Just starting "Fixing" this mod yesterday. I'm going to make the light not so bright, especially on the Plutonium. So check back if you downloaded this recently.
That Plutonium light has been nothing but a nightmare. Cannot get it balanced. And it looks worst in Atlas Rises. At some point I'm going to readjust all the lights.
Yeah sorry about that, the craziest thing happened, all the values were " " with the actual names/numbers removed! Not sure how that happened. The exml's were perfect, but the MBIN's got corrupted after compiling! Everythings fixed now. With the new update, I am spread thin, but that's the last time I update something without actually testing it first. Hubris! Get's us all sometimes!
Yep, I am using several mods but those work OK but the game crashes as soon as i drop this one in. Maybe it doesn't go well together with some other mod?
Edit: NVM I got rid of one mod that didn't work for me anyway, dropped this one in and they're glowing now! Thank you
Question: Where can one find the latest MBIN compiler anyway? The compiled exe that is.
EDIT: This crystal mod crashed the game to desktop before the shaders loaded. My other 4 loaded mods for Atlas Rising hasn't caused a problem and don't mess with the file that edits the crystals. Just thought you'd want to know.
Thanks for letting me know, I'll have to check now.
You can get the latest MBINcompiler here:
https://github.com/monkeyman192/MBINCompiler
for monkeyman192's latest MBINcompiler. It's not nearly completed yet.
Edit: Craziest thing, in the first update I made, all the values were " " with the actual names/numbers removed! Not sure how that happened. The exml's were perfect, but the MBIN's got corrupted after compiling!
Thanks for the link. Now the problem is that whenever I drag and drop a MBIN file onto the MBINCompiler.exe, it gives me a whole list of errors in the command console window and the program crashes. Do you perhaps know why it would do that; I tried it on both the MBINCompiler by itself and the one with 1.31.0 and both gave the same errors.
EDIT: Appears to decompile some files but not others, despite the UI for NMS mod station saying they are decompiled, but aren't, like this file = GCAISpaceShipGlobals.Global ; I'm assuming it can't decompile that file?
Yup. The Mbincompiler is not finished being updated. Global files are apparently the harder of the files to do. The files on the nexus that use globals, and are updated, were edited through a hex editor.
Ahhh. That would explain a lot. Just curious, theres all these unknown values. Is there like a list or reference sheet of what these mean, because if there is, I can't find one.
You have to do what I do. Figure out what they are! They're Unknown literally.
Don't be afraid to mess around with the values. If you do figure out some values, keep trakc of them so you can share them with the creator of MBINcompiler, monkeyman192
26 comments
Can this be changed at all?
100% sure, its the only mod in my MODS folder, your other (remove lensflare) mod works fine.
Dont worry, everyone makes mistakes, people are just thankfull for modders like you
Do you have 1.3 Atlas Rising patch installed?
Also, are you using any other mods; they might not be up to date?
Edit: NVM I got rid of one mod that didn't work for me anyway, dropped this one in and they're glowing now!
Thank you
EDIT: This crystal mod crashed the game to desktop before the shaders loaded. My other 4 loaded mods for Atlas Rising hasn't caused a problem and don't mess with the file that edits the crystals. Just thought you'd want to know.
You can get the latest MBINcompiler here:
https://github.com/monkeyman192/MBINCompiler
for monkeyman192's latest MBINcompiler. It's not nearly completed yet.
Edit: Craziest thing, in the first update I made, all the values were " " with the actual names/numbers removed! Not sure how that happened. The exml's were perfect, but the MBIN's got corrupted after compiling!
EDIT: Appears to decompile some files but not others, despite the UI for NMS mod station saying they are decompiled, but aren't, like this file = GCAISpaceShipGlobals.Global ; I'm assuming it can't decompile that file?
Don't be afraid to mess around with the values. If you do figure out some values, keep trakc of them so you can share them with the creator of MBINcompiler, monkeyman192