#nms-modding
1 messages · Page 3 of 1
hi guys, I am trying to make a mod that remove those nasty looking veins on alien multitools, but I know little to nothing when it comes to DDS files and image editing. I have already found the related files, and modified the MBIN so to not load the vein layer, but now remain to delete them from the "diffuse map" (if that's their name). I am pretty sure that just by editing one of the four textures file it should be possible to generate the remaining three through software, but I have no idea where to begin. If anyone is willing to explain, or can point me to a guide, I am willing to learn, otherwise I can send you the details of the file location and the edited MBIN for you to use.
Could you show me what you've done so far and what DDS files you're looking at?
@timber olive
sure, on dms or here?
Here is fine, nothing else going on 🙂
ok, so, from what I can se the game uses has 2 set of textures one named "flesh" and the other "darkflesh", even if to me they look identical, here is the "flesh" set
You can just give me paths
oh yeah, better TEXTURES\COMMON\WEAPONS\MULTITOOL the files are those with FLESHTILING in their names
Yeah, I see those, thanks. And what did you mean about the MBIN not loading the layer?
I edited the MBIN so to completely ignore the texture named FLESHTILING.VEINS.DDS which is just the red veins layer, but now the files showing like they are 3D on the multitool, need to be edited as well, otherwise the "bumps" would still be visible on the model, I assume
Which MBIN did you edit?
FLESHTILING.TEXTURE.MBIN
Ok, try editing this one: MODELS\COMMON\WEAPONS\MULTITOOL\MULTITOOL\FLESH_MAT.MATERIAL.MBIN
Are you directly editing or using LUA?
no, I am not to that level 😅 just by using notepad++
Ok, editing, converting to MBIN with MBIN Compiler, then putting in a PAK?
I am going to give it a look, but I am not sure editing the MBIN can actually remove the visual bumps of those veins, or am I missing something?
yes
coolio. I think there are two ways to go about this. Taking the TEXTURES/COMMON/WEAPONS/MULTITOOL/FLESHTILING.VEINS.DDS out of the texture MBIN got rid of the veins ok?
I haven't tried doing that, I only removed its mention from that MBIN file I edited, but I suspect that only removed the red color of those veins, not the 3D effect from the model, that's why I think files like FLESHTILING.BASE.DARKFLESH.DDS needs to be edited as well, as you can see the veins outline in those files too
The 3D effect is going to be the Normal map further down, I think
for example I don't even exactly know what "normal map" means 😅
I'm worried what it's going to look like if you just "" all of the flesh and dark flesh entries though
Normal maps are a way of simulating 3d without actually having the polygons
yeah, I don't want touch them, I only removed the "vein" reference, because it's the one adding the red layer upon the veins
ok, so that's how those are called, I will keep it in mind. Another thing I don't understand though, is why there are two sets of normal map, 2 for flesh and 2 for darkflesh. They look identical but one ne negative of the other, color wise
You should be able to get rid of that 3d effect by setting lines 81 and 100 to
<Property name="Normal" value="" />
I think that would work
I honestly don't know how the procedural color works, so I'm not sure what would happen if you set the Diffuse on those two entries to "". I think it would just show up as black
yeah, that's why I don't want to "" them from the MBIN file, but rather edit the DSS file themselves to delete the actual vein outline
Ok, that was the other option I was about to mention. It's still probably going to look weird with no texture at all
Maybe it would look better to replace those DDS with a different texture?
like the bone one
oh, I don't want to remove all the detail, just use the eraser to remove the veins outlines, but I know it's not that simple, as there is the outline of scales under those veins, that's why I think it would be better done by someone with image editing experience
yes, that will you a better idea
Might be possible with the healing tool, though might leave some artifacts. I can try at least
yeah, just the veins, and I guess then blending the faint scales outline that are under those veins
I don't even know what the healing tool is 😅
brb
It's going to take me a little time, but this looks like it might work
oh sure, no hurry
and thank you. I may finally decide to get an alien multitool after this, those veins always looked repulsive to me 😄
Try these. Just rename a copy and replace both sets with the same thing
going to try right away, but let me understand the "mask" one, when I open it with pain.net it's all black, is it supposed to be like that or do I need some plugin to see it? Also, did you delete the veins just from one fail and generated the other two from it, or did you have to edit all three singularly?
I did all three separately, so they aren't going to match up perfectly. There will be some artifacts, but hopefully not enough to notice at the scale you'll be looking at
The masks one has an alpha layer that makes it look black
It really only uses the green layer
I see, thank you for explanation, going to try it now, need to use the portal to some station with alien multitool. I'll let you know how it goes, but thank you already for the time 😉
Yeah, please do let me know
Hi guys. Tell me the file that is associated with the price of starships and their equipment (slots, rank ) 🙂
I am fairly sure that's calculated on the fly by a specific formula, where ship class, type and amount of inventory slots determines the result
I assumed this possibility, but there must be some initial valuesм
I need it for my hard mod
not necessarily in the ship seed, more like dependent on the ship type, and then adding the other variables for the final result, but maybe you can find a file that has value multipliers that you can change. I don't know which one though.
so, here is the original multitool in vanilla game
and here is the same MT with the textures you made
That's the problem, I would at least increase the cost
I only "" the vein texture name in the file FLESHTILING.TEXTURE.MBIN . Thank you so very much!
maybe there you could find some price multiplier on a file dealing with difficulty settings then, rather than something specific to ships
I will try
👍
Wow, it came out better than I expected
it's perfect, I can send you the file and you can publish the mod if you want. I am planning to publish some nms mods as well 😄
No thanks, you go ahead. I have plenty to manage already :)
well, I'll mention you in the credits anyway and thanks again 😁
If someone has a simple base layout for their freighter and can share it via nms save editor, would appreciate it. The cyberpunk one is cool, but to complicated for me.
How easy is it to lift the rigs+bodies for geks from the files?
okay in nms mod zip files they give you the instruction to put your lua file into amums but theres another pak file inside
what am i supposed to do
Another pak file? Like when you download Amumss from nexusmods?
sorry, wasnt being as clear as i wanted. when i download certain mods, it has 3 items inside. 1st being the pak file, 2nd being a lua script and the third being instructions..what the instructions tells me to do is put the pak file in the mod folder then put my lua script into amums then run the bat. that creates another pak file so im confused as to what im supposed to do
The Lua basically creates the pak.
The .pak file is the mod. The lua is only used to attempt to update the mod if need be, which will result in a new .pak as a mod
So the person that uploaded the zip file gave you a finished mod and a lua script to recreate the mod again when needed, or combine with other lua's and make your own combo pak etc....
This person said it better than me though lol, thanks.
not very
New obsession project unlocked
mesh imported with NMSDK to Blender is not vertex bound
so you'd need to rig everything again
texture maybe in BC7 which Blender doesn't support but now HG likes using BC3 so that may not be an issue
but NMSDK is not the most stable right now so youe mileage may vary
Tbh I'd be fine with that, if I can get a model into blender without too many problems I'll be happy
cool
then just grab the latest NMSDK from the NMSDK channel in the modding discord
!moddinglink
you may need some walking thru but you can just ask there
Gotcha, prec!
Do you think its possible to alter the building menu for Freighters to access some of the planetside building options? I was thinking having atleast the base shape stuff would be useful.
I'm not certain but I know EXO solar is building mod allows you to build freighter stuff on the ground but does it allow you to build ground stuff on the freighter?
UBB/gBase should have an update that allows that
again
Yes, either gBase by Gumsk, or Beyond Base Building by Exosolar
HG's hiding planetary groups in space and vice versa
so they just needed to get around that
Oh okay sweet 👍
Alternatively you could use a Blender plugin to build your base externally in Blender to then copy/paste into your save with a Save Editor
True, likely end up spending more time in Blender than in-game 🤪
Yeah Im not about to learn blender to do that
I learned enough blender to rig a playermodel for a different game and that still took me like 4 hours of being taught to do it and I retained some of that knowledge afterward
That would be a very uphill battle
Me still sticking with right-click select and all that OG stuff, says enough about my experience with Blender I guess
was thinking of installing a mod that made the clouds seen from space better quality
and I found HD cloud 1.3 does anyone know about it?
it's a texture mod
texture mods never break
you can also read the comment section
people in there probably know about it
never break?
like they dont destroy your game if they just dont work propely one time?
ok thanks
il still just back up my save file just in case
@hearty wasp I installed the mod and its a zip file do I unzip it inside the folder or keep it zipped?
ok thanks (:
installed it got the pop up and testing
dont think it will affect my performance since space already gets 150 fps lol
im going to install the 4k version it looks as pixelated as before lol
Does anyone know the formula for calculating the price of a freighter?
class multiplier ( slots * multiplier)
something along those lines
could be some base value there too
200(S class)*(32(Slots)*195(TradeInMultiplier?)) = 6 240 multiplier for base value?
