I had considered adding the other BPs. But I decided against it, because it would exponentially increase the time required to maintain/update the mod. Also if they get placed in a shop for direct purchase, this makes Manufacturing Facilities obsolete which I think would be a bad thing.
If I buy a blueprint from a shop before getting the same blueprint as a reward from a quest, can I still do that particular quest or will it just be skipped because I already have that blueprint?
Edit: What I mean is: Do quests get auto-completed when buying the relating blueprint reward?
From my experience, no it does not auto complete or get skipped or anything like that. You would follow the quest through until the end where the NPC gives you the BP, the only difference is that you already have the BP. It is possible some quests might auto complete if the current requirement was to obtain a specific BP, but again you would just return to the NPC and finish the quest as normal.
How do you update mods? I really don't want to wait. Lol. I tried updating the mod myself by taking the new MBIN files from No Man's Sky (I use XMM to unpack the game files each time an update happens), and merging the changes from your files. Tried in game, doesn't work.
Nvm - just got it to work myself. If I could I would just send you the updated .pak so you can upload it for everyone else. When I tested it on a new creative game save, there were only two columns of items in the blueprint analyzer, of random things like the robot arm or the square room. But I tested it on my perma death save & it works just fine. Why? No idea. But it does.
The mod seems to be working just fine with version 1.77. Or at least I couldn't find any issues, it doesn't CTD, and all aspects of the mod are working when I tested on 2 different characters.
What problem/issue were you having that compelled you to want to update it? Perhaps it was one of the other mods you had combined with BBS that was causing a problem? Anyhow, I'll be glad to update the mod if it is required, however I don't think it needs to be updated. But please do let me know if you have found something I can fix. hehe
As for the creative mode character seeing 2 pages of random items in the blueprint analyzer, this is normal. That what you will see even if you remove the mod. Remember in creative you start with knowledge of pretty much all blueprints and such, so this mod doesn't help in creative when it comes to the BP analyzer as you already know all the blueprints.
I think that was the main thing, seeing only two rows of items in Creative mode, that wanted me to update it. I don't remember exactly as it's been a while.
I'm at a minor settlement, and I don't see items like freighter hyperdrive blueprints that I think are supposed to be there. I'm going to test it out a bit and see if I can find out what's wrong.
Something must have gone wrong when I merged the mods together. I'm gonna re-merge and see what I can do. But yeah the mod itself is good.
- Yeah, I re-merged and took out a mod I don't really need, better blueprint shops works perfectly fine alongside the other mods.
The mod has been updated for NMS VISIONS v1.75. Only real change from the last version was the addition of the 3 Freighter upgrades, which can be purchased at a planet techshop along with all the other gear/ship blueprints. Anyhow, as usual let me know if you run into any problems. Sorry for the delay on the update. Have a great day everyone! :)
I'm at a minor settlement and they don't have items like Living Glass on sale, nor any of the blueprints that the description mentions was brought to them. I re-installed the mod, so I'm not sure what could be causing that.
Also, on the blueprint analyzer, I only see items such as landing pad, bio dome, corridors, trade terminal, specialist terminals, etc. There is no construction items like metal / concrete / decorations.
My mods:
Clean Screen 1.1 - no hazard MyStackSize Night Time Discovery Better Blueprint Shops Black Carbon Creature Range DazFlight Effects Overhaul Fast Refiners HD Clouds Instant Scan Less Damaged Slots on Crashed Ships Looky-Look Camera No Black Bars Next Big Adventure Peaceful Warp Rare Rings Space Dream - Black Station Ventilation Tiny Inventory Changes True Lighting
You have at least 2 mods in your list that conflict with Better Blueprint Shops. 1) Fast Refiners (edits DEFAULTREALITY) 2) Tiny Inventory Changes (edits GCUIGLOBALS.GLOBAL)
The files that my mod edits are listed on the main page, and most other mod authors do the same. If you are having mod problems in the future, these conflict lists are the first place to look.
Someone could/should write an xml parser program/script that compares the source xml against mod1, mod2, mod3 that edit the same file, find any differences, then create a new xml that has combined the changes from each of the conflicting mods. That would automate the mod-merging process. Unfortunately, that program has yet to be written, or at least if someone made one in the past it isn't updated anymore from what I've seen.
So... That leaves manually merging the two mods. You will need to unpack both mods (with PSArcTools), convert the conflicting MBIN files to EXML (with MBINCompiler), open both EXML files in a text editor and scroll down comparing each as you go. Make note of the differences, then merge the mod that makes fewer changes, with the more complex mod. Convert your custom EXML back to MBIN, repack the more complex mod with the new MBIN. Repack the less complex mod, removing the conflict MBIN. Place the 2 custom mods back in your MODS folder, and you should be good to go.
