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Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
MetaIdea/AMUMSS-nms-auto-modbuilder-updater-modscript-system
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README.md
No Man’s Sky auto batch modbuilder and updater with mod script lua definition system
Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
- Put your No Man’s Sky game folder path into NMS_FOLDER.txt
- Choose a script from the ModScriptCollection folder or from anywhere else
- Paste it into the ModScript folder
- Start BuildMod.bat
- On creation finish you can decide [y/n] if the mod file gets installed too
- Copy the mod that gets created in THIS folder to your game folder if you haven’t
What does this tool do ?
- Downloads the latest MBINCompiler from github (needs Internet connection)
- Reads especially made mods script lua files (NMS version independent modding)
- Extracts the necessary .pak files from your NMS game folder
- Decompiles the needed MBIN files
- Applies the changes defined in the lua mod script file to the decompiled .exml files
- Compresses the .exml files back to .pak (all .MBIN,.BIN,.H,.DDS,.PC,.WEM,.TTF,.TTC,.TXT,.XML files)
- Copies the mods to: A) NMS mods folder (optional), B) the root folder of this tool C) MODBUILDER/Builds folder
- Creates incremental builds in numbered order (MODBUILDER/Builds/IncrementalBuilds)
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 ?
- Upload it plain to nomansskymods.com or nexusmods with a link to a download of this tool or
- Make a pull request on github, adding your script to the ModScriptCollection folder
- 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.
Made by Mjjstral aka MetaIdea
Copyright MIT license
About
Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
NoMansSky : AMUMSS Guide
AMUMSS stands for Auto Mod-builder Updater with Mod Script System and was created by Mjjstral before being now mostly maintained and extended by Wbertro.
It was originally developed to avoid mods to be broken at each update and allow some more flexibility in modding possibilities.
Indeed, before AMUMSS, mods were just modified files. But each major update was changing file structure, adding new variables and values, exchanging some, or offsetting everything and all the mods released before the update needed to be completely recreated after each update.
To prevent this chaos, AMUMSS offers to script mods.
Instead of modifying files and releasing the full files, AMUMSS lets you create scripts that are just saying which value for which variable in which file has to be changed. Then AMUMSS apply the script to the current game file and generate the mod. It’s a game changer.
Now, when a new game update is released, most of the mods can be regenerated in a few seconds, using the script to aim the correct values in the correct files and applying it to the new game file including any new change from the developer.
So everything is perfect ? well, not exactly, there’s still one bottleneck : MBINCompiler. To Apply its changes, AMUMSS rely on MBINCompiler capacity to decompile and recompile files. But when a new game update is released, MBINCompiler needs to be updated to reflect the new changes. It’s usually only a matter of a few days before MBINCompiler is updated and it’s a few day were mods are actually not working for the latest game version. But a few days is nothing, compare to the amount of time it would have taken to update all the mods manually without AMUMSS!
So AMUMSS is not perfect, but it’s a great step ahead for mods sustainability. And it also brings a lot of other possibilities. Too much indeed to be listed in this tutorial.
AMUMSS ReadMe Online [ edit | edit source ]
Setup AMUMSS [ edit | edit source ]
Please follow the guide available at AMUMSS How To , a comprehensive step by step guide to setup, avoiding the most common pitfalls.
Using AMUMSS [ edit | edit source ]
We saw it, AMUMSS uses scripts that will generate final mods. Creating these script is a big topic but what will interest us here is how to use and merge them. That’s indeed another plus of using scripts : scripts can regenerate mods and can also be compared and merged a lot more easily than complete modified files.
How to generate a mod from a script [ edit | edit source ]
If you downloaded a mod including a .lua script, you can either directly use the .pak in your MODS folder or regenerate the mod itself.
Regenerating the mod will ensure the mod will use the very latest game file installed on your computer. It’s usually what the modder has done before you and released along the script, but sometimes, some mods are not maintained anymore and might need to be regenerated.
Here is how to regenerate a mod :
- Place the .lua script in AMUMSS’ ModScript folder
- Run BUILDMOD.bat
- AMUMSS wil ask if you want to copy the final mod into your MODS folder : Choose Y(es) or N(o) depending if you want to install the mod immediately.
- Then it will ask if you want to check mods for conflicts : if you answer Y(es), AMUMSS will check all your existing mods (in the game MODS folder) and the one you’re about to create and generate a report with the result. If you want to be sure you won’t have any conflict, it could be wise to answer Yes. you will then be able to detect conflicts and resolve them.
- Eventually the script is parsed and the mod is generated. You will find it in the CreatedModPAKs folder, ready to use, and in your game MODS folder if you choose so.
