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Spiritz666

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Everything posted by Spiritz666

  1. It also may be the thing of - even tho a freighter could hold more ships you also have npcs/players who also visit and increasing the space to err might be 9 ( 6 ships of yours max + 3 visitors ) for your ships would cause problems when the game attempts to land npc ships . @icecub333 - it is possible to add more storage boxes for the player past the 10 , there is a few small issues which can be ran into but i wont go into details but i will say dont be surprised if you see at some time a storage mod ( something i am working on amidst other projects lol )
  2. I dont use VR myself , does the problem exist when no mods are running or when mods are running ? Ive poked around some of the mbin files and i dont think ive come across anything VR related tho i probably wouldnt notice if there was . Tho ... thinking about it , i seem to recall somewhere seeing something about thumbstick - that seemed to stick out ( no pun intended ) as being weird . If i can recall where i saw it or if i come across it again i`ll let you know - if you dont hear anything for a while it will probably be me still looking/thinking but i will be keeping an eye out .
  3. The actual problem is not updating to 2.26 . All updated mods will be using edits made on the 2.26 files which often contain the changes made in the game update and this can cause the problems - your game is using old code and the new code can conflict . Its worth updating tbh .
  4. Anyone who feels the game isnt challenging enough - I`m considering doing a mod which would increase the difficulty within the game on several aspects and feedback would be useful so i know what players would like . Things like - Start ship in new game is further away Craftable items - resources needed would have amounts required increased ( please give an idea of increasement eg x2 or x4 ) Harder Space Battles with amount of attackers increased More often Space Batlles All ideas welcome as i may be able to do this for all modes
  5. One is already in testing and will be available in a day or two
  6. Never tried to mess with any models within the game myself but the NMS modding wiki may give some insight https://nmsmodding.fandom.com/wiki/No_Man%27s_Sky_Modding_Wiki
  7. Tbh Big Bro - all but 1 of my mods ( trade mod ) are easy to update as ive managed to create my own AMUMSS lua scripts , trade mod is harder as im having to do everything manually first but i am also working on a lua script but its more complicated due to having to learn new commands like add and remove and sussing how to get them to work for me lol . When you do get back into NMS and need modding help just ask - what knowledge i have will be there for use :) Lil Bro
  8. I may look at camera stuff soon ( just having my usual battles with coding mods etc lol - specially my damn trade mod ) as the few camera mods ive tried ( just for the no aerial zoom when using waypoints etc ) seem to have side effects - like 3rd person view is centered wrong . Also is it just me or when in space there doesnt seem to be an icon now for space station - checked with mods disabled. mostly30 add me to friends and when i do attempt camera mod i`ll send u a copy to test for me first . Big Bro - im improving at mods ( and probably going mad releasing so many ) and my trade mod is a pain in the ass so far but worth it lol . Merry Xmas and Happy new year everyone *Thinks to himself .. When Big Bro says " Just hope i don't get inundated with mod requests now.....time to escape! Where's my ship? :pirate: " .... Does that mean i`ll send them to Lil Bro and get him to get his Phantoms in SpiritzCo R&D on it ????? **** ... lol jk Big Bro
  9. Just checked steam settings and sadly we dont have the option not to update. Only suggestion i can make is when an update breaks a mod - leave a comment on the mods page stating its broke and request an update . Usually the mods author will try and update asap
  10. Err ... Only way i can think of is by switching off the network ( meaning internet connection ) and running the game - i am assuming steam version . TBH waiting for mod updates isnt too bad - being both a player and author myself i can understand the frustration at both ends but i will say as an author and speaking for other authors it can be a bit more frustrating out end when updating ( i mean authors who still update and not those who have "retired" ) . Often the update depends on a few factors - Re doing the edits on an updated MBIN Waiting for MBINCompiler to be updated - sadly when devs change mbins they sometimes change things the program doesnt understand so it has to be updated itself to work and this is out of us authors control so we ourslves have to wait Sometimes finding out ourselves somethings changed somewhere in the code and then having to suss it out . So to all the mod users on behalf of us authors i ask please be patient with mod updates and if possible always leave a comment on the mods page saying the mods broke after an update so we can see and get to work on an update .
  11. The better planet mod was updated ( tho author hasnt really stated ) https://www.nexusmods.com/nomanssky/mods/797?tab=description is the link and its probably best to ask them if its 2.23 compatible .