@round sinew you know the exact numbers?
more like 1.2 x (32 * 2k) + 100k = price
i think
haven't looked at it for a long while
thanks. I'll check if I understood you correctly
Is it possible to write your own lua logic script here? To process some event, for example, a player destroyed a pirate ship, and after this event something happens according to the script. Since I have not yet met any such mod, the following question arose - is there support for more complex scripts with the creation of objects /NPC / objects and others, as well as any interaction with them through the script. Can I create a GUI, etc. Restrictions on creating a mod for nms are still unknown to me. What public variables can be called for interaction in scripts and everything else that can be used for the mod, I'm also interested in
@unkempt ruin I suggest you have a look at the pins, there is a wiki linked with a lot of useful info, as well as the Modding Discord. No Man's Sky is not quite the regular way of modding a game, and has its own limitations
the guys told me about it, it creates difficulties, but perhaps there is hope, however, it does not remove the handcuffs from the hands
Thanks
This page describes a lot of what can be done:
https://stepmodifications.org/wiki/NoMansSky:Current_State_of_Modding, even though it was written a year ago, gives a good indication. Most limitations are because of what is actually being exposed to us, unless you feel fine with memory edit, which is done, but gets complicated fast
anyone know if there is a mod that segregates ship types by function? To encourage players to have one of each kind? It seems like ships are all basically the same, just different skins.
I think it would be cool to have to have different ships for the different things. Explorers can scan, haulers have more slots, shuttles are far faster, only fighters can do decent damage, etc... And Exotics maybe get a random 2-out-of-5 things it does well. Heck, maybe even that only Explorers, Exotics, and Shuttles can have a hypersrives even installed!
haulers do have more slots tho
more often than not people make other ships have more slots with mods 
or do you mean you just want em more pronounced
You should use the NMS Modding discord for those kind of things. There are currently 4 main tools for modding (altering content|logic), 2 mature, 1 new, 1 wip.
- Mod game assets e.g. mbin config items, dds textures, ... using either lua scripts w/ AMUMSS or c# scripts w/ NMSMB. Both mature ways of modding assets. You can not add or alter game functions this way, however you can do things like add or altter triggers on items.
- NMS API, a c# api that uses reloader to inject mod dll's into the game when it runs. This allows you to respond to some events and modify some data at runtime using your custom mod logic. This is relatively new and not all events or data have been mapped out.
- Multiverse API, a c++ api that uses vulkan|reshade to load itself into the game when it runs. Like the NMS API it's goal is to allow custom logic to modify data at runtime in response to events. A couple alpha versions have been handed out to individuals but not 'released' yet.
But that is a VERY temporary situation, and even from the jump we're not talking that much of a difference, right? A shuttle will have 18 slots and a hauler of the same class has 26?
when you're in the endgame everything is the same because you don't actually need em any more tho
I mean if you want you can make shuttles have 5 slots I guess
I'm talking about, for example, a shuttle is hard-capped at S class to only have a max of, say 7 slots. Fighter is maybe 5, etc... making these ships very targeted in their role. Want to move stuff? Gotta get a Hauler
I don't think anyone's been that masochistic before but sure that's prolly possible
But a shuttl gets maybe 7 tech slots and a hauler only gets 4
but since not many people's that masochistic you may need to do it yourself
heh, yeah, was afraid of that
you can always learn from looking at other mods
I don't see it as masochistic though, since we can have up to 9 ships
Just use your other ship!
is there a 'job board' for NMS mods?
no
feel free to go on r/nomansskymods and post about it
or just say here that you're making a bounty about it
idk
METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN is probably where you want to start looking. It specifies min|max slots for diff ship types and classes.
is there a mod that enhances the dmg of my squadrons ship?
Is there a list of musthave performance mods for NMS? Am new to modding and was wondering if there was a mod for NMS that is like Optifine for Minecraft
It may depend on their rank|ship e.g. https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/NMS/GameComponents/GcSquadronPilotData.cs
Each of your 4 squad members has one of those structures. The damage is likely a combo of info from those items. I don't think you can just go somewhere and say just make my squad ships more powerful. You might be able to go somewhere and change a muliplier based on rank or something.
yeah but is there squadrons that actually do something against other ships?
I thought they do damage. Are you saying yours aren't ? Or does it just appear that way.
i never had a squadron, but from asking other people they dont do a thing against other ships
e.g. the trait ranges may be multipliers for various things, possibly including their damange output.
I think they do. Historically things like your freighter didn't do much|anything when defending against pirate raids, but I think the squad members do damage, possibly not as much as the player ship though. Suggest trying yourself first to see if doing anything or not.
They definitely do damage, just a tiny tiny bit, even with max stats. You could try taking the trait rankings above 1, but I don't know if that would work. I've thought about trying it before but never got around to it. That's the only thing I've ever seen that might affect the damage.
I'm not sure if this is a good place for mod requests/ideas, but I really wish the conflict filter on the galactic map had distinct colors for pirate-controlled/uninhabited systems.
Or if there were a more sophisticated way to hunt for planets with a certain set of characteristics, in general, besides pointing the camera at everything one-by-one
I'm hunting for a way to get objects further in the distance to load so I'm not constantly distracted by their popping in, especially when riding pilgrim since that means I arrive far before grasses/minerals/etc. Fine LOD seemingly used to try to address this but doesn't now due to some endurance related issue. There's another mod called silent369biomescloudssunandfog or some such that appears to do a similar thing (among many other things) but I'm not really getting much in the way of results. For now I'm poking around in the lua of the latter to see if I can push the distance further...
is gumsk's base building mod compatible with exosolar's beyond base building
No, but they do a lot of the same things.
Don't believe filters can be added|removed using mbin's, think they are tied to enum's (fixed lists of what filters are available and their options). Would likely have to create some other ui overlay using one of the mod api projects.
I got Eucli-EA workin with BuildFrame, took some brainwork but I did it :P
time to do base building "tomorrow"
what exactly is the kind of "brainwork" that's not included in either the AMUMSS instructions themselves or the instructions under the Eucli-ea page?
Looking to improve my instruction writing skills tbh
Oh.. just figuring out how it works.. as I'm just a beginner at this stuff
Because sometimes I have no clue what I'm doing
So I had some other people in the modding community help me eventually.
https://docs.google.com/spreadsheets/d/1h_dR6FHt3z1UaMdhn6AEQSJa_Ww9adojTR9vk1nybBc/edit?usp=sharing
Updated a bit, better seed list coming up slowly.
Main Sheet
0 = Never existed. / Nothing archivable exist.
1 = Not started / Unable to proceed record
2 = Missing a lot of seeds
3 = Missing some of seeds
4 = Missing a few of seeds
5 = Everything found
! = Majority of seeds are not confirmed / possible false info,
////// No Man's Sky ...
This mod was really cool
I'll try to find screenshots, but the akupara had a whole city inside it under an energy shield
it's called ArmardA
Yeah, that's what the mod was called but it no longer exists
MSSP retired years ago sadly
anyone know about a good visual/texture tweak mod that doesnt add content to the game?
some mod like crescent waltz
there's an entire category you can look at on Nexus
oh thanks
be sure to browse Nexus more
any recommendations?
anything on the top sorting by Last Updated
oh lol ok
https://www.nexusmods.com/nomanssky/mods/367
Updated with MBINCompiler v3.97.0.5 for NMS Build 9282902 (91551)
is there a vr mod that can help against screen jittering
is it safe to mod nms
yes
how do i put in mods and what do you recommend
If you're on PC, save editing is even easier than glitch duping. I know for duping there are a few videos on YouTube showing different ways to dupe. I've only tried the one using an exocraft vehicle, but save editing is the easiest ofc. Just make sure to keep safe backups of your save files if you use a save editor. There are pins here with info for those.
instructions are here https://nomanssky.fandom.com/wiki/Mods?so=search
click the "Mods" tabs on Nexus Mods, and sort by last updated for good mods
can i play with freinds still
Yep, see here: #nms-modding message
has anyone reverse engineered the system index portion of the coordinate string yet, or is it still just "079 is black holes, 07A is atlas stations, big shrug about everything else"
Guys what tools can I use to create my own mods?