Note that once the mod is completed, a report is also generated about this new mod. it will report any error or warning inside this particular script and as for any report, you can read it carefully opening the REPORT.txt file in AMUMSS directory. Here again, if there is some conflict, you will be able to detect them.
Merging .lua scripts [ edit | edit source ]
As they only point files, variables and values, AMUMSS’ scripts are very easy to compare and merge. Much easier anyway than completely modified files. AMUMSS still only compare mods at a file level though.
This means that it will warn if two mods alter the same file but it won’t compare if variables changed are the same or different.
It’s a great feature though, as no player can really be aware of actual files existing in the 10, 20 or 50 mods they installed and just knowing which mods are in conflict could already solve great issues.
Anyway AMUMSS can merge almost any mods, and any number of mods.
All you have to do to merge mods is follow these steps :
- Place all the mods .lua scripts you want to merge in AMUMSS’ ModScript folder
- Run BUILDMOD.bat
- 1st Question : Do you want to create a combined or individual mods : this question will either generate a merged mod or create one mod per script. Hit Y for the merged mod.
- 2nd Question : Do you want to use a composite name : this is just for the final name of the mod. When you only merge 2 mods, answering Y(es) will name it mod1+mod2.pak which is fine. But if you merge 5 mods, the name will be too long and it’s better answering N(o)
- 3rd question if you answered N to not use a composite name : alternatively to a too long name, AMUMSS propose to add a suffix to the name, either a number or the current date. It’s up to your tastes.
- Then it will ask if you want to copy the final mod inside the game MODS folder to be immediately ready for playing. It’s up to you.
- And finally it will offer to check for conflicts between all your current mods in the game MODS folder and the merged mod. If you want to be sure you won’t have any conflict, answer Y(es)
- Script are now processed and AMUMSS will generate the final mod in ModScripts folder as usual and in your game MODS folder if you choose so.
A report is eventually generated about this new merged mod. it will report any error or warning inside the scripts involved and as for any report, you can read it carefully opening the REPORT.txt file in AMUMSS directory. Here again, if there is some conflict, you will be able to detect them.
Merging one mod and any .lua scripts [ edit | edit source ]
As not all the mods have been declined in AMUMSS .lua script, you might sometimes end up with some .lua scripts you could merge and one particular mod without script.
Don’t worry, you’re not screwed as AMUMSS can also handle this case.
All you have to do is using the exact same steps than for .lua scripts only, but this time, you will also place your mod with no script .pak file in AMUMSS ModScript folder. You can then follow all the steps as before.
The only difference is at the end. In fact, if you chose to copy the mod into your game MODS folder, it will do the job for you, but if you chose to not do it, you have to be aware you will need 2 files. Indeed in this case, the .pak file generated in the Modscript folder is a patch to the mod .pak you placed in ModScript. So instead of copying one file, you will need to copy either your mod .pak AND the AMUMSS generated .pak file into your MODS folder to be sure effects of both mods will be applied and somewhat merged.
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Tool to mod No Man’s Sky using lua scripts
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HolterPhylo/AMUMSS
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README.md
A tool to mod No Man’s Sky (NMS) using lua scripts
In other words: a tool that uses .lua scripts to create .pak mod files
.lua scripts go into the ModScript folder (created after you run BULDMOD.bat) .pak files go into NMS PCBANKS\MODS (a folder you create to use mods with NMS)
FOR HELP WITH INSTALLATION: Refer to https://discord.gg/HFjnmnwe67
IMPORTANT NOTES: AMUMSS uses MBINCompiler.exe
STARTING July 17th, 2023: NEWER MBINCompiler.exe versions REQUIRE ‘.NET 6 x64 Desktop Runtime’ latest version to run: It can be found at https://dotnet.microsoft.com/download/dotnet/6.0/runtime (.NET 7/8/. are NOT backward compatible with .NET 6)
OLDER MBINCompiler.exe versions still REQUIRE ‘.NET 5 x64 Desktop Runtime’ latest version to run: It can be found at https://dotnet.microsoft.com/download/dotnet/5.0/runtime (.NET 6/7/8/. are NOT backward compatible with .NET 5)
For now, this is a repository of AMUMSS versions going forward.
SEE the RELEASES for latest version
This version will auto-update with the execution of BUILDMOD.bat. It may take one or many re-start of BUILMOD.bat to bring it to the latest version. No worry, it is fast (only depends on your internet speed)
DOWNLOAD and INSTALLATION:
DOWNLOAD COMPLETE VERSION * COMPLETE VERSION available as a .7z release at: https://github.com/HolterPhylo/AMUMSS/releases (you need the ‘Latest’ release: AMUMSS.7z, +/- 145MB) * ‘Unblock’ the downloaded file in ‘Properties’ in the windows explorer * you can unzip it with 7zip at: https://www.7-zip.org/download.html
* IMPORTANT Note: + Your anti-virus may detect some component of AMUMSS and block/quarantine it. Be assure it is not a virus but its behavior may be interpreted as such by some anti-virus. + Please make sure to create an 'exception' in your anti-virus BEFORE executing anything in AMUMSS main folder. + Also a reboot may be required as some anti-virus do not correctly register the exception when it is created.
