#nms-modding

1 messages · Page 3 of 1

normal meteor
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yeah

timber olive
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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.

vale iron
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Could you show me what you've done so far and what DDS files you're looking at?

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@timber olive

vale iron
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Here is fine, nothing else going on 🙂

timber olive
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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

vale iron
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You can just give me paths

timber olive
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oh yeah, better TEXTURES\COMMON\WEAPONS\MULTITOOL the files are those with FLESHTILING in their names

vale iron
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Yeah, I see those, thanks. And what did you mean about the MBIN not loading the layer?

timber olive
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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

vale iron
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Which MBIN did you edit?

timber olive
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FLESHTILING.TEXTURE.MBIN

vale iron
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Ok, try editing this one: MODELS\COMMON\WEAPONS\MULTITOOL\MULTITOOL\FLESH_MAT.MATERIAL.MBIN

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Are you directly editing or using LUA?

timber olive
vale iron
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Ok, editing, converting to MBIN with MBIN Compiler, then putting in a PAK?

timber olive
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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?

vale iron
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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?

timber olive
vale iron
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The 3D effect is going to be the Normal map further down, I think

timber olive
vale iron
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I'm worried what it's going to look like if you just "" all of the flesh and dark flesh entries though

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Normal maps are a way of simulating 3d without actually having the polygons

timber olive
timber olive
vale iron
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You should be able to get rid of that 3d effect by setting lines 81 and 100 to
<Property name="Normal" value="" />

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I think that would work

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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

timber olive
vale iron
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Ok, that was the other option I was about to mention. It's still probably going to look weird with no texture at all

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Maybe it would look better to replace those DDS with a different texture?

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like the bone one

timber olive
vale iron
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I'm looking at it in PS now

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Just the veins?

timber olive
vale iron
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Might be possible with the healing tool, though might leave some artifacts. I can try at least

timber olive
timber olive
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brb

vale iron
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It's going to take me a little time, but this looks like it might work

timber olive
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and thank you. I may finally decide to get an alien multitool after this, those veins always looked repulsive to me 😄

vale iron
timber olive
vale iron
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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

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The masks one has an alpha layer that makes it look black

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It really only uses the green layer

timber olive
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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 😉

vale iron
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Yeah, please do let me know

unkempt ruin
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Hi guys. Tell me the file that is associated with the price of starships and their equipment (slots, rank ) 🙂

timber olive
unkempt ruin
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I assumed this possibility, but there must be some initial valuesм

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I need it for my hard mod

timber olive
timber olive
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and here is the same MT with the textures you made

unkempt ruin
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That's the problem, I would at least increase the cost

timber olive
timber olive
unkempt ruin
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I will try

timber olive
vale iron
timber olive
vale iron
timber olive
leaden laurel
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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.

dawn plinth
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How easy is it to lift the rigs+bodies for geks from the files?

worn briar
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okay in nms mod zip files they give you the instruction to put your lua file into amums but theres another pak file inside

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what am i supposed to do

leaden laurel
worn briar
# leaden laurel 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

leaden laurel
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The Lua basically creates the pak.

fallow meadow
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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

leaden laurel
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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....

worn briar
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ahhh okay

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understood

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thank you for your assistance

leaden laurel
dawn plinth
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New obsession project unlocked

hearty wasp
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mesh imported with NMSDK to Blender is not vertex bound

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so you'd need to rig everything again

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texture maybe in BC7 which Blender doesn't support but now HG likes using BC3 so that may not be an issue

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but NMSDK is not the most stable right now so youe mileage may vary

dawn plinth
hearty wasp
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cool

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then just grab the latest NMSDK from the NMSDK channel in the modding discord

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!moddinglink

hardy auroraBOT
hearty wasp
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you may need some walking thru but you can just ask there

dawn plinth
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Gotcha, prec!

calm compass
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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.

jolly stag
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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?

hearty wasp
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again

fallow meadow
hearty wasp
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HG's hiding planetary groups in space and vice versa

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so they just needed to get around that

calm compass
fallow meadow
# calm compass 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

dawn plinth
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As a blender nerd

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please don't

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It's a rabbit hole

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You will never leave

fallow meadow
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True, likely end up spending more time in Blender than in-game 🤪

calm compass
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Yeah Im not about to learn blender to do that

dawn plinth
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It's easy!

