No Man's Sky

No Man's Sky

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Yavor Nov 7, 2021 @ 11:54am
Conflicting mods
I'm constantly running into situations where one mod conflicts with another. How do you handle it? Is there a system to ensure this doesn't happen?
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Showing 1-9 of 9 comments
KriKitBoNeZ Nov 7, 2021 @ 1:02pm 
Originally posted by Yavor:
Is there a system to ensure this doesn't happen?

Yes.
Yavor Nov 7, 2021 @ 1:08pm 
Originally posted by KriKitBoNeZ:
Originally posted by Yavor:
Is there a system to ensure this doesn't happen?

Yes.
Good!
Kobs Nov 7, 2021 @ 3:22pm 
There's a thing on Nexus mods called AMUMSS it lets you merge multiple mods together and they all work https://www.nexusmods.com/nomanssky/mods/957?tab=files
Gumsk Nov 8, 2021 @ 3:40am 
With AMUMSS you can merge any number of LUA scripts with one PAK, so try to get the LUA for mods, if they exist. Tip: if a mod was made with AMUMSS, it likely has the LUA packed inside the PAK. Put the PAK in the ModScript folder and run BuildMod and it will unpack it.
-₪EPIC₪- Fail Jul 30, 2024 @ 4:53pm 
what about the mods that come with a pak and the lua. Do you only need the lua to use on AMUMSS?
Ninefinger Jul 30, 2024 @ 5:14pm 
Yes LUA is the mod, AMUMSS will take the LUA and turn it into a pak. A lof of mods will make chagnes to the same file so you take all the LUA and they will make all the changes to the same file so all changes get applied from all mods.

Some mods wont have a LUA nor will allow you to extact a LUA from it so you have to put those as PAK files into your MODS folder and just hope there is no conflicts. For any mods that you have a conflict you hope there is a LUA for it.

I just throw all my LUA files into the \AMUMSS\ModScript folder then run the buildmod.bat

Then follow the prompts and choose to combine them with number 2 Naming convention so its a short PAK name.

IF you have a PAK file that you want to try get the LUA from it you only put that PAK file into the \AMUMSS\ModScript folder by itself and try and see if it will generate it for you, if it does generate it for you then you can just delete teh pak file and use the LUA with the other Luas you have.

ONe other note is when modding sometimes two mods will make changes to the exact same lines for eg
NMS Prepare To SKy Edition (PTSD) + sProtect mod that makes it so tech does not take damage while you have an active shield they both make changes to these lines

TechDamageChanceShieldLevelMin
TechDamageChanceShieldLevelMax

SO what you do is you manually go trough the files and make any changes you want in the LUAl's directly so for this example I did not need the sProtect mod at all i just needed to make the changes to the PTSD mod and set those values to 0.

Otherwise what can happen is the sProtect mod could make the change first then PTSD could overwrite that same change in the modbuilder.
Last edited by Ninefinger; Jul 30, 2024 @ 5:43pm
1P27 Jul 30, 2024 @ 5:16pm 
Originally posted by Ninefinger:
Yes LUA is the mod, AMUMSS will take the LUA and turn it into a pak. A lof of mods will make chagnes to the same file so you take all the LUA and they will make all the changes to the same file so all changes get applied from all mods.

Some mods wont have a LUA nor will allow you to extact a LUA from it so you have to put those as PAK files into your MODS folder and just hope there is no conflicts. For any mods that you have a conflict you hope there is a LUA for it.

I just through all my LUA files into the \AMUMSS\ModScript folder then run the buildmod.bat

Then follow the prompts and choose to combine them with number 2 Naming convention so its a short PAK name.

IF you have a PAK file that you want to try get the LUA from it you only put that PAK file into the \AMUMSS\ModScript folder by itself and try and see if it will generate it for you, if it does generate it for you then you can just delete teh pak file and use the LUA with the other Luas you have.

ONe other note is when modding sometimes two mods will make changes to the exact same lines for eg
NMS Prepare To SKy Edition (PTSD) + sProtect mod that makes it so tech does not take damage while you have an active shield they both make changes to these lines

TechDamageChanceShieldLevelMin
TechDamageChanceShieldLevelMax

SO what you do is you manually go trough the files and make any changes you want in the LUAl's directly so for this example I did not need the sProtect mod at all i just needed to make the changes to the PTSD mod and set those values to 0.

Otherwise what can happen is the sProtect mod could make the change first then PTSD could overwrite that same change in the modbuilder.
"ptsd mod"
-₪EPIC₪- Fail Jul 30, 2024 @ 5:39pm 
So I was having issue with using AMUMSS and it turned out it was because I was using the pak and lua file. I had to check the inside of each pak file to see if it had anything it was changing other then txt then it was ok. If it was only changing text I removed the PAK file frum AMUMSS ModScript directory. Took a bit of doing but now the damn thing runs without errors. Something about using lua and PAK caused errors and a ton of warnings. 4 files were conflicting with others and combining them didn't work. :(

Without PAK files(for the ones that came with lua and PAK)... everything played nice.
Spocks Toupee Jul 31, 2024 @ 9:59am 
Originally posted by -₪EPIC₪- Fail:
So I was having issue with using AMUMSS and it turned out it was because I was using the pak and lua file. I had to check the inside of each pak file to see if it had anything it was changing other then txt then it was ok. If it was only changing text I removed the PAK file frum AMUMSS ModScript directory. Took a bit of doing but now the damn thing runs without errors. Something about using lua and PAK caused errors and a ton of warnings. 4 files were conflicting with others and combining them didn't work. :(

Without PAK files(for the ones that came with lua and PAK)... everything played nice.

Once you put all of your merged PAKs in the NMS MODS folder, be sure to run "_Check_CONFLICTS_in_MODS.bat

If it reports 0 0 0, then you did it correctly.
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Date Posted: Nov 7, 2021 @ 11:54am
Posts: 9