#nms-modding
1 messages · Page 10 of 1
some people have issue with that
A compilation of all Exocrafts Models that i have already created for Atlas rises.
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spacesh...
i found the date i officially started modding :
11 april. 2017
i released a mods pack with selection of the mods of the date and an icon mod from me.
was one day before "Community Overhaul" release 😉 , for the archive
This mods pack is for PAthfinder, the new mods pack for Atlas Rises is "Space Adventures Update" mods pack at http://www.nexusmods.com/nomanssky/mods/442?
Do I have a twitter account ? the awnser is there https://twitte...
if someone copy all your ideas , send you dm to stop updating your mods, never say" leave me alone", thats the lesson i ve learned
when i say copy ALL , it s at a point that it looks pathologic, to give you an idea. Like the guy wants to steal your identity and push your dead body in the water
( but i have good survivor instinct )
some people see kindness as weakness. But kindness is like a muscle, the more you make it having hardtime, the stronger it gets. I am at super-hero kindness level right now. And the super vilain is finally exposed. ok i go to bed, i am totally out of subject
funny video of the worst day of my life in NMS ( unmodded Fondation footage )
https://youtu.be/od2u2BmnwGs
No man's sky's survival mode always reminds me movie moments.
Do I have a twitter account ? the awnser is there https://twitter.com/_redmas
--------------------------------------------------------------------------------...
( thats a good analogy of my time modding the game )
((btw i am not saying it s representative of all modders experience, i think i just was very unlucky to be the target of someone wanting to steal my life ))
- just to give the context why i only show up now . -
i would be glad to say dont worry this guy is in jail, but it s not the case - at all
my only defence is to wait that things becomes more and more obvious.
but my mental health depends on my capacity of not caring about everything that happened
i had to educate my mind to dont consider anyone can do it again to me - or that it is not him again in disguise when i talk to someone.
which made me look like a savage for a long time 😅
my ideas stollen , anything i declared, copyied ( that's the most creepy part tbh ) humiliated with false rumors, etc.
i never thought someone could be so cruel before.
now i know 🫂
The one benefit of the ball ships with the messed up trail is that they are done by save editing, so they sync in multiplayer. Of course the messed up trail does, too, but that's the price
@vale iron those mods are what I meant with Better colors
Yeah, gGame has that too
The better scan colors part
I will take a look, thanks for letting me know
No problem. I recently updated it to speed up scanning on all difficulties, but haven't uploaded that yet
Any suggestions for any QOL mods? Never knew there was any, so this is all new to me.
Lo2k is good for QoL mods. I have a few, but tend to focus on other stuff. I'll get you links
There are many other QoL mods, though, of course. Just sort by last updated and check the update dates. QoL mods tend to need to be updated for every release.
Redmas has been posting a lot of mods lately and I'm sure those have QoL stuff in them, but I think they tend to be more complete overhaul, but I could be wrong. Redmas can correct me and link to QoL stuff if so
I confirm Lok2 has some really nice QoL mods
Thank you! 🙂
Other than that, there is a mod to get rid of initial splash screens (with HG and Havoc logos)
And a mod that adds the Waypoint title to the initial loading screen, very nice eye candy
Get rid of splash screens?! I'll sue
Here be my modlist
The skip logos mod is old, but it still works
Skip Intro Logos (Updated for Waypoint)
Oh yes and No Notifications
Cause fuck them diamond icons on tabs names
It didn't need an update, not sure why they 'updated for waypoint' 🙂
Who tf needs that
ah ok , was wondering what was the story behind them, cause i ve seen them on vanilla chanels
if you mange to keep the engine part, it will fix the trail
you can only keep the short engine, for example
"Engine A" ones
Link : https://www.nexusmods.com/nomanssky/mods/2414
Mod Author: REDMAS
Mod Project: REDMAS GAME OVERHAUL
Music : VNV Nation - Teleconnect pt1 & 2
FEATURES :
Redmas Interactive objects:
- Farm more easily from your bases and spacestations :
o Plants pot decorations Generates Sodium, Salt, Carbone, or Oxygen.
o Fan Ventilation generates oxygene ...
