No Man's Sky
Amazing builder mod EUCLI-EA
Τελευταία επεξεργασία από Kobs; 11 Ιουν 2021, 14:39
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Εμφάνιση 16-29 από 29 σχόλια
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I'm kinda new to these LUA files, do you put them where you put the PAK files or is it in some other folder?
When I add the kibbles the Eucli goes bye bye not cool :(

[/quote]

Place the Eucli Lua and Kibbles Lua in the Mod-script directory in AMUMSS. Place both pak files is your mod directory in the game. PCBANKS/Mods. If you do not have an LUA available for the mod place a copy of the pak file in the Mod-script directory then run the buildmod.bat Answer yes....

Now I managed to get Euclea, Kibbles and Ultrabase Building along with Better Build Menu all working together by placing all 4 mods in the mod directory and 3 LUAS and the Kibbles and Bits pak in the mod-script directory and ran the batch file. Kibbles and Bits does not have an lua but kibbles and bytes does.

Before doing any AMUMSS stuff I copy all my mods into a BU directory so if the merge fails I can just delete and then replace the files in the mod directory itself.

Hope that helps
I think I got it figured out I'm trying to merge the EUCLI-EA with the kibbles mod *crosses fingers*
Αναρτήθηκε αρχικά από theftwind:

I'm kinda new to these LUA files, do you put them where you put the PAK files or is it in some other folder?
When I add the kibbles the Eucli goes bye bye not cool :(

[/quote]

Place the Eucli Lua and Kibbles Lua in the Mod-script directory in AMUMSS. Place both pak files is your mod directory in the game. PCBANKS/Mods. If you do not have an LUA available for the mod place a copy of the pak file in the Mod-script directory then run the buildmod.bat Answer yes....

Now I managed to get Euclea, Kibbles and Ultrabase Building along with Better Build Menu all working together by placing all 4 mods in the mod directory and 3 LUAS and the Kibbles and Bits pak in the mod-script directory and ran the batch file. Kibbles and Bits does not have an lua but kibbles and bytes does.

Before doing any AMUMSS stuff I copy all my mods into a BU directory so if the merge fails I can just delete and then replace the files in the mod directory itself.

Hope that helps [/quote]

Haha yes ! it works lol, I know it was supposed to everybody does it, but it's just awesome to see it working and having those 2 great mods in my menu
Ah, the fresh feeling of "the thing I did works!". This is just the start. You'll research a little more, and soon, you'll be spending more time messing around with mods than playing NMS.
The real game has begun!
There's a question that came to mind though, when there's an update and one of the mod doesn't work anymore does that screw up the modified mod?
And do I have to do it again with the same mods when they're ALL updated?
Αναρτήθηκε αρχικά από Fienyx:
Ah, the fresh feeling of "the thing I did works!". This is just the start. You'll research a little more, and soon, you'll be spending more time messing around with mods than playing NMS.
The real game has begun!

This is soooo true!!! This happened to me with another game. I spent way more hours picking apart other mods to learn how to make my own mod for personal use. When ever my mod was finished...it wasn't good enough cause I saw something else I wanted in it. The more I learned, the less I trusted other mods too. It is addicting :)
Αναρτήθηκε αρχικά από Kobs:
There's a question that came to mind though, when there's an update and one of the mod doesn't work anymore does that screw up the modified mod?
And do I have to do it again with the same mods when they're ALL updated?
When updates break mods, you just need to wait for mbincompiler to update, then you run the luas in amumss again. Amumss will download the new mbincompiler when you go to use it.
If you feel like keeping watch after updates for mbincompiler to be updated, here's the site.
https://github.com/monkeyman192/MBINCompiler
Αναρτήθηκε αρχικά από The Knowledge Seeker:
This is soooo true!!! This happened to me with another game. I spent way more hours picking apart other mods to learn how to make my own mod for personal use. When ever my mod was finished...it wasn't good enough cause I saw something else I wanted in it. The more I learned, the less I trusted other mods too. It is addicting :)

Before I had VR, I was working on a huge personal project mod for Oblivion. Had over 700 mods merged by hand, including the full TWMP, Elsweyre Aniquena, OCR, BC, UL, HESU. All of Tamriel turned into a survival sim. Could take up a normal job, be a farmer or delivery courier. I no longer have the ambition to work on that, thinking of getting Skyrim VR to mod the crap out of that.
Αναρτήθηκε αρχικά από Fienyx:

Before I had VR, I was working on a huge personal project mod for Oblivion. Had over 700 mods merged by hand, including the full TWMP, Elsweyre Aniquena, OCR, BC, UL, HESU. All of Tamriel turned into a survival sim. Could take up a normal job, be a farmer or delivery courier. I no longer have the ambition to work on that, thinking of getting Skyrim VR to mod the crap out of that.

The game I was referring to was Skyrim :) I have all the Elderscrolls and Fallouts. What can I say, I am a fan lol. Have I finished any of them yet? Nope and I blame mods, because there are sooo many options and sooo many great ones lol
The addiction is real. It's a good addiction though. Learning and creating. I knew if I started getting into mod merging in NMS I would get a little crazy with it. If I count all the mods I merged, plus the mods that didn't need merging (yet), I currently have 104 mods for NMS.
Αναρτήθηκε αρχικά από Fienyx:
Αναρτήθηκε αρχικά από Kobs:
There's a question that came to mind though, when there's an update and one of the mod doesn't work anymore does that screw up the modified mod?
And do I have to do it again with the same mods when they're ALL updated?
When updates break mods, you just need to wait for mbincompiler to update, then you run the luas in amumss again. Amumss will download the new mbincompiler when you go to use it.
If you feel like keeping watch after updates for mbincompiler to be updated, here's the site.
https://github.com/monkeyman192/MBINCompiler

Thanks, that'll come handy ;)
The mod doesn't work with Better Rewards because it modifies the rewardtable (which base building mods should refrain from touching) and AMUMSS doesn't work to combine the mods into a compatible form.

Otherwise it would be a great mod, but because it tries to double-dip into giving the player items instead of JUST being a base-building mod, it's unable to be used with mods that increase the pitiful rewards of the frigate missions and whatnot.

It is a good mod if you're okay with the fleet missions.
A few questions....
Are bases build with this mod still uploadable?

If so, how does it effect someone visiting a modded base who doesn't have the mod installed?

If I log in after an update, before the mod is updated, will it screw things up?
thanks!
1- The upload will do it's job with the vanilla pieces, and the base will have all the same parameters (no one will be able to build within a certain distance etc.)
2- if the visiter doesn't have the mod he will only see the vanilla pieces
3- Yes, if your mod is not updated after a game patch or update your mod pieces will not be visible but as I mentioned earlier the longest I've had to wait for this mod to update is 2 days he usually updates the same day and even makes updates of his own adding stuff
Τελευταία επεξεργασία από Kobs; 12 Ιουν 2021, 13:53
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