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  1. chronicallybored
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    Compatible with No Man's Sky's latest 5.61 Relics update.

  2. chronicallybored
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    READ BEFORE CLAIMING THE MOD DOES NOT WORK

    Before getting started, you should always make sure that you are using the latest drivers for your hardware, especially for your graphics card, the latest updates for your operating system and that your system meets the game's minimum requirements. Also if you're using an overclocked system you might wanna revert the overclock at least for testing purposes as that could be a potential cause of system instability and therefore lead to problems.

    1.a Always make sure you are using a clean and legal copy of the most recent version of No Man's Sky first. Chances are high it won't work with older versions. You won't get any support for pirated copies here.

    1.b
     If you are running the Microsoft Store/Game pass version of No Man's Sky please be aware that sometimes it may take longer until the latest patch releases on those platforms. Sadly there's not much you can do in this case besides waiting.

    2. Make sure you are not using the experimental branch of NMS. My mods are always for the latest public build.

    3. Verify your game files. For example, if you're a steam user you can do this by clicking on "Library", then right click on "No Man's Sky" in the game list. Then click on "Properties", a new window should open. Click on the "Installed Files" tab and click on "Verify integrity of game files". Now just wait until it's done.

    4. Delete the file called DISABLEMODS.TXT. It should be located in <YourNoMan'sSkyDirectory>\GAMEDATA\PCBANKS\. The game likes to sometimes recreate this file on a new update or after verifying game files, so check if you need to delete it again.

    5. Move to <YourNoMan'sSkyDirectory>\Binaries\SETTINGS and look for a file named GCMODSETTINGS.MXML. Open it with an editor of your choice (e.g. Notepad/Notpad++) and find this line here:

    <Property name="DisableAllMods" value="xxxxx" />

    If value is set to true, set it to false instead, save the file and see if that fixed your issue.

    6.a Double check you've installed the mod folder in the correct path, which is <YourNoMan'sSkyDirectory>\GAMEDATA\MODS. If the Mods folder isn't there, create it manually and put the mod folder in there. Also install only one version of my mod at the same time.

    6.b Vortex Mod Manager is currently NOT supported so please install manually for now. Thanks.

    7. If all of the above still fails, you can always try completely uninstalling (make sure to also remove any leftover files of the game too) and redownloading the game. Some reported it can help to start a new save file.

    Also always keep in mind that mods might break every time Hello Games releases an update. Sometimes even the smaller patches can cause issues. In this case please be patient and give mod authors some time to update their mods/adapt to the game changes. Sometimes this might even take a little longer, especially on bigger updates - Please be patient - I try to check this page at least once a day but sometimes life can get a little busy and it might take me a while to get to it.

    That's all I can think of right now. I might expand this list in the future if new info comes up. I hope this helps users solving most issues and getting the game/mod to work for everyone. Cheers! And as always, have a great time playing. :)
  3. Rumray
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    I was surprised at first that this mod didn't actually break with the 3/26 update! While the overload still works, it does appear to break other parts of the UI like wonders and discoveries. 
    1. chronicallybored
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      This is because of how mods are implemented since the Worlds Part II update. EXML-patches should rarely break, even after big new patches.

      Could you provide some more info in what way it breaks the UI? My mod doesn't touch anything related to the UI of wonders & discoveries, just some minor changes to tech and cargo inventories - so it technically shouldn't be the cause of this issue.

      I'm currently fairly busy and stuck with work, so I can't properly test myself until I get home and have some spare time. I'll dig into it. Cheers.
    2. Rumray
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      I've continued to play around with this and it does seem to be a consistent issue purely when the mod is enabled. If it's not directly related to the mod, it's a crazy coincidental bug. This is what I'm seeing.
    3. chronicallybored
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      Just started a new save and I'm not able to reproduce this so far. That's really weird. Technology related UI contents should not even be linked to this section of the UI. I'll keep looking into it and see if I can reproduce it by playing a bit more. I don't have access to my older saves anymore, sadly.

      Does this only happen in the "Personal Records" tab of the "Catalogue & Guide" > "Wonders" section or is that bug visible in every single tab? From what I'm seeing so far the mod seems to work as intended on my end. Could be a bug introduced by the new patch. Does this happen only on existing saves or on new ones as well?
    4. Rumray
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      I appreciate you working with me on this! Tried this back and forth a few times with your new update, new save, mod on and mod off. It's still happening on brand new saves, but both with and without the mod. Unbelievably weird, but I think it's safe to call this one a bug. 