Redmas Interactive objects:
- Farm more easily from your bases and spacestations :
o Plants pot decorations Generates Sodium, Salt, Carbone, or Oxygen.
o Fan Ventilation generates oxygene .
o Collect All ferrite substances in Large Flat Crates.
o Collect Silver, Copper, Platine & more in Cubic Crates.
o Collect Chromatic Metal, Ionised Cobalt,Nanites and more in Freighters Hangars & Space stations Crates.
o Collect Chlore on sea plants Decorations
- Quality of life:
o Talking to Freighters crew will help you develop language learning and race standing levels.
o You can acces the Piligrim geobay from the freighter hangar
o You have access to system market from the freighter hangar
o You have access to a Nexus type portal from the freighter hangar
o You have access to spaceships customisation from the freighter hangar
o Scan environement from anywhere ( freighters or bases ). Large Computer Desks are signal scanners.
o Customise character skin from anywhere ( freighters or bases ). Lockers & Draws open character customization.
o Save from anywhere. Beds & Light Tables are save points. ( /!\ dont save while freighters derelic missions, you are not meant to do it /!\ )
o Upgrade your suit from your base. Roof Monitors open upgrade suit interface. (same costs that on space stations - this is only to avoid the travel).
o Weaponrack allows to buy infinitly new multitools (the seed depends on the weaponrack ‘s location).
o Tradingposts have savepoints, char customisations stations, portals, & depending on system race : Spaceship customisation, suit upgrades or weapon shops.
- Missions overhaul ( this will change the context of the mission - not the mission itself ):
o Start or end missions from your Settlement. Talking to settlements people will give you missions prompt
o Start or end missions from your Base. Screen monitors decorations open NPC's missions' interface.
o Start or end missions from Freighters Base. Freighters'screens in corridors will give you missions prompt
o Start or end missions from Freighters hangars. You have a missions terminal inside the freighter hangar ( small monitordesk )
o Start or end missions from Trading posts. You have a missions terminals inside trading posts ( small monitordesk )
o Start or end NEXUS missions from Freighters hangars. You have a Nexus missions terminal inside the freighter hangar ( small monitordesk )
o Start or end NEXUS missions from Player Bases. Terminal monitors decoration open NEXUS MISSIONS interface.
o Start or end NEXUS missions from TRADINGPOSTS. You have a Nexus missions terminal inside tradingposts ( small monitordesk )
- Dragonfly, Redmas New Customisable Exocraft:
- Trading post have another exocraft that you can borrow and customise.
- Cockpit is dynamicly customisable with the geobay ( shapes and colors )
- Dragon fly is un unused exocraft similar to the nomad ( the model is custom made by me. I recommand Redmas Super vehicles with aside this mod )
Redmas More bodyshapes options :
- Customize stations have more inbetween body shapes options ( visible by multiplayer encounters, and persistent in your saves. ( 4 in vanilla / 20 in the mod )
Redmas Building overhaul :
This will give advanced building possibilities ( all the changes where made case by case ( which prevents you from doing things that are messy for the game ))
Note that those built changes will persist in your save when you remove the mod or are visible by vanilla players.
