Page 14 of 66
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 1:39 pm
by Parkan1986
I am a new user here and found some bug:
1.If i use a stack option and collect resources which needed to produce another type of resources in resource maker they will vanish when you try to click produce.So even you have standart stack of resources and bring them to that resource maker they still vanish instantly when player try to convert one type of resources to another.
2.When usin Always have item for converstation-that thing not always work.For example it not work with Clean ferrit and Heavy Oxygen.
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:14 pm
by beguiler
[USER=240]@Squall8[/USER]
On the GoG version the highlighted items don't work in the v55 ct. I put in [USER=8355]@cedricvdg[/USER] code into the v53 code as follows and this works in the GoG version then just changed each pointer reference to pHover:
[CODE]{ Game : NMS.exe
Version:
Date : 2018-07-24
Author : Squall8
}
[ENABLE]
aobscanmodule(hoverptr,NMS.exe,32 C0 4C 8D 5C 24 70 49 8B 5B 30 49 8B 6B 38) // should be unique
alloc(newmem,$1000,hoverptr)
label(code)
label(return)
label(pHover)
newmem:
cmp rax, 1
jne code
mov [pHover], rdi
code:
mov rbx,[r11+30]
mov rbp,[r11+38]
jmp return
pHover:
dq 0
hoverptr+07:
jmp newmem
nop
nop
nop
return:
registersymbol(hoverptr)
registersymbol(pHover)
[DISABLE]
hoverptr+07:
db 49 8B 5B 30 49 8B 6B 38
unregistersymbol(hoverptr)
unregistersymbol(pHover)
dealloc(newmem)[/CODE]
Looking at the script for the v55 I think the aobscanmodule for hitem2 is the issue for the GoG version.
Edit: Actually I replaced the v55 script with the above code and it now works on the GoG version.
Edit 2: The "Ignore Crafting Requirements (non Base Building)" Is working now on the GoG v1.51 version.
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:20 pm
by Jojo00182
30MB game update and i think the "Highlighted Item Pointer" - Script broke :(
i know a bit of AA, could you tell me how to fix it? :)
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:26 pm
by MojoW
[QUOTE="Jojo00182, post: 53169, member: 17722"]30MB game update and i think the "Highlighted Item Pointer" - Script broke :(
i know a bit of AA, could you tell me how to fix it? :)[/QUOTE]
Still working for me im using it right now.
[IMG]https://i.gyazo.com/36ebcabc02dbc923660fd1244668319c.png[/IMG]
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:48 pm
by Jojo00182
[QUOTE="MojoW, post: 53170, member: 8510"]Still working for me im using it right now.
[IMG]https://i.gyazo.com/36ebcabc02dbc923660fd1244668319c.png[/IMG][/QUOTE]
I restarted the game and redownloaded the trainer. Still it doesnt work, could you post your script to see wether mine matches? :)
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:50 pm
by Squall8
Table updated to 1.52.
[USER=8510]@MojoW[/USER]
Try closing the game and see if you get the update.
[USER=19948]@Parkan1986[/USER]
I'll look into this, but I haven't experienced this yet with my latest updates.
[USER=19834]@onlyme4430[/USER]
If I knew how to go about finding that, sure.
View the Milestone tab in the pause menu. Then select a sub-tab that contains the value you want to edit. In CE, where it says 'Choose One', double-click and select the value you want to edit. You'll see the pointers populate with that value, so long as you are viewing the corresponding screen.
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 2:58 pm
by MojoW
[USER=240]@Squall8[/USER]
I constantly check my steam for updates as am looking for functions aswell.
But i restarted my game just to be sure and it still works fine.