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come to the dark side

calm compass
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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

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That would be a very uphill battle

dawn plinth
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It's not for everyone admittedly

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But it is a fun skill to have

fallow meadow
lime mesa
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was thinking of installing a mod that made the clouds seen from space better quality

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and I found HD cloud 1.3 does anyone know about it?

hearty wasp
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it's a texture mod

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texture mods never break

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you can also read the comment section

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people in there probably know about it

lime mesa
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like they dont destroy your game if they just dont work propely one time?

hearty wasp
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like they always work properly

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or at least 99% of the time

lime mesa
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99%?

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but is there still a risk of loosing my save files or crashing my game etc etc

hearty wasp
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not really

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other mods would just crash the game at most

lime mesa
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ok thanks

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il still just back up my save file just in case

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@hearty wasp I installed the mod and its a zip file do I unzip it inside the folder or keep it zipped?

hearty wasp
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unzip

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just follow the instructions here

lime mesa
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installed it got the pop up and testing

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dont think it will affect my performance since space already gets 150 fps lol

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im going to install the 4k version it looks as pixelated as before lol

unkempt ruin
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Does anyone know the formula for calculating the price of a freighter?

merry wasp
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class multiplier ( slots * multiplier)

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something along those lines

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could be some base value there too

unkempt ruin
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200(S class)*(32(Slots)*195(TradeInMultiplier?)) = 6 240 multiplier for base value?

merry wasp
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@round sinew you know the exact numbers?

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more like 1.2 x (32 * 2k) + 100k = price

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i think

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haven't looked at it for a long while

unkempt ruin
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thanks. I'll check if I understood you correctly

unkempt ruin
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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

fallow meadow
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@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

unkempt ruin
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the guys told me about it, it creates difficulties, but perhaps there is hope, however, it does not remove the handcuffs from the hands

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Thanks

fallow meadow
static creek
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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.

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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!

hearty wasp
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haulers do have more slots tho

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more often than not people make other ships have more slots with mods sean4

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or do you mean you just want em more pronounced

rapid sandal
# unkempt ruin Is it possible to write your own lua logic script here? To process some event, f...

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.
static creek
# hearty wasp haulers do have more slots tho

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?

hearty wasp
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when you're in the endgame everything is the same because you don't actually need em any more tho

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I mean if you want you can make shuttles have 5 slots I guess

static creek
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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

hearty wasp
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I don't think anyone's been that masochistic before but sure that's prolly possible

static creek
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But a shuttl gets maybe 7 tech slots and a hauler only gets 4

hearty wasp
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but since not many people's that masochistic you may need to do it yourself

static creek
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heh, yeah, was afraid of that

hearty wasp
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you can always learn from looking at other mods

static creek
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I don't see it as masochistic though, since we can have up to 9 ships

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Just use your other ship!

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is there a 'job board' for NMS mods?

hearty wasp
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no

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feel free to go on r/nomansskymods and post about it

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or just say here that you're making a bounty about it

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idk

rapid sandal
daring yarrow
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is there a mod that enhances the dmg of my squadrons ship?

lofty rose
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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

rapid sandal
# daring yarrow is there a mod that enhances the dmg of my squadrons ship?

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.

daring yarrow
rapid sandal
daring yarrow
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i never had a squadron, but from asking other people they dont do a thing against other ships

rapid sandal
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e.g. the trait ranges may be multipliers for various things, possibly including their damange output.

rapid sandal
vale iron
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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.

compact granite
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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.

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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

jagged orchid
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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...

worn briar
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is gumsk's base building mod compatible with exosolar's beyond base building

vale iron
worn briar
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ahh okay

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thanks for the information

rapid sandal
versed dune
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I got Eucli-EA workin with BuildFrame, took some brainwork but I did it :P

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time to do base building "tomorrow"

hearty wasp
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Looking to improve my instruction writing skills tbh

versed dune
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Because sometimes I have no clue what I'm doing

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So I had some other people in the modding community help me eventually.

mental marsh
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gentle cloud
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This mod was really cool

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I'll try to find screenshots, but the akupara had a whole city inside it under an energy shield

hearty wasp
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it's called ArmardA

gentle cloud
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Yeah, that's what the mod was called but it no longer exists

hearty wasp
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MSSP retired years ago sadly

lime mesa
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anyone know about a good visual/texture tweak mod that doesnt add content to the game?