o can build underwater structures, above water
o Can add more decoration and wood, concrete, metal walls, doors, floors and windows to freighters bases ( I've filtered the ones that will bug your base if u place them ))
o Can place decorations on settlements ( interiors and exteriors ) ( once u learned them ) ( you can also place them anywhere on worlds without a base ( as a side effect )
o [OPTIONAL] Free power : Electromagnetic generators gives power wherever you place them
o Exteriors standing lights are auto powered ( this change was made for decorating your settlement )
o You can put Exocrafts geobays in your inventories
o You can put power generators, batteries, and health stations in your inventories
o You can resize more things ( i ve filters the ones that will made you bug your game )
@vast gyro
you can customise what they are changing ( they are all in lua script and categorized under optional features that you can disable )
["GAMEPLAY_FEATURES"] =
{
["GAMEPLAY_OVERHAUL"] = "ON",
["QOL_FEATURES"] =
{
["ADVANCED_BODY_SHAPES_FEATURE"] = "ON",
["MINING_SPEED"] = "2", -- 2 to 10 (10 = REDMAS INSTANT MINING mod)
["NEW_INTERACTIONS_FEATURE"] = "ON",
["ADVANCED_BUILDS_FEATURE"] = "ON",
["FREE_POWER_ON_EM_GENERATORS"] = "ON",
},
( temporary interface btw )
but i am not gonna lie, i am in resting phase during this christmas time
actually, i just realised thoses ones are QOL too :
- All hyperdrives range x 10- WarpCells multi-usage ( x5 )- Reduced launch cost ( 10 times less demanding )- bigger tanks for all jetpacks ( mech included )( the S tank upgrade is an
Link : https://www.nexusmods.com/nomanssky/mods/2381
Features :
Note : this mod doesn't increase jetpack tanks ( this will be in another mod that i release )
- Walk animation as default ( optional version of the mod )
- Jetpack precise controls
- Shield gives unlimited sprint
- Longer steath use
- Faster underwater jetpack
- Fast Swiming
- Fast ...
yeah,i know, i feel you... i annoyingly always have a 10 minutes minimum length new video that illustrate anything i say
i am sure i am annoying, but i have like years late ^^
Those look like good QoL options
#nms-modding message @vale iron
Hey does anyone know how to import freigter bases? I downloaded a freighter base and cant find out how to import that into my own freighter with save editor. I have a json file by the way
personnally i cant help with that , i am never using save editor ( to me it s too much risk to corupt your save )
i only how to do with with goatfungus but
you basically open your save file, Edit > Edit Raw JSON; on the tree on the left, select PlayerStateData, then scroll down till you find PersistentPlayerBases, and then you either want to search (ctrl+f) for FreighterBase or find the base by number on the tree.
once you figure this out, it's literally just copy pasting
starting from the top,
scrolling down, ending at where the next base begins
select all, paste new downloaded base
with RGOG you can do any menus and title that you want.
🎮https://www.nexusmods.com/nomanssky/mods/2578 🎮
Mod Author: REDMAS
Mod Project: REDMAS GAME OVERHAUL
REDMAS GAME OVERHAUL BUILDER is a .lua script that allows you to,
using AMUMSS created by Mjjstral,
generate one single powerfull .pak file,
with all the features that I've created for all the mods I've done
easy to param with your preferences,...
do all of these mods work on XB gamepass version on PC, or just steam?
as long as you can create the mods folder i think. i am only using steam though, so i might be wrong
@vast gyro
How do you install mods on no man's sky Xbox game pass?
Installing Mods
Browse to No Man's Sky\GAMEDATA\PCBANKS.
Delete or rename the DISABLEMODS. TXT file.
Create a folder named MODS.
Place mod . ... ( .pak files )
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the selection of saved games.
MODS WHERE IT IS USED :
EUPHORIA https://www.nexusmods.com/nomanssky/mods/2585
NMS FANTASY https://www.nexusmods.com/nomanssky/mods/2590
NMS FANTASY 2.0 https://www.nexusmods.com/nomanssky/mods/2594
SCI FI FANTASY https://www.nexusmods.com/nomanssky/mods/2593
NMS FANTASY ORIGINS https://www.nexusmods.com/nomanssky/mods/2592
FANTASY SYNTHESIS htt...
Download link for free version :
- Nexus Mods: https://www.nexusmods.com/nomanssky/mods/2206
- Patreon https://www.patreon.com/NMS_FANTASY
Download link for premium version :
INSTAGRAM : https://www.instagram.com/fantasy_nms_modding/
Modding Community : https://discord.gg/vtvSWV8q4S
#NoMansSkyFa...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
Music :
Muse - Supermassive Black Hole Beatbox Cover // THePETEBOX
https://youtu.be/hUb3fDowymI
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets,...
