No Man's Sky
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GumskBF

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GumskBF

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12 comments

  1. Sockx
    Sockx
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    I've done some testing with the mod, it doesn't seem to be enabled. I even changed the values in the lua and the game doesn't reflect this, which is weird since the mod was updated recently. What do I need to do to make sure it works?

    This is the report I get in AMUMSS:

    starting to process script #1/1 [[gGame Supercharged More.lua]] {
    >>> Including lua script source in pak
    >>>>>>> Loaded script [[gGame Supercharged More.lua]]
    {>>> GCGAMEPLAYGLOBALS.GLOBAL.EXML
        MapFileTree creation/update done by 2nd thread
     -> No key_word specified, using whole file...
        Looking for >>> ["SpecialTechSlotBonus"] New value will be >>> [20.0] of type [NUMBER]
                    >>> Replace [ONCE]
                    >>> Searching in lines 3-6568...
          -- On line 4733, exchanged:    [<Property name="SpecialTechSlotBonus" value="1.25" />]    with:     [<Property name="SpecialTechSlotBonus" value="20.0" />]
      Ended processing with [1 CHANGE(s) made]
         on File: [GCGAMEPLAYGLOBALS.GLOBAL.EXML]
      Ended with a total of 1 action(s) made }
    Ended script processing with [[1 action(s), 0 files/groups of files ADDed]]
    Using custom DateTime format!
    Starting final MBINCompiler and PAK phase...
       DONE Compiling
    Created this PAK: [[gGame Supercharged More 4462a.pak]]
    Ending MBIN/PAK phase...
    Ended script [[gGame Supercharged More.lua]]
    ========================================================================================}
    }
    Updated TOOLS\EXML_Helper\MODDED
    Updated TOOLS\EXML_Helper\ORG_EXML
    Created PAKs are in local folder >>> CreatedModPAKs <<<
    and Backups in >>> BuildHistory <<< and >>> BuildHistory\IncrementalBuilds <<<
    END OF PROCESSING
    Total scripts processed: 1
    ===== Conflicts in ModScript were NOT checked at user request =====
    <<< ONLY Checked Conflicts in MODS folder. >>>
    ======== CONFLICTS at FILE level (conflicts of individual values are NOT checked) ======={
      [[CONFLICT]] on "GCGAMEPLAYGLOBALS.GLOBAL.MBIN" (NMSARC.globals.pak)
        [     >>>] - "MODS\gGame Supercharged More 4462a.pak"
        [     >>>] - "MODS\_Etcc_stack_and_storage_X10.v3.1.pak"
    ============================ DONE CONFLICTS CHECKING ===================================}
    }
    >>> FINAL REPORT  <<<
    No script failed processing!
                  0 [[ERROR]] detected
                  0 [[WARNING]] raised
                  0 [[NOTICE]] raised
        [ATTENTION]      1 [[CONFLICT]] detected in processed PCBANKS/MODS paks
        [ATTENTION]             CONFLICTS will prevent the mods involved from expressing their full effect.
        [ATTENTION]             Some CONFLICTS can be resolved by COMBINING mods...
        [ATTENTION]             See file 'README/README-Creating_a_Patch_for_existing_MOD_PAKs.txt' for further help
    Ended automatic processing at 17:01:17
    TOTAL TIME to complete: 00:00:03 (AMUMSS 4.3.1.0W)
    1. GumskBF
      GumskBF
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      I'm not sure what you're asking, since you bolded the answer in your own post. You have a conflict and both mods won't work together without a merge. If you don't have a Lua for stack mod you're using, gStack has a Lua available.
    2. Sockx
      Sockx
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      Ah, I see. It seems one of the mods I have is screwing with it, however the mod does indeed work, Thank you for your help!
    3. GumskBF
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      Do you know how to merge them with AMUMSS? Just put both Lua scrips in the Modscript folder and run Buildmod
  2. BraveCaperCat
    BraveCaperCat
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    Please update to version 4.45, latest as of posting this comment.
    1. GumskBF
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      It already is updated to 4.45. If you're on experimental, that will be 4.46 or 4.5 when public is released. I will release an update when they update the public branch.
    2. BraveCaperCat
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      opps i posted in the wrong place. same with the bugs on the bugs section.

      It is hard to see when you have (about) 159 chrome tabs.
    3. GumskBF
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      I totally understand! Managing my mods gets hectic at times, too.
  3. macooR
    macooR
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    Tested. Not working

    Edit : Mod is working / i found conflict that is explain why is not working sorry (:)
  4. hellwraith13
    hellwraith13
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    Obligatory "The New Patch Broke This Mod" comment...

    The Game itself loads, but this mod seems to break the game settings, which keeps me from being able to start a new game. I haven't tested a saved game yet. I'm also aware that we're waiting on the MBIN compiler update so these mods can be fixed, so this is more of an FYI.
  5. yoson1
    yoson1
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    4.06 broke it
    1. GumskBF
      GumskBF
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      It was updated yesterday for 4.06.