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some mod like crescent waltz

hearty wasp
lime mesa
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oh thanks

hearty wasp
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be sure to browse Nexus more

lime mesa
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any recommendations?

hearty wasp
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anything on the top sorting by Last Updated

lime mesa
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oh lol ok

hearty wasp
daring yarrow
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is there a vr mod that can help against screen jittering

tranquil bay
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is it safe to mod nms

hearty wasp
candid schooner
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Was told to ask here

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And is there a good video guide?

tranquil bay
shy grove
# candid schooner Was told to ask here

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.

hearty wasp
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click the "Mods" tabs on Nexus Mods, and sort by last updated for good mods

tranquil bay
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can i play with freinds still

compact granite
silver ore
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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"

formal prairie
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Guys what tools can I use to create my own mods?

formal prairie
rapid sandal
# formal prairie 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.

hearty wasp
lime mesa
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is there a mod that permits me to modify my ship color for me and other players?

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and that I dont need to keep it in my mod folder for the colors to stay the same?

hearty wasp
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!creativehublink

hardy auroraBOT
hearty wasp
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go there to learn more

lime mesa
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thanks!

hearty wasp
merry wasp
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but as Red said save editor is easier

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or use mods

candid schooner
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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

steel crypt
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Yes, but very difficult. Would have to edit all the models and proc scenes. Good luck.

merry wasp
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Great mod idea XD wouldn't want to do it tbh

hearty wasp
merry wasp
hearty wasp
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Lel

merry wasp
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i mean i look a GShips and i start sweating

hearty wasp
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I'd argue exporting custom models wholesale is easier

merry wasp
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still don't wanna touch it

indigo tangle
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is Better Planet Generation good?

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I saw someone say that it doesn't even work after the update

vagrant wave
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ok peeps, i need some help from someone well versed in save editors

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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)

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is there a way to edit the data to fix this?

valid ruin
lime mesa
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can anyone hook me up with a ship with a very good jump range? i would do it myself but im on xbox

daring yarrow
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is there any mod that fixes lighting with caves?

steel crypt
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I can't tell from the pic what "fixes" means.

daring yarrow
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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

faint cedar
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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.

rapid sandal
# candid schooner is there a way to build custom ships using the various assets of the game? like ...

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.

shrewd beacon
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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.

steel crypt
merry wasp
forest narwhal
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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)

hearty wasp
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dunno if it's possible to tweak the behaviour of AI ships tho I doubt much can be done

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but I think someone was thinking of working on the latter

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if you want you can tweak the params yourself and just focus on the pirate related params

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param names ain't hard to comprehend anyways

lime mesa
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Hey can someone with the pet mods do me a huge favor?

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Could you get an egg from this creature?

unkempt ruin
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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?

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Or is it just that the data type does not accommodate large values?

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me need long long int data type for money :smudge: catrage

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And any other points related to the game currency would also be desirable in long long int...

indigo tangle
hearty wasp
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what if we tell you it's good

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will you try it out then

indigo tangle
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so it wont fuck up stufff

hearty wasp
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define fuck up stuff

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your save won't be unusable

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the game would be stable if you install correctly

indigo tangle
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but does it crash or something

hearty wasp
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it doesn't

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if you install correctly

indigo tangle
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wdym intall correctly

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don't you just drop it in the folder

hearty wasp
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yes

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some people fuck that up too

indigo tangle
static creek
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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

vale iron
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I believe that's a NMSMB script. You would need to edit the script then recompile the mod with NMSMB

normal meteor
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cause when you're shooting the minotaur guns, it puts the mech in the middle of the screen by default which is dumb

restive kite
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is there macros? like i wanna setup one button screenshot mode.. like just a quick way to got to that mode

digital blade
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Is there any research on reverse engineering the exe itself for the possibility of more complex mods or is it heavily obfuscated?

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I want to do more with the game rather than basic tweaks

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I want to add in new content, new quests, heavily modify some systems

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If anyone has any resources on stuff like that send it my way please

hardy auroraBOT
hearty wasp
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there's the new NMS API channel for the NMS API

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unofficial API of course

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HG would never

rapid sandal
# digital blade I want to add in new content, new quests, heavily modify some systems

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.

hearty wasp
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yeah good luck making quests

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the amount of data alone will make anyone squirm

somber sluice
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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?

magic lava
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It's going to be vanilla unless they have the same mod

somber sluice
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Thank you.

hearty wasp
rapid sandal
# hearty wasp yeah good luck making quests

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.

hearty wasp
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I don't even know how the quest stage number works

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I just make everything progress by 1 and copy the beginning from.another quest

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It'll be great to have a tree system imitating the exml structure for starters

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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

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And then having to manually link it up with IDs

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That's the most hasslesome part

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If that's a word

static creek
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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

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I have the NMSMB running and open, how do I load the target mod?

rapid sandal
grizzled birch
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Are you able to trade multitools to other players?

ebon falcon
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anyone want a super star destroyer? i had one spawn on me when i loaded in

hearty wasp
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people who don't have the mod will see it as a normal freighter

ebon falcon
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oh that sucks 😦

thin juniper
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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?

