NoMansSky:AMUMSS Guide: Difference between revisions

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== How to generate a mod from a script ==
== How to generate a mod from a script ==
If you downloaded a mod distributed with a .lua script, you can either use the .pak in your MODS folder or regenerate the mod itself
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.<br><br>
To do so :
Regenerating the mod will ensure the mod will use the very latest game file installed on your computer. It's usualy 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.
* place the .lua script in AMUMSS Modscript folder
 
Here is how to regenerate a mod :
* Place the .lua script in AMUMSS' ModScript folder
* Run BUILDMOD.bat
* Run BUILDMOD.bat
* AMUMSS wil ask if you want to copy the final mod into your MODS folder. Choose Y or N depending if you want to install the mod automatically.
* 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.
* It will ask if you want to check mods for conflicts Y/N : if you answer Y(es), AMUMSS will check all your existing mods and the one you're about to create and will 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.
* 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 [https://wiki.step-project.com/NMS:Tutorials/ToyingwithAMUMSS to detect conflicts] and resolve them.
* Eventualy the script is parsed and the mod is generated and you can find it in the CreatedModPAKs folder, ready to use.
* Eventualy the script is parsed and the mod is generated. You will find it in the CreatedModPAKs folder, ready to use.
Note that a report is also generated considering 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.
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 [https://wiki.step-project.com/NMS:Tutorials/ToyingwithAMUMSS to detect them].
 


== Merging scripts ==
== Merging scripts ==

Revision as of 17:16, August 11, 2020

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Introduction[edit | edit source]

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 originaly developped 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 developper.
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 actualy 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 manualy 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.

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 usualy 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.
  • Eventualy the script is parsed and the mod is generated. You will find it in the CreatedModPAKs folder, ready to use.

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 scripts[edit | edit source]

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