Your description says you can edit the values in the lua file. What do I do if I'm not using amumss (since I'm not merging mods. All I'm using is Consumerism and this mod. Which don't overlap.)? I want to tweak the chance of QS missions since 10% is way too dang low for me. (About 33% would be preferred)
You have to use AMUMSS to generate the custom .pak from the Lua script. It's actually pretty each. Edit the table at the top of the Lua in a text editor. Last number in each row is the percentage change. Save the changes, then run the script through AMUMSS to generate the custom .pak. See How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for install and basic usage guide. Else could get someone with AMUMSS to run your modified script for you.
Without AMUMSS (since not everyone can use it) search for the following ids one at a time (there is only one of each) in the mod's extracted and decompiled METADATA/REALITY/TABLES/REWARDTABLE.EXML:
R_MB_LOW
R_MB_MED
R_MB_HIGH
R_MB_MEGA
R_NEXUS_MED_C
R_NEXUS_MEGA_C
R_PIRATEBOARD_B
Then find the corresponding "PercentageChance" value and change it accordingly. For example (using your 33% chance suggestion):
<Property value="GcGenericRewardTableEntry.xml"> <Property name="Id" value="R_PIRATEBOARD_B" /> --- what was searched for <Property name="List" value="GcRewardTableItemList.xml"> <Property name="RewardChoice" value="SelectAlways" /> <Property name="OverrideZeroSeed" value="False" /> <Property name="UseInventoryChoiceOverride" value="False" /> <Property name="IncrementStat" value="" /> <Property name="List"> <Property value="GcRewardTableItem.xml"> <Property name="PercentageChance" value="33" /> --- where the % chance is
Rinse and repeat for each of the applicable entries, and that's it.
This all assumes you're familiar with the basic PSARC->MBINCompiler->(edits here)->MBINCompiler->PSARC modding loop. If not, check out a quick guide on NMS modding basics.
Not nearly enough information to even begin. This forum does not allow for easy\simple file sharing and with slow back and forth, troubleshooting this would take weeks here. Go to the NMS modding Discord. https://discord.gg/22ZAU9H . #amumss-lua channel. When you get there, and explain the issue, drag\drop your report.lua and log.lua files, so can see what's happening.
I solved the problem, what happened is that the active version of MBINCompiler that came with AMUMSS was old, just change the version and all the files and solved. The files that are in C:\AMUMSS\MODBUILDER
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.
Ah, just multipliers for all the quicksilver missions. Yeah, that's achievable. :)
You can actually do this yourself. Edit the included Lua file in a text editor. All of the rewards are listed in a table at the top. Let's take the first as an example: {"Specials", 100, 100, 10},
For 10x, make each 100, 1000. The 10 is the percentage change of getting this reward for the Mission
Once done with your edits, save. Then use the Lua with AMUMSS to generate your customized .pak for the mod.
screenshot maybe im doing something wrong i cant get it to work i use mod organizer 2.4.4 and when i goto put it into the game i get all these options i select the 5x ones install and select it to turn it on and nothing in game changes least nott hat i can see
Most likely, you have a mod conflict, one or more other mods that make changes to METADATA/REALITY/TABLES/REWARDTABLE.MBIN. By default, the game can only use one, last one loaded. Get amumss, which can do conflict checking and can resolve by combining conflicting mods using mod lua script files. More info about this on the description tab.
JustRuthless, first, thanks for the mod, very useful for me that I came to the game just recently and missed all the previous Expeditons and Twitch drops. so, using it with Consumerism, allows me to obtain those rewards in a workable way, instead of for free, but since they cost 3.000 QS each, and are a lot, your mod allows me to don't get crazy farming QS. Now, a simple question, if I use the Optional Mod from this one (QS Missions and Daily Reward Multiplier), I don't need your other mod Quicksilver Daily Mission Reward Multiplier, since this one have both integrated, If I'm understanding correctly?. I did compare both luas, and it seems integrated, but I'm not a expert modder at all, so I just want to be sure.
Anyway, thanks a lot for your work, much appreciated, buddy. Kudos.