Thank you
The two main tools that use scripts to create modified assets are AMUMSS (lua scripts), and NMSMB (C# scripts).
There is also a relatively new C# API that allows you to run code and change values in memory when the game runs.
The other main tools are PSARC.exe|PSARCTool.exe to extract items from pak files, and MBINCompiler.exe to convert mbin binary items to|from exml text files.
is there a mod that permits me to modify my ship color for me and other players?
and that I dont need to keep it in my mod folder for the colors to stay the same?
you can just change the seed of your ship
!creativehublink
go there to learn more
thanks!
https://www.nexusmods.com/nomanssky/mods/2007
Updated with MBINCompiler v3.98.0.5.
Overhauled custom blackhole model, integrated vanilla blackhole visuals into custom model
Further tweaked warping start distance
all dupes still work
but as Red said save editor is easier
or use mods
is there a way to build custom ships using the various assets of the game? like you could mix and match wings to engines and cockpits
Yes, but very difficult. Would have to edit all the models and proc scenes. Good luck.
Great mod idea XD wouldn't want to do it tbh
Wouldn't even look very good cos mlst ship wing meshes are both sides in one node
that why i said i don't want to to do it XD
Lel
i mean i look a GShips and i start sweating
I'd argue exporting custom models wholesale is easier
still don't wanna touch it
is Better Planet Generation good?
I saw someone say that it doesn't even work after the update
ok peeps, i need some help from someone well versed in save editors
im stuck phased through the bottom of my hangar floor, reloading does nothing and i dont have a manual save in 3 days (dont ask why, you dont want to know)
is there a way to edit the data to fix this?
I'm glad I only model and texture, and don't have to do the modding part 
can anyone hook me up with a ship with a very good jump range? i would do it myself but im on xbox
is there any mod that fixes lighting with caves?
I can't tell from the pic what "fixes" means.
the cave is completely shut , no normal light is coming in but it appears as if the sun was shining off the floor inside the cave
Hey is there a mod that makes the minotaur.... usable... in cockpit mode? Something to give it like... mechwarrior style movement controls maybe? Anyone know? I looked at nexus mods but there's nothing like this there.
https://github.com/cmkushnir/NMSModBuilderContrib/blob/main/Scripts/NMSMB/Mod/cmk/Ship.cs
The Squid method is a test to build a squid ship just using the cockpit and engine, not the tentacles. It was a proof-of-concept but works. To mix parts from diff ship types would require calculating offsets to shift the parts as they likely wouldn't align correctly. The squid example replaces all existing squids, to create a new ship type would require a bit more work, but should be possible. However as mentioned, this would be far from trivial to do.
is there a mod on pc that lets me craft stuff in bulk? i know you can craft multiple items at once but that still needs pressing the "d" key which is tedious when you want to craft 500 glass.
No
But I can see open sky at the top of the pic.
Anyway, what you're talking about is shader work. 99.9% of shaders aren't being modded due to difficulty.
Test it and find out
Are there mods available to dampen the absurd combat maneuvers of hostile starships? (or even better, substantially reduce the frequency of hostile scans; they aren't hard, just obnoxious)
dunno if it's possible to tweak the behaviour of AI ships tho I doubt much can be done
but I think someone was thinking of working on the latter
there's also this but prolly overkill https://www.nexusmods.com/nomanssky/mods/1245
if you want you can tweak the params yourself and just focus on the pirate related params
param names ain't hard to comprehend anyways
Hey can someone with the pet mods do me a huge favor?
Could you get an egg from this creature?
Does anyone know why the units limit?
why prices over 1,600,000,000 turn into 10,000,000? =_=
Is it sewn into the source code or can we fix it by our own efforts?
Or is it just that the data type does not accommodate large values?
me need long long int data type for money :smudge: 
And any other points related to the game currency would also be desirable in long long int...
nah
mainly asked to know if it even works
so it wont fuck up stufff
define fuck up stuff
your save won't be unusable
the game would be stable if you install correctly
but does it crash or something

The mod 'No Starter Ship Challenge' has a mode we can turn on, but it doesn't say HOW to do it. The only clue in the description is "There is also a flag public static bool Challenge = false". We apparently need to set this to "true" to activate the mode. But.... how do I do this? lol
I believe that's a NMSMB script. You would need to edit the script then recompile the mod with NMSMB
no but there's a mod that makes the camera better in third person
cause when you're shooting the minotaur guns, it puts the mech in the middle of the screen by default which is dumb
is there macros? like i wanna setup one button screenshot mode.. like just a quick way to got to that mode
Is there any research on reverse engineering the exe itself for the possibility of more complex mods or is it heavily obfuscated?
I want to do more with the game rather than basic tweaks
I want to add in new content, new quests, heavily modify some systems
If anyone has any resources on stuff like that send it my way please
!moddinglink
there's the new NMS API channel for the NMS API
unofficial API of course
HG would never

Some new content can be done by adding|editing mbin's. New quests can be done by adding new missions to existing or new mission mbin's. Depending on how you want to mod 'some systems' there's a good chance you can do that with the mbin's and paks as well. What can be done at runtime is change some of the loaded mbin data in memory, and possibly hook some functions, but if you can't add the content using mbin's in paks that probably isn't going to change by hooking the exe. Some content is limited by things like tying content groups to enum values, or fixed array sizes, or other stuff like that.
Are mods client based or openly effect other players?
I've noticed hatching eggs and such gathered from mods is a thing but would someone see a moded frigate if they didn't have said mod or would it look like a regular frigate?
It's going to be vanilla unless they have the same mod
Thank you.
There's a pinned message that includes the documentation of mod behaviour in mp
yeah, I've gone back and forth on creating a custom ui to create|mod them, theFisher86 mentioned he wanted to do the same last yr, but we've both been too lazy ... and not sure there'd be a big demand for the effort it would take. for me part of it was not being able to think of a good way to convert any generated|modded missions into script form.
I don't even know how the quest stage number works
I just make everything progress by 1 and copy the beginning from.another quest
It'll be great to have a tree system imitating the exml structure for starters
And then allow users to just add rewards/interactions from the quest event rather than having to manually add them in the rewards/interaction sections
And then having to manually link it up with IDs
That's the most hasslesome part
If that's a word
I think I am dying. Trying to make a change to a mod the mod author indicated that turns on a different feature of the mod, but the sweet refreshing water of life is buried in some menu or process that I don't know, lol
I have the NMSMB running and open, how do I load the target mod?
nmsmb always has all installed mods loaded - the ones in gamedata/pcbanks/mods/*.pak
if you mean a script the mod author may have provided, then it should be in nmsmb/scripts/mod/author/*.cs (or you should have placed it there). Once there you can goto the mod scripts tab (second last), select the author from the combobox, then edit the script as you want.
Are you able to trade multitools to other players?
anyone want a super star destroyer? i had one spawn on me when i loaded in
people who don't have the mod will see it as a normal freighter
oh that sucks 😦
getting back into NMS modding, but since shaidak's generation and the continuation of it are both dead are there any good worldgen mods that affect plant/mineral density and diversity in the same way?
i'm looking at lasagna environments but i think that's the closest i'm getting
In my opinion it should be much bigger
main goal is enjoying the worldgen more but not being screwed in terms of playing with ppl without certain mods or in the case an environment mod i'm using gets deprecated
Make sure to pick a mod which doesn't affect terrain generation.
You should see the Executor, when I can get the mod fixed
yeah that's my main issue, the only ones i've found that don't just mess with plant size while i'd much rather have one that makes trees/plants more clustered so they look more natural, which would fix most of my issues with the way planets look but i can't really find a current mod that does something like that
Big Things is impactful yet simple.
If it's not updated maybe try your luck on the modding discord. Someone might have made a LUA.
oh there's a seperate modding discord? couldn't find it
!moddinglink
oh nvm apparently i'm in it already hahaha
Lol
may or may not be in too many discords atp, thank you for the link tho ^^
I love the models so far, have you considered adding hitboxes? I noticed i could fly through it. Though it might break the game for others. Would it be possible to do something like this, but with currently in game items? Maybe make it so others can save it if it happens to spawn? I've seen people able to build in the flight deck, so maybe its not too far of a long shot?
Some of them have collisions, I just need to get around to finishing them all, once the tool I need is fixed. The current version is going to give you bugs, unfortunately.