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i'm looking at lasagna environments but i think that's the closest i'm getting

unkempt ruin
thin juniper
odd crater
#

Make sure to pick a mod which doesn't affect terrain generation.

vale iron
thin juniper
# odd crater Make sure to pick a mod which doesn't affect terrain generation.

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

odd crater
#

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.

thin juniper
#

oh there's a seperate modding discord? couldn't find it

magic lava
#

!moddinglink

hardy auroraBOT
thin juniper
#

oh nvm apparently i'm in it already hahaha

magic lava
#

Lol

thin juniper
#

may or may not be in too many discords atp, thank you for the link tho ^^

ebon falcon
# vale iron You should see the Executor, when I can get the mod fixed

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?

vale iron
ebon falcon
#

As all mods do 🙂 its a wonderful mod though, I'd love to see it progress further!

warm folio
#

hey weird question, are there any mods that turn NMS into a true survival game? hunger, water, infections, etc?

hearty wasp
#

no

#

can't

#

gamemaster was making a craftable food mod but that's about it

royal dust
#

Anyone know what kind of save editing etc may disable achievements?

hearty wasp
#

the none kind of them

royal dust
#

So I can edit my ships appearance etc and achievements will be enabled still? @hearty wasp

hearty wasp
#

you can edit anything

#

you can go to galaxy 255 if you want

royal dust
#

What's that

hearty wasp
#

the 255th galaxy

#

then one after 254

lusty nymph
#

What’s the 254 galaxy?

royal dust
#

Does manually adding ships disable achievements

floral mural
royal dust
#

Bet ty

royal dust
vale iron
#

If you are at the limit of 9, then yes

indigo radish
#

the documentation for AMUMSS is kinda uh

#

scattered

vale iron
indigo radish
#

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

versed bolt
# indigo radish the documentation for AMUMSS is kinda uh

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

hearty wasp
#

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

versed bolt
#

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

hearty wasp
#

we don't deny that the instructions can be iffy

#

most of us are evidently not writers

versed bolt
#

good technical writing skills are a gift from the gods

#

that's somehow also very underpaid so nobody wants to do it

rapid sandal
indigo radish
#

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

hearty wasp
#

learning filepath tracing and entity attachments is more the basic skillset you need before diving into entities and attaching them onto models

#

!moddinglink

hardy auroraBOT
hearty wasp
#

if you want to talk more technicals

lime mesa
#

Can I have mod helper pls

#

I would like to get this Capital ship s class

#

If it’s possible

hearty wasp
#

you can just get it and then edit the stats after with a save editor

#

the class by then is no longer relevant

lime mesa
#

I’m on PS5

hearty wasp
#

oh ok

lime mesa
#

Yh

hearty wasp
#

then I guess you gotta beg someone to find it in a system that spawns it as an S class

lime mesa
#

Yh Ik it won’t happen

hearty wasp
#

I think it's technically possible for someone to host a game, generate the freighter as S class, and letting you buy it

lime mesa
#

That’s what I want

hearty wasp
#

have fun finding that special someone to do that for you

lime mesa
#

I’m guessing u won’t lol

hearty wasp
#

I make mods

#

I don't play game

lime mesa
#

Oh

#

Do people in this modding chat play the game?

hearty wasp
#

most of em, yeah

#

just not me

lime mesa
#

Okay

#

Alr

#

But I’m guessing they are not on heh

hearty wasp
#

people'll reply when they are

#

the miracle that is text messaging

lime mesa
#

Okay

#

Lmao

lime mesa
#

@dawn haven can u help me with something pls?

indigo radish
#

already joined the disc

hearty wasp
#

I'd recommend reading the files themselves in exmls first

lime mesa
#

Hello?

indigo radish
#

Honestly the modding scene seems super disorganized and split up across a bunch of developers working on tools as hobbies

hearty wasp
hearty wasp
#

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

lime mesa
#

Oof

hearty wasp
#

I can prolly count em all on one hand if my hands have like 8 fingers

lime mesa
#

Lol

indigo radish
hearty wasp
#

I mean the modding discord's link's right above

#

if you'd like to know more you should join us there

indigo radish
#

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

hearty wasp
#

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

jagged orchid
#

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

lime mesa
#

Maybe

trail terrace
#

Does anybody have mod suggestions that make NMS VR a little less annoying?

lime mesa
#

Can anyone help me get a capital ship pls

#

An s class

indigo radish
# hearty wasp that part's easy

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

hearty wasp
#

you can try the new NMS API but it's p unexplored and still mainly interact with MBINs but just more dynamically

indigo radish
#

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...

hearty wasp
#

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

indigo radish
#

aye that's just an example, thinking animations as well since that's super jank

hearty wasp
#

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

rapid sandal
# hearty wasp NMSMB can directly access the mbin but I'm not familiar with how it displays the...

