Revolutionary No Man’s Sky auto modbuilder and updater with lua script mod definition system
Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
MODLIST:
AllShipsMaxSlots
AllShipsMaxSlots+SClass
AlwaysDay
AmbientGameMode
BetterFlight-LOW+FAST+REVERSE+10xPulseSpeed+ZeroPulseDelay
BiomeForceType
BiomePerStarTypeChange
BuildEverythingEverywhere
BuildingsOnPlanetsRemoved
CostReduction
CreatureSizeAndSpawnRateIncrease
DenserForests
DisableSaving
EqualyDistributedBiomes
FastActions
FasterAnalysis
FasterGrowthAndHarvest
FasterVehicles
FastRefiners
ForceVRMode
ForestDensityAndSizeIncrease
GCDEBUGOPTIONS
GodMode
IntroLogoSkip
JetpackWalkSwimSpeed
LodDistanceScale
LongerAndThickerGalaxyLines
MoreScreenFilters
MoreWeaponDamage
NaturalFlight
NoChargePortal
NoHazardDamage
NoPirates
NoPirates_Extended
NoPirates+NoRandomSentinels
NoPirates+NoRandomSentinels_Extended
NoRandomSentinels
NoRandomSentinels_Extended
NoShipsOnPlanet
NoWarpCameraShake
OnlyLushBiomes
PlanetGenerationModTemplate
PlantSizeIncreaseCompact
PlantSizeIncreaseScaleEdition
PlantSizeIncreaseScaleEditionMinMax
PortalOnSpacestation
Reverse+Hover+Underwater+10xPulseSpeed
RewardPercentage100
ShipGunTerrainDamage
StackMultiplier
SuperformulaSuperTerrainExperiment
TerrainEditSizeIncrease
TerrainManipulatorRangeX3AndZeroCost
TradeCostReduction
UnlimitedHyperDriveDistance_UnlimitedJetPack_ZeroLaunchCost
UnlimitedPhotoMode+NoClip+Speed3x
VOXELGENERATORSETTINGS_MOD
WeatherDisabled
What does this tool do ?
1. Downloads the latest MBINCompiler from github (needs Internet connection)
2. Reads especially made mods script lua files (NMS version independent modding)
3. Extracts the necessary .pak files from your NMS game folder
4. Decompiles the needed MBIN files
5. Applies the changes defined in the lua mod script file to the decompiled .exml files
6. Compresses the .exml files back to .pak (all *.MBIN,*.BIN,*.H,*.DDS,*.PC,*.WEM,*.TTF,*.TTC,*.TXT,*.XML files)
7. Copies the mods to: A) NMS mods folder (optional), B) the root folder of this tool C) MODBUILDER/Builds folder
8. Creates incremental builds in numbered order (MODBUILDER/Builds/IncrementalBuilds)
How to use:
1. Put your No Man’s Sky game folder path into NMS_FOLDER.txt
2. Choose a script from the ModScriptCollection folder or from anywhere else
3. Paste it into the ModScript folder
4. Start BuildMod.bat
5. On creation finish you can decide [y/n] if the mod file gets installed too
6. Copy the mod that gets created in THIS folder to your game folder if you haven’t
7. If you want to combine multiple mods, open BuildMod.bat and change “SET COMBINE_MODS=0” to “SET COMBINE_MODS=1”
How to create your own lua mod definition scripts ?
It is self explanatory if you look at the scripts in the ModScriptCollection folder. Just copy one of them and adapt it for your mod.
For mods that depend on multiple pak sources and MBINs see Multi_PAK_Multi_MBIN_Example_Mod.lua to see how to do the correct nesting.
Note multiple {…} entries need to be sperated with a comma.
The real revolution is the mod script lua definition system that enables every modder to easily convert their mods to these scripts and finally
become independent of manual mod updates by hand.
Currently only value changes are supported so stay tuned for updates.
How to distrubute you mod script lua definition file ?
1. Upload it plain to nomansskymods.com or nexusmods with a link to a download of this tool or
2. Make a pull request on github, adding your script to the ModScriptCollection folder
3. Upload your mod in to the NMS modding discord server (mod releases channel or mod discussion), mention @Mjjstral if you want that I add it to the project for future releases
Many thank’s to monkeyman192 for his huge efforts toward the NMS community and his work on the MBIN compiler.
GITHUB: https://github.com/MetaIdea/nms-auto-modbuilder-updater-modscript-system
Contact: [email protected]
Installation
How to use:
1. Put your No Man’s Sky game folder path into NMS_FOLDER.txt
2. Choose a script from the ModScriptCollection folder or from anywhere else
3. Paste it into the ModScript folder
4. Start BuildMod.bat
5. On creation finish you can decide [y/n] if the mod file gets installed too
6. Copy the mod that gets created in THIS folder to your game folder if you haven’t
Changelog
1.29 New option for raw replacements in a line. See “RAW_REPLACEMENT.lua” in learning examples.
1.28 New option to add new files to a mod, either from external source or by adding it raw to the script file. See the learning example for more info.
1.27 New extended scripts for no random sentinels and no pirates and further fixes.
1.26 fixed the offset setting and added a proof of concept mod def file creator, addded natural flight
1.25 more scripts – see list above, script fixes for AllSlotsMaxed and CostReduction
1.23, 124 fixed an error when processing values
1.22 You can now define and add exml code text chunks and based on this there is a new script, LearnMoreWords
1.21 line offset, new math operator – see examples (updated), LodScale script should now work
tool now only extracts necessary MBIN files
1.2
Added many more scripts and script templates
new math operators
multiple MBIN files listable in [“MBIN_FILE_SOURCE”] other than defining each file in a new chunk
replace match type condition added
1.10 new options to replace all values at once, math operations on values and value match condition, see “MathOperation_ReplaceAll_MatchValue_Example.lua” in learning examples folder
1.08 more great improvements by wberto – thank you
1.07 added more mod scripts
1.06 added some improvements from user wberto, new mod scripts
1.05 multiple preceding key words now possible, other fixes
1.041 fixed a path parse error – now update is included
1.04 fixed a path parse error
1.03 added new mod definitions and fixed one
1.02 added functionality to combine multiple mods into one mod
1.01 fixed some scripts from the script collection
1.0 – initial release
Credits:
Mjjstral