This is a sneakpeek of the upoming mods 4NEXT
Working on a new procedural spaceship generation, more vehicules, more biomes.
Music : VNV NATION - Chrome
This video showcases the new adds in version 1.7 and some core elements of the "Space Adventures" mod.
Space Adventures is a modular mod, combining all the mods that i did for Atlas Rises ( My mods : https://www.nexusmods.com/nomanssky/users/44146502?tab=user+files ) + some mods from LO2K and JJHOOKAH awesome modders, with their kind participat...
Music: Led Zeppelin - Immigrant Song
What kind of mods does PC have???
every type 😉
i am doing full game revision mods
but you have very specific ones touching every aspects
you have ( but i might be non exhaustive ) :
- visuals mods
- generation mods
- gameplay mods
- bonus unlockers mods
- Colors mods
- base buildings mods
for example for ship mods u have :
- mods changing their colors, or textures
- mods changing how you control them
- mods adding new variations to them
- mods importing spaceships from other franchises
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
thats a visual overhaul i am doing, but you can have ones changing more particular things
You can import ships from other games???
like water effects or clouds
That’s sick!
yeah, well they are pre-imported for you
So anyone can mod?
yes, you only have to create a mods folder
I’m assuming there are YouTube tutorials for that?
Installing Mods:
Browse to No Man's Sky\GAMEDATA\PCBANKS.
Delete or rename the DISABLEMODS. TXT file.
Create a folder named MODS.
Place mod . ... ( .pak files )
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the selection of saved games.
since i do lot of diferent mods i show you my work, you will get a better idea
Okay cool!
i have a lot , but i am modding since 5 years lol
Oh nice
you can tweak it as well
👍🏼
So if I import a ship
Will other people be able to see it too? Like in multiplayer?
nah, only few mods can be visible without the others players having the mods. Basicaly, only mods unlocking vanilla content, or base building mods
https://youtu.be/D3WfZC0ona4 you have in this video several variations that you can do with my Mod editor
MODS WHERE IT IS USED :
EUPHORIA https://www.nexusmods.com/nomanssky/mods/2585
NMS FANTASY https://www.nexusmods.com/nomanssky/mods/2590
NMS FANTASY 2.0 https://www.nexusmods.com/nomanssky/mods/2594
SCI FI FANTASY https://www.nexusmods.com/nomanssky/mods/2593
NMS FANTASY ORIGINS https://www.nexusmods.com/nomanssky/mods/2592
FANTASY SYNTHESIS htt...
yes ^^
gameplay mods too
like if you have infinite jetpack they will notice it
Oh I can have infinite jet pack?
you have camera tweaks mods too, which i am not sure which category it is
Are mods like cheats lol like if I want the best multi tool and ship I can just mod it??
be careful anyone playing with this tweak cant return to vanilla lol https://www.nexusmods.com/nomanssky/mods/2381
- people often says they cant return to vanilla - i can't too
Link : https://www.nexusmods.com/nomanssky/mods/2381
Features :
Note : this mod doesn't increase jetpack tanks ( this will be in another mod that i release )
- Walk animation as default ( optional version of the mod )
- Jetpack precise controls
- Shield gives unlimited sprint
- Longer steath use
- Faster underwater jetpack
- Fast Swiming
- Fast ...
i think so
i am not much into cheats mods, i do some but i try to balance it
but theres a lot that exists
Gotcha
that one should be the kind of what you where thinking of
🙏🏼
@untold current i know which video i should you https://www.youtube.com/watch?v=Fpzhp60AtJ0
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...

So I downloaded the ship mod but it won’t let me summon any ships
What do you mean it won't let you? You installed both the custom ships mod and the ship summoner mod?
@untold current
Yea and I went to summon and there weren’t ANY ships I could summon
Nothing in the emote menu?