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.

hearty wasp
#

so it's shown on screen in C# variables?

#

or whatever the equivalent of the data is called

rapid sandal
# hearty wasp so it's shown on screen in C# variables?

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.

hearty wasp
#

ah I see

dawn haven
lime mesa
#

Getting this

dawn haven
#

@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

vale iron
dawn haven
# vale iron 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 -...

▶ Play video
#

ah maybe with catwalks.. lol, now when i check that again

vale iron
#

Yeah, there are exterior catwalk and platform parts that just bump the fence thing out

#

it's still on the perimeter though

dawn haven
#

ye, would be cool if we could get rid of that fence in someway

lime mesa
#

@dawn haven can u help me get this

dawn haven
#

If you do need some units for that, sure you can visit in my Ai farm

lime mesa
#

I need the glyphs

dawn haven
#

ah, so you need taxi in that system?

#

we probably should move this discussion into #no-mans-sky btw

lime mesa
#

Oh okay sorry

magic lava
#

Let's move over here @lime mesa

lime mesa
#

Ok I found the folder

magic lava
#

Cool, navigate to the hello games, then systemappdata

lime mesa
#

then wgs?

magic lava
#

Once you get to the wgs, copy that path

#

Then use that to tell the editor where to look

lime mesa
#

ok ty

magic lava
#

No problem

lime mesa
#

do I have to copy one of the files in the wgs folder? @magic lava

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

lime mesa
#

where do I paste the folder?

#

Under file name?

magic lava
#

For the backup copy? Somewhere you know where it is

lime mesa
#

ok I made the backup

magic lava
#

Sweet

lime mesa
#

I put it in the backup folder

#

How do I get my saves to show up in the editor?

magic lava
#

Top left, File

#

Open File Path

#

Point it at the wgs folder

lime mesa
#

I pasted in the path for the wgs folder into the file name section but it didnt do anything @magic lava m

magic lava
#

Reload that

#

Then go down to game slot

lime mesa
#

the reload button is greyed out

magic lava
#

Do the File Details on that screen say Xbox Game Pass

#

Storage: Xbox Game Pass or something similar

lime mesa
magic lava
#

Ok, so not the right path

lime mesa
#

I am supposed to paste it in the file name box right?

magic lava
#

Ohh, how many folders are under wgs

lime mesa
#

two

magic lava
#

One or two?

#

Ok

lime mesa
#

one called t

magic lava
#

Is one named something dumb

#

Yeah

lime mesa
#

the other which I presume is my save

magic lava
#

Direct it to the other one

lime mesa
#

ah ok

#

I think its working now ty

magic lava
#

Sweet, have fun

#

Remember to make backups regularly so if you break something you can always roll back to a working save

lime mesa
#

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?

lime mesa
#

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?

fallow meadow
lime mesa
#

yep

fallow meadow
#

Make sure to launch the save in-game and then save. GamePass saves are not auto-updated when edited offline

lime mesa
#

Ive saved the game on my PC

fallow meadow
#

I believe NomNom does attempt to actually update the Cloud, although also failing at times from what I heard

fallow meadow
#

It may actually be enough just launching the game to have it trigger the Cloud update

lime mesa
#

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

fallow meadow
#

Is it all setup/enabled correctly for Cloud saving? I am not too familiar with Xbox myself

lime mesa
#

Im not sure

#

@fallow meadow its working now tysm

fallow meadow
lime mesa
fallow meadow
#

Ok, good to know. Have fun!

magic lava
#

Thanks Pixy

ancient heart
#

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...

hearty wasp
#

universal address maybe

#

the number of times frigate changes systems

#

i.e. for the expedition itself, not the cooldown

solemn anchor
#

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

hearty wasp
#

anything that's on Nexus, sorted by Last Updated

#

or Sean

#

I can't live without Sean

shy grove
solemn anchor
lime mesa
#

ok

fallow meadow
#

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 ?

lime mesa
#

Yes, just downloading java 8

#

ok done

fallow meadow
#

Now you should be able to open up the correct save slot through the drop-down

lime mesa
#

done

fallow meadow
#

But before we do anything, best to make a backup of your saves just in case

#

!faq-savefiles

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

<:nmsatlas:972222451801010207> **Save File Locations**

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>/...

