[[WARNING]] ProcessAlienPuzzleTable() returned an error message, check your script! [[WARNING]] Unknown member 'MXML_CHANGE_TABLE' in MBIN_CHANGE_TABLE (5 of these)
I got these when I tried to use AMUMSS, and no .pak is built; any help?
Script made for next version of AMUMSS, due out within a few days. Change MXML_CHANGE_TABLE to EXML_CHANGE_TABLE to use with current release AMUMSS, then when new version comes out, change it back.
Hopefully works correctly, on current public release, after the above change. Don't know, didn't try.
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.
Just to make sure I'm doing this right, I edit the lua to my preferred settings at the top, drop it in AMUMSS ModScript folder, and then just run BUILDMOD.bat?
What would you say a good upper limit would be to use? I'd like to learn them as quickly as I can but by actually playing. So like what would have taken 200 hours to learn in-game would take like 5-10 instead. I don't know, just feels better than learning words through the save editor. For example, would something like this below be out of line?
-- More Words Settings NPC = 10 -- NPC request to learn a word option KnowledgeStone = 20 -- words learn from knowledge stones WordStation = 25 -- words learn from word stations/encyclopedias Monolith = 30 -- Monolith seek help with language option Monolith_Atlas = 25 -- Monolith atlas word reward from multiple choice questions Atlas_Orb = 20 -- Glowing orbs on the atlas stations -------------------------
After making the change in the Lua, did you process the Lua through AMUMSS to generate a new custom .pak with the change, that then needs to go into your MODS folder, overwriting the original .pak?
Yeah, that's ridiculously high. No way the game would allow that. Aren't even that many words in the game for each language. If your going to do that, skip the mod, go with a save editor and give yourself all words at once.
Edit the top of the included Lua in a text editor.
-- More Words Settings -- NPC = "2" -- NPC request to learn a word option KnowledgeStone = "3" -- words learn from knowledge stones WordStation = "4" -- words learn from word stations/encyclopedias Monolith = "5" -- Monolith seek help with language option Monolith_Atlas = "3" -- Monolith atlas word reward from multiple choice questions Atlas_Orb = "2" -- Glowing orbs on the atlas stations Then process the lua though AMUMSS, to generate the custom .pak with the changes. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
I've run this through AMUMSS THREE times now, and it doesn't work. If I click on a Word Column out in the Wild, or at one of those big monoliths, the Column Lights up, but 'm not notified that I learned any word, it just lights up and does nothing.
I use AMUMSS to merge them with a few other mods I use, this is the first version that hasn't worked for me.
Is there a possibility that I'm not getting new words from the Learning stones because I know ALL the words for that particular Race? (I wasn't paying attention to what Race's system I was in....so maybe that's it)
Well, I checked my status and the most words for a race I know is 25 words, so that's not it.
This is bugging me, because up until this game version, this mod has always worked for me, no matter how many other mods I merged it with. I'm baffled.
OK, I figured out my problem, the merge was going fine, the problem was that I was using two "stand alone" mods that I didn't think needed to be merged, because I had overlooked that each of those two mod were also editing one of the same MBINs as this mod. So I just merged those two mods into the PAK I merged and now everything is working. I didn't even realize I had a conflict.
I apologize for exploiting an already created thread, but I wonder if in case of conflicts, the position of the loaded mod also plays a role. So if one of the conflicting mods is loaded last, it should logically override the other conflicting ones and win, no? I mean, if I don't want to find out where the conflict problem is, it would be enough to overwrite the mods names so that the one that is loaded last should "win", or not?
Yes, last loaded should win, BUT why limit yourself like that. Get AMUMSS. 1) It will do conflict checks 2) Can use to combine\merge conflicting mods, so you can use BOTH\ALL. Especially important in the case of the REWAREDTABLE file, the most commonly modding file in the game. A large percentage of mods have to touch this one.
I'm not using Vortex, I downloaded everything manually and installed it manually, the problem is that I'm not quite familiar with the mod conflicts and possibly the MBINs as you wrote. I'd love to fix it, but I'm awfully bad at this... ._.
Using AMUMSS is EASY, determining which mods need to be merged is the part that requires the most work.
