a post in steam about it.
It's because you're running experimental. Perfectly fine for current public 4.48 release. None of the major NMS mod authors update their mods for experimental. Too much extra work and can cause crashes if somebody grabs the wrong version. When NMS is updated, most mods will break and cause a crash, no reason to post on Steam, this is the way it is. The mod comes with an .lua script. Run this through AMUMSS to update the mod using the experimental game files on your system. Link for install and usage document below. Let me know if that self-generated .pak works better for you. :)
Thanks much for this. i dont know anything about Amumss but i will try to figure this out. i didnt know lua's were a big thing for nms and i didnt know mods could be updated like this. so thanks again XD
No problem sir. The How to will walk you through what you need. It's short and simple. Just as an FYI, the scripts aren't foolproof. Completely depending on what the mod/script is set to change and what HG has changed in the files for an update. Example, for the new experimental, I had to do surgery to 7 scripts, for mods I publish, to account for HelloGames adding new properties to the game.
sadly i cannot get this to work. i keep getting the error [ERROR] MBINCompiler.exe cannot execute. Probable cause: .net6 DESKTOP runtime x64 is missing. well its not missing ive installed it and even tried repairing and reinstalling it to no avail it keeps giving me this same error. since there are no guides out there on how to fix the problem i am facing i am giving up for now as i dont know where to turn to for help.
Just to confirm, downloading (with Vortex) the multiplier version of this mod doesn't give us a choice during the installation process of which multiplier gets installed? It installs all 3 at once, and we then have to navigate to the mod file and manually delete the two multiplier.paks we don't want?
Checking I've not done something wrong as usually a FOMOD would be used for those kind of choices I think! :P
Always recommended with NMS to manually install mods. Mod managers have MAJOR issues with the game due to mod conflicts. Basically, if you're using Vortex for more than a handful of mods, chances are many of them are not working. The choice is, you download the .zip, open it up and extract to MODS the .pak you wish to use.
You really won't find the FOMOD thing used with the NMS community as that just one of many issues you'd get with using Vortex for the game, so not worth the bother. It's not Fallout or Skyrim, its' NMS and HelloGames does its' own thing in its' own way.
That's really useful info, thank you so much! You're right that I've come over from Fallout and Skyrim modding mostly, so I'll get used to the manual way of doing things with NMS.
I've only seen one mod here use FOMOD, so that makes a lot of sense now xD
You may also want to look into AMUMSS. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) Can check for conflicts (more than one mod pak that contains the same game file(s), only last loaded will work) and can use the Luas scripts you've seen with most mods, to combine conflicting mods, so they all work).
Oh absolutely, I already ran into my first conflict using Flat Landing 4.5 and Atmosphere Hover and Reverse together so I'll definitely be using AMUMSS to combine them as soon as I get a moment.
Thank you for your hard work in keeping this community thriving, it really is appreciated
118 comments
edit:
i just did it as you told me, tried it and it worked as a charm... i did two missions and received quicksilver for both of them... thank you once again....
"Manual Installation :
Drag the PAK file into your MODS folder.
MODS folder should be located in No Man's Sky/GAMEDATA/PCBANKS/MODS"
It did in mid-March, but was quickly corrected. You've some sort of web cache issue, if you're still seeing that.
Every browser I used (Floorp, Brave, Chome) says to put on PCBANKS/MODS when it should be just GAMEDATA/MODS and even on my phone says it so no either you need to update the info or something not right with the site. Not everyone is up to date with mods especially me since it's been a few years I've last played and was wondering why mods aren't working in the old directory anymore.
Edit: Asked on Discord if some others would try the page. So far one response, that person is seeing what you are. So, new theory, the change didn't propagate to all NexusMods CDN servers. This I can probably fix by making some other change to the page, forcing a re-sync from the NexuMods master database and the CDNs.
Further edit: Ok, made some other change to the page, waited a bit for it to propagate, then changed it back. Hopefully this fixes it. Let me know.
thanks for your time and effort
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Checking I've not done something wrong as usually a FOMOD would be used for those kind of choices I think! :P
You really won't find the FOMOD thing used with the NMS community as that just one of many issues you'd get with using Vortex for the game, so not worth the bother. It's not Fallout or Skyrim, its' NMS and HelloGames does its' own thing in its' own way.
I've only seen one mod here use FOMOD, so that makes a lot of sense now xD
Thank you for your hard work in keeping this community thriving, it really is appreciated