info 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).

fallow meadow
#

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

lime mesa
#

The message isnt complete?

fallow meadow
#

No, because what follows can be somewhat different per user

lime mesa
#

ohhh got it

fallow meadow
#

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.

lime mesa
#

ok done

fallow meadow
#

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?

lime mesa
#

no

fallow meadow
#

So only the 3 we saw before

lime mesa
#

yes

fallow meadow
#

We can have a look at the so called Raw JSON data, but it likely won't show more. Let us confirm though...

lime mesa
#

wait, i had 2 npcs in it

fallow meadow
#

Click the Edit tab, then select Edit Raw JSON

lime mesa
#

and i can see them here

fallow meadow
#

And which base is that?

lime mesa
#

Idk, when i click on the diff bases everything stays the same

fallow meadow
#

Actually, that will not show for any base specific

#

It gets that from a different bit of data

lime mesa
#

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

fallow meadow
#

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

lime mesa
#

yep got it

fallow meadow
#

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

lime mesa
#

Done

fallow meadow
#

Then scroll down quite a ways (about half way) until you see 'PersistentPlayerBases' just before a whole list of 'Chest...' folders

lime mesa
#

found thaty

fallow meadow
#

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]

lime mesa
#

ok first one is me

fallow meadow
#

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.

lime mesa
#

yes first one is freighter

#

I FOUND IT

fallow meadow
#

Ok, so it is there?

lime mesa
#

wait

#

nvm

#

thats not it

fallow meadow
#

PORTAL

lime mesa
#

yeah thats the alien thing

fallow meadow
#

Ok, continue to look. If a next number shows a different owner, you can stop

lime mesa
#

i saw the "home planet base"and thought that was it

#

yeah ima t a diff owner

#

does that mean it got deleted somehow?

fallow meadow
#

Then I am afraid, the base is not actually in your save data for whatever reason

lime mesa
#

oh

fallow meadow
#

Now do you remember if it could possibly have been a different save?

lime mesa
#

i only have this save and an expedition save

fallow meadow
#

A different save slot, I should say

lime mesa
#

Welp, thanks for the help anyway

fallow meadow
#

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

lime mesa
#

Its alright, thanks for the help

fallow meadow
#

I am sure your new base will be even better than before. You're welcome, make the best of it and have fun

lime mesa
#

Do you have any idea why it would still show those npc's tho?

fallow meadow
#

Note: Make regular backups. PS: Do not spoil yourself too much with the new powerful tool you got ...

fallow meadow
lime mesa
#

ah

#

Welp, have a nice day!

wintry cove
#

I'm so happy toggle backpack is a thing

#

I'd hug the creator of that mod

hearty wasp
#

the original creator of the mod has a patreon

#

I guess you can tip them 3.50 instead

robust bluff
#

anyone know mod that make exocraft faster?

thin geode
#

HI Folks, any notable or "must have" mods?

#

Any stack mod you guys can suggest?

steel crypt
#

@round sinew
Okay, after weeks...the "final" working version of WarpFX.

Teleporter:

#

Portal:

#

Ship and Freighter warp:

#

Black hole:

vale iron
vale iron
robust bluff
steel crypt
#

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
round sinew
#

@steel crypt love them, absolutely love them!

#

:))

#

thank you so much for all the hard work you put into these man, really.

placid stag
#

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?

hearty wasp
#

sounds like old save editor

#

if it's not self updating you should go on their github and download the latest version

placid stag
#

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.
hearty wasp
#

sounds like an older issue

#

but if you ain't editing those values specifically they don't really matter

placid stag
#

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..

hearty wasp
#

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

placid stag
#

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 :/

hearty wasp
#

just use consumerism

placid stag
#

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

outer talon
#

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?

hearty wasp
#

prolly not

#

expeditions are server activated

#

or at least controlled to some degree

glossy patio
#

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?

gritty anvil
#

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

gilded plume
#

hello, this may be a dumb qn but can i change my existing ship's colour using save editor?

steel crypt
#

no. you can change the whole ship including color.

gilded plume
#

ah ok ty

#

is there a place i can generate ship seeds based on the configuration i want?

steel crypt
gilded plume
#

tyvm

gilded plume
#

is there a way to edit ship maneuverability using save editor?

gritty anvil
marsh eagle
gilded plume
#

okay ty

hearty wasp
#

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

vale iron
#

I think that's non-editable though

hearty wasp
#

Nah I've edited em before

marsh eagle
hearty wasp
#

must've been misremembering it

marble rapids
#

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")

hearty wasp
#

what

#

you can't do shit like that over multiplayer

#

if I understand those combination of words correctly

gritty bramble
#

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

quartz trail
#

Do these small updates break mods?