  12. https://www.nexusmods.com/nomanssky/mods/1364/ released as 10x distance version . Ty Big Bro for letting me know its doable now
  13. i`ll check it out and i`ll have a mod up within a few hrs . Just finished my flight tweak mod so i got time lol
  14. There was separate mission reward mods via other authors available but i am unsure if they are 2.23 compatible - this is due to the 2.23 update and the MBINCompiler ( used to compile and decompile mbins ) needing to be updated regular to be able to deal with the new changes ( monkeyman192 is trying to work on it as fast as he can ) so we authors are slightly limited for now the speed we can work sadly but from what ive seen release wise - they are trying to update their mods as fast as possible. I may look into mission rewards at some time as this mod progresses but i think i also read somewhere sometimes it can also affect the nexus rewards - we`ll see when i delve into it . There is a way to enable or disable bits in mods but thats something totally different and a bit more complicated as it needs another program to run alongside - i am willing to release a version with certain things left out as i have already done with a version with the biogenerator and refiner part left out . Thanks and i`m glad you enjoy the mod and i always welcome feedback
  15. TBH its hard to say if old mods still work after an update - even us creators dont always know untill tested . This is due to changes made in the update and if the MBIN file thats used has had its code changed - an updated file may have its code increased or even moved around and the mod file would be using an old MBIN and its that which can cause mods to fail . Best rule to follow - always check your downloaded mods ( via nexus download history for ease ) via their pages and check the comments page as 99% of the time if a mods broken by an update someone will announce it . And if no ones has said you can always ask on there if its 2.23 working . I may look into a similar mod soonish - i have a few mods being worked on and nearing release and i need to get them done so i can move on lol . Maybe i should consider a project thread so people can see what im working on and what im considering further on - along with suggestions .
  16. Its weird as no matter what you try and change - minspeed/maxspeed/anything anywhere and it screws up . I`ve even attempted to edit the tech instead of the ships ( GCSPACESHIPGLOBALS.GLOBAL.MBIN ) just incase i could get around it that way but .... nope . Still gonna keep trying tho and if anything does work i`ll keep you in the loop also .
  17. i`ll look into the cooker for next updated release ( in a few days when ive looked into a few other things also )
  18. Been working on a flight mod and come across some very weird results and wondering if anyone else attempting this has come across the same things When attempting to boost speed and booster speeds the outcome from the mod is seriously slower than non mod speeds - its like the reverse of what you would expect and im faster non modded . Infact this is weird and so damn annoying - any simple edit to GCSPACESHIPGLOBALS.GLOBAL.MBIN - even just 1 value change and it sends the ingame values tits up . I changed pitch value and wham - my manuevabilty suddenly increased by almost 500 via ship inv screen but when in space my speed was basic and boost hardly went up and when boosting it rose hardly at all , infact maybe +1 every few secs where disable the test mod and vanilla boost went up as fast as normal .
  19. Im glad you managed to find the culprit and funny enough i am working on a flight mod and tbh i forgot about launch costs when i did my tweaks mod lol . I will try and make sure the launch costs is included in my flight mod , just having a fight with it as its ignoring my speed changes but i think i missed something - swear the game devs enjoy changing things just to annoy us modders lol . And im always happy to help where i can .
  20. will try and do a version in a day or 2 with those changes - just having a fight with a flight mod im working on and as soon as ive won i`ll do it .
  21. Thank you - i didnt want to appear i was self promoting my mod so i didnt name it lol . Back to the issue in question ... Pulse Engine is reporting as out of fuel and the ship is throwing sparks, even though the indicator bar is full - only time ive seen a ship sparking is when parts are damaged so by my logic - somethings affecting either tech or ship . possibly same with fuel . Ok . lets try a diff route . Have you checked that all the mods are compatible with 2.23 as i can see some that are 2.16 . Right ... please excuse me rambling ( northener69 is used to me lol ) been a long day and brains still sleeping , didnt see you say you were new to all this so i`ll offer some advice - its nice advice so dont worry . When game gets an update most of the changes take place within the core paks , most of the time mods have to be updated due to changes within the files . This is because the mod uses a copy of a file ( or files ) within the core pack and the modified file is added to mod folder - any paks within the mod folder have their files used instead of that file version from core . If you try and use say a mod from 2.16 and its file had been updated then problems occur due to wrong code . I am really crap at explaining things lol . In a way updates can "break" mods and make them not work or do weird things . Best thing i can suggest for now - use the download history option and check each of your mods to see if updated to 2.23 and also check their comments as often people will state there if the mods broken with new update and any that are not updated disable and wait or find new versions . Btw feel free to add me as a friend or just pm me out of the blue if you have any questions or need help - if i can help i will , also i am myself very new to modding so everything is new to me as well
  22. There are a few mods out there that do several things on your list in 1 mod - saves merging . I will refrain from promoting a mod by myself that falls under the latter but its easy to find ( also a few variants in the works )
  23. Daz may be the culprit . Easy way i tend to use to check mods is checking each ones description on modpage and see if any conflict - then as last resort its the effort of disabling each in turn . I see one of my mods on that list :cool: Most mods when disabled will revert the game to vanilla but when re enabled they switch back on OOOOh i think i see 2 mods on your list that may conflict - daz`s and the hover pulse speed thingy one ... Try disabling those 2 and see what happens .
  24. Ive yet to release my power mod - wanting to fine tune it but heres an idea of the versions Cheat version - instant power without refilling - infinite output time and a huge output Minor - increased output on solar and biogen and increased battery Major - similar to above with a bigger increase Challenge - this is for those who enjoy some challenge .... increased solar , big increased biogen but has a drawback - increased materials cost to build and i mean increased - increased battery . The solar didnt have build cost increased as i thought it would be a slight compensation to allow players to be able to power a base untill they can afford the raised cost of biogen. Also considering a few changes to other tech that also provides power
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