Hahahhaha, my godness, I shouldn't be surprised, Babscoole. You are one of the most generous and kind souls on NexusMods for sure. Thanks again, and again, and again. At this point I feel the need to buy you a beer... or a coffee, whatever you fancy. Kudos!
So I downloaded your mod a couple days ago (after your Fractal update) and it worked mighty fine. Did my QS yesterday and received 2500QS for it, since I took the 10x
Now today I'm login into the game and the daily only offers 400QS. I updated the file just in case and no change. Think today's update could have blown it?
Ahhh! That's it! I didn't know about that file. I'm new to modding NMS (only started a few days ago). Also explain why my other mods suddenly wouldn't work hahahaha.
Thanks for the update! It`s finally working for me although the 10x version doesn`t give multiplied reward, just normal eg. 150. 1. Put the 10x pak into: GAMEDATA\PCBANKS 2. Lua 10x file in the AMUMSS\MODBUILDER 3. Ran the Amumss buildmod.bat, everything`s fine
Am I doing sth wrong? Did you guys get it working as intended eg. 10x multiplier?
You don't need to do anything with the Lua unless you are self-updating the mod or combining due to conflicts. When you ran buildmod.bat, did it run a conflict report? If so, what did it say for conflicts (would be at the bottom of Report.lua). May want to come to the modding discord to troubleshoot, much quicker, in real-time. :) https://discord.gg/22ZAU9H
Oh yeah, sorry, I didn`t write the full path here. I have put it into the folder you mentioned. And buildmod.bat showed no conflicts. So... 10x works like I said but gives normal values eg. 150. If it worked, would it show values in-game eg. 1500? Or show normal values but gave multiplied?
It would just show normal values. I'll have to take a look. Other mods that increase stats for upgrades are apparently broken now, with todays patch. Might be related. I'll have to take a look and see what's happening tonight.
Just to confirm, you're looking at the reward for the Daily Mission, right? With QS Missions and Daily Reward Multiplier 10x, only the Daily and Weekly missions are 10x (With daily, vanilla is 250, mod is 2500).
The QS Missions component adds quicksilver rewards to normal missions at the nexus, space station mission boards, and outlaw bounty masters, which otherwise may not have them, but does not change vanilla values (150 for a Medium mission, as an example).
If you wanted to, you could edit the included Lua script in a text editor to change the percentage chances and Min/Max rewards. Then run the Lua through AMUMSS to create a custom version of the .pak.
Ok, I think I get it now :) Normal missions that didn`t give QS now do, albeit the value is basic for all x amount versions. The multiplier works only for Daily and Weekly and accordingly to the x amount. Right?
The only option is, as you mentioned, to edit the lua file. I`m sorry but I didn`t understand how it works at first. Anyway, thank you for your help! :)
P.S. Works! If anyone is interested but not sure how to do this: 1. I opened the 10x .lua file in text editor and modified the values for normal missions (rewards and chances) (-- Quicksilver Reward Settings --) 2. Copied it into AMUMSS\ModScript 3. Deleted the old pak from GAMEDATA\PCBANKS\MODS 4. Ran the buildmod.bat, YES to "COPY the created Mod PAKs to your game folder", finish 5. Done! Now the normal missions show and give the values I entered :)
P.S.2 I have the newest patch for NMS (from 01.03.2023).
Can anyone confirm if this is working don't want to spend hours searching just to find out it's not...? Can it also be used with this "Quicksilver Daily Mission Reward Multiplier"?
Look on the FIles tab for this mod. Scroll down a tiny bit, Optional Files. The two already combined for you. :) Only use one of the .paks in the .zip at a time, 2x, 5x, or 10x.
Wasn't a recent update for NMS, last applicable for this mod was 4.07 in November. If it's not working for you, most likely due to a mod conflict. This mod makes changes to REWARDTABLE, which is the most commonly modded file in the game and without combining using lua scripts/AMUMSS, you can only use one mod that makes changes to the same file at a time. Last one loaded by the game will work, any loaded prior will not. Use a conflict checker, such as the one in AMUMSS or the standalone one, Joew's. Vortex does not check for conflicts and will happily load multiple mods which change the same file(s) and say nothing about it, even though all but one conflicting mods won't work.
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Help?
