Not sure why, but this mod tanks my FPS to about a third of what I get without it. 1440 display RTX 4070 GPU. I usually get between 75 - 120 FPS anywhere in the game. With this mod that drops to 20-25 FPS on planets. I get much more in space and on space stations though. And, weirdly, it doesn't seem to matter whether I'm playing in HIGH or ULTRA settings, it stubbornly rests at about 25 FPS.
Had a space station become completely intangible when installing this mod. Removing it not only improved my FPS but fixed the intangible space station. Something is definitely wrong with this mod.
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.
Seems to be broken for me. I see the poral structure to the left, but there is no portal. It seems to want to work by opening just a little, but besides that, nothing happens.
I've come a long way since you first enticed me to learn about AMUMSS and tweaking with mods which come with lua scripts such as those you and other advanced mod developers have created. Thank you for that! Although I tried several times to log into that discord server and ask questions, I never figured that out so I turned my attention to AMUMSS and analyzing pre-existing lua scripts. I am still an apprentice compared to veterans like yourself, but I'm slowly learning. However the Portal On Space stations is a little more advanced for me at this point. I recently came across a station with an NPC Traveler onboard. Due to the position of the Portal, travelers become trapped by the portal and you can no longer interact with them. I've watched travelers on stations with the mod disabled and they seem to be programmed to walk in the path of where you've place the portal. I tried to analyze the lua script to see if there was an obvious setting or variable that specified which side of the Station to place the portal, but couldn't find anything. My logic was that perhaps if I could place the portal on the opposite side of the station (where there doesn't seem to be any foot traffic) then npc's like Travelers wouldn't get stuck because they don't walk on that side. Any help on this would be much appreciated. As always, thanks for all you and you Mod God's do for the rest of us NMS pawns :)
You're right, not so simple. The area inside the station is one big room and have to set the exact x, y, and z coordinates for placement. I'll take a look at this pathing and see if I can set a better location. By chance did you happen to notice what the timing is? How often one comes by and gets stuck?
EDIT: May be awhile before I can do anything about it though. The tool we use to work with models, NMSDK, is still broken since NMS 4.65, when HG made some significant changes to game MBINs. The developer is working on it, but slow going. I use NMSDK to get the rough placement of the portal in the station, then in and out of the game a few dozen times to get exact detailed coordinates. Doing the whole thing, moving the portal to the other side of the landing area, would be possible via in and out of game, but would take a lot longer.
EDIT2: Got it shifted "below" the bottom of the stairs, but the control pillar winds up right at the bottom of the stairs. For further edits, I really need the visibility of NMSDK to see the effect some edits would have and where it make them.
As I said, don't care much for the location of the terminal, with the portal shifted "left" of the stairs, but will have to do, for now, and shouldn't impact the pathing of that NPC.
I got your email and saw the temp fix you did. The portal pedestal is at the foot of the stairs now but I couldn't get the traveler to walk up the stairs like he did before. I even followed him around the station like a cheap detective (keeping my distance) and he never even got close to that stairwell! It's almost as if he NEW you had moved the portal and he's just effing with us! ha ha. Like I said, no rush. I know you're waiting for the software development kit but I appreciate the efforts anyway. So, I shot you a quick donation as thanks. Besides, I use some of your other mods as well, and see your name all over the place, so I wanted to help out a little.
Edit: After putting the game on pause (screenshot mode) while standing at the open portal pedestal (trying to bring up a portal code on my phone to use), when I came back and unpaused the game, suddenly to my astonishment, I see the traveler AND another NPC Walk past me and head up the stairs. So I can also verify that currently nobody is getting stuck anymore.
Obviously, this mod is broken due to the spacestation interior redo. In one station, I've got the new placement about 90% done. Then I'll need to visit some other stations to see what it looks like in different configuration. May take a few days, due to work and other IRL, limiting my time to work on this. Hopefully not too long.
Ok, got the placement done in the revamped stations. Visited 10 of them. Odd thing is that I thought there were different station interiors, but in all of the ones I visited, the landing area was the same. Added a screenshot showing the placement.
I'm glad I'm not the only one who interpreted their release text that way. I was under the impression they (Stations) would all be different too. Turns out, they just have different color schemes but all look the same. Well, except for the pirate stations. To me they still look the same as they always did before the Orbital update, inside & out. Nothing seems to have changed with those.
