Subnautica
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MrPurple6411

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MrPurple6411

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  1. MrPurple6411
    MrPurple6411
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    If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. 
    Paypal: paypal.me/MrPurple6411
    Patreon: patreon.com/MrPurple6411
    Github: github.com/sponsors/MrPurple6411
    Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq

    Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. 
    (Not every time but enough to be worrying)
    So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.

    Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
  2. WapperJaw
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    I get a warning a few minutes after creating them.

    [Warning:  Nautilus] Cannot add Crafting node: SeamothDepthModuleMK4 as it is
    being added to Root that contains Tab nodes. VanillaWorkbench,
    ModdedWorkbench, Storage, advancedmetal
    [Warning:  Nautilus] Adding to Fallback Modded node in tree root.
    [Warning:  Nautilus] Cannot add Crafting node: SeamothDepthModuleMK5 as it is
    being added to Root that contains Tab nodes. VanillaWorkbench,
    ModdedWorkbench, Storage, advancedmetal


    It has been a while and starting a new game. I have been testing the new mods for 2.0 using Nautilus
    without SMLHelper before I begin a full play-through. It appears this
    mod has a compatibility issue with Nautilus.
    The game made them MK 4 & 5 with no problem but this warning popped up so I'm not sure what this means or if it may cause further problems down the road. I get the same issue using a
    similar mod by Haishii ... https://www.nexusmods.com/subnautica/mods/1295?tab=posts&BH=2
    1. MrPurple6411
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      thats a Warning not an error. 
      Just means that Nautilus moved the nodes from the root of the workbench into another tab node made by nautilus.
    2. WapperJaw
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      Ok Thanks for responding ...
  3. LillianTheFeeb
    LillianTheFeeb
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    this man is a godsend
  4. BFTPA1110
    BFTPA1110
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    This mod and a few others can't be crafted. They exist in my game, I can look up the recipes in the PDA, but I can't craft them at the modification station. I look in BepInEx, and it says that the parent node couldn't be found. I don't know what it means, or how to fix it.
    1. BFTPA1110
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      Manually installing the mod worked for me. It still has the errors in BepInEx, but it works fine.
    2. MrPurple6411
      MrPurple6411
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      I works now because I uploaded a fix in 2.0.1
    3. PureWinter
      PureWinter
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      Thank you very much for the update, as a fellow modder I truly understand how much work goes into maintaining popular mods over time. I appreciate this mod so much. 

      Since I beat the game on the Switch (vanilla) I thought that I would play with a vast sea of mods on PC to change it up, and it's really nice having the option to make my favorite vehicle handle a lot more. It might be easier, but I already did it in legit mode so the option is so nice. Again, thank you!
  5. Dalaryon
    Dalaryon
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    I had to remove SMLHelper ("Modding Helper" Folder in plugins) in order to get this to work, as your mod is incompatible with ahk1221.smlhelper. I am aware that this is due to the fact, that Nautilus now finally has replaced SMLHelper. Sadly, many other great mods have not taken this step yet and ofc stop working, so the cost to get your mod to working order currently is too great for me. Is there any way to get this mod working without breaking a large quantity of slightly older mods as a sacrifice for it? Thanks for any helpful suggestion.
  6. robarwgl
    robarwgl
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    what does this mean?

    "Remove crafting node folder that caused the modification station to turn into a straight line when these got unlocked"
  7. SweetCI0r0x
    SweetCI0r0x
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    Fixed*
    1. SweetCI0r0x
      SweetCI0r0x
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      *
  8. karlospedro
    karlospedro
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    Does the "MoreSeamothDepth" have to be in "plugins"? If yes then either as the folder itself or as the "notepad" file?
    Because I have 9 mods and 3 of them aren't working
    1. Wufaris
      Wufaris
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      Yeah it should be in the Subnautica\BepInEx\plugins file location like most (if not all?) BepInEx mods. I have my mods sorted into folders so I can easily swap them out if there's updates or whatever. Hope this helps.
      Spoiler:  
      Show



    2. karlospedro
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      Hmm I have my mods in "plugins" folder but still doesn't wanna work. I also have the "SlotExtender" mod and it's behaving the same way.
      And btw do u still have any files that have "QMod" in them cuz i have 2 and one of them came back after verifying my files on steam.

      NVM i got it all working!
    3. JoshuaWiebe
      JoshuaWiebe
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      how did you get it working?
  9. OfficerHotPants
    OfficerHotPants
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    I thought the mod station seemed a bit off, but I used for the improved UI mod for so long in the old version that I wasn't completely sure.
  10. monudas199
    monudas199
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    can u please also add the legeacy one 
    1. MrPurple6411
      MrPurple6411
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      All of my BZ and Legacy versions are on my github only atm.
      https://github.com/MrPurple6411/MrPurple6411-Subnautica-Mods/releases
  11. OpenSourceMods
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    Thanks for uploading the updated versions of your mods. All the pages I made have been hidden and redirect to your new ones. e.g. https://www.nexusmods.com/subnautica/mods/941
    1. MrPurple6411
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      Or you could just keep yours for legacy branch as I have no plans to support legacy branch at all with these pages.