I made a spreadsheet, and I made a column for each file that was changed by the mods I used, and then made a column with the MODS in it, that had those files in common, then went to each mod page, put the files that the mod changed into my Spread sheet, and made sure I grouped the mods in the mod column together to coincide with the files they change. So I can easily see which mods need to be merged.
That way, I was able to make a bunch of subfolders under the folder named "Update 5.03", with Subfolders in it called "Merge 1", "Merge 2" Stand Alone Mods" (For the ones that don't need to be merged) with a folder in each one named ZIPS.
Anyway, the way I have my system set up now, I can just make a new folder named 5.04, with the same "Merge 1" folders etc, and quickly download all the updated mods to their respective "Merge ZIP folder, and get to merging them into "Merge 1.Pak, Merge 2.Pak etc.
Adds almost 1000 entries to REWARDTABLE. Speed is entirely dependent on system specs. I've a very high end system, takes about 1.5 minutes for me. At some point I'll try to re-write the script for better performance, but for now that is normal.
194 comments
[[WARNING]] Unknown member 'MXML_CHANGE_TABLE' in MBIN_CHANGE_TABLE (5 of these)
I got these when I tried to use AMUMSS, and no .pak is built; any help?
Script made for next version of AMUMSS, due out within a few days. Change MXML_CHANGE_TABLE to EXML_CHANGE_TABLE to use with current release AMUMSS, then when new version comes out, change it back.
Hopefully works correctly, on current public release, after the above change. Don't know, didn't try.
-- More Words Settings
NPC = 10 -- NPC request to learn a word option
KnowledgeStone = 20 -- words learn from knowledge stones
WordStation = 25 -- words learn from word stations/encyclopedias
Monolith = 30 -- Monolith seek help with language option
Monolith_Atlas = 25 -- Monolith atlas word reward from multiple choice questions
Atlas_Orb = 20 -- Glowing orbs on the atlas stations
-------------------------
-- More Words Settings --
NPC = "5" -- NPC request to learn a word option
KnowledgeStone = "5" -- words learn from knowledge stones
-- More Words Settings --
NPC = "2" -- NPC request to learn a word option
KnowledgeStone = "3" -- words learn from knowledge stones
WordStation = "4" -- words learn from word stations/encyclopedias
Monolith = "5" -- Monolith seek help with language option
Monolith_Atlas = "3" -- Monolith atlas word reward from multiple choice questions
Atlas_Orb = "2" -- Glowing orbs on the atlas stations
Then process the lua though AMUMSS, to generate the custom .pak with the changes. How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
If I click on a Word Column out in the Wild, or at one of those big monoliths, the Column Lights up, but 'm not notified that I learned any word, it just lights up and does nothing.
Is there a possibility that I'm not getting new words from the Learning stones because I know ALL the words for that particular Race?
(I wasn't paying attention to what Race's system I was in....so maybe that's it)
Well, I checked my status and the most words for a race I know is 25 words, so that's not it.
This is bugging me, because up until this game version, this mod has always worked for me, no matter how many other mods I merged it with.
I'm baffled.
So I just merged those two mods into the PAK I merged and now everything is working.
I didn't even realize I had a conflict.
That's why people shouldn't use Vortex to mod NMS.
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
I made a spreadsheet, and I made a column for each file that was changed by the mods I used, and then made a column with the MODS in it, that had those files in common, then went to each mod page, put the files that the mod changed into my Spread sheet, and made sure I grouped the mods in the mod column together to coincide with the files they change. So I can easily see which mods need to be merged.
That way, I was able to make a bunch of subfolders under the folder named "Update 5.03", with Subfolders in it called "Merge 1", "Merge 2" Stand Alone Mods" (For the ones that don't need to be merged) with a folder in each one named ZIPS.
Anyway, the way I have my system set up now, I can just make a new folder named 5.04, with the same "Merge 1" folders etc, and quickly download all the updated mods to their respective "Merge ZIP folder, and get to merging them into "Merge 1.Pak, Merge 2.Pak etc.
Here's an example of it:
How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com)
The is because of how modding works in NMS.