Nothing
Do you get a warning when you launch the game about mods?
Yup
Could you post a screenshot of the PCBANKS\MODS folder, please?
My best guess is a mod conflict. First, pick either the C or the S summoner. Both won't load. Second, move the ship maker and s-class mania mods to a subfolder for now to see if it works
subfolder how
Just make a folder inside MODS called DISABLED or something like that and move the PAK files there
So you have only the custom ships and one of the summoner paks in the MODS folder
well so actually the ship summoner and s-class mania wouldnt work either
ive tried both seperately and nothing has worked
i tried the ship summoner and when it didnt work i deleted it and got the s class mania and then that one didnt work as well
With the god tier ship maker installed? I have no idea what that modifies, so it might be conflicting. It would be odd for it to block the emotes from appearing, though
i tried it without the god tier mod
Try moving everything but one of the summoners to a sub-folder and see if you get emotes
The emotes will all summon a golden vector, but I'm curious if it works
I'll post a screenshot how it should look
👍🏼
jsut saw that one, was funny but also very good / clever choice
Thanks! Doesn't fit NMS feel, but it's fun
so im on xbox game pass im not sure if that makes a difference
It should work on that as well
if its because of that, i am depressed
Should get a bunch of star icons under the gestures submenu in game, like this
The subfolder thing worked!
Ok, so now you can put the custom ships mod back in and those two should work, then we have to figure out what the conflict is
I'm looking up those other two mods to see what they are modifying
Be aware, when you first summon a ship, it will look all chrome. That's a recent bug I don't know how to fix. If you accept the ship, save, and reload, it goes away
👌🏼
all chrome - a bug ? that sounds how they should look like
Heh, it does look kind of neat, but definitely not intended
I accidentally create that effect, trying to do the E3 paintshops on spaceships. But i think it looks even better :D
Do I have a twitter account ? the awnser is there https://twitter.com/_redmas
-------------------------...
omg at a moment when you watch the video u can lose an eye
Yeah, ships should be more metallic looking
hah, yeah, I see the flash you were talking about
you can also notice some ships designs that i didnt kept
and the reason why.
Hi, i am the jukebox of that channel

joke aside it makes me happy to share the videos that i did / rediscovering old ones that i ve forgot
Anyone know if it's possible to install mods on the steam deck in desktop mode
as long as u can create a mods folder you are good i think
@magic lava is there a command for a "installing mods" reminder ? and if not, can we do one with that :
Installing Mods:
Browse to No Man's Sky\GAMEDATA\PCBANKS.
Delete or rename the DISABLEMODS. TXT file.
Create a folder named MODS.
Place mod . ... ( .pak files )
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the selection of saved games.
So it's basically like installing them on PC
yes, it should work
Yeah it's the same as on PC
Installing Mods:
Browse to No Man's Sky\GAMEDATA\PCBANKS. (run !faq-settingsfiles to locate if needed)
Delete or rename the DISABLEMODS.TXT file. (Recreating it will disable all mods)
Create a folder named MODS.
Place mod . ... ( .pak files )
Do not place anything in GAMEDATA\MODS - the path should be GAMEDATA\PCBANKS\MODS
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the main menu.
👀 why ?
People kept installing there
i understand, what i dont understand is why that fake folder exists ( i always though i keep creating it by accident )
ok ok 😄
Redmas Game Overhaul Generator Allows to generate very different game overhauls,
the one shown in the videos are just few examples inspired by my previous mods.
Links :
EUPHORIA https://www.nexusmods.com/nomanssky/mods/2585
NMS FANTASY https://www.nexusmods.com/nomanssky/mods/2590
NMS FANTASY 2.0 https://www.nexusmods.com/nomanssky/mods/2594
SCI...