On a different note, the most recent Orbital Patch 4.64 (which modified about 8GB worth of the games .pak files) seems to have broken this mod (Ver 4.62) . NMS crashes unless I unload it, so this must be the culprit.
The update you rolled out (ver 4.62) did the trick. NMS loaded without crashing. Portal on SpaceStation V2 (ver 4.62) now works with NMS Orbital Patch 4.62. Thanks for the update Babs!
No problem. Maybe I missed a change, in the spreadsheet I use to track if mods need updating or not, based on files HG changes in updated. I'll double check that. Thanks, enjoy. :)
I mostly use Dr. Kaii's No Man's Sky Companion utility to get around the verse now. However, I still keep track of portal addresses and still need to have something to fall back on. The last update before Orbital changed the JSON save files so much, it broke many 3rd party utilities, and it took a lot of time to get things working again. Thumbs UP, and thanks again!
Yeah, this is a recurring thing. See the thread started by hemisfear in the thread below started on 19 Feb. At this point I'm going to wait until the next update comes out with the new station revamp before attempting to tackle.
For anyone who likes using the mod, given the VERY short teaser video for the next NMS update, 4.50, it's known that spacestation interiors are being revamped. As such, this mod is going to break when that update comes out. The portal will be half way into a wall or some such. My first priority will be to get all of my mods updated, THEN I will turn my attention to any mods, like this one, which will require surgery to fix. So, when the update comes out, please give me a few days to fiddle and find the Portal a new home in the new spacestation interior. :)
This is where it worked and minimized clipping with ships. Out in front of the stairs and landing pads is a different scene that has issues, hence why HG doesn't put anything there either.
The download is a zip file. Extract the contents. The .pak file goes into nms install\GAMEDATA\PCBANKS\MODS. You have to create the MODS folder and should be upper case. Then in PCBANKS delete DISABLEMODS.TXT
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However, this! (Added portals to Pirate and Abandoned stations)
I'm doing backflips around the room hahaha!!
I've come a long way since you first enticed me to learn about AMUMSS and tweaking with mods which come with lua scripts such as those you and other advanced mod developers have created. Thank you for that! Although I tried several times to log into that discord server and ask questions, I never figured that out so I turned my attention to AMUMSS and analyzing pre-existing lua scripts. I am still an apprentice compared to veterans like yourself, but I'm slowly learning. However the Portal On Space stations is a little more advanced for me at this point. I recently came across a station with an NPC Traveler onboard. Due to the position of the Portal, travelers become trapped by the portal and you can no longer interact with them. I've watched travelers on stations with the mod disabled and they seem to be programmed to walk in the path of where you've place the portal. I tried to analyze the lua script to see if there was an obvious setting or variable that specified which side of the Station to place the portal, but couldn't find anything. My logic was that perhaps if I could place the portal on the opposite side of the station (where there doesn't seem to be any foot traffic) then npc's like Travelers wouldn't get stuck because they don't walk on that side. Any help on this would be much appreciated. As always, thanks for all you and you Mod God's do for the rest of us NMS pawns :)
EDIT: May be awhile before I can do anything about it though. The tool we use to work with models, NMSDK, is still broken since NMS 4.65, when HG made some significant changes to game MBINs. The developer is working on it, but slow going. I use NMSDK to get the rough placement of the portal in the station, then in and out of the game a few dozen times to get exact detailed coordinates. Doing the whole thing, moving the portal to the other side of the landing area, would be possible via in and out of game, but would take a lot longer.
EDIT2: Got it shifted "below" the bottom of the stairs, but the control pillar winds up right at the bottom of the stairs. For further edits, I really need the visibility of NMSDK to see the effect some edits would have and where it make them.
Edit: After putting the game on pause (screenshot mode) while standing at the open portal pedestal (trying to bring up a portal code on my phone to use), when I came back and unpaused the game, suddenly to my astonishment, I see the traveler AND another NPC Walk past me and head up the stairs. So I can also verify that currently nobody is getting stuck anymore.
On a different note, the most recent Orbital Patch 4.64 (which modified about 8GB worth of the games .pak files) seems to have broken this mod (Ver 4.62) . NMS crashes unless I unload it, so this must be the culprit.
It's not unplayible, but the space station looks horrible