auto modbuilder + updater + mod script definition system

  • description Description

    DIRECT DOWNLOAD WITHOUT ANY SITE REGISTRATION (no guarantee for latest version)

    LATEST VERSION DOWNLOAD

    Note: This description may be outdated so have a look on nexusmods (link above) for the most current description and download, thanks !

    Revolutionary No Man's Sky auto modbuilder and updater with lua script mod definition system

    Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.

    MODLIST:

    AllShipsMaxSlots | AllShipsMaxSlots+SClass
    AlwaysDay
    AmbientGameMode
    BetterFlight-LOW+FAST+REVERSE+10xPulseSpeed+ZeroPulseDelay
    BiomeForceType | BiomePerStarTypeChange
    BuildEverythingEverywhere | BuildEverythingEverywhereNoCollision | BuildingsOnPlanetsRemoved
    CostReduction
    CreatureSizeAndSpawnRateIncrease
    DenserForests
    DisableSaving
    EqualyDistributedBiomes
    ForceVRMode
    ForestDensityAndSizeIncrease
    GodMode
    IntroLogoSkip
    JetpackWalkSwimSpeed
    LearnMoreWords
    LodDistanceScale
    LongerAndThickerGalaxyLines
    MoreScreenFilters
    MoreWeaponDamage
    NaturalFlight
    NoChargePortal
    NoHazardDamage
    NoPirates | NoPirates_Extended | NoPirates+NoRandomSentinels | NoPirates+NoRandomSentinels_Extended
    NoRandomSentinels | NoRandomSentinels_Extended
    NoShipsOnPlanet
    NoWarpCameraShake
    OnlyLushBiomes
    PlanetGenerationModTemplate (UNFINISHED, TEMPLATE)
    PlantSizeIncreaseCompact | PlantSizeIncreaseScaleEdition | PlantSizeIncreaseScaleEditionMinMax
    PortalOnSpacestation
    Reverse+Hover+Underwater+10xPulseSpeed
    RewardPercentage100
    ScanTimesAndRangeImprove
    ShipGunTerrainDamage
    ShipRangeIncrease
    SpeedIncreaseActions | SpeedIncreaseAnalysis
    SpeedIncreaseGrowthAndHarvest
    SpeedIncreaseRefiners
    SpeedIncreaseVehicles
    StackMultiplier
    SuperformulaSuperTerrainExperiment (demo only, experimental)
    TerrainEditorMod
    TorchImprovement
    TradeCostReduction
    UnlimitedHyperDriveDistance_UnlimitedJetPack_ZeroLaunchCost
    UnlimitedPhotoMode+NoClip+Speed3x
    WeatherDisabled

     

    What does this tool do ?
    1. Downloads the latest MBINCompiler from github (needs Internet connection)
    2. Reads especially made mod script lua files (NMS version independent modding)
    3. Extracts the necessary .pak files from your NMS game folder
    4. Decompiles the needed MBIN files to EXML files
    5. Applies the changes defined in the lua mod script files to the decompiled .exml files 
    6. Compresses the .exml files back to .pak (all *.MBIN,*.BIN,*.H,*.DDS,*.PC,*.WEM,*.TTF,*.TTC,*.TXT,*.XML files)
    7. Copies the mods to: A) NMS mods folder (optional), B) CreatedModPAKs folder of this tool and C) Builds folder 
    8. Creates incremental builds in numbered order in Builds/IncrementalBuilds

    How to use:
    1. If asked, put your No Man's Sky game folder path into NMS_FOLDER.txt, otherwise the tool will find the game
    2. Choose a script from the ModScriptCollection folder or from anywhere else or create one yourself
    3. Paste it into the ModScript folder
    4. Start BuildMod.bat
    5. Answer a few questions and the tool will do its processing, let it finish (review the REPORT.txt file if necessary)
    6. Copy the mod that gets created in the CreatedModPAKs folder to your game folder if you haven't made that choice at the start of processing
    7. You can combine multiple mods and even make PATCH mods (see below on how to do this)

     

    How to create your own lua mod definition scripts ?
    Look at the scripts in the ModScriptCollection and LearningExamples + Commented folders.
    Just copy one of them and adapt it for your mod.  Note multiple {...} entries need to be separated with a comma.
         +++++  Script Rules are explained in the file Script_Rules.txt included  +++++
    For mods that depend on multiple pak sources and MBINs see Multi_PAK_Multi_MBIN_Example_Mod.lua to see how to do the correct nesting.
    The real revolution is the mod script lua definition system that enables every modder to easily convert their mods to these scripts and 
    finally become mostly independent of manual mod updates.

    How to Create a Patch for an existing MOD PAK ?

