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Spiritz666

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Everything posted by Spiritz666

  1. I`m going to use this thread ( if admin/mods are ok with it ) to throw ideas about regarding my tweaks mod https://www.nexusmods.com/nomanssky/mods/1338?tab=description . Its so ideas from myself and others can be discussed while keeping the mod tidy - rather read a forum thread with a wall of chatter than sort thru a mods posts and possibly miss something useful or important . ok so here we go Tweaks i am going to split into a few versions - The main file i will refer to and possibly rename ( not the pak name but mod name ) as Tweaks Max , this will be sort of game cheating to extreme level . Tweaks Min - when made it will aim at same changes as main but to a lesser degree as to make the game more enjoyable for others without breaking the game Tweaks Med - when made it will aim at same changes as main but aimed between Min and Max version as to make the game more enjoyable for others without breaking the game . One thing i will do is with Min/Med versions change the ship interact range from being there without needing the tech mod to being applied when the tech mod is installed . This was an oversight i made ( being a total newbie ) and was pointed out to me . Some ideas i have to be added ( includes a few suggestions from others ) Walk , Run , Swim , Jetpack , Jetpack Water Speed , Stamina / Jetpack recharge rates - including Jetpack in water recharge rates . Increased chance of a building showing up on a scan . Please feel free to let me know views and any ideas you may have tho please take into mind i am a newbie and some stuff may be beyond my ability but i am willing to try .
  2. When you say a few files - im not sure together they would affect FOV . Would it be possible to single out which is the culprit. Infact can you list the mbins they use - im a bit lazy and i dont want to hunt the mods personally - tho i`ll take a stab that all except better build menu 1.2 are using the same mbin , could that be causing a conflict - unless they are merged .
  3. Ive noticed this as well - camera seems really close on foot and i had only 1 mod running and that shouldnt affect FOV
  4. Please can any modders who are running into problems decompiling any 2.22 files list on here the mbin files affected - This is just so myself and other modders have a quick reference to look at and be able to tell if any of our mods are affected . I will update as i discover them myself as well as ones listed by others Current 2.22 list ( wont decompile ) GCCREATUREGLOBALS.MBIN GCDEBUGOPTIONS.GLOBAL.MBIN GCGAMEPLAYGLOBALS.GLOBAL.MBIN - fixed with MBINCompiler 2.22.03 release GCPLAYERGLOBALS.GLOBAL.MBIN - fixed with MBINCompiler 2.22.03 release GCUIGLOBALS.GLOBAL.MBIN GCVEHICLEGLOBALS.GLOBAL.MBIN
  5. I can see us both tues night sitting in the pub drinking our sorrows ... you over how bad things are and me over how much stuff i got to try and mod lol
  6. Looks like when i get internet back tomorrow i will have a lot of work ahead of me with making new tweaks and stuff for synthesys . What other changes are there that i should know about just so im prepared . I have a feeling northener69 is going to be laughing with all the work im going to have lol
  7. I am a bit unsure of your problem . I am offline till tuesday when new isp gets me going and after i update my game i can have a look and see what i can do . Please dont download my tweaks mod yet ( it has torch added ) as 2.21 has broken it and i cant update yet . Please note im also a novice modder but having messed with torch its something ive messed with already. If you can explain a bit more so i can get a better idea of whats wrong and i can meanwhile test my end with no torch mods active as i have one always active
  8. You called ??? Lol Untill tues i will be offline ... gaming wise as i am changing internet provider . But when i do return i will have a look . Pls note i am a novice but i will try regardless . Big bro (northener69) .. im really getting into amumss scripts and upon my return boy will i have a few surprising mods .. specially one regarding power . Biogenerator ... if you not done or got anything for that on visions pm me and i will give you the edit details . For now im stuck on mobile phone and forum lol . Btw got a shock when i logged in on nexus .. my tweaks mod is on the hot mods bit on main page .. Bye for now an big bro ... dont go breaking anything without me lol
  9. I wish to create a repository for LUA scripts and i am asking the community for help . Aim - To have a repository that has working AMUMSS lua scripts that people can easily access . Think of it as a single file that contains the scripts that can be easily downloaded and will be updated at least monthly ( if there are new scripts to be added ) . I know some authors do also include scripts to make their mods compatible with other mods as well as making them easy to update but at times it may mean having to trawl thru a lot of mods to find which ones have them but this may make things easier . What i am asking - If Authors do already include a lua script with their mods can i please have a link to that mods page and i will download and extract the lua and add it to the repository . All permissions and credit will be given to the authors as it is their work and all i am doing is making a collective - no scripts will be edited or altered in any way . Also if any Authors of mods that do not include a lua script do possess a lua script that they are willing to release to the repository they are more than welcome to do so and i will include them . What i am not asking - I do not want people to link me other authors work without the authors permission - i would rather they contact the author personally and ask them to contact me personally with permission and the link or contact me personally with a link to the mod and i will approach the author myself and go from there . I would rather have links posted by the original author which i can check and know have permission granted or post myself when verified . If you do decide to contact the author personally please include a link to this post so they know ( incase they dont already ) of this repository project and please include a post on their mod page that you have asked the author - that way hopefully they get a single request as others will see the post and know someone has asked . I dont want the author to get bombarded by people asking and it reflecting badly upon myself . If i contact an author i will be following the above guideline . I have also spoken to Mjjstral ( aka MetaIdea and Wbertro aka TheBossBoy ) who is the Author of AMUMSS about the repository and he is aware of it and agrees it would be a good idea - It is aimed to work along with AMUMSS as it is needed to run the lua scripts . Please contact myself with any questions and not Mjjstral as this project is independant from his . Plus also respect the Mod Authors rights to refuse to have their scripts added ( its their personal choice - i hope they wont ) *** If this does take off - would it be possible for the forum admin or moderator to make this into a sticky so it wont get lost
