I have recently received reports that users with capes applied directly via Getting Head will have their capes visible to other players in multiplayer: (Note the A-posing person at 0:03-0:05 in this video, who is yours truly being recorded by a fellow player)
This is a little-breakthrough for capes since its launch in No Man's Sky. I am currently investigating this but please try it out with your friends and report back if they can indeed see your cape in multiplayer!
I have written a semi-detailed report in the No Man's Sky Modding subreddit, but in essence, if you want your cape to be visible in multiplayer, simply do not choose BACKPACK_CAPE in the BACKPACK variable when you are using the lua script, as the cape-specific backpack is the culprit of hiding capes in MP.
Stupid question.. Can anyone point me to a good direction towards using AMUMSS? I recall following a nice tutorial WAAYYY back then.. But now with the new update, I feel so lost
Used your mod for ages, bur recently (the update before Worlds) I lost the Xbox helmet. I ran the lua through Amumss so I could check what was happening and all seemed fine but the helmet itself is gone. Also removed your mod and tried with the save editor but same thing, there doesn't seem to be a problem, it's just not available in game.
I noticed the lua script doesn't give the option of which head to choose (that I could see), but could you tell me if I can edit it straight into the script myself, if that's an option?
The Consumerism pak did the trick, thanks a lot. The link you provided was broken for me, just a heads up in case anyone searches for the same thing on here.
hey, this might sound dumb but is there any way you could add the autophage npc heads into the mod or make a seperate one? talkin about the guy on the left
The "Classics" head pack seems to have one too many helmets in it; when used with small king, there's no way to use a normal head with a small body, since the final preset slot (10) that should enable that instead equips the golden Gek helmet.
s#*! you're right, I'll prolly move the 2 Gek helmets to Classics B when I do an update in the future. For the moment if you want a normal head using short kings, feel free to use any of the other three editions
I just tested and I am able to switch heads with the xbox helmet preset applied on the Anomaly race, but not any other race. You can prolly just use another collection if you don't intent to use a modded head
Have always been using this mod and im loving it. Some things don't seem to work in the newst update though. The Autophage race does only have one preset, so the small king option and other heads do not work for them. The two Robot heads from "classics b" also stoped working for me, others from the pack seem to be working fine. My guess is that its because they got changed for the new Autophage race. I ran the lua script, maybe i fucked something up there, im not sure about it.
The latest game update implemented a "fallback" system where if you don't have the head (or body part) unlock, the game will equip a part that you have unlocked instead. You likely don't have most of the helmets unlocked. In that case, try unlocking them with Consumerism.
Tried Consumerism and also checked with safe editor, every bodypart is unlocked. Also tried the other preset backs. They all work fine. Its just the Atlantid and Crimson heads that i cant get to work. Thank you however for the suggestion with Consumerism. ^^
I think HG's race-locked the two construct heads to the autophage since the new update, which is a shame. I'd try to unlock it but it involves editing an extra file which is not within the scope of the mod
From 1.5.0, Preset 1 of all races acts as the "reset/vanilla" preset which does not contain a special helmet, or resets the body type to non-Gek if you have SHORT_KING enabled.
Armour piece removal or Short King options are only available through the use of the AMUMSS lua script.
Use AUTORUN to automate the Getting Head lua and disable user input, use the default variables to apply your settings instead.
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I will no longer be accepting any bug reports regarding broken mods without using the AMUMSS lua script
Please use AMUMSS before confirming the mod is broken and reporting as such, thank
Read Preliminary Actions for mod Issue Notices (PAIN) before reporting any mod issues.
(Note the A-posing person at 0:03-0:05 in this video, who is yours truly being recorded by a fellow player)
This is a little-breakthrough for capes since its launch in No Man's Sky.
I am currently investigating this butplease try it out with your friends and report back if they can indeed see your cape in multiplayer!I have written a semi-detailed report in the No Man's Sky Modding subreddit, but in essence, if you want your cape to be visible in multiplayer, simply do not choose BACKPACK_CAPE in the BACKPACK variable when you are using the lua script, as the cape-specific backpack is the culprit of hiding capes in MP.
As a result, the 4 editions have been consolidated into 2 new editions -
All special helmets are also now desegregated from being race-locked.
From 1.5.0, Preset 1 of all races acts as the "reset/vanilla" preset which resets the body type to non-Gek if you have SHORT_KING enabled.
Armour piece removal or Short King options are only available through the use of the AMUMSS lua script.
Use AUTORUN to automate the Getting Head lua and disable user input, use the default variables to apply your settings instead.
Read Description tab for more details.
The thing feels such a dirrectionless clusterfuck right now, or I've just gotten dumber over the time, which might also be the case.
Used your mod for ages, bur recently (the update before Worlds) I lost the Xbox helmet. I ran the lua through Amumss so I could check what was happening and all seemed fine but the helmet itself is gone. Also removed your mod and tried with the save editor but same thing, there doesn't seem to be a problem, it's just not available in game.
I noticed the lua script doesn't give the option of which head to choose (that I could see), but could you tell me if I can edit it straight into the script myself, if that's an option?
Thanks in advance.
The link you provided was broken for me, just a heads up in case anyone searches for the same thing on here.
is there any way you could add the autophage npc heads into the mod or make a seperate one?
talkin about the guy on the left
do i have to make it myself
Armour piece removal or Short King options are only available through the use of the AMUMSS lua script.
Use AUTORUN to automate the Getting Head lua and disable user input, use the default variables to apply your settings instead.
Read Description tab for more details.