HG added it maybe a year ago with no obvious purpose other than to confuse new mod users
🎮https://www.nexusmods.com/nomanssky/mods/2585 🎮
Music:
🎵 Running Up That Hill x STRANGER THINGS - SAMUEL KIM MUSIC🎵
🎵 Overload - remix🎵
🎵 The Last Stand - Evil Dog🎵
🎵 EUPHORIA - MUSE 🎵
Discord : https://discord.gg/UPumAssAph
INSTAGRAM : https://www.instagram.com/fantasy_nms_modding/
Modding Community : https://discord.gg/vtvSWV8q4S
#NoMansSkyF...
dam that video reminds me i have tons of things to debug with current version 
( i dont think current version is as good as that video - i had to disable some features later on for debug - and some tweaks that i did later arent as good . - It goes so fast to ruin a generation mod - that's the most stressful job ( when you are happy with the generation ) :D)
like the floating rocks used to look better, cant manage to find the exact same effect again
they looked better there
https://www.youtube.com/watch?v=Xf4pbBRyCFY
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
was not on the same version of NMS which can have a role in the balance ( but i dont think it s the case for that example )
thats the current version ( i am still happy with it )
https://www.youtube.com/watch?v=kbZtzs5PzQI
RGOG https://www.nexusmods.com/nomanssky/mods/2578
EUPHORIA https://www.nexusmods.com/nomanssky/mods/2585
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
@sacred frigate sorry for the random ping but I'm interested in knowing how things like powerlines are save in the json in terms of their coordinates. I'm currently assuming that Position is the starting position and At is the other end, am I guessing correctly or am I way off
@hearty wasp The power cables follow the same rules as other base parts but you need to take special attention to the transform scale values.
In regular base parts, Position is their location in the world. At is the vector in which they are facing forwards, Up is the vector in which they are facing upwards. All these values can be plugged into a transform matrix which represents the complete position, rotation and scale of an object. To scale these parts reliably the magnitude of the Up and At vectors need to be the same. e.g default scale the magnitudes = 1. If you double the scale, the magnitudes = 2. etc... If the magnitudes don't match across both vectors then you get some weird skewy results.
For cable parts - Position is the same (you're correct there). But HG have set up some kind of rules for the scale values for cables to work properly. What I've figured is that if you think of the scale of their transform in their component X, Y and Z values... the X needs to equal the distance between the start and end points, the Y needs to equal HALF of this distance, and the Z is just 1.0. If you extract the Up and At values from this matrix then you get the correct values.
To represent this in my app I'm actually not representing cables in their mathematical representation, otherwise you would get some weird non-uniform scale appearance appearing along the Y axis of the cable.
Hope that makes sense... the more I wrote it out the more I confused myself lol
aight so if I'm understanding correctly, it's a combination of Up and At and they basically represent the direction and distance from Position, they are then calculated in a matrix to get the end point
I'm asking this because there exist a glitch that I think is abusing this mechanic and applying the end point as an ordinary base object after Position is set as the powerline @sacred frigate
and the Up and At values differ from what you've described for powerlines
and also they are not scaled in any way
A glitch in the game you mean? Or the app I made?
start points and end points don't physically exist in the game. Cables are base parts at the end of the day, and their length is determined by those vectors yes
in the game, I'll link a vid
anyway thanks for the explanation! gonna try to translate all this visually on a 16-year old level
ah a glitch building thing
well I suspect what you're building after all that are standard base parts, so the vectors would just be the typical ones for normal base parts, not cables
those flat panel objects aren't scaled I assume? So their vectors would be normalized to 1
they are not scaled, but I've found that the object in question would always face away from the cable's starting point
here's one of the objects
and you can see here that the objects always face away from where the first powerline plug is placed (the red thing in the middle)
interesting
I'm wondering if the maths actually adds up so that in game it results in a non-scaled item
I'm not gonna pretend I know how to calculate that but it'd be interesting to know
but the thing is the powerline plugs never are scaled
I'm guessing that it's the same for these objects because they are essentially behaving like the plug
Yea I see what you mean
it must be placing those objects thinking that they are still plugs
ye
this happens with all stretchable objects btw
this is an unused object with the center pillar coloured the same way
plugs get coloured like this as well
Ah cool, so parts can be flagged as stretchable or not. For cables it make sense, and will use the vector to appropriately scale it, for non-stretchable parts it probably normalizes the values at runtime or something
nice to know
thanks for the help, it helped streamline my explanation of the glitch a lot lol
well the strechable thing was an assumption based on your pic there lol. What I suspect might be happening is that the maths some how lines up aslong as those vectors align properly no matter what base part, but I would need to do some experiments to properly validate that. But yea the fact that the data is coming out the same a cable plug is amusing lol
well the wall itself is a scene that repeats itself
it scales to a point and then basically splits
I'd wager the cables do the same thing
what part ID is that wall? Is that in vanilla game?