      I appreciate all your work!
    5. chronicallybored
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      Anytime, glad you figured it out! Sometimes it amazes me how Hello Games manages to get these weird bugs into the game, lol. Thanks for letting me know, cheers! 
  4. Pingagent
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    Can you explain how to increase exosuit inventory sizes, cargo inventory sizes and technology inventory sizes?
    I want them to have more than 200 slots. Is it possible to have 300 slots?
    1. chronicallybored
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      Navigate to the GLOBALS folder in the mod files and open up GCGAMEPLAYGLOBALS.GLOBAL.EXML with an editor of your choice, I recommend Notepad++. You'll have to edit the values of the following lines.

      Exosuit cargo size - Width x Height = total size, e.g. 10 x 12 = 120 total slots in this case.
        <Property name="PersonalInventoryMinWidthMax" value="10" />
        <Property name="PersonalInventoryMinHeightMax" value="12" />


      Exosuit tech size - Works the same as cargo, multiplies width and height for total maximum slots, in this case 60.
        <Property name="PersonalTechInventoryMinWidthMax" value="10" />
        <Property name="PersonalTechInventoryMinHeightMax" value="6" />


      You can try different combinations but I think the game will ignore values that go beyond a total 120 slots. I haven't tried for a while, might've changed.
    2. Pingagent
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      Yes you are right. The game ignore values beyond 120 slots.
      I try to increase to 200 slots and it allow to buy slots but slot is still same 120 slots.

      Thanks for answer
  5. phobos68
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    hello,

    After the latest update, the mod no longer works for me. I assume my case is not unique, as I tested it with only this mod installed, and the result was the same.

    I hope you can update this amazing mod to be compatible with the new game version.

    Thank you for your work.
  6. saltyoldguy
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    Good Mod, thank you.
    1. chronicallybored
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      Tested all 3 versions again just to be safe and they all load and operate as expected. Everything working fine on my end.

      What exactly isn't working? Are you still getting the technology overloaded notification when using multiple of the same mod modules?
  7. delukard
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    Hi!!!

    nice mod.

    is there a version where we can expand the suit but not the ships inventory size?

    ty

    1. chronicallybored
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      I might add something like that in the future, maybe as a separate mod, however I don't have any plans for that right now, been fairly busy.
  8. Parahedronix
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    Randomly stopped working. Yes I downloaded the latest update. Yes i have patches. Yes I used AMUMSS. Yes, I followed the manual installation instructions.
    1. chronicallybored
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      Try checking No Man's Sky\Binaries\SETTINGS and see if there is a file called GCMODSETTINGS.MXML.

      If there is, open it with an editor of choice (e.g. Notepad/Notpad++) and find this line here:

      <Property name="DisableAllMods" value="false" />

      If value is set to true, set it to false instead, save the file and try it again, should work then.

      The game sometimes disables mods randomly for whatever reason. 
    2. saltyoldguy
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      Did you ever get it to work?
  9. Taragonra
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    I don't know if its a bug or what but it doesnt seem to be working for me. Yes, I have tried all the options in your "before you post" section. I even deleted all other mods to see if it was a mod conflict. The Mod warning thing pops up when I load the game, but when I look at my inventory it's still a 5x10 grid instead of the 12x10 mod grid. Stared a fresh save too, that didn't work. Ship inventories and tech slots are unchanged too. Do I need to buy all the vanilla slots before the new ones show up? In the ship comparison windows they still show the unmodded inventory capacities. (I'm currently using the ultimate version, I will go try the plus version to see if that makes a difference.)

    Nope. Inventory unchanged on plus version too.

    Instal path: D:\SteamLibrary\steamapps\common\No Man's Sky\GAMEDATA\MODS
    1. chronicallybored
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      Did you buy/upgrade the slots on the space station? The mod doesn't automatically add them, you still have to buy them all like you normally would. It just gives them the capability to go higher depending on their corresponding class.
    2. Taragonra
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      I know they don't unlock automatically, I'm saying there is no visual difference. The question is are the extended slots supposed to appear right away or do I need to purchase all vanilla slots before they show up? Like I said, my inventory is still a 5x10 grid. Will the extra rows show up after I buy all my current slots or should they be there available now? My ship inventory says 10/30 slots unlocked instead of 10/120 (s class ship).
    3. DragosDrakkar
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      It might be that there is a mod conflict going on. I seem to be in the same boat, and in the process of checking some things out I saw that both this mod and gGame Better Faster Scanner WPII change the same file, and since this mod has a name that comes up first, gGame will overwrite this one. Perhaps you have that mod or a different mod that is overwriting that part of this mod. Until gGame gets a lua file uploaded, we can't seem to use AMUMSS to resolve the conflict, but if it is another mod causing your problem, you might be able to merge the mods.
    4. Taragonra
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      I thought of that. I had less then 10 mods installed so I just deleted all but this one to see if that was the case. Didn't fix the issue.
    5. chronicallybored
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      @Taragonra

      They are not visible right away, no. The grid expands as you purchase more and more storage/tech slots over time. The game uses a dynamic grid system. So no worries if the grid is very small at the start of the game, it will unlock more and more rows as you progress.