Then find the corresponding "PercentageChance" value and change it accordingly. For example (using your 33% chance suggestion):
<Property value="GcGenericRewardTableEntry.xml">
<Property name="Id" value="R_PIRATEBOARD_B" /> --- what was searched for
<Property name="List" value="GcRewardTableItemList.xml">
<Property name="RewardChoice" value="SelectAlways" />
<Property name="OverrideZeroSeed" value="False" />
<Property name="UseInventoryChoiceOverride" value="False" />
<Property name="IncrementStat" value="" />
<Property name="List">
<Property value="GcRewardTableItem.xml">
<Property name="PercentageChance" value="33" /> --- where the % chance is
Rinse and repeat for each of the applicable entries, and that's it.
This all assumes you're familiar with the basic PSARC->MBINCompiler->(edits here)->MBINCompiler->PSARC modding loop. If not, check out a quick guide on NMS modding basics.
Can you help me, thanks.
The files that are in C:\AMUMSS\MODBUILDER
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
You can actually do this yourself. Edit the included Lua file in a text editor. All of the rewards are listed in a table at the top.
Let's take the first as an example:
{"Specials", 100, 100, 10},
For 10x, make each 100, 1000. The 10 is the percentage change of getting this reward for the Mission
Once done with your edits, save. Then use the Lua with AMUMSS to generate your customized .pak for the mod.
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
More info about this on the description tab.
Now, a simple question, if I use the Optional Mod from this one (QS Missions and Daily Reward Multiplier), I don't need your other mod Quicksilver Daily Mission Reward Multiplier, since this one have both integrated, If I'm understanding correctly?. I did compare both luas, and it seems integrated, but I'm not a expert modder at all, so I just want to be sure.
Anyway, thanks a lot for your work, much appreciated, buddy. Kudos.
So I downloaded your mod a couple days ago (after your Fractal update) and it worked
mighty fine. Did my QS yesterday and received 2500QS for it, since I
took the 10x
Now today I'm login into the game and the daily only offers 400QS. I updated the file just in case and no change. Think
today's update could have blown it?
Thanks a lot!
It`s finally working for me although the 10x version doesn`t give multiplied reward, just normal eg. 150.
1. Put the 10x pak into: GAMEDATA\PCBANKS
2. Lua 10x file in the AMUMSS\MODBUILDER
3. Ran the Amumss buildmod.bat, everything`s fine
Am I doing sth wrong? Did you guys get it working as intended eg. 10x multiplier?
You don't need to do anything with the Lua unless you are self-updating the mod or combining due to conflicts. When you ran buildmod.bat, did it run a conflict report? If so, what did it say for conflicts (would be at the bottom of Report.lua). May want to come to the modding discord to troubleshoot, much quicker, in real-time. :) https://discord.gg/22ZAU9H
So... 10x works like I said but gives normal values eg. 150. If it worked, would it show values in-game eg. 1500? Or show normal values but gave multiplied?
The QS Missions component adds quicksilver rewards to normal missions at the nexus, space station mission boards, and outlaw bounty masters, which otherwise may not have them, but does not change vanilla values (150 for a Medium mission, as an example).
If you wanted to, you could edit the included Lua script in a text editor to change the percentage chances and Min/Max rewards. Then run the Lua through AMUMSS to create a custom version of the .pak.
Normal missions that didn`t give QS now do, albeit the value is basic for all x amount versions. The multiplier works only for Daily and Weekly and accordingly to the x amount. Right?
The only option is, as you mentioned, to edit the lua file.
I`m sorry but I didn`t understand how it works at first. Anyway, thank you for your help! :)
1. I opened the 10x .lua file in text editor and modified the values for normal missions (rewards and chances) (-- Quicksilver Reward Settings --)
2. Copied it into AMUMSS\ModScript
3. Deleted the old pak from GAMEDATA\PCBANKS\MODS
4. Ran the buildmod.bat, YES to "COPY the created Mod PAKs to your game folder", finish
5. Done! Now the normal missions show and give the values I entered :)
P.S.2 I have the newest patch for NMS (from 01.03.2023).
Can it also be used with this "Quicksilver Daily Mission Reward Multiplier"?