Note: PLEASE check for conflicts before going to the comments saying "the mod is not working" the mod should work as intended and has been tested multiple times, if you are having trouble, the mod builder AMUMSS will help you a lot
you might want to delete that comment. because let me tell you something. THE MOD DOESN'T WORK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
there 100% was a conflict at first (even though i replaced a similar mod with this one so there shouldn't be a conflict) but atleast the game launched. but no instant scanning.
so i disabled every single mod except this one to check if the mod works on it's own. and guess what. the game crashes on launch.
"tested and working as intended" have never been so wrong
For your info: Instant Scanning is not compatible with latest NMS 4.30 anymore. Worked fine in 4.26. I did check for incompatibility but can't find any. When I only use your mod and no other mods, the game crash also occurs.
Heh. I'm trying this mode with 4.10 patch and its causing a weird thing. It generates in the sky 2 warp portals that following center of the screen. And every time I'm loading game or exiting my ship for the first time on any planet there is a huge fleet exiting those portals in different directions Screenshot 1 Screenshot 2
It happens not when I summon ship but when I visit or revisit planet. Loading save / exiting ship / teleporting. Also had a FPS drop to 0 for the very first time it happened. I'm using DRM-very-free 4.10 so maybe thats the problem
So here it is. I tried every updated mod for scan and/or binoculars and they were causing that weirdo. But one mode had 4.10 version available and it worked fine. So it was something important changed in 4.22 regarding scanning that prevents to use updated mods with not updated game
I can't seem to get it to work. I remember previous mods that did the same as this one. There was a conflict with another mod. I just can't remember which mod conflicts with scanning. Do you know of any mod conflicts?
Well, i don't know any mod conflicts with this mod yet, because i just made it, here is some code from a lua: ["PAK_FILE_SOURCE"] = "NMSARC.59B126E2.pak", ["MBIN_CHANGE_TABLE"] = { { ["MBIN_FILE_SOURCE"] = "GCGAMEPLAYGLOBALS.GLOBAL.MBIN", ["EXML_CHANGE_TABLE"] = { { ["PRECEDING_KEY_WORDS"] = "", ["VALUE_CHANGE_TABLE"] = { --{"BinocTimeBeforeScan", "0.1"}, {"BinocMinScanTime", "0"}, {"BinocScanTime", "0"}, {"BinocCreatureScanTime", "0"},
} }, { ["PRECEDING_KEY_WORDS"] = "ToolScan", ["VALUE_CHANGE_TABLE"] = { {"PulseRange", "400"}, {"ChargeTime", "2"} } }, { ["PRECEDING_KEY_WORDS"] = "ToolScanHardMode", ["VALUE_CHANGE_TABLE"] = { {"PulseRange", "500"}, {"ChargeTime", "4"} } }, { ["PRECEDING_KEY_WORDS"] = "ShipScan", ["VALUE_CHANGE_TABLE"] = { {"PulseRange", "20000"}, {"ChargeTime", "2"} } } } } } } } } Did you use ammus(sorry if i misspelled it i don't quite remember the name) to scan for mod conflicts?
What mods are you using? If you are using ammus, then see "report.lua" and scroll down to the bottom, and find Conflict on FILE level, and it will show the 2 paks conflicting, as well as the file that is conflicting.
Scanning mods are always good to have, good work! There is a LUA for the E3 scanner that still works if anyone cares. I love the golden yellow color of the scan field. That's a good idea actually. Custom scan colors. I could be wrong, but I don't recall anyone making that mod. Just E3 Gold/Yellow instant scan or vanilla blue is all I can remember since the beginning. Fluorescent green, aqua blue , orange, red, pink, purple, no scan wave (good for lower powered graphics cards?), ect. might be cool.
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Comments locked
The author has locked this comment topic for the time beingEven when it's the ONLY MOD in the folder the game won't start.
you might want to delete that comment.
because let me tell you something.
THE MOD DOESN'T WORK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
there 100% was a conflict at first (even though i replaced a similar mod with this one so there shouldn't be a conflict)
but atleast the game launched. but no instant scanning.
so i disabled every single mod except this one to check if the mod works on it's own. and guess what.
the game crashes on launch.
"tested and working as intended" have never been so wrong
Worked fine in 4.26. I did check for incompatibility but can't find any.
When I only use your mod and no other mods, the game crash also occurs.
Screenshot 1
Screenshot 2
Instant Binocular Scan - Hot Spot Range - Ship Transfer Range from comment bellow is causing the same thing.
It happens not when I summon ship but when I visit or revisit planet. Loading save / exiting ship / teleporting. Also had a FPS drop to 0 for the very first time it happened.
I'm using DRM-very-free 4.10 so maybe thats the problem
I tried every updated mod for scan and/or binoculars and they were causing that weirdo.
But one mode had 4.10 version available and it worked fine.
So it was something important changed in 4.22 regarding scanning that prevents to use updated mods with not updated game
Thanks!
["PAK_FILE_SOURCE"] = "NMSARC.59B126E2.pak",
Did you use ammus(sorry if i misspelled it i don't quite remember the name) to scan for mod conflicts?["MBIN_CHANGE_TABLE"] =
{
{
["MBIN_FILE_SOURCE"] = "GCGAMEPLAYGLOBALS.GLOBAL.MBIN",
["EXML_CHANGE_TABLE"] =
{
{
["PRECEDING_KEY_WORDS"] = "",
["VALUE_CHANGE_TABLE"] =
{
--{"BinocTimeBeforeScan", "0.1"},
{"BinocMinScanTime", "0"},
{"BinocScanTime", "0"},
{"BinocCreatureScanTime", "0"},
}
},
{
["PRECEDING_KEY_WORDS"] = "ToolScan",
["VALUE_CHANGE_TABLE"] =
{
{"PulseRange", "400"},
{"ChargeTime", "2"}
}
},
{
["PRECEDING_KEY_WORDS"] = "ToolScanHardMode",
["VALUE_CHANGE_TABLE"] =
{
{"PulseRange", "500"},
{"ChargeTime", "4"}
}
},
{
["PRECEDING_KEY_WORDS"] = "ShipScan",
["VALUE_CHANGE_TABLE"] =
{
{"PulseRange", "20000"},
{"ChargeTime", "2"}
}
}
}
}
}
}
}
}
If you are using ammus, then see "report.lua" and scroll down to the bottom, and find Conflict on FILE level, and it will show the 2 paks conflicting, as well as the file that is conflicting.
AMUMSS (auto modbuilder-updater with MOD script definition system) at No Man's Sky Nexus - Mods and Community (nexusmods.com)
You will also need 7-zip:
Download (7-zip.org)
Follow the instructions and it will take you here:
GitHub - MetaIdea/AMUMSS-nms-auto-modbuilder-updater-modscript-system: Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
Follow the instructions from there
I am pretty sure this is compatible with other mods that change that, so you can check those out
Better Binocular Scan Colors 2.6 at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Clearer Binoculars at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Star Trek Binoculars at No Man's Sky Nexus - Mods and Community (nexusmods.com)(Still working)
Star Wars Binoculars at No Man's Sky Nexus - Mods and Community (nexusmods.com)(Still working)
Just Binoculars at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Retro Power Binoculars at No Man's Sky Nexus - Mods and Community (nexusmods.com)
Binocular Scan Colors at No Man's Sky Nexus - Mods and Community (nexusmods.com)
I also like to play with Clear binoculars because it is easier on my eyes
the maker of this one has change it to 0.5s scan instead because many ppl want it to have a little delay
https://www.nexusmods.com/nomanssky/mods/1543
this make your mod the true insta scan