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sounds like you have an old mod that’s getting loaded.. I have some Pathfinder mods that I had to remove because NMS would CTD during the Hello Games Logo screen (before the Havok/Wwise logo screen seen before the mod warning)..
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if the mod still doesn’t work correctly after being isolated in the MODS folder, then the mod is probably out of date and incompatible with the current version of NMS (which is about to be updated this week and will break all mods regardless if you get this fixed or not)
well, for starters, it looks like you still have the disablemods.txt file located in your PCBANKS folder.. After that, if you’re still having a problem with a mod (and it’s in the MODS folder), then chances are it is either an outdated mod (Pre-Pathfinder), or it’s conflicting with another mod you do have installed.. To eliminated conflicts, isolate the mod and then test it.. if a mod conflict was present prior to isolating the mod in question, then the mod should work correctly.. if the mod still doesn’t work correctly after being isolated in the MODS folder, then the mod is probably out of date and incompatible with the current version of NMS (which is about to be updated this week and will break all mods regardless if you get this fixed or not)
JIC anyone needs further info.. http://steamcommunity.com/app/275850/discussions/0/1471966894875768660/175285 wrote:
Hello, sorry for the necro but I run into a problem when following the keentepo solution. I finally manage to understand (and found) all the different value for exonef and starship but the player value always go back to default when I launch my game. Anything I miss ? (I guess the player value are the first we found in the file, the second one are for laser) any help is welcome
You’re not missing anything.. the player’s exosuit is forced to 1/1 by game default.. I’ve not been able to figure out if these values are just a couple in the hundreds of “unknown” values in the globals, or if this is something embedded in the NMS.exe.. but yea, the save does revert player exosuit back to 1/1 no matter what..
The only difference between the video and installing mods in a post-FOUNDATION platform is the “MODS” folder.. the game won’t find mods in the PCBANKS folder, it doesn’t look there for them.. place them in a folder named “MODS” and make sure that folder is in the “PCBANKS” folder..
and seriously, if you’re having issues with mods, it helps to state what/which mod(s) is/are in question.. as well as things you’ve tried to resolve the issue and the outcomes of those attempts..
TMK, it can’t be done.. the old potato mod altered shaders that no longer exist in game.. or at least no longer exist like they did when the mod was made pre-Pathfinder.. This is mostly due to the visual “enhancements” HG did in Pathfinder, like the Lighting and HBAO..
frankjeff, you should try and get onto NMS modding on discord.. there’s a couple modders there you could probably work with to make a very enjoyable quest mod.. where you write the story line, dialog, etc.. and the modder plugs it all into NPC interactions in game..
I’d post a link to a discord invite, but the traffic flow here is so terrible, I can’t be sure you’ll see this in the next week, let alone the next 24 hrs the link will be valid.. but PM me and I’ll reply with an invite link ASAP..
not TMK.. closest you have are the metadata files.. they’re kinda like the parent files that make the game run and utilize all the models, materials, textures, effects, etc..July 30, 2017 at 11:06 pm in reply to: GEOMETRY.MBIN.PC difference between VertexStream and SmallVertexStream? #175709
no idea, but you shouldn’t mess with the geometry files.. those are the files for the model meshes.. changing the values could change the placements of vertices, which could alter the appearance of the model.. it’s best to alter models in blender.. you can use the model viewer 0.7 to export models to obj for import to blender, but you will lose the textures.. no big deal, just reassign the material paths from the original scene file after you’ve exported the model (requires the NMS model importer plugin for Blender)..
I agree, feels like they sold NMS as a template foundation with a blank slate.. and they’re adding to it as they go.. I don’t think NMS will be finished till somewhere into 2018, maybe even 2019.. they just had a set date Sony was pushing for, and they had something playable.. so it became time to release that and keep developing the game with incoming revenue.. Additionally, by doing this, they can have player feedback and suggestions incorporated into their build.. so they can make NMS more of what the players want rather than what HG wants.. and I even have my suspicions that HG is keeping an eye on mods to get an idea of what players want to see as well.. or maybe that’s just wishful thinking..
lmao, like this forum has enough traffic for spammers to effectively advertise here..
keep your nudes on a thumbstick in a safe or vault.. this avoids them accidentally being uploaded or falling into the wrong hands..
As for mods, it’s pretty simple..
1) Locate your PCBANKS folder: (SteamPath)\SteamApps\Common\No Man’s Sky\GAMEDATA\PCBANKS
2) In the PCBANKS folder, create a new folder and name it “MODS” (without the quotes obviously). Keep the uppercase JIC the game depends on it.
3) Delete the .txt file in the PCBANKS folder (or just rename it and relocate it to the GAMEDATA folder like I did)
4) Copy downloaded mod .pak files to the MODS folder
That’s it.. you should now be able to load the game, get the mod warning screen, select your game mode and test out the mod and changes..
Reasons why a mod wouldn’t work:
1) The mod is outdated: When NMS gets updated (Foundation v1.1 update; Pathfinder v1.2 update; the next update v1.3, etc) the game files often get changed, edited or otherwise updated.. As a result, mods developed on the previous data structures cease to function on the new data structures and require an update themselves to utilize the new data.. otherwise the game will just ignore the out of date file and you won’t see the mod’s effects.
2) There is a conflict of mods: Sometimes modders have similar ideas for similar things, but not always the same.. This can often result in mods using the same data files for their mod’s manipulated behavior.. Because the game gets confused on which to load, often the game will favor only one data file.. this could be from any one of the mods, or even the original game file.. meaning only one of the conflicting mods would work at best, if you’re lucky..
3) User error: When in doubt, RTFM.. If there’s installation instructions or a readme.txt, do yourself a favor and read first before attempting an install.. There could be important notes on the installation method, or better explanation of which mod .pak(s) to use..
Best of luck, hope this helps, and hopefully you’ll even be enjoying some of my mods as well..
don’t edit geometry files in notepad.. they’re basically the mapping of the vertices that create the faces/poly’s for the models.. in NMS’ case, the geometry files can be written from a Blender project.. so you could use the NMS Model Viewer (GL finding the newest~ish version, the one here doesn’t work; update your mbincompiler too) to export .obj files that can be imported into Blender.. then you duplicate what you want, export with the right name convention and configuration, and you’re done~ish..
what you want to play with is in METADATA\REALITY\TABLES\.. but it has to be the files of the .pak from the mod..
it’s a bit tricky, but if you know the recipe and can figure out what each thing is called (IE: Carbon = Fuel1, Platinum=Tech1, etc), you should be able to find the recipe for the item you need in the producttable.. figure out the name of the item and then add it to the rewards table.. where exactly is something you’ll have to figure out on your own (if you haven’t already)