robust bluff
#

nah,my mods work fine

lime mesa
#

if i were to transfer my xbox nms save file to my pc, how would i go about doing that?

nimble bay
#

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

robust bluff
#

manually

gritty geyser
#

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

nimble bay
#

so sad to see mods abandoned by their creators

gritty geyser
#

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.

nimble bay
#

anyone using a mod that increases inventory stack like inventoryrebalance

robust bluff
#

yes

#

i use this one

nimble bay
#

anyone uses gcam? whats the difference between offset and centered

vale iron
#

Offset the camera is to the side of the character in third person. Centered it is directly behind the character

nimble bay
#

oh thanks gumsk

vale iron
#

No problem

unkempt ruin
#

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?

steel crypt
#

Seeing how it's 6 years now, I doubt it.

slate crow
#

can you use Better Planet Generation online?

unkempt ruin
#

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.

gritty anvil
#

i mean its kinda up to the dev. they aren't required or obligated to give anything they don't feel like.

hearty wasp
steel crypt
#

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,

magic lava
#

Lol

unkempt ruin
# steel crypt `The task of the developers is to create for us a perfectly smooth, smooth cube ...

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

magic lava
#

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

plush wigeon
#

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

unkempt ruin
# magic lava So, basically the devs shouldn't be concerned with what their vision is, it only...

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.

magic lava
#

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

unkempt ruin
#

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

gritty anvil
#

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.

steel crypt
#

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.

rapid sandal
#

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.

steel crypt
#

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.

unkempt ruin
unkempt ruin
gritty anvil
#

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

steel crypt
hearty wasp
#

Not to mention it hasn't been cracked yet

unkempt ruin
hearty wasp
#

don't beat yourself over it if you ever want to walk away

#

we do it for the fun

unkempt ruin
hearty wasp
#

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

unkempt ruin
#

There is another side here that this game has the most suitable genre for me

hearty wasp
#

I'll leave you to think about it a little bit

unkempt ruin
#

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

rapid sandal
odd crater
#

Notepad is the only way.

#

Makes your chest hair grow.

rapid sandal
odd crater
#

At the end of the day, official modding tools are irrelevant.

#

Because HG updates the game and breaks mods every few months.

rapid sandal
#

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.

vagrant veldt
#

Is it possible to remove star systems from the discoveries tab with the save editor?

rapid sandal
vagrant veldt
#

How do I hide those systems?

rapid sandal
vagrant veldt
#

I joined my friend in the game and now I have a message saying 'interstellar coordinates received' that wont go away.

unkempt ruin
#

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

steel crypt
#

Do not try and bend the spoon. That’s impossible. Instead, only try to realize the truth… There is no spoon.

unkempt ruin
#

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

unkempt ruin
#

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

rapid sandal
# unkempt ruin By this I meant the possibility of writing scripts, and not some software

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.

rapid sandal
unkempt ruin
#

However, this is not difficult if an obfuscator has not been used....

cosmic badger
cosmic badger
#

Modders make the game better or last longer but theres always another game around the corner...

hollow barn
#

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.

hearty wasp
#

you usin AMUMSS?

#

you should

hollow barn
#

gonna try it. not all the mods I use come with luas. does AMUMSS also work with pak files?

hearty wasp
hollow barn
#

wdym

hearty wasp
#

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

hollow barn
#

Ah.

hushed bobcat
#

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 ?

vale iron
#

PCBANKS

hushed bobcat
#

alright, thank you!

robust zodiac
shy grove
shy grove
#

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 blobsmilehappy

hearty wasp
#

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

misty basin
#

Where in the world did you get that?

hearty wasp
#

idk some random space station

#

I use GMSoGMD so I get only SoM ships

narrow linden
#

Can someone give me a modded sea creature like a shark plz

indigo leaf
#

Is it possible to remove missions from your log with a save editor? Or multi tools?

icy slate
#

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"

vale iron
icy slate
#

okay. thanks

#

Theres a LUA file too. what do i do with that?

vale iron
icy slate
#

okay. i just tried to move the pak, but it isnt working

night adder
#

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.

elder wagon
#

Is using a save editor against tos in nms?

vale iron
vale iron
elder wagon
#

Cool

hardy plume
#

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

mystic arrow
#

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?

steel crypt
# night adder Question, does anyone know how many threads NMS uses to run? A friend heard it r...