      One way to test and see if it's working correctly for you is to start a new test save file. Use the custom difficulty and make everything upgradeable for free. Then to to the space station, upgrade your ship to S class and purchase all tech and storage slots. You should end up with 120 cargo and 60 technology slots.
    6. Taragonra
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      Cool. I'll be able to test it soon then. I only need to buy one more vanilla slot.

      Edit: Happy to report that finding a drop pod after getting last vanilla slot did, indeed make the new row appear. Yay!
    7. chronicallybored
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      @DragosDrakkar

      While gGame Better Faster Scanner WPII modifies the same files, it is an EXML patch and should not create any compatibility problems, because it changes different entries in the same files. My mod is also just an EXML patch and therefore they should not create any conflicts even when used together.

      I'll do some testing just to be safe, but I'm fairly sure they work fine together.

      Edit: I just loaded both mods at the same time and they seem to work perfectly fine together.
    8. DragosDrakkar
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      Yes, I realize that now. I am still used to modding other games where two mods affecting the same file will not play well together unless there is a merged patch made. Thank you for the confirmation and more information though. Guess I'm off to hunt more slot upgrades for everything so I can get those nice big grids.
  10. Rumray
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    Hey! Bad news, unfortunately - I found that this mod is responsible for an issue with the building interface. When this mod is installed, snap and free placement for everything (literally everything, including base parts and exovehicles) just stops working. 

    I disabled every other mod in question and tested one by one, and found this guy to be the culprit. :(

    e: Ignore me, actually. For some reason just pulling the mod out and repositioning it in the MODS folder seemed to iron out the issue. Super strange, but it appears to be working now. Sorry for the false alarm!
    1. chronicallybored
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      That sounds very weird indeed, especially since this mod doesn't change anything even remotely related to the building grid/interface.

      But I'm glad you got it working again!
    2. SleepyFaraday
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      Encountered the same issue as the other guy, there's definitely something fishy. Removing and readding the mod fixed the issue (at least for now?) for me too.
    3. Rumray
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      Turns out this is not a mod issue, but a game-wide bug. You don't have to reseat any of your mods, but you will need to close out to your desktop and relaunch the game to resolve it. 

      Hopefully this bug, and the seemingly hundreds others right now, get ironed out quickly. :(
    4. chronicallybored
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      I haven't encountered this issue myself, but it sounds like a bug in the game that HG would have to fix indeed.
  11. RevontuletCXVII
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    Hi. You need to fix the current version field for your mods as mod managers get upset by the difference between file version and claimed version. This affects several of your mods, like this one and Planetary Flight Fixes, and likely others as well.
    1. BraveCaperCat
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      Vortex doesn't work for NMS 5.5 and later. Please install your mods manually.
    2. RevontuletCXVII
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      Nobody said anything about Vortex. Please do not make assumptions and allow people that have more overall mod development experience to do their own thing with installation.

      Additionally, anyone with even a minimal amount of JavaScript experience can update the NMS plugin for Vortex locally.

      NB: insomnious has already merged that minor change with the github repo, so yes, Vortex should support Worlds 2.
  12. max1725
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    после обновления 03.02.25 перестал работать
    1. chronicallybored
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      Модификация по-прежнему отлично работает с последней версией игры. Обязательно проверьте «No Man's Sky\GAMEDATA\PCBANKS\» и посмотрите, не нужно ли снова удалить файл «DISABLEMODS.txt». Иногда игра заново создает этот файл после обновления.

      Также прочтите прикрепленный комментарий «Устранение неполадок» для получения дополнительной информации.

      (Created with Google Translate)
    2. max1725
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      Файла «DISABLEMODS.txt» по адресу Sky\GAMEDATA\PCBANKS\» нет. Игра просто перестала видеть какие либо моды, не только выш.
    3. chronicallybored
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      Попробуйте проверить No Man's Sky\Binaries\SETTINGS и посмотреть, есть ли там файл под названием GCMODSETTINGS.MXML. Если да, откройте его с помощью выбранного вами редактора (например, Notepad/Notpad++) и найдите здесь эту строку:

      <Property name="DisableAllMods" value="false" />

      Если value имеет значение true, установите вместо него значение false, сохраните файл и попробуйте снова.
    4. max1725
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      Спасибо помогло.