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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.
I'm trying to get the mod to work but when I load into the game it's not there. I'm downloading via Vortex and I'm not getting any file conflicts either.
Heya! Any plans to re-enable the Sea Dragon's attack animations for the Seamoth? At one point it could bite the Seamoth and try to crush it, but they cut that feature when they realised the Seamoth wouldn't be able to safely get down there anyway. Now that it can with this mod, it would make sense to add that risk back in along with it.
The Mk4 depth module doesn't work. No matter where I put the module or how many times I reload the game. It tells me the crush depth is now 1300 meters and instantly resets and tells me my crush depth is now 200 meters.
Is this broken now? I made an upgrade to my PC which made me do a clean Windows install. I have been trying to get all of my mods working since, and this is the only one that won't. The mod is present in the game, but nothing for it comes up. I can't unlock or spawn with the console, and they don't appear in the modification station or any fabricator. They aren't even listed in my tablet. I've installed with Vortex and manually, same result.
For a similar mod, someone mentioned the Mega O2 Tank mod interfering, and I do have that. It never interfered before, but apparently Submodica had some issues while I wasn't playing, and the mod is on Nexus now, but you have to get a special workbench to use it. I wondered if that might be the cause, so I removed the workbench and the tank. Still nothing for the depth modules.
I'd like to tell you more, but the BepinEx launch window I used to see doesn't come up any more either. I didn't think it was an issue before since all my mods except this one work, but maybe it is. I'm still digging into this, but any help would be appreciated.
**edit** Just found out the launch Window was turned off by toebeann a couple updates ago for performance reasons, that mystery is solved. Now to see if I can turn it back on, and see if there are any warnings related to this.
**edit 2** SML Helper is the culprit. Thought I uninstalled it, but found the folder still there and active, and apparently I have three other mods that require it to run, which in turn have mods that rely on them to run. So now I have to find out if I can find alternates to those, or just do without this one. I mean, I don't really need to take the Seamoth down to 1700, but I like to. I also like having those other mods though, and I get more advantages from them.
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
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.
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!
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.
39 comments
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.
**edit** SML Helper is in fact the issue. For whatever reason it stops this mod from working. Removing the SML Helper is the answer.
For a similar mod, someone mentioned the Mega O2 Tank mod interfering, and I do have that. It never interfered before, but apparently Submodica had some issues while I wasn't playing, and the mod is on Nexus now, but you have to get a special workbench to use it. I wondered if that might be the cause, so I removed the workbench and the tank. Still nothing for the depth modules.
I'd like to tell you more, but the BepinEx launch window I used to see doesn't come up any more either. I didn't think it was an issue before since all my mods except this one work, but maybe it is. I'm still digging into this, but any help would be appreciated.
**edit** Just found out the launch Window was turned off by toebeann a couple updates ago for performance reasons, that mystery is solved. Now to see if I can turn it back on, and see if there are any warnings related to this.
**edit 2** SML Helper is the culprit. Thought I uninstalled it, but found the folder still there and active, and apparently I have three other mods that require it to run, which in turn have mods that rely on them to run. So now I have to find out if I can find alternates to those, or just do without this one. I mean, I don't really need to take the Seamoth down to 1700, but I like to. I also like having those other mods though, and I get more advantages from 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
Just means that Nautilus moved the nodes from the root of the workbench into another tab node made by nautilus.
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!
"Remove crafting node folder that caused the modification station to turn into a straight line when these got unlocked"