Packaging: This version utilizes a hybrid approach, primarily using EXML for improved compatibility, with a small MBIN patch layer for certain changes that cannot currently be implemented with EXML alone. This represents a significant improvement in compatibility.
Future Development: Options for further reducing the reliance on MBIN are being explored for future versions, though this will require some internal restructuring of the mod. More information on this will be shared soon.
Translations: Translators can now directly edit the `LocTable.mxml` language file. Language changelogs will continue to be included with each release.
New Content: Planetary scans for gas giants, water worlds, and deep ocean planets are now available under the "Emergent Patterns" category in deep space.
TROUBLESHOOTING If you are having the following issues, then you likely have an MBIN conflict: (a) The Signal Scanner dialogue is unchanged. (b) The ship economy scanner dialogue is unchanged or nonsensical. (c) You can't access Deep Space Scanning via the Freighter's Navigator NPC.
Here are some options to consider:
Use an AMUMSS combined build to rectify all conflicts.
Set `alchemist_GPS_MBIN` to have a large value for "ModPriority" in `<No Man's Sky>/Binaries/CONFIG/GCMODSETTINGS.MXML`, allowing GPS to win the conflict.
Perform a "clean save" without mods, then reinstall mods and rename to `zzz_alchemist_GPS_MBIN`, allowing GPS to win the conflict via the default sort order. (thanks crimsondragon for the tip)
CHANGELOG
(02 February 2025) 5.51 "Worlds Part II" support has been RELEASED. Place both downloaded folders in `GAMEDATA/MODS`. (03 February 2025) 5.52 "Worlds Part II" support has been RELEASED. No AMUMSS Lua Changes.
Can you provide some installation instruction for people needing to use AMUMSS to merge lua files? I only see one lua file in the downloadable files and I'm not sure what the new procedure is now.
Sure thing! I wouldn't say there is a standard way to do things yet, but for GPS, here is what you need to do....
If you are NOT merging, place both downloaded folders in `GAMEDATA/MODS`.
If you ARE merging via AMUMSS: - Place the entire folder `alchemist_GPS` in `GAMEDATA/MODS`. - Take the Lua file from `alchemist_GPS_MBIN` and put it into your AMUMSS v5 `ModScript` folder. Do NOT put the rest in `GAMEDATA/MODS`. - Run AMUMSS `BUILDMOD.bat` to create a merged build. This will produce a folder called `AMUMSS Combine` in `GAMEDATA/MODS` with all your merged mbins.
Here is a few other general things about the new modding process: - In generally, MBIN files conflict with other MBIN files at the same path, but not with EXML's at the same path. Load order is important. - The game maintains a list of mods installed and their active status at `<No Mans Sky>/Binaries/SETTINGS/GCMODSETTINGS.mxml`. The file is updated every time the game launches with newly installed mods. Newly installed mods are enabled by default. Load order can be adjusted here. - If the game crashes due to `Mod Incompatibilities`, the next time the game starts it will disable all mods. You will then need to go in to the above file and enable them again once you resolved the issue.
The NMS Modding Discord has a wealth of information for those looking to learn more. Hope that helped!
Since the new Relics update, there seems to be a problem with the new vendor where you can exchange the bones. As far as I have seen, no dialog appears and the only solution for me was to remove the mod.
WARNING Anyone trying to use the mod on the latest RELICS (5.60 and later) update will likely have to wait due to the MBIN Replacement part of the mod not having been updated. This unofficial message has been provided by BraveCaperCat. DO NOT CONFUSE with messages from the mod's creator.
Note: AMUMSS still works for 5.60 and later. Because of this, you are very likely to be able to use the mod by recompiling from the lua script using AMUMSS.
I'm not sure what your asking. All the scanning options I added to the freighter's navigator can also be done via your ship, so using the freighter is optional.
For deep space scanning, it sounds like you found the "Gas Giants" under "Emergent Patterns". You can also find a few "Prime" planets under Planetary Outliers. "Prime" is the name the game and this mod use for the planets with large landscape features you speak of. The Emergent Pattern for "deep oceans" (2nd page, different from "Water World") also inherently gives prime planets, but a majority of the planet is submerged.
But I mean giant planets, found in purple solar systems, where the planet is as big as a gas giant, but not a gas giant. Visually the solar system look like a gas giant, but in the description you can always read "Dissonant" instead of "Gas giant".
Thank you for this mod, I love the extra ability to find things from my ship with this mod. I do however, sometimes use a "Pulse scan" to quickly identify the planet type without going into a dialog every time (or did before I set this up). Is that functionality gone or is there a way to toggle from "Complex signal analysis" to vanilla behavior and back?
