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License: MIT License
Tool to mod No Man's Sky using lua scripts
License: MIT License
Could you add the ability to see the names of the *.pak files that contain conflicting files? I'm tired of manually unpacking each pak file in order to figure out which mod has a conflict. After all, AMUMSS still determines the conflict, so why not show the names of the conflicting mods?
Digging into modding NMS, AMUMSS seems to be pretty amazing save for one thing: the amazing jumble of what we might call documentation.
Seeing as how this is the primary repository, one would think the wiki or core readme would have the initial speck of a breadcrumb trail for getting started with developing mods using LUA. However, take a quick peek at the wiki here, or the README... It's a lot to take in, of course.
Thankfully there is a link to Discord- that actually links to a Nexus page, that then links to a Discord, that is a pretty awesome hangout for NMS community denizens... but lacks any to-the-point developer reference. Grumpy 40 year olds wearing an arrogant script kiddie costume, that make annoyed noises at anyone asking about modding don't count as a developer reference.
This repo is years old, so it's baffling that there isn't a hello world and roadmap for developers to follow. Here we have some scripts:
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection
That's pretty much the gold pile I've been able to find so far. Where are the best practices? How everything works? Is there any sort of template (that doesn't have a caveat of "don't use this!") kicking around?
When this sort of developer energy is the hidden knowledge cliche, it stunts the growth of quality and creativity. Thankfully we can be stubborn and fumble around in the dark until we make something work, but that doesn't need to be so.
I hope I just haven't found it yet, but if it's taken this long to come up empty handed, something is lacking. Other links related to AMUMSS for reference of what developers are working with:
https://www.nexusmods.com/nomanssky/mods/2626
https://stepmodifications.org/wiki/NoMansSky:AMUMSS_How-tos
https://stepmodifications.org/wiki/NoMansSky:AMUMSS_Guide/ReadMe
https://stepmodifications.org/wiki/NoMansSky:AMUMSS_Guide
After successfully updating the path in NMS_FOLDER.txt, the script is stuck.
Here's the log:
01/04/2024 1:22:07,58 AMUMSS starting!
�[38;2;242;242;242m�[48;2;0;128;128m >>> Note: Please make sure no �[0m�[7m 'accented characters' �[0m�[38;2;242;242;242m�[48;2;0;128;128m are in AMUMSS path �[0m
�[38;2;22;198;12m AMUMSS v4.3.4.1W�[0m
�[38;2;22;198;12m BUILDMOD v1.9.3 (64)�[0m
�[38;2;22;198;12m Lua 5.4.4 custom version with lfs�[0m
�[38;2;22;198;12m Windows 11 Pro 64bit, Build: 22631.3296 with 20 logical CPUs (cp850)�[0m
�[38;2;22;198;12m .NET 5 Desktop Runtime exist�[0m
�[38;2;22;198;12m .NET 6 Desktop Runtime exist�[0m
�[38;2;22;198;12m===> NMS version 120200�[0m
Starting in D:\Down\Mods\NMS\AMUMSS
Checking Path to NMS_FOLDER...
�[38;2;12;12;12m�[48;2;255;255;102m Path to NMS_FOLDER is >>>�[0m�[38;2;242;242;242m�[48;2;0;128;128m GOOD �[0m�[38;2;12;12;12m�[48;2;255;255;102m<<< game files found �[0m
Updating CONFIG\NMS_FOLDER.txt to "D:\Jeux\Steam\steamapps\common\No Man's Sky"
Since yesterdays update _AMM_ModScript_Manager defaults to naming combined mods COMPOSITE-NAME COMBINED MOD PAK like Mod1+Mod2+Mod3.pak instead of asking.
It also ignores CombinedModType setting in BUILDMOD_AUTO.bat
Please tell me why AMUMSS launches the file "Tasklist.exe"? Why does she need a list of processes? All this looks too suspicious...
Can AMUMSS automatically create a lua file from .exml or mbin files? If not, could you add this feature?
For example: in one folder intended for original files you put the original file from the game, and in another folder you put a file with the same name but modified. AMUMSS compares these files and creates a lua file based on the differences. Is it possible to do this?
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