INSTALLATION * Complete the step in the DOWNLOAD COMPLETE VERSION section above before continuing
* No accented characters in the path of AMUMSS folder * Always de-compress/un-zip in a new folder on any drive like X:\AMUMSS (OR in the previous folder) xxxxx NEVER in any system folder (Note: the Desktop, Downloads, Documents are system folders) xxxxx * If de-compressed/extracted in the previous folder, AMUMSS will preserve everything in user folders except changes made to AMUMSS files in AMUMSS main, ModScriptCollection and MODBUILDER folders * If de-compressed/extracted in a new folder, you can copy/paste these folders from the previous version of AMUMSS if you would like to preserve previous work and information. + 'Builds' + 'ModScript' + 'ModExtraFilesToInclude' + 'NMSPE_Output' + 'SavedSections' + 'UNPACKED_DECOMPILED_PAKs' + any other files in AMUMSS main not updated by the unzip file * You can delete the compressed file from AMUMSS main folder when done * EXECUTE BUILDMOD.bat ONCE or more until no more updates are offered + Please execute BUILDMOD.bat once to re-create all user folders (when they do not exist) + it will auto-download\update MBINCompiler.exe and libMBIN.dll
QUESTIONS * Questions are better asked in NMS Discord: «No Man’s Sky Modding» channel, «amumss-lua» room:
https://discord.gg/HFjnmnwe67 We have channel #amumss-lua dedicated to AMUMSS/NMSPE with helpful modders and Wbertro#8596 (aka TheBossBoy)
How To Use AMUMSS Quick Tutorial (By CPN723)

Don’t know how to use AMUMSS? Feel like it’s not for you or just need a bit of advice? Well thankfully AMUMSS is quite possibly the most use friendly program ever and this quick guide will have you using it like a pro.
Requirements
Nexus requirements
| Mod name | Notes |
|---|---|
| AMUMSS (auto modbuilder-updater with MOD script definition system) | This is the tool you will be using |
Permissions and credits
Credits and distribution permission
- Other user’s assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Donation Points system
This mod is opted-in to receive Donation Points
A quick Amumss guide that CPN723 shares alongside his mod uploads, I asked permission to post it outright because it will help a lot of people.
«How to use AMUMSS mod program to update your mods and combine lua scripts from mods. It is far simpler than you think and a much better
way to mod your game.
1) Download and install AMUMSS from Nexus. I installed mine in D:/AMUMSS.
2) Copy the LUA files from the mods you want to combine and use into the ModScript Folder of the AMUMSS directory.
3) Double click the BUILDMOD.bat file.
4) A command prompt window will appear, and it will automatically check for updates and download the latest version of the MBINcompiler and library
(Updated after each game update release)
5) It will then ask you a series of questions:
a. . Do you want to create a COMBINED mod [Y] or INDIVIDUAL mod(s) [N] [Y,N]?
i. You want to select “Y” since you are combining more than one mod script
b. . Do you want to use a COMPOSITE combined MOD name just like that [Y,N]?
i. I select “N” but its just asking how you want to name your pak file.
c. . Do you want to use a Numeric suffix[Y] or the current DATE-TIME[N] [Y,N]?
i. I select “Y” in order to get a cleaner name on my file
d. . Would you like to COPY the created Mod PAKS to your game folder and DELETE [DISABLEMODS.txt] [Y,N]?
i. The program knows where your No Man’s Sky MODS folder is and can place your compiled mod in the folder for you. Also, since Disablemods.txt has to be deleted or renamed it will check if this is done for you. Select [Y]
e. . Would you like to check your NMS MODS for conflicts? [Y,N]?
i. AMUMSS will check the scripts and the other mod pak files in your MODS folder to determine if 2 mods are changing the same game file. Usually this means that one PAK file will overwrite the other which is not good, but in the case of scripts often mods are editing the same file, just different lines, which is fine. Your choice, but I like to know so I select [Y]
6) After this the magic stuff happens and your tailored mod pak is created/updated for you and placed in your MODS folder.
7) When it is done it will report the number of Errors and Warnings… don’t mind the warnings unless you edited the LUA script files yourself, but Errors are not good. Contact the mod authors for help with errors. Otherwise press any key to close the command prompt window and go play your newly modded game.»