As all mods do 🙂 its a wonderful mod though, I'd love to see it progress further!
hey weird question, are there any mods that turn NMS into a true survival game? hunger, water, infections, etc?
Anyone know what kind of save editing etc may disable achievements?
the none kind of them
So I can edit my ships appearance etc and achievements will be enabled still? @hearty wasp
What's that
What’s the 254 galaxy?
Does manually adding ships disable achievements
No you can still earn achievements don’t worry
Bet ty
wait do i need to replace a current ship
If you are at the limit of 9, then yes
It's being reorganized a bit for version 4. What do you need to know?
ah, nothing, I was just wondering where to start because the "readme" just says "here's how to install the thing you already installed" lmao
scanned the other files enough to figure it out lmao
yeah no lmao. I just started looking into mod merging yesterday and all the guides seem to be some weird copy paste text. this is worse than most documentation I had to deal with at work. and I'm hesitant to dig into it too deep because I do not want this to feel like work
it's also amazing how many mods seem to fail to mention which files they modify
no offense to the people working on AMUMSS though. it seems to be a good project
most of us don't feel the need to do that anymore since we rely on AMUMSS to do solve basically 99% of the conflicts nowadays
and people can get bent if they decide by themselves that they don't want to use AMUMSS
but yeah some unregistered hypercam video tutorials will prolly help a lot
yeah makes sense. I'll probably be able to wrap my head around it properly soon, it's just been a few very hard weeks with some bs code and somehow the documentation triggered me
we don't deny that the instructions can be iffy
most of us are evidently not writers
good technical writing skills are a gift from the gods
that's somehow also very underpaid so nobody wants to do it
Could always try nmsmb: https://github.com/cmkushnir/NMSModBuilder Has auto conflict detection, a wide selection of lookup tools, doesn't require manually unpacking|decompiling, uses c# for scripting language, comes with wide selection of scripts.
honestly I'm just trying to figure out what the best route to take is if I want to code new behaviours into a buildable object lmao
Modding a game without coding feels very wrong to me
and it usually just ends up involving some dumb workarounds
you're better off starting by studying vanilla objects, and the interactions between scenes and entites
learning filepath tracing and entity attachments is more the basic skillset you need before diving into entities and attaching them onto models
!moddinglink
if you want to talk more technicals
Can I have mod helper pls
I would like to get this Capital ship s class
If it’s possible
you can just get it and then edit the stats after with a save editor
the class by then is no longer relevant
I’m on PS5
oh ok
Yh
then I guess you gotta beg someone to find it in a system that spawns it as an S class
Yh Ik it won’t happen
I think it's technically possible for someone to host a game, generate the freighter as S class, and letting you buy it
That’s what I want
I’m guessing u won’t lol
@dawn haven can u help me with something pls?
Oh, I meant the toolkits required, there are a metric shit ton lmao
already joined the disc
I'd recommend reading the files themselves in exmls first
Hello?
Honestly the modding scene seems super disorganized and split up across a bunch of developers working on tools as hobbies
ye
because it is a hobby
we're not as big as many games' modding communities are to have the luxury of official mod tools or a dozen people working in unison
p much 5-6 people made all the tools we have today
Oof
I can prolly count em all on one hand if my hands have like 8 fingers
Lol
well, I never make those kinds of comments unless I'm willing to put my money where my mouth is
I mean the modding discord's link's right above
if you'd like to know more you should join us there
Been looking for something to do outside of work that isn't spacing out or failing to write music lmao
Yeah I joined it last night
think when I get home later I'll take a look through the more technical channels, see how people have decompiled the game and all
that part's easy
you just drag an mbin file to the compiler exe
you can decompile the entire game games with NMSPE but that can take hours
NMSMB can directly access the mbin but I'm not familiar with how it displays the data
if I get a crash error message that says a mod likely caused the crash, should I take it seriously that it is probably a mod that caused the crash or is the game just gonna say that whenever it crashes with mods loaded
Maybe
Does anybody have mod suggestions that make NMS VR a little less annoying?
Ah, mb, I meant from scratch basically, including the engine. I'm well aware that's a nasty task compared to MBIN files though
but I'll check in the modding discord once I'm off work
ah ok, that one 's complicated because no one's doing it publically
you can try the new NMS API but it's p unexplored and still mainly interact with MBINs but just more dynamically
Yeah, that one looked promising for navigating the chaos of MBIN files lmao
there are so many
but I think if I could dig my hands into the guts of the engine, it'd open up a more comprehensive approach to modding
easily adding new content is vital ofc, like I'd never hardcode build lists
and parameterizing procgen stuff lets that easily store variations (derelicts, settlements, etc.), but when it comes to how some stuff is actually handled...
well you'd prolly need to find where the seeds are stored in memory
and then how to make them work with buildable objects altogether
aye that's just an example, thinking animations as well since that's super jank
tbh I kinda have an idea how the enabling proc gen shit can be done in mbin
would be p cool ig
would prolly like hang off a cliff if you build it on a slight incline
but what's a bit of physics defiance, eh
NMSMB has built in code to extract items from pak files. When it needs an item, it extracts it from the corresponding pak file into memory. If it's a mbin item it uses libmbin to decompile the memory blob into a c# object corresponding to the top-level mbinc struct. To display a mbin it uses custom code to convert the c# object to a text string in memory, similar to how mbincompiler converts the c# object to an exml file. It doesn't write to disk unless you explicitly tell it to save something.
so it's shown on screen in C# variables?
or whatever the equivalent of the data is called
it shows an ebin text format which I created, as opposed the exml format which mbinc dev's created based on oberved hg exml files. Both ebin and exml are text representations of the c# mbinc struct object, just the formatting is different.
ah I see
Hmm.
With What..?
Sry totally missed this earlier
Getting this
@vale iron do you know is there a mod which enables normal parts/prefab parts snapping with new freighter parts or similar? I want to build "outside" of mine freighter, but need to get rid off this "fence" which appears after I built a door which leads outside.. And kind of blocking the way
Nothing like that exists currently, AFAIK
aah.. I wonder how some ppl building outside then, without any fence blocking the way.. like with this
https://www.youtube.com/watch?v=kz4AEEOM5lA
No mans sky Cyberpunk City inspired freighter. This freighter base has 2694 objects. Base file is provided below if you want to use it as your own freighter.
Get the file here: https://www.nexusmods.com/nomanssky/mods/2439
I tried to optimize some of the lag from my previous cyberpunk city and added some details. I did manage to kick off 5 -...
ah maybe with catwalks.. lol, now when i check that again
Yeah, there are exterior catwalk and platform parts that just bump the fence thing out
it's still on the perimeter though
ye, would be cool if we could get rid of that fence in someway
@dawn haven can u help me get this
Uhm, what do you mean help? Not much to do there, If those are the correct coordinates, then you just need to use save reload method, if you want it as S class for an example.. and prey for rng gods.
If you do need some units for that, sure you can visit in my Ai farm
I need the glyphs
ah, so you need taxi in that system?
we probably should move this discussion into #no-mans-sky btw
Oh okay sorry
Let's move over here @lime mesa
Ok I found the folder
Cool, navigate to the hello games, then systemappdata
then wgs?
Once you get to the wgs, copy that path
Then use that to tell the editor where to look
ok ty
No problem
do I have to copy one of the files in the wgs folder? @magic lava
I would copy the folder before any editing
That's where all the saves go
You just want to point the editor at that wgs folder
It will do the rest
For the backup copy? Somewhere you know where it is
ok I made the backup
Sweet
I pasted in the path for the wgs folder into the file name section but it didnt do anything @magic lava m
the reload button is greyed out
Do the File Details on that screen say Xbox Game Pass
Storage: Xbox Game Pass or something similar
Ok, so not the right path
I am supposed to paste it in the file name box right?
Ohh, how many folders are under wgs
two
one called t
the other which I presume is my save
Direct it to the other one
Sweet, have fun
Remember to make backups regularly so if you break something you can always roll back to a working save
will do
I just copy the wgs folder thats in the hello games folder somewhere and replace it if it breaks to restore the save?
also is the date and time when the save was created?
Ok looks like it works
Not sure if its synced to my xbox yet though
@magic lava it hasnt synced to my xbox
any idea why?
