File information

Last updated

Original upload

Created by

alchemist1654

Uploaded by

thealchemist1654

Virus scan

Safe to use

Tags for this mod

218 comments

  1. thealchemist1654
    thealchemist1654
    • supporter
    • 7 kudos
    Locked
    Sticky
    [ ! ] UPDATED FOR WORLDS PART II

    • 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.
  2. PirateDragon
    PirateDragon
    • premium
    • 1 kudos
    Locked
    Sticky
    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.
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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!
  3. BandwidthWasted
    BandwidthWasted
    • member
    • 0 kudos
    Hello, is there any way to add ancient bones to the ancient sites scan?
  4. areimanios
    areimanios
    • premium
    • 0 kudos
    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.
  5. BraveCaperCat
    BraveCaperCat
    • member
    • 0 kudos
    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.
    1. BraveCaperCat
      BraveCaperCat
      • member
      • 0 kudos
      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.
  6. innovisionmm
    innovisionmm
    • member
    • 0 kudos
    Very helpful, works great.
    Now if you could shove a Planetary Scanner into it I wouldn't need to drag the freighter around while exploring...

    Thanks
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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.
    2. BraveCaperCat
      BraveCaperCat
      • member
      • 0 kudos
      They're talking about the device that scans the whole system as if you landed on every planet and moon.
  7. ErrorNave
    ErrorNave
    • member
    • 0 kudos
  8. 0x90f
    0x90f
    • member
    • 0 kudos
    This mod is very cool to find planets, good job. Is there a possibility to add giant planets too? I've only seen gas giants.
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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.
    2. 0x90f
      0x90f
      • member
      • 0 kudos
      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".
    3. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      The game engine doesn't yet let us differentiate those, as far as I can tell. I'll keep an eye thought because that would be useful.
  9. lokiX1
    lokiX1
    • premium
    • 14 kudos
    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?

    Thanks again
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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.
  10. HadToRegister
    HadToRegister
    • premium
    • 197 kudos
    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? 

    alchemist_GPS_MBIN

    -OR-

    alchemist_GPS
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      You will need *BOTH*. 
    2. HadToRegister
      HadToRegister
      • premium
      • 197 kudos
      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.


  11. deleted108874758
    deleted108874758
    • account closed
    • 0 kudos
    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.
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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.
    2. deleted108874758
      deleted108874758
      • account closed
      • 0 kudos
       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,
  12. PirateDragon
    PirateDragon
    • premium
    • 1 kudos
    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.
    1. thealchemist1654
      thealchemist1654
      • supporter
      • 7 kudos
      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!