prolly most observable in the cargo lines
it only has a part name
gimme sec to dig it up
I've not seen it before, so would like to try it, and also see what happens if I swap the ID with one of the more common walls like timber or whatever
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BASICPARTS\STRETCH_WALL_PLACEMENT.SCENE.MBIN
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BASICPARTS\MESHES\STONE\STRETCH_WALLB.SCENE.MBIN
again, it only has a BASEBUILDINGPARTSTABLE entry so you'd need to mod it in to be able to build it
I can whip one up for you real quick if you have a min
I still have the snippet for it
Nah it's cool, I don't actually have the time and I should be packing for holidays tomorrow lol
lol aight
Cool to see these stretchable parts though beyond the cables - I can imagine HG might have tried this out with curve placement things so you could make bendy walls and such
that'd be cool ngl
@uneven basin ❤️
https://youtu.be/Iq4SSqwKZ7w ( thats an old mod )
you can use it as background, by using RGOG ( my mod editor ) , if you are interrested
but the most interresting part is that you can easily use any images you want
by adding your images there
and call it here
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly editable at your own taste.
From very simple features...
has any work been done on creating planet maps?
they are more or less a feature in game, at least there s not much more than can be done
oh, you mean like the gta-radar on the bottom corner ?
@vale iron does your gbase mod that eliminates collision for building stuff make it so I will never get the message "cant build, too close to starship":
No, unfortunately. That's some weird bug with cables. I don't know how to get around that
I think it scales with the length of the cable. I've had it give me that at huge distances from my ship on long cables
oh wow hmm
so if you stop it and make a connection maybe it goes back down some
cant do that with a teleporter cable unfortunately
I'll look around and see if I can find anything related to that behavior
possible to increase the max distance for short range teleporters?
i think they're only like 100u
Yeah, it's just the cable distance limit. gBase boundary should up it to 1k I think? Let me look
4000
So you can go from one end of a base to the other in a 2k radius base
Default is 200u
yeah i can never seems to make em 200 but that's great
@vale iron I notice that when I return via teleporter terminus dunno about flying there through warp/pulse etc, that the base distance often is constricted back down to 50 w/your mod and I've gotta save and reload to open it back up
any known way around that
That's a vanilla bug and no known way around it, unfortunately.
no devs around here (or if there are, they do not identify themselves as such). we're just players like you
its a joke
yep, just making sure the volunteer nature of the server is clear, some folks think the devs monitor all the goings on or take requests, etc
lol
No one busted me yet , pheeeeew
you're busted, ive busted you
fix all the bugs
hiding in a freaking cave I made underwater while using the build camera to set up some mineral extractors above the water because the freaking sentinels are shoot on sight and also I disabled them already and they just come back in a couple minutes
You havent played on pathfinder, they could attack uou while you were reading the monolith
oh a super heated rainstorm and suddenly the sentinels don't want to be around to play anymore
wusses
@ember spire https://youtu.be/1nTy7u2iaiE
A lot of survival hard time in this one. Get killed while exploring a monolyth and respawn 20 min away from the exo-craft.
Do I have a twitter account ? the awnser is there https://twitter.com/_redmas
------------------...