I assume you are using NMSSE (goatfungus)?
yep
Make sure to launch the save in-game and then save. GamePass saves are not auto-updated when edited offline
Ive saved the game on my PC
I believe NomNom does attempt to actually update the Cloud, although also failing at times from what I heard
Yes, but the cloud needs to update to have it become available on the console. Just saving with the editor is not updating the cloud
It may actually be enough just launching the game to have it trigger the Cloud update
I launched and saved in game
but on my xbox it says my last save was at 1pm today, which was a previous time I saved on my pc
Is it all setup/enabled correctly for Cloud saving? I am not too familiar with Xbox myself
Maybe check this support page:
https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/cloud-game-saves-faq
What made it work?
restarted my PC and my xbox, saved on both then loaded in
Ok, good to know. Have fun!
Thanks Pixy
Poking around in GCFLEETGLOBALS, am curious if the underlined might be used to manipulate the reset timer for once expeditions have been completed for the day:
TimeTakenForExpeditionEvent_Easy = 180
TimeTakenForExpeditionEvent = 900
LightYearsPerExpeditionEvent_Easy = 75
LightYearsPerExpeditionEvent = 250
__NumberOfUAChangesPerExpeditionEvent = 4__
__TimeBetweenPassiveIncomeTicks = 30__
Not too sure what "UA" means or how "Ticks" function, though...
universal address maybe
the number of times frigate changes systems
i.e. for the expedition itself, not the cooldown
60hrs of gameplay and havent search any mod yet. Any "must have" that doesn't break the game? Like convenient thing or fix thing?
Oh I'm on PC
anything that's on Nexus, sorted by Last Updated
or Sean
I can't live without Sean

Searched sean mod. Did not disappoint 
ok
I suggest you download NMSSE (goatfungus)
https://github.com/goatfungus/NMSSaveEditor
The link for the download is at the Installation part when you scroll down
'latest version' in blue
Let me know when you got it. It should download a self-extracting executable. Put it in a folder you can easily find again, and run it to get the contents extracted. Then run the main .bat file
Are you still with me @lime mesa ?
Now you should be able to open up the correct save slot through the drop-down
done
But before we do anything, best to make a backup of your saves just in case
!faq-savefiles
to view, enable Link Preview 
Steam
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG
%appdata%\HelloGames\NMS\DefaultUser\...
Linux (Steam)
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Copy the full save folder (Steam it looks like), and paste in a folder you can easily find again
Once you have done that, select the correct save slot and let us have a look at the Bases & Storage tab
No, because what follows can be somewhat different per user
ohhh got it
That is the main folder with your saves though., So best to copy that full folder
It likely has a cache folder in there somewhere, and of course various save files as well as Steam Metadata files.
ok done
Alright, now with the save open, and on the bases tab, you should be able to check the drop-down for 'Base Info', showing a list of bases
Something like this?
Do you see your base in there?
So only the 3 we saw before
yes
We can have a look at the so called Raw JSON data, but it likely won't show more. Let us confirm though...
wait, i had 2 npcs in it
Click the Edit tab, then select Edit Raw JSON
And which base is that?
Idk, when i click on the diff bases everything stays the same
Actually, that will not show for any base specific
It gets that from a different bit of data
the one called "base" is an empty platform, "portal" is at one of those alien portal things, and "nan" is at sum1's nanite farm
so none of them have npcs
Let us just have a look at the actual full data itself
So go to Edit tab, then Edit Raw JSON
A new window will popup
yep got it
On the left sort of a folder structure, on the right the data that it has inside.
Expand the 'PlayerStateData' by clicking the + in front of it
Done
Then scroll down quite a ways (about half way) until you see 'PersistentPlayerBases' just before a whole list of 'Chest...' folders
found thaty
Expand 'PersistentPlayerBases' and select one of the numbers [x] it then shows. Each number is a player base, starting with your own. To know which base it actually is, you check the right side data for each number, scroll down to the owner info listed at the end. It should have a name or owner or other data that you recognise.
Example for my Fun Paradise base [0]
You will likely have [0], [1], [2] all being yours, considering it showed 3 bases. There may also be a freighter base, which is also listed in that location if you have one.
Ok, so it is there?
PORTAL
yeah thats the alien thing
Ok, continue to look. If a next number shows a different owner, you can stop
i saw the "home planet base"and thought that was it
yeah ima t a diff owner
does that mean it got deleted somehow?
Then I am afraid, the base is not actually in your save data for whatever reason
oh
Now do you remember if it could possibly have been a different save?
i only have this save and an expedition save
A different save slot, I should say
Welp, thanks for the help anyway
Then I am afraid your base is not there
If you have any backups, that would be a next place to look, if not ... I am sorry
Its alright, thanks for the help
I am sure your new base will be even better than before. You're welcome, make the best of it and have fun
Do you have any idea why it would still show those npc's tho?
Note: Make regular backups. PS: Do not spoil yourself too much with the new powerful tool you got ...
Yes, it shows which NPCs you have unlocked through missions. It is there to alter appearance for them if you wish, by using a seed. That data can of course be found in raw form in the JSON editor as well
anyone know mod that make exocraft faster?
@round sinew
Okay, after weeks...the "final" working version of WarpFX.
Teleporter:
Portal:
Ship and Freighter warp:
Black hole:
gEpic will increase vehicles but also a bunch of other stuff. There are also Inertia Drifto, Fast Exocraft, and Unique Exocraft
There are several right now. I have gStack, but there are plenty that work. Just search stack on Nexus Mods and sort by Last Updated to make sure it's been updated since at least July 20th
i prolly gonna try unique exocraft,but im gonna look at gEpic first
DUD'S SKY updated v3.99.1
- Updated _MOD_DUD_ShipHeadlightsPlus_v3891 to _MOD_DUD_ShipHeadlightsPlus_v3991
(Changed an entity function for improved gameplay compatibility.)
(Changed an entity function to possibly bypass longstanding vanilla entity bug.)
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.99.1
- Updated _MOD_DUD_GraphicFX_v3971 to _MOD_DUD_GraphicFX_v3991
(Compatibility.) - Updated _MOD_DUD_Skies_v3971 to _MOD_DUD_Skies_v3991
(Adjustments to space fog and nebula.) - Updated _MOD_DUD_WarpFX_v3881 to _MOD_DUD_WarpFX_v3991
(Complete custom overhaul to all warp tunnels.)
https://www.nexusmods.com/nomanssky/mods/968
@steel crypt love them, absolutely love them!
:))
thank you so much for all the hard work you put into these man, really.
save editor is giving me three warnings... name mapping not found for: tIM, 7:k & kPy... is the save editor safe to use or should i not until it updates?
sounds like old save editor
if it's not self updating you should go on their github and download the latest version
how do i check which version i have?
github says last updated 23 days ago and windows says i downloaded it on the 1st, so i should be good, shouldn't i? o.O
edit: am trying anyway; getting latest from github now~
nope, same issue...
Slot: Slot 9 - SURVIVAL - Aug 17, 23:24
Filename: save18.hg
using name mappings: NMS 3.94 (savegame)
WARNING: name mapping not found: tIM
WARNING: name mapping not found: 7:k
WARNING: name mapping not found: kPy
Finished.
found an open issue on github with the issue, 3 hours ago... weird.
anyone else having this issue?
https://github.com/goatfungus/NMSSaveEditor/issues/645
New 1.10.6 version still has a few mapping not found .. Slot: Slot 1 - NORMAL - Jul 25, 16:23 Filename: save.hg using name mappings: NMS 3.94 (savegame) WARNING: name mapping not found: tIM WARNING...
sounds like an older issue
but if you ain't editing those values specifically they don't really matter
roger roger, so if i'm....
literally answering the question i'm typing, haha. xD Cheers, thank you~
So it doesn't have kPy listed as known... (someone mentioned it 3 days ago) and i'm definitely not doing anything with freighters dismissed... but i don't know what AmountAccumulators are... hmm..
If you don't knkw what you're trying to edit
You can just ask here and hope someone'd be here to the rescue
Unfortunately that saviour ain't gon be me
haha, fair; well thank you for the help thus far!
all i really wanted to do was give myself all of the expedition rewards for the expeditions i had missed out on + possibly some quicksilver as well.
A big part of me doesn't want to wait and see if they do a second batch of holiday re-dos for the ones i missed and just get the stuff now xD I hate FOMO in a game like this :/
just use consumerism
i've never done any mods for this game other than using the save editor once before, so even though it's probably pretty simple, that path scares me xD
been doing research ever since and i might go that route or i might just try and get over the FOMO/wait for december... i don't wanna screw anything up, l0l
Got a question half way between modding. If we load an old version of no mans sky and wanted to do a expedition form that year will it unlock the expeditions?
hello! saw there are lots of updates since I last played. So I decided to check them out but... how I update my mods again? I remember I used some tools before, like amumms and damm... but I don't remember what I should do.
