About this mod
Have conflicting mods? Need to learn how to properly merge/create patches? This quick and easy guide will provide you with the information you need.
- Requirements
- Permissions and credits
So this guide again came from your fellow No Man’s Sky crew so I am essentially just going to post portions of the conversations concerning the methods, perhaps we can clean it up a bit later.
Alex985:
"You don't have to merge multiple lua files like crazy. First you have to identify all those that modify one or two identical .mbin files (example: UltraBaseBuilding and GBase that modify BASEBUILDINGTABLE.MBIN) then copy those lua files to the ModScript folder and merge them. If there are lua files that don't have conflicts with others, then you have to make the patches individually. It's somewhat tedious, but it's safer, so you won't have crashes or other problems if you do all that work.
EDIT: You have to pay close attention to what each lua file says, so there will be no conflicts in case the game tries to determine which value it should overwrite, if that of mod A or mod B. I hope I have explained it well."
Edit: To clarify a bit, say you don't know which files will conflict where, you can run all of your lua files through AMUMSS once, it will tell you which conflict aka which files edit the same MBIN and it will tell you which mbins. And if you are creating a patch, I will use Better Rewards and Rewards Reworked as an example, say they both edit the same bin and they do similar things, before merging name the file you want to have first priority will a latter letter in the alphabet, as that will get loaded first so if you name ZZZBetter Rewards and AAARewards Reworked, and then merge, Better rewards will take priority and everything it implements will take priority in the mbin, which in this case makes better rewards effects work even with things implemented by Rewards Reworked, in some cases it may be that two different mods you like do different things, but also change the same thing such as the price of an item in the galactic terminal, whichever you named with the most latter alphabetical letter will take priority and given that everything works with the merge, that is the effect that will take place on the item in the galactic terminal. Now just to clarify updating and merging mods does not guarantee there will be no conflicts, nor that everything will work perfectly, although it tends to work very will and is certainly the best method aside from manually editing the mods code yourself.
Edit edit (lol):
NooBzPoWaH has gone over the guide a bit and has pointed out it's a bit all over the place and also some of the information is not fully correct, it will be gone over and we will straighten everything out a bit soon.
NooBzPoWaH:
"As Alex985 said
Watch out for values modified by both .lua files, you can change them manually to your liking in the .lua files so they both match. Otherwise the last .lua file to go through AMUMSS wins (same when two Mods modify the same file, last mod to load that file wins).
To recap :To merge Mods with "AMUMSS" it's real easy !
You would have to choose a lua file (or a couple if needed) from Mod A you'd want to merge and same from Mod B, put them both in the "ModScript" AMUMSS' folder, run "BUILDMOD.bat", answer whatever you feel like to the questions asked, then get the pak file, to use instead of the ones coming from those two Mods, (that can be renamed to whatever) in "CreatedModPAKs".
That merge needs to be done again every time a Mod is updating !
@Rickles
I wouldn't advice you to put all your .pak files through AMUMSS, you'd be better off keeping it simple, like if a Mod is updating you just need to update one merge. You could make a .pak file with all the .lua files you need (or a single .lua file with all the changes from all your .lua files but that's more for advanced users) but it can get confusing when several Mods are updated by some big NMS/HG updates, so again i'd advice to keep it simple, one merge (.pak) for every Mods modifying the same .MBIN.
There are informations about merging process in "General Information on AMUMSS.txt".
Patching files is a bit different from merging files, useful when two Mods are modifying the same file but only one's got an .lua file, see "Creating a Patch for existing MOD PAKs.txt".
Both .txt located in AMUMSS folder."