1) use PSArcTool on each mod's .pak file 2) Use MBINCompiler to convert the conflicting MBINs to .exml files 3) compare the .exml files, merge them 4) repack the .exml to MBIN 5) take the merged .MBIN, put it with the more complex mod's files, repack to .pak file using PSArcTool 6) remove the conflicting MBIN from the less complex mod, repack 7) put both edited mods back into mods folder
At this point, I'm assuming the two mods are compatible. The user would need the compatible version of both; i.e. they couldn't just use the original version of each mod. They would need to specifically download the compatible version of each. Is that accurate?
Edit - it works!!!!!!! Wow! I just merged Fast Refiners, Better Blueprints, Fast Actions, and Menus & Inventory Rework. Sheesh! Tested in game, everything works perfect. Thanks! I couldn't be happier right now. Thank you so much.
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If not is there any good alternative?
edit: shoot had hoped that the old version might still work but it doesn't
If I buy a blueprint from a shop before getting the same blueprint as a reward from a quest, can I still do that particular quest or will it just be skipped because I already have that blueprint?
Edit: What I mean is: Do quests get auto-completed when buying the relating blueprint reward?
How do you update mods? I really don't want to wait. Lol. I tried updating the mod myself by taking the new MBIN files from No Man's Sky (I use XMM to unpack the game files each time an update happens), and merging the changes from your files. Tried in game, doesn't work.
Nvm - just got it to work myself. If I could I would just send you the updated .pak so you can upload it for everyone else. When I tested it on a new creative game save, there were only two columns of items in the blueprint analyzer, of random things like the robot arm or the square room. But I tested it on my perma death save & it works just fine. Why? No idea. But it does.
What problem/issue were you having that compelled you to want to update it? Perhaps it was one of the other mods you had combined with BBS that was causing a problem? Anyhow, I'll be glad to update the mod if it is required, however I don't think it needs to be updated. But please do let me know if you have found something I can fix. hehe
As for the creative mode character seeing 2 pages of random items in the blueprint analyzer, this is normal. That what you will see even if you remove the mod. Remember in creative you start with knowledge of pretty much all blueprints and such, so this mod doesn't help in creative when it comes to the BP analyzer as you already know all the blueprints.
I'm at a minor settlement, and I don't see items like freighter hyperdrive blueprints that I think are supposed to be there. I'm going to test it out a bit and see if I can find out what's wrong.
Something must have gone wrong when I merged the mods together. I'm gonna re-merge and see what I can do. But yeah the mod itself is good.
- Yeah, I re-merged and took out a mod I don't really need, better blueprint shops works perfectly fine alongside the other mods.
Also, on the blueprint analyzer, I only see items such as landing pad, bio dome, corridors, trade terminal, specialist terminals, etc. There is no construction items like metal / concrete / decorations.
My mods:
Clean Screen 1.1 - no hazard
MyStackSize
Night Time Discovery
Better Blueprint Shops
Black Carbon
Creature Range
DazFlight
Effects Overhaul
Fast Refiners
HD Clouds
Instant Scan
Less Damaged Slots on Crashed Ships
Looky-Look Camera
No Black Bars
Next Big Adventure
Peaceful Warp
Rare Rings
Space Dream - Black
Station Ventilation
Tiny Inventory Changes
True Lighting
1) Fast Refiners (edits DEFAULTREALITY)
2) Tiny Inventory Changes (edits GCUIGLOBALS.GLOBAL)
The files that my mod edits are listed on the main page, and most other mod authors do the same. If you are having mod problems in the future, these conflict lists are the first place to look.
So... That leaves manually merging the two mods. You will need to unpack both mods (with PSArcTools), convert the conflicting MBIN files to EXML (with MBINCompiler), open both EXML files in a text editor and scroll down comparing each as you go. Make note of the differences, then merge the mod that makes fewer changes, with the more complex mod. Convert your custom EXML back to MBIN, repack the more complex mod with the new MBIN. Repack the less complex mod, removing the conflict MBIN. Place the 2 custom mods back in your MODS folder, and you should be good to go.
1) use PSArcTool on each mod's .pak file
2) Use MBINCompiler to convert the conflicting MBINs to .exml files
3) compare the .exml files, merge them
4) repack the .exml to MBIN
5) take the merged .MBIN, put it with the more complex mod's files, repack to .pak file using PSArcTool
6) remove the conflicting MBIN from the less complex mod, repack
7) put both edited mods back into mods folder
At this point, I'm assuming the two mods are compatible. The user would need the compatible version of both; i.e. they couldn't just use the original version of each mod. They would need to specifically download the compatible version of each. Is that accurate?
Edit - it works!!!!!!! Wow! I just merged Fast Refiners, Better Blueprints, Fast Actions, and Menus & Inventory Rework. Sheesh! Tested in game, everything works perfect. Thanks! I couldn't be happier right now. Thank you so much.