What are the correct steps to update my modded NMS?
is there a mod or some such to see the amount of an item I own while shopping or crafting stuff? i.e. I'm purchasing Cobalt and while in the shop i can see how much i currently own in my inventory, storage, etc
No there is not.
hello, this may be a dumb qn but can i change my existing ship's colour using save editor?
no. you can change the whole ship including color.
ah ok ty
is there a place i can generate ship seeds based on the configuration i want?
tyvm
is there a way to edit ship maneuverability using save editor?
well that's a bummer
No maneuverability is tied to the seed purely. You can't change it via saveedit.
okay ty
There's a maneuverability stat of your ship in the save tho
Should be readily visible on NMSSE
Of course it's within the vanilla bounds
I think that's non-editable though
Nah I've edited em before
I don't think so, prove it. Theres only shield, damage and hyperdrive in ShipOwnerhsip -> Inventory -> BaseStatValues. And even if you manually add maneuverability it gets ignored by the game.
oh wait you're right lol
must've been misremembering it
IDEA: A buildable wepons cabnit that generates and blank blank slotand obtains your weapon, and if someone buys it nolifies your blank and you recieve any left over credits...
(1st and * "a")
what
you can't do shit like that over multiplayer
if I understand those combination of words correctly
I'm looking for someone willing to save edit my ps4 save to have all expedition rewards so I can transfer it to ps5 save and have them on my main account
I'll pay for the services of course
Do these small updates break mods?
nah,my mods work fine
if i were to transfer my xbox nms save file to my pc, how would i go about doing that?
i got back to this game after 2 years and i had mods on
i tried updating them by going to nexusmods
and one of them says something about a mod manager
should i get this or i could just update my mods manually
manually
Is it possible to enable Mission Icons for nearby missions without them being focused in the LOG?
I simply forget them without an icon, and it's annoying to have to find the nearby ones in the log
so sad to see mods abandoned by their creators
Modders have lives and move on from games.. can't blame them. especially years later. It's sad when a good mod breaks yep, but that's not the modder's fault.
anyone using a mod that increases inventory stack like inventoryrebalance
can't
thanks ill try this
anyone uses gcam? whats the difference between offset and centered
Offset the camera is to the side of the character in third person. Centered it is directly behind the character
oh thanks gumsk
No problem
I ran into the limitation of the possibility of developing mods. I need a logic based on 4 conditions that can be in 3 positions (or more) and this created some kind of result for the player. are the developers really not planning to add script support?
Seeing how it's 6 years now, I doubt it.
can you use Better Planet Generation online?
The game is certainly interesting, but without the opportunity to refine something with the help of scenarios and mods, it cannot breathe fresh air. The same ship editor would have caused an explosion of interest, and if it was related to a normal economy, add the influence of external equipment on the ship's characteristics - it was an explosion of interest. Settlements are practically useless in the vanilla version. Delete a lot of things where they shouldn't be, and make a lot of other edits. Speaking of settlements, it would be better to link them with some other mechanics, so that it would be advisable to invest your time in their development and protection. In other words, I want to be able, as in the same Skyrim and other games where modding flourishes, everyone knows that you can completely redraw the game there and there are mods that make it much more interesting than in the vanilla version. I believe that vanilla versions are created as blanks that need to be turned into something much more impressive, any player can change the game in the direction he is interested in - make it so beautiful that his video card will fly into space, make it so detailed and lively that a space station will be required to launch, change all the mechanics games so that there is nothing that cannot be done from whichever side you decide to try. The problem is that when creating something, a person cannot immediately look at it from the other side, it is not always possible to find a better solution than the current one, and developers will not deviate from their general concept. The task of the developers is to create for us a perfectly smooth, smooth cube from which we will create what we want ourselves and share with other players.

i mean its kinda up to the dev. they aren't required or obligated to give anything they don't feel like.
basically nothing blocks you from going online
The task of the developers is to create for us a perfectly smooth, smooth cube from which we will create what we want ourselves and share with other players.
HG and most devs do not agree,
Lol
Many old games are still interesting because various mods are being released for them, Skyrim is very young against their background. Developers need to create some kind of masterpiece project or give people the opportunity to create something debugged. At the moment I know more than 12 bugs and even more inaccuracies in the gameplay. If there was an opportunity for a deeper modification, I think a lot would have been fixed by the hands of ordinary players. I don't blame, but I can't support the developers either, the idea is cool, just don't stand still. All you need now is to fix old bugs, incorrect gameplay, stubs in the gameplay, adjust the economy and resources, retrain ground battles (this is not a fight, but just beating flying and walking toasters), battles in space can be carried out using the example of any other air battles, because there is not much difference - this list goes on, but you can just grant full access to make changes and continue to introduce some new content. The players themselves will fix and bring to mind the forgotten and missing parts of the game.
Speaking of bugs, most of them can also be found on YouTube on videos over a year old
So, basically the devs shouldn't be concerned with what their vision is, it only matters that they supply us the means to make it whatever we like?
Logical
I can see them doing that when the game is nearing the end of the dev cycle, whenever that may be; it would make sense then, at least. leaving aside the problem with consoles
full-fledged modification support will not affect their vision of the game in any way, yet no one will force newcomers to install modifications. So in this regard, everything is OK. At the moment, this is the interest of more advanced players who want to contribute something for themselves and others who will be interested in it. How the original will look in the end is entirely up to the developer, modifications as in the game itself warn - not their path.
Maybe their vision includes people not overhauling the game in weird ways
My point of contention is that you seem to think they are obligated to provide us tools to change everything we desire, but that clearly isn't the case.
If they do, that's awesome
Among such modifications there are diamonds that open the game with a much more interesting option and at the same time fit into the original vision. There are modifications that thoroughly refine the games, create an engraving of the original version. Current capabilities do not allow me to create such a cut. There is nothing strange about these methods, they are publicly available and provided by developers. I think there are people here who know how to work with assembler, but no one will post their source codes to fix bugs
right. Mod support is dope and all, but again, the devs don't owe anyone shit and if they don't wanna open it up for more advanced modding to people who believe we're entitled to it that is totally their decision. don't like it? don't support them.
would i thoroughly enjoy it if they did? absolutely. do I feel like they owe it to the players? hell no.
To say there is no down side to modding for a dev is missing some stuff. It's a 2 edged sword. One good thing is you can get talented people designing ideas and fixing/pointing out bugs with actual fixes. One bad side is people modding games leads to all kinds of stupid stuff happening and people complaining to HG to "fIx iT nOw!!!" when in fact the problem is they didn't care to read the mod description and see if it was compatible with the version they are using. They send HG bug reports of all kinds of freaky things happening with their 48 conflicting mods that haven't been updated for 5 years. HG has to sift through the bilge to get good bug reports.
What you think would be cool might not be cool to others. I'm a modder. Would I like more tools to mod with? Sure, but at what price? And for a lot of people the answer will be different.
They kinda doubled-down on driving almost all game logic using the mbin config files. I doubt the game has the infrastructure to support custom event driven logic in the form of scripts or such. So it would likely be a significant undertaking for them to provide modding support beyond what we already have.
I agree. Good point. To support that level of modding, I can 10000% guarantee you they would have to seriously clean up code. The stuff that is exposed right now is .....sometimes....what do they call it lol.... oh yeah "slut code". Just imagine if we peer behind the curtain.
No one talked about the debt. The problem is that it is not clear what they want in the end from mods and the project together and separately
There is already a problem of the users themselves that they do not like to read
i don't see how its a problem. its their game to do what they wish with.
i mean i guess its a problem for you
This is exactly the point I'm making.
I mean the sketch node stuff looks p promising but still that's just limited to scene stuff
Not to mention it hasn't been cracked yet
Because this is the answer to the question - do I need to continue to participate in the development of mods for this game
it is always ok to give up
don't beat yourself over it if you ever want to walk away
we do it for the fun
I need more serious tools than what is available now
and we don't have that
and prolly won't
for years
if not ever
so if you want to make a decision, make it with that information in mind
because arguments here does not have an effect on HG's decision making
and your enthusiasm would be wasted
There is another side here that this game has the most suitable genre for me
I'll leave you to think about it a little bit
In general, it is surprising that having such a sad beginning at the moment, it is stupidly stuffed with content that is swallowed without a trace
Specifially, what kind of tools and modding ability do you want, can you give a couple mod examples that you can't currently do e.g. "I want to create a mod that does x, and a tool that does y to help me make it."