  10. Ty bro Nothing worse than beeing ill and wanting to do stuff but being unable to . Its a shame that MS never thought about making a version of windows that was just for gamers or an option to have a sort of boot option - one for all types of use and one for gamer use without all the bloated crap gamers dont need or use. You take care bro and have fun with linux and hopefully we`ll chat again soon
  11. Nps - as i work on other mods ( more so when i get over this bout of illness which is hitting me bad - nothing major but seems like a bad case of flu ) i`ll gain more exp with what affects what and where i may be able to get a proper solution that easier with all future updates . And if/when i do i`ll make sure you will be among the first to hear of it .
  12. Ok - a few changes to the options 1. Unlock all items to be available regardless ( this will be the very last option as there is a ton of stuff and for many it will break the game ) 2. Unlock all items with a few items restricted - atlas passes and a few others which are usually restricted . ( As above option as it will rely on the same edits but with a few changes ) 3. Unlock all items that are not usually available into the optional section - this includes restricted items like atlas passes 4. Unlock all items that are not usually available into the optional section with items that are usually restricted still being restricted like atlas passes . I`m tempted to do the mod in versions ( stages ) - and each version will increase what will be available - eg Tier 1 that will have all normal materials , tier 2 version which would have materials included from basic refining , tier 3 would be medium refined materials and so on .
  13. Sorry - ive been a bit unwell last few days and especially last night was a real bad night - the bits i was after are <Property name="Value" value="CASING" /> which gives the id for each product / substance . Its my fault for not being too clear lol . That file will help big time . Ive managed to get the substances id - i just have the damn products to grab each id for and i forgot that theres a lot of them . The differences in size i can easily explain - where visions and i believe next tended to have certain data say section dealing with substance ids - beyond moved those sections into their own exml files and the file gets referenced instead . Its just the programmers tidying things up . Out of interest bro - do you know if there was any new substances/products added in after visions/next/beyond - im tempted to try and keep a record system so i can keep track of stuff . Again a big thanks for the help and dont say you`re getting lazy - im enjoying having to work and learning same time ( specially with being ill atm ) - if its handed to you on a silver platter you will not learn .
  14. Bro - can i ask a big fav . Can you paste me the section of code you edited for space station trade in defaultreality - just the space station - the parts im after have the substance/product ids(names) for available and optional - <Property name="SpaceStation" value="GcTradeData.xml"> <Property name="AlwaysPresentProducts"> <Property value="NMSString0x10.xml"> <Property name="Value" value="CASING" /> </Property> that sort of thing . Im going to do a new galactic trade mod and im going to have to sift thru substance and product tables for all the id names ( value in defaultreality ) and im hoping that yours will shorten the amount of work i`ll need to do . Im guessing between versions theres new items added but i`ll have at least a headstart . Plus after all this i should be able to keep a record of all the item ids for future reference .
  15. As some may know i am new to modding and in making new ( and hopefully updating if possible ) mods for Beyond which also helps me learn new things . I`m considering doing a mod for Galactic Trade and i am wondering which the community would like - i`d prefer a few ideas to work upon which may be of use to others rather than go by what i think would be of use , also i feel if im working on 1 version i can also same time make adjustments for variants same time rather than going back several times after and making changes . Looking at the code there are 2 sections - for both products and substances - always available and optional . Always available are items that are always present to buy and Optional are items that can be picked and added by the game from a list . The Optional are i believe will be chosen by random from the list which is to say if i added 100 items the game may choose ( depending on other settings ) say 4 to be added to the buy list. If players can say which is preferable i can look into making the mod with the priority required . These are my Theoretical Versions 1. Unlock all items to be available regardless 2. Unlock all items with a few items restricted - atlas passes and a few others which for now im unsure of . 3. Unlock all items that are not usually available into the optional section 4. Unlock all items that are not usually available into the optional section with a few items restricted . I will be looking into increasing the amount of items/products/substances sold as the mod evolves but i want to try and do things 1 step at a time . I am open to suggestions for doing variants for certain items/products/substances only - but only if enough players want it . I may after this mod look into the tech shops and seeing what i can do with them - if there isnt other mods that already deal with them ( unless they are broken with current NMS Beyond 2.16 ) So spread the word so i can get as much feedback as possible and i can go forward with this project . Ive managed so far to get ( hopefully ) all the substance id`s - the products will take a bit longer to sift thru and identify so for now i`ll work on substances only until i have all the products .