Just select a different mission other than the Ship Scanning Interface and the ships scans will return to the game's default behavior. The dialog only shows up if the mission is selected.
I'm slightly confused by the packaging of this mod. I'm assuming we pick ONE of the packages to install, and not BOTH...one being an MBIN version, the other being an EXML version. Correct?
You might want to mention that in the description.
I'm trying to figure out how to merge this It's not making any sense, because the alchemist_GPS_MBIN Folder already has REWARDTABLE.MBIN, and the LUA will creat one too, and the alchemist_GPS has REWARDTABLE.EXML.
Nice mod, but for those who play with no hud, is it possible to locate a distress beacon and be given the planet coordinates to go search for rather than an icon to fly towards which isn't much fun for me. Cheers.
As you said you play without the hud, I assume you are referring to the Lat/Long readouts that were used in the Living Ship missions? No, that mechanic isn't used in this mod. GPS does have an immersive mode, but it focuses more on resource gameplay. HUD Markers have always been central to GPS's experience. That being said, I'm always interested in new ways to play the game, and you've given me something to think about.
yeah the lat/long coordinates, i'm a less is more kind of player. i never did the living ship mission, i was a bit missioned out by the time that came. thx for reply,
Welp, followed your instructions and still can't get the quest to show up in the log...guess I'll just wait a few weeks...or months for the modding community to figure out a better way to do this so that mods can play together again. Too bad.
To clarify, the mission won't appear in your log until you've taken off in your ship after installing the mod. If the issue persists after that, could you check the troubleshooting section of the sticky post for other potential symptoms? Also, are there any other mods you suspect might be conflicting? Providing more details would greatly assist in identifying the cause and adapting the mod further to the new modding ecosystem. Thanks!
218 comments
TROUBLESHOOTING
If you are having the following issues, then you likely have an MBIN conflict: (a) The Signal Scanner dialogue is unchanged. (b) The ship economy scanner dialogue is unchanged or nonsensical. (c) You can't access Deep Space Scanning via the Freighter's Navigator NPC.
Here are some options to consider:
CHANGELOG
(02 February 2025) 5.51 "Worlds Part II" support has been RELEASED. Place both downloaded folders in `GAMEDATA/MODS`.
(03 February 2025) 5.52 "Worlds Part II" support has been RELEASED. No AMUMSS Lua Changes.
If you are NOT merging, place both downloaded folders in `GAMEDATA/MODS`.
If you ARE merging via AMUMSS:
- Place the entire folder `alchemist_GPS` in `GAMEDATA/MODS`.
- Take the Lua file from `alchemist_GPS_MBIN` and put it into your AMUMSS v5 `ModScript` folder. Do NOT put the rest in `GAMEDATA/MODS`.
- Run AMUMSS `BUILDMOD.bat` to create a merged build. This will produce a folder called `AMUMSS Combine` in `GAMEDATA/MODS` with all your merged mbins.
Here is a few other general things about the new modding process:
- In generally, MBIN files conflict with other MBIN files at the same path, but not with EXML's at the same path. Load order is important.
- The game maintains a list of mods installed and their active status at `<No Mans Sky>/Binaries/SETTINGS/GCMODSETTINGS.mxml`. The file is updated every time the game launches with newly installed mods. Newly installed mods are enabled by default. Load order can be adjusted here.
- If the game crashes due to `Mod Incompatibilities`, the next time the game starts it will disable all mods. You will then need to go in to the above file and enable them again once you resolved the issue.
The NMS Modding Discord has a wealth of information for those looking to learn more.
Hope that helped!
Anyone trying to use the mod on the latest RELICS (5.60 and later) update will likely have to wait due to the MBIN Replacement part of the mod not having been updated.
This unofficial message has been provided by BraveCaperCat. DO NOT CONFUSE with messages from the mod's creator.
Now if you could shove a Planetary Scanner into it I wouldn't need to drag the freighter around while exploring...
Thanks
Thanks again
I'm assuming we pick ONE of the packages to install, and not BOTH...one being an MBIN version, the other being an EXML version.
Correct?
alchemist_GPS_MBIN
-OR-
alchemist_GPS
I'm trying to figure out how to merge this
It's not making any sense, because the alchemist_GPS_MBIN Folder already has REWARDTABLE.MBIN, and the LUA will creat one too, and the alchemist_GPS has REWARDTABLE.EXML.
Cheers.