... and here's the peanut gallery 🙂
At the end of the day, official modding tools are irrelevant.
Because HG updates the game and breaks mods every few months.
MBIN stats: 565 enum's, 2122 classes, 17904 fields. I can't imagine they'd want to doc that, and have to reduce the churn.
Is it possible to remove star systems from the discoveries tab with the save editor?
If they are ones you visited then maybe, if they are ones around where you've been and discovered by others and added by the game then probably not (but can hide them).
How do I hide those systems?
There's a way in the ui, should tell you what you need to click|hold to hide, don't recall offhand.
I joined my friend in the game and now I have a message saying 'interstellar coordinates received' that wont go away.
By this I meant the possibility of writing scripts, and not some software
it seems to be clear that I spoke about this above
If you know a software that creates mods with a single button, then I would like to look at it
Do not try and bend the spoon. That’s impossible. Instead, only try to realize the truth… There is no spoon.
There are options to do what need, but the game is still supported and updates will be released, so this is not the best option, it is labor-intensive and with each subsequent update would have to repeat everything all over again
It's all right. I took a walk through their website and I think my pressure was unnecessary, they haven't matured yet. I think we'll have to wait another 4-6 years, and if we're lucky, then 1-3 years. I will buy all paid content for NMS if they ever introduce
For running your own logic at runtime you can use the relatively new NMS API which uses reloader to inject your dll mods into the game and allows you to hook some events and edit some memory. Since it's relatively new the list of events and data you have access to is still somewhat limited, but it's a good start.
For creating mods (static pak's) both amumss and nmsmb are fairly close to single button - either run a bat command to execute your lua scripts, or click a button to execute your c# scripts.
I was also hoping for specific examples of mods you wanted to create but felt you couldn't, the statement "the possibility of writing scripts" is somewhat vague and all encompassing. At least with specific examples we could either agree that it can't be done and probably never will because of x, or we might know of a way of doing it you aren't aware of.
"with each subsequent update would have to repeat everything all over again" depending on the mod, that isn't always true. Many scripts to generate mod pak's require little if any changes between releases. The same is true for the NMS API which I believe uses pattern scanning to find the functions and data in memory.
Here I was not talking about mod, but about rebuilding the project to include what is missing in it, but updating this is more difficult than mods on nexus
However, this is not difficult if an obfuscator has not been used....
It's game dude, it is what the company wants to make that they think people will like that makes a profit... Games will change over years to come obviously but at the end of the day for us it a leisure industry that gives us something to make us happy when we have time to do nothing... Gaming...
Modders make the game better or last longer but theres always another game around the corner...
So, I'm using the quick action find crashed ship mod and when I try to use it, nothing happens? Nothing is said besides how a question similar was answered in a DC server. Any ideas? Thanks.
could be a conflicting file
you usin AMUMSS?
you should
gonna try it. not all the mods I use come with luas. does AMUMSS also work with pak files?
only for one pak per conflicting file
wdym
there maybe multiplt files inside a pak
as a pak is just a compressed folder
like a zip
AMUMSS cannot mush two of the same file together
but it can apply multiple luas to the same singular file
Ah.
so I'm taking this over here now, does the mods folder need to be in the PCBANKS folder or do i need to import the mod into the already existent MODS folder @round sinew ?
PCBANKS
alright, thank you!

@hearty wasp What mod is this. And is that a starship or a freighter? https://twitter.com/nmscord/status/1560031017250869254
SoM and BAAA
it's a shuttle
I wish ppl would specify what mods are being used when posting #nms-photomode-gallery. It'd help share the info on Twitter where they're confused 
like em better when they are confused
hurting themselves in their confusion while spewing purist nonsense can be p funny
side door opens when landed btw
love this ship
Where in the world did you get that?
idk some random space station
I use GMSoGMD so I get only SoM ships
if you mean the site it's here https://www.deviantart.com/nach77/art/AI-Shuttle-SH3-685112754
Can someone give me a modded sea creature like a shark plz
Is it possible to remove missions from your log with a save editor? Or multi tools?
How do I use mods? I just downloaded one so I could find an old pre-existing base computer on a planet, but I don't know how to "turn it on"
Download it, put the PAK in PCBANKS\MODS\ , rename or delete PCBANKS\DISABLEMODS.TXT, that's it.
Nothing. That is used to make the mod PAK with AMUMSS, like if you want to update the mod for a new version or change values.
okay. i just tried to move the pak, but it isnt working
Question, does anyone know how many threads NMS uses to run? A friend heard it runs on only 1 core, but cant find an answer on threads - PC-specific aspects of the game are definitely not in my wheelhouse lol.
Is using a save editor against tos in nms?
There's a setting in the ini files for number of high and low threads, so that would indicate it's running on more than one core. I don't know how many threads it uses, though.
I'm not reading the ToS to find out, but it won't get you any negative consequences. They don't care.
Cool
I heard the only specific case where you might get in trouble with using save editor is if you use it for griefing purposes on Perma Death mode or Survival
Like if you use save editor to just be OP and steamroll noobies or random players on Perma Death
Is there a mod that allows me to view discord chat in my ship? On a cool tech looking screen maybe?
Also is there a mod that can let me display netflix/hulu/YouTube on a ship screen while I'm flying around?
NMS doesn't decide how many CPU cores are used. That's up to the scheduler of the operating system. The thread settings in NMS determine how many software threads are used for NMS.
You can tell NMS to use 8 threads and have 8 logical processors (4 core CPU with hyperthreading/4 running instruction sets and 4 fetching), and your OS might choose to run them on 1 or all 8 processors. Your OS might run all 8 NMS threads on 2 processors one minute then switch to running them on 4 or 6.
You can run 100 NMS threads on a 1 core CPU.
Look at this pic. The number 2094 is how many threads my OS is running right now. NMS threads will add to this number. The OS scheduler will decide how to use your processors (CPU logical processors) to run these threads based on many conditions which can constantly change.
@vale iron
@steel crypt Very much obliged, the in-depth answer is more than I had hoped for. :)
NMS usually defaults the total number of NMS threads to the number of CPU logical processors because it tends to be the most efficient/fastest overall for total thread processing.
If you have a 4 core hyperthreaded CPU (8 logical processors), NMS will usually default to using a total of 8 threads. A 4 core hyperthreaded CPU (given all cores are idle) can process 4 threads and fetch 4 more at the same time. NMS set to run 8 threads will/should have 8 threads ready for the CPU.
Totally didn't realize there was even more to your answer til now. The person I was asking on behalf of seems like the type thatd be able to figure that part out, but I'm an infoslut, I'll take it all with a smile and a thank you, even as my melted, liquified brain matter is dribbling out of my ears lmao.
Yet to have seen Star Wars ships be posted here
Wish I played this on pc these would be sick
Id want to make my model a bountyhunter like Jango Fett or Cad Bane and get a Razor Crest
That would be very awesome
when 80% of your work involves people complaining about not having enough Star Wars ships it gets boring posting them
I prefer the variety that we have right now
if i want to disable mods, do i just have to rename the ENABLEMODS file back to DISABLEMODS?
ye
Alright so my quests all got reset through a save glitch and now I have to do Starbirth again if I want a new ship. How does one use a save editor to bypass the time limits on these steps? Anyone know?
Has someone made a mod to build base building Refineries in Freighters again?
is there a way to pinpoint which mod is causing my game to crash WITHOUT going through and disabling them all? Like a log file or some shit.
gBase and beyond base building both do this.
No
It's easiest to use a mod that reduces the timers
Yeah got one too
The one that is out of date or is conflicting with annother mod. Still means you have to manually go through them
yeah I'm fairly certain it's Better Planet Generation causing the issue
if 2 mods are conflicting but neither provides a .lua script do I just merge the .pak files?
You can't merge two PAKs
you yeet one of them
They may still work together, or did you check the Lua repository for a LUA?
I checked the individual nexus pages
Some mods can conflict but still work together
ooooo interesting
Hmmm, I tried one and it crashed. I'll check around for another mod.
May want to sprt your search on Nexus by last updated
I wish I could fix my other quests too. It restarted the Artemis quest and now it wants me to learn words, but I’ve already learned them all for the three races! Atlas words don’t count.
Just use the save editor to unlearn 3 words
Even the new words?