    Background:
    Mods in NMS are loaded from top to bottom (when listed in alphabetical order).
    Lower mods that modify the same file in any above mod will win all changes to that file

    So, to make a Patch for a mod PAK, you could manually do (see below for MODBUILDER help):

    1. Extract from that mod PAK the file you want to change, it gives you a .MBIN
    2. Decompile the .MBIN to .EXML format using the appropriate MBINCompiler version
    3. Find what you want to change and make these changes to the .EXML file
    4. Recompile the .EXML file to .MBIN using the "latest" MBINCompiler version
    5. Pack this new .MBIN file to a .PAK (name it as you like as "Patch_xyz.pak")
    6. Make sure the name is lower than the original PAK file in alphabetical order
    7. Place both files into your NMS MODS folder
    8. Verify that the DISABLEMODS.TXT file in PCBANKS folder is still deleted
    9. Enjoy

       Using the .EXML file from the mod PAK ensure that most if not all of the changes made by the MOD
       will be saved and the MOD will continue to work as intended.
       In using the Patch, only if you change something that affects that MOD, will that change how the MOD works
       otherwise the MOD AND YOUR CHANGES will work as planned by you.

    MODBUILDER can help in creating the "Patch_xyz.pak":
       A. Create a simple script with the changes you want to an .EXML file (steps 1, 2 and 3 above)
       B. Copy the Script AND the MOD PAK you want to patch in the ModScript folder (steps 4, 5, 6, 7, 8 are handled by MODBUILDER)
       C. MODBUILDER will attempt to use your MBIN_FILE_SOURCE name in the mod PAK if found
         *** That will preserve the mod PAK changes unless you change the same exact values with your patch ***
       D. A new mod PAK will be created in the CreatedModPAKs folder
       E. Use that PAK in 6- above (if you did not let MODBUILDER do it for you)

    How to distribute you mod script lua definition file ?
    1. Upload it plain to nexusmods with a link to a download or
    2. Upload your mod into the NMS modding discord server (mod releases 
        channel or mod discussion), mention @Mjjstral if you want that I add it 
        to the project for future releases
    3. Post a link to the commentary section on nexus

    Many thanks to monkeyman192 for his huge efforts toward the NMS community and his work on the MBIN compiler.
    Many thanks to Wbertro (aka TheBossBoy) for further improvements.
    Many thanks to Seekker for further improvements.
    Original idea by Mjjstral aka MetaIdea
    Copyright MIT license

    Contact: [email protected] or [email protected]

     

  • speaker_notes Installation

    How to use:
    1. If asked, put your No Man's Sky game folder path into NMS_FOLDER.txt, otherwise the tool will find the game
    2. Choose a script from the ModScriptCollection folder or from anywhere else or create one yourself
    3. Paste it into the ModScript folder
    4. Start BuildMod.bat
    5. Answer a few questions and the tool will do its processing, let it finish (review the REPORT.txt file if necessary)
    6. Copy the mod that gets created in the CreatedModPAKs folder to your game folder if you haven't made that choice at the start of processing
    7. You can combine multiple mods and even make PATCH mods (see below on how to do this)

  • event_note Changelog

    LATEST: The latest version is on NEXUS so see changelog there. This log won't get more updates.

    1.32W This is an enhanced version of my tool with many improvements made by Wbertro. Thank you Wbertro, great work !
    The old version is still up on nexusmods: https://www.nexusmods.com/nomanssky/mods/957?tab=files

    1.292 new mod defintion scripts

    1.29 New option for raw replacements in a line. See "RAW_REPLACEMENT.lua" in learning examples.

    1.28 New option to add new files to a mod, either from external source or by adding it raw to the script file. See the learning example for more info.

    1.27 New extended scripts for no random sentinels and no pirates and further fixes.

    1.26 fixed the offset setting and added a proof of concept mod def file creator

    1.25 more scripts - see list above, script fixes for AllSlotsMaxed and CostReduction

    1.23, 124 fixed an error when processing values

    1.22 You can now define and add exml code text chunks and based on this there is a new script, LearnMoreWords

    1.21 line offset, new math operator - see examples (updated), LodScale script should now work
    tool now only extracts necessary MBIN files

    1.2
    Added many more scripts and script templates
    new math operators
    multiple MBIN files listable in ["MBIN_FILE_SOURCE"] other than defining each file in a new chunk
    replace match type condition added

    1.10 new options to replace all values at once, math operations on values and value match condition, see "MathOperation_ReplaceAll_MatchValue_Example.lua" in learning examples folder

    1.08 more great improvements by wberto - thank you

    1.07 added more mod scripts

    1.06 added some improvements from user wberto, new mod scripts

    1.05 multiple preceding key words now possible, other fixes

    1.041 fixed a path parse error - now update is included

    1.04 fixed a path parse error

    1.03 added new mod definitions and fixed one

    1.02 added functionality to combine multiple mods into one mod

    1.01 fixed some scripts from the script collection

    1.0 - initial release

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