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

night adder
#

@steel crypt Very much obliged, the in-depth answer is more than I had hoped for. :)

steel crypt
#

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.

night adder
#

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.

sick willow
#

Yet to have seen Star Wars ships be posted here

vale iron
sick willow
#

Id want to make my model a bountyhunter like Jango Fett or Cad Bane and get a Razor Crest

#

That would be very awesome

hearty wasp
#

I prefer the variety that we have right now

hushed bobcat
#

if i want to disable mods, do i just have to rename the ENABLEMODS file back to DISABLEMODS?

hearty wasp
#

ye

gritty coral
#

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?

lime mesa
#

Has someone made a mod to build base building Refineries in Freighters again?

gritty anvil
#

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.

vale iron
vale iron
merry wasp
merry wasp
gritty anvil
#

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?

hearty wasp
#

no

#

you just don't

vale iron
#

You can't merge two PAKs

hearty wasp
#

you yeet one of them

gritty anvil
#

i swear i read about these two being used together

#

but i can't recall where

vale iron
#

They may still work together, or did you check the Lua repository for a LUA?

gritty anvil
#

I checked the individual nexus pages

vale iron
#

Some mods can conflict but still work together

gritty anvil
#

ooooo interesting

gritty coral
#

Hmmm, I tried one and it crashed. I'll check around for another mod.

hearty wasp
gritty coral
#

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.

vale iron
#

Just use the save editor to unlearn 3 words

gritty coral
#

Everywhere I go, everything's learned

vale iron
#

There's a box in GoatFungus's save editor, I think in Discoveries, for words learned. Just uncheck some boxes

gritty coral
#

I was pondering doing that, yeah

lime mesa
vale iron
fluid solstice
#

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.

lime mesa
hearty wasp
lime mesa
#

Yes. Mind you, they do show up; it behaves as if I already had them placed down.

woven falcon
#

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..

hearty wasp
#

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

woven falcon
woven falcon
#

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?

hearty wasp
#

then you may want to try moving your freighter around and see if it persists

#

could be a bound hull thing

lime mesa
#

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?

pulsar pike
#

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

fluid solstice
#

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).

lime mesa
#

thank you so much you just covered every question i had

#

thank you ❤️

fluid solstice
#

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.

woven falcon
hearty wasp
#

Then you just gotta tell HG about it

woven falcon
#

Aye

manic tiger
#

You can only mod your game if you're on Steam right ?

hearty wasp
#

you can mod GoG copies

#

you can mod the "special free from the internet" edition as well

fluid solstice
#

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.

pulsar pike
simple mango
#

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

opal urchin
vale iron
spiral falcon
#

I personally recommend goatfungus, I will say that my discoveries tab and account tab is a wee bit broken tho rn

lime mesa
#

Is there a mod that removes clutter from planets? (Rocks/plants that aren't scannable for one)

unique crest
#

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

flat bridge
#

Is there any current mod that fixes this problem with asteroids?

rapid sandal
# unique crest anyone know what setting too look for the ground clearance that pushes you up wh...

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.

unique crest
#

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

gritty anvil
#

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?

rapid sandal
lime mesa
#

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...

steel crypt
# unique crest also my other question... anyway to edit ocean depth ? i've noticed about 117 is...

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.

gritty anvil
#

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

gritty magnet
unique crest
unique crest
#

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.

raven imp
#

Generally just looking to install some cool graphics/quality of life mods, any suggestions?

spiral falcon
#

^

steel crypt
#

DUD’S SKY and DUD’S SKY - COLORS on Nexus mods. Would give link but on phone. 👍

raven imp
#

with ** * Graphics Mods * **

spiral falcon
raven imp
#

Okay now where do I put the mods in the files lol

spiral falcon
#

im trying to remember the full path rn

#

but u gotta rename/remove the DISABLEMODS.txt

pulsar pike
#

make a folder in PCBANKS called "mods". THEN put your mods in there

spiral falcon
#

^ sometimes theres a folder already

vale iron
fluid solstice
#

I wonder why there is one fake folder of "mods" in another directory. 🤔

vale iron
#

Yes, in GAMEDATA

unique crest
#

@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.

raven imp
#

into the mods file

raven imp
vale iron
keen atlas
#

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

vale iron
#

If you're on PC, use a mod that reduces the timer. I don't think you can do it for them, though

round sinew
#

@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?

magic lava
vale iron
#

I see the line and the arrows but don't see the issue

round sinew
#

if you move around with the camera in photo mode

#

you can tell that there's positions where the green glow will sorta create a distinctive boundary between the darker colors in the background

#

and the brighter green