  16. Sadly im not using the steam version but the GoG version . What interests me is what was changed in the updates. I had noticed theres a few files that seem to have a sort of "2nd" copy - only a few tho and im wondering if they are linked . To say that when nms runs it compares the 2 and if the match then it uses the "original" but if they dont match then it uses the copy regardless , this may explain why i can edit the first file and its ignored . This is just theory for now but is something i will investigate and test , if its right then it may be a case of making the identical changes to both instead of the 1 . Any progress i`ll let you know .
  17. Bleh - this should make you laugh bro Working on that update of the galactic trade stocked for next mod ( for beyond ) and it seems that what was lacking in Next which the mod added - was actually added into the Beyond release making the mod obselete . Compared the mod to 2.16 files and had a shock lol . I think im going to look at making a new trade mod with the idea of adding more items or something - had a good look at the code regarding the shops and forming a few ideas , may even attempt to do the mod you updated as it uses the same defaultreality file so i could kill 2 birds with 1 stone and do 2 diff trade mods .
  18. Ive found where the code is for shops etc and im not sure if it can be done as the way its setup is via min and max range values and the amount we can buy is probably a random number between min and max - basically the dreaded RNG demon . I could be wrong and looking in the wrong area but for now im still going to keep an eye on files and whats in where as i progress with other projects . Rest assured if there is a way and by chance i do discover it - a mod will be made .
  19. Ty - 2 mods released so far and ive permission to attempt ( should say work but im a newbie at modding so attempt is more fitting lol ) an update of the galactic trade stocked for next mod - going to take it Beyond lol . If Beyond ever settles and you decide to come aboard - maybe we should team up for a few projects :)
  20. hit me up when you do make the post - so i know how to do things
  21. I have a sneaky suspicion that they have hard coded a limit somewhere which overrides the mod . I am going to keep at trying to suss what needs to be changed
  22. Hey bro - was just passing thru looking for unwanted jars filled with cookies and now im curious - how is this different to the other trade mods ? Infact im now wondering if the other trade mods work with beyond 2.16 ( may need to do some intel on that ) . It may be a nice project for me to add to my list for updating if possible to beyond 2.16 - with permission granted if possible . Btw ive released my 2nd mod - if either of the 2 mods can be of use in visions let me know if not already been done by others , the latest mod i have a lua script i can send if needed .
  23. TBH - im new to all this modding malarky but i can suggest the following notepad++ free text editor which is easy to use - good for looking at files etc NMS-MCDAMM https://www.nexusmods.com/nomanssky/mods/565 This may seem tricky to use at first and setup but if you follow the instructions to setup its easy - i use it to compare files as it has a nice compare part which will highlight any code differences between 2 files - best read its description on its page AMUMSS https://www.nexusmods.com/nomanssky/mods/957 this is a needed program in my books - its abilities makes mod making 1000x easier even if a newbie like me - plus it can use lua scripts to make the changes for you - also comes with many example scripts which still work to learn from Those 3 I use and i have now released my 2nd mod - 2 mods within 1 week being a newbie cant be too bad . *** winmerge is a program someone put me on to - its a file compare program and easier to use than NMS MCDAMM ( still a good program but more for someone with better modding exp than a newbie )
  24. Im an old stubborn dog who refuses to give up - will keep on working on this so dont despair . There must be a way as i suspect it may be found in other files . I have a few ideas to try . Luckily i do have a 2.12 version backed up on another harddrive so i can do a comparison of original files at least. Does anyone use the creative mode - if so does it have a limit on range also ? Saves me having to jump in and out of game as i think i read there is a slight difference between the modes in what can and cant be done . Infact .. is there any differences between all the modes regarding building distances and if so does anyone know the ranges - if there is differences and i know the ranges for each it may help in tracking down what needs editing. northener69 - i dont suppose you know what merging actually does ? ive seen it mentioned a few times in places but i cant seem to find an explanation . I get a feeling im going to be looking at you as a type of mentor - sorry lol
  25. i`ll check that out northener69 ty , i did do a test lua yesterday using a 20x distance and i hit the same issue others have - i hit the 300u and wham it stops .
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