Everywhere I go, everything's learned
There's a box in GoatFungus's save editor, I think in Discoveries, for words learned. Just uncheck some boxes
I was pondering doing that, yeah
Beyond Base Building currently breaks building in freighters, will check out gBase, thanks
How does it break building in freighters? Babscoole will want to know
I tried for first time modding the game and I started with the mod Better planet generation. So far I noticed that it changed one ☢️ planet into a hot one. In some I didn't notice much changes. In one empty one it created some piles of rusted metal which took some time to load (it was the first time I saw grid field around them until the game loaded them). One planet was paradise with shiny grass and other plants. And I see now (though maybe it's just vanilla stuff) more objects on planet which I can collect. Some nice. Like abandonded stones or whatever is their name which have mordite in them. Didn't yet have any crash with it, though I read that it has problem with some planets.
I heard that there are other procedural terrain generation mods, mostly some Fantasy mod is going on mentioned. I didn't try this one and saw that it was removed in the past but now part of it is uploaded in modular way.
All basegame modules I try to build (in this case: Freighter Storage Units) are displayed as available to build: 0. It MIGHT be a mod incomp, but I have nothing else that touches base building. Only other mod I have that affects freighters is FreighterHeight.
have you tried building the storage unit 0 and then see if 1 shows up
Yes. Mind you, they do show up; it behaves as if I already had them placed down.
Hello lads, I'm having an issue and would appreciate some further insight if anyone can figure this out:
When I enter my freighter or go near the entrance, the rings on planets completely unload. This really hurts the immersion as the rings just pop in as soon as I fly out, and they also aren't there when I look from my freighter base.
Planets' rings disappear as soon as I get close enough for it to say "initiating docking procedure" - so as if it's (wrongly) unloading the rings along with all the other stuff it's supposed to unload for optimisation purposes.
Is there any way this can be fixed with a small mod? Like something that just prevents planetary rings from being unloaded or something. They continue to appear normally when standing on planets etc..
best report to HG
iirc planet rings are shader based
and extrapolating from your description, it prolly got unloaded when your freighter bridge gets loaded
same thing happens in space stations
Will do, thanks for the feedback homie
Aye I agree, that seems to be the case
Although I did go into a space station to test it and looked out the window from one of those - rings were not unloaded that time?
then you may want to try moving your freighter around and see if it persists
could be a bound hull thing
hey guys ive never played nms with mods...does mods effect on anything related to multyplayer/coop or the same planet that i use with my friends and our buildings n stuff?
both players have to have the mod to see it
no. it dosent, if you have ubb {ultra base building} or something like that the other player just wont see it
so it shouldnt effect multiplayer
It depends on what the mod changes. But usually only you see the changes unless your friend has the mod too.
Which can turn the game crazy if you use some terrain generation mod, which changes planets for you, but other player doesn't have it installed.
And if you uninstall the mod, it can cause problems depending on what it did for you (for example if you uninstall a mod changing planets, your bases built during it might be underground or floating in air).
Enjoy modding the game. And I would also recommend you to backup your saves before you start modding it... Just for case that something goes wrong.
Unfortunately didn't work :/
Then you just gotta tell HG about it
Aye
You can only mod your game if you're on Steam right ?
you can mod GoG copies
you can mod the "special free from the internet" edition as well
The modding of the game isn't connected with the Steam Workshop, so I think that generally the PC version should be moddable as long as it has folder where you can put the mods. Unless the Windows 10-11 releases (on Windows store) work different.
Though there might be a problem, as I remember the files downloaded through Windows store are inaccessible to the user, even with admin rights. So it might be problematic there.
i can agree, first copy i got was free....... from a sketchy website... no viruses though 😅
So im not sure what I'm looking for , I'm from ps4 and made good progress I think and want to play on my pc but can't transfer my save so my buddy said I can use a save editor to get my progress back basicly. I don't know how to do this or if it breaks any rules , I love this game but don't wanna restart
I also don't know if this is the right chat for this
It isn't really but idrk what is lol. There aren't really any rules against save editors, the devs kinda just let us do whatever is most fun lol
It's allowed, don't worry about that. Search for either GoatFungus save editor or NomNom save editor. I believe they both have Github pages. They are pretty straightforward; you should be able to figure them out. If you don't know how something works, just ask.
I personally recommend goatfungus, I will say that my discoveries tab and account tab is a wee bit broken tho rn
Is there a mod that removes clutter from planets? (Rocks/plants that aren't scannable for one)
anyone know what setting too look for the ground clearance that pushes you up when you try to go under land bridges?
i've been poking around spaceshipglobals for about 2 days and i've found SOME stuff but i just seem to turn off the ground safety for everything BUT that
Is there any current mod that fixes this problem with asteroids?
GCSPACESHIPGLOBALS.GLOBAL.MBIN has GroundHeightSmoothTime, when you set that to a high value e.g. 100000 it lets you fly underwater. Normally when you get close to water it pushes you up. Assuming what you are talking about is the same effect then may want to try that. I have it set and can fly really close to the ground, don't get any push up.
Don't think you'll get to pick and choose what specific instances it applies to.
Thank you
also my other question... anyway to edit ocean depth ? i've noticed about 117 is max no matter where i've landed
really don't know how i'd go about testing this either
So Beyond Base Building makes no mention of Save Beacons not being placeable on the freighter, however i am unable to choose it as an option. Is mine not working correctly or is this normal?
not that I know of, I've asked before.
I've not managed to get any base building mod to work on freighters so far; having them active sets all modules to "0 available to build".
We don't have any updated mods which makes expedition blueprints available for purchase, do we? Getting the Singularity Drive on my main character would be spicy...
Ocean depth is hardcoded. (For good reasons)
The only way without doing some exe stuff and totally rebuilding a lot of planet gen systems (which rely on the water level) is to make the land as low as it can get. With that being said, about 120u under the surface is close to max.
The way to test it would be to use voxelgen and make a custom terrain setup that makes the land as low as it can be underwater. For what it's worth I have done this. Thus the 120u number, which might not be exact/correct. Pulling that number from memory from 2 years ago.
there any mods that make comparing gear easier? even just something that sorted the stats so each items stat info isn't fucking randomly organized
Can you imagine the stress fully editable planets would put out on the NMS servers
None
Ty for this in depth explanation.
Anyone know why when i either Hit an object that throws me up in my ship or when the ground saftey pushes me up if i let off my thottle it just continues upwards with my ship flat... if i nose into the momentum it gains speed then drops off at atmo slowly.
Generally just looking to install some cool graphics/quality of life mods, any suggestions?
^
DUD’S SKY and DUD’S SKY - COLORS on Nexus mods. Would give link but on phone. 👍
im about to make my laptop explode
with ** * Graphics Mods * **
same here :D
Okay now where do I put the mods in the files lol
\No Man's Sky\GAMEDATA\PCBANKS if that helps
im trying to remember the full path rn
but u gotta rename/remove the DISABLEMODS.txt
make a folder in PCBANKS called "mods". THEN put your mods in there
^ sometimes theres a folder already
Only if you put one there before. If you never added one and see a MODS folder, you're in GAMEDATA, not PCBANKS.
I wonder why there is one fake folder of "mods" in another directory. 🤔
Yes, in GAMEDATA
oh woops! lol
@raven imp DUD's SKY is great pack of mods really makes the flight and exocraft feel more real as well as really make it look nice. also pick up the Remove Lag When Leaving the Planet mod for obvious reasons. HD clouds 4k is good and if you like it unpredictable shelters which just makes buildings spawn in different formations than the parallel style.
Okay and just to make sure ONLY drag the .pak files not all the extra shit?
into the mods file
I've downloaded both alongside the ones that Podcast said
Yes, you only need the .PAK file(s)
Hey guys have a problem. My buddy is on Xbox and is not able to Timescape an egg. I’m on PC and I’m trying to do it for him. I tried the disconnect method but when I go back into multiplayer the timer reset so it doesn’t work. Is there a way for me to go into the JSON To manually Mark the egg is ready to hatch so I can give it to him so he doesn’t have to wait 24 hours?
I know there’s gotta be a nested value somewhere and the raw JSON But I can’t find it for the life of me
If you're on PC, use a mod that reduces the timer. I don't think you can do it for them, though
OH this is sick as fuck
@vale iron do you know if this is an issue with vanilla skin too?
might need to open original
can you see the sorta overlaying of the edge of the helios glow?
I see the line and the arrows but don't see the issue
