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nmsextender's Issues

unable to compile from source

i've tried to compile from source in vs 2012 and 2013 express editions and 2015 community edition
2012 complains that the solution is improperly formated, except for the "NoHUD" vcproj file. which is made in 2012, and in 2013 all of the projects in the solution fail to compile, i've tried compileing all of them as is, as all of them except for "NoHUD" were written in 2013, and i've also tried upgrading "NoHUD to 2013 to no avail.
and ive also tried upgrading them all to vs 2015 with no success.
i have all 3 installed currently on windows 10.
i must be missing something, if you want a look at the compile logs for 2013 im going to upload them with this post.
Debug.zip

Heading

I'm able to get player xyz but I can't seem to find heading. Do you have it?

It doesn't work.

I have followed installation instructions and my game does not seem to be able to launch when double clicking NMSELauncher.exe - nor does it work through running as administrator.

Using version 1.1.0 NMSEAlphav1.1.0 from NexusMods.

PS: I'm using the experimental version that Hello Games released.

UPDATE

It works! I had to follow these steps:

If your NMSE is constantly crashing delete everything inside your \binaries\ folder and verify your cache (either with gog or steam)
(Taken from here)

Only problem is: my HUD cannot be toggled. (Pressing F5 has no effect whatsoever)

Update?

Does this still work with the latest version?

Some Windows 10 compatibilites

Issues include:

  • Steam not being launched when it is closed and NMSELauncher is executed
  • NMSELauncher randomly does not launch NMS (confirmed win10 issue)

Incompatibility with ReShade/SweetFX

It seems that when the ReShade/SweetFX DLL is present in the Binaries directory, NMSELauncher.exe consistently fails to launch, i.e. NMS.exe crashes immediately and silently, after which the CMD prompt closes.

Need To Create Hook After Pak's Are Loaded/Unpacked

Sony and or HG did a 10/10 job with reading files into memory when packed and so they do not check the memory they are writing over (and they write outside the image spaces defined module base too).

A hook must be created to notify NMSE that it is okay to load the mods and hooks into NMS after the paks have either been unpacked and or loaded.

An issue that could arise would be that ReShade MUST be injected BEFORE and the oglinit function is called.

Move Upgrades

Is there any way you can incorporate a feature that we could move upgrades from one place to another in the exosuit, ship, and multi-tool?

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