[USER=17722]@Jojo00182[/USER]
You should have the same but this is the script:
[CODE]{ Game : NMS.exe
Version:
Date : 2018-07-26
Author : Cedric (Elements/Products) / Squall8 (Tech)
}
[ENABLE]
aobscanmodule(hoverptr,NMS.exe,32 C0 4C 8D 5C 24 70 49 8B 5B 30 49 8B 6B 38)
alloc(newmem,$1000,hoverptr)
label(code)
label(return)
label(pHover)
registersymbol(hoverptr)
registersymbol(pHover)
aobscanmodule(hitem2,NMS.exe,4C 8B F1 83 3A 01)
alloc(newmem2,$1000,hitem2)
label(code2)
label(return2)
registersymbol(hitem2)
newmem:
cmp rax, 1
jne code
mov [pHover], rdi
code:
mov rbx,[r11+30]
mov rbp,[r11+38]
jmp return
pHover:
dq 0
newmem2:
code2:
mov r14,rcx
cmp dword ptr [rdx],01
mov [pHover],rdx
jmp return2
hoverptr+07:
jmp newmem
nop
nop
nop
return:
hitem2:
jmp newmem2
nop
return2:
[DISABLE]
hoverptr+07:
db 49 8B 5B 30 49 8B 6B 38
unregistersymbol(hoverptr)
unregistersymbol(pHover)
dealloc(newmem)
hitem2:
db 4C 8B F1 83 3A 01
unregistersymbol(hitem2)
dealloc(newmem2)
[/CODE]
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 3:38 pm
by Alkadix
[QUOTE="Jojo00182, post: 53175, member: 17722"]I restarted the game and redownloaded the trainer. Still it doesnt work, could you post your script to see wether mine matches? :)[/QUOTE]
[S]Same for me, I deactivated the mods I was using but it still won't toggle, that and the Life support, which were working in the last version.
Tell me if you need more infos[/S]
Edit : Fixed now mb
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 3:52 pm
by onlyme4430
could we have an unlock all tech
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 3:59 pm
by Parkan1986
after small game update the inf life support option became not working.
Stack mods stii broke resource converter so all convertible resources vanish when they proccesed in it
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 4:13 pm
by MojoW
[QUOTE="Parkan1986, post: 53184, member: 19948"]after small game update the inf life support option became not working.
Stack mods stii broke resource converter so all convertible resources vanish when they proccesed in it[/QUOTE]
Are you talking about the refiner?
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 4:20 pm
by Parkan1986
yes.about refiner.
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 5:23 pm
by MojoW
There is no way i can test this right now as my save is an explorer save that doesn't have a base.
But if your willing to test [USER=19948]@Parkan1986[/USER] i'll know if this fixes it or not.
[CODE]{ Game : NMS.exe
Version:
Date : 2018-07-26
Author : MojoW (Findings) / Squall8 (Clean Up)
}
[ENABLE]
aobscanmodule(moreINV,NMS.exe,69 C0 FA 00 00 00 89)
registersymbol(moreINV)
moreINV:
db 69 C0 50 C3 00 00
aobscanmodule(maxSlotReset,NMS.exe,69 C0 FA 00 00 00 E9)
registersymbol(maxSlotReset)
maxSlotReset:
db 69 C0 50 C3 00 00
aobscanmodule(TransferSize,NMS.exe,69 D8 FA 00 00 00)
registersymbol(TransferSize)
TransferSize:
db 69 D8 50 C3 00 00
aobscanmodule(refFix,NMS.exe,69 C0 FA 00 00 00 EB)
registersymbol(refFix)
refFix:
db 69 C0 50 C3 00 00
[DISABLE]
moreINV:
db 69 C0 FA 00 00 00
unregistersymbol(moreINV)
maxSlotReset:
db 69 C0 FA 00 00 00
unregistersymbol(maxSlotReset)
TransferSize:
db 69 D8 FA 00 00 00
unregistersymbol(TransferSize)
refFix:
db 69 C0 FA 00 00 00
unregistersymbol(refFix)[/CODE]
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 5:29 pm
by Parkan1986
player doesnt need a base it it need first refiner which player can construct.
How i can apply that script?
No Mans Sky Next (Steam)
Posted: Fri Jul 27, 2018 5:35 pm
by MojoW
Double click the script part of element stack and overwrite it with the one i posted.
If the fix did not work close CE and don't save the table.