( stay till the end )
( or skip to the end )
( that was heavily modded - but that was a vanilla issue that got fixed later )
oh , now that i ve seen back the video, it was the combo: " you cant cancel the monolith menu + sentinels can attack you meanwhile"
joke aside contact !hellogames
!hellogames
to view, enable Link Preview 
📥 NMS Reports 
• How to report a bug »
• Submit a bug or suggestion »
• List all your requests » (requires login)
• Run !Faq-SaveFiles for game file info.
Other Links 
• Technical NMS Inquiries
• General NMS Inquiries
• Contact Hello Games »
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
@silent pivot that what you were looking for ^
Does anyone know a good reshade mod or textures
Alr
but don't get your hopes up
Ima look it up
For..
What?
The sentinels are just aggressive on that planet is all...thought I said that in the other channel oops
Gumsk — Aujourd’hui à 11:50
That's a vanilla bug and no known way around it, unfortunately.
The sentinels not reappearing?
I mean not stopping?
I wasn't worried or complaining about it actually had meant to put it in regular channel, was just laughing about it the lengths I was going to
anyway, if you dont have a bug it s better
Afaik I didn't but 😂🤷
You replied to me! 😂
It's ok just mine some rocks
And everything gonna be okay
u r drunk, right?
No
you party a bit early lol
You pinged me fr
Said I should contact hellogames cuz you thought I was saying something about a bug
😂
that s what we are all supossed to do, cause complaining in a random discord channel will never fix it.
trying to show the good example here
Ok
It seems a bit pushy ngl
If it's like that
Sometimes people are just enjoying the game, and forget which channel they're typing into
does anyone know if the gship custom ships mod is updated to the latest version? because i downloaded it and there's not even one custom ship
did you read the description ?
thanks lol
rtfm 🙂
anyone knows why every custom ship look like this? no texture at all
close the game and start it up again a few times
k
still white, it's the 10th time i restarted the game, is it normal?
another ship?
ye
nothing, i checked one by one
all white
i'll try to reinstall the mod
yeah do that
and by reinstall you should remove it, run the game, and then install it again
just did like you wrote...nothing
the game doesn't want me to get custom ships lol
everything gShip uses are either vanilla or packed in so it should just load
usually white means the material can't find the texture
i read the forum on the page mod, and actually it's a known bug, and the mod author doesn't know how to fix it, but fortunately if you select the ship and reload, it load the texture of that specific ship
messed up but ok since i only want the tardis lol
gumsk "doesn't know" how to fix it because it's not up to him to fix
the game not loading a texture is not really his fault
i simply read "i don't know how to fix this" and i wrote his answer to the problem here
and I'm simply explaining it in deeper terms lol
@ghttps://www.youtube.com/watch?v=aEBDVUnPR88
MODS WHERE IT IS USED :
EUPHORIA https://www.nexusmods.com/nomanssky/mods/2585
NMS FANTASY https://www.nexusmods.com/nomanssky/mods/2590
NMS FANTASY 2.0 https://www.nexusmods.com/nomanssky/mods/2594
SCI FI FANTASY https://www.nexusmods.com/nomanssky/mods/2593
NMS FANTASY ORIGINS https://www.nexusmods.com/nomanssky/mods/2592
FANTASY SYNTHESIS htt...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
SCI FI FANTASY https://www.nexusmods.com/nomanssky/mods/2593
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generat...
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
Does this work with better planet generator
?
it s not meant to, it s just another generation mod
though if you are familiar with aMUMSS you can try to merge them
all my mods are entirely generated from a single lua script
then place the mod you want to merge here :
and generate the mod again ( you can update my mods for any vanilla updates by yourself ( thought i might update the RGOG engine sometimes ))
your generated mods are in that location
RGOG https://www.nexusmods.com/nomanssky/mods/2578
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, generation of planets, space, spaceships.
But every thing is higly e...
🎮https://www.nexusmods.com/nomanssky/mods/2578 🎮
Mod Author: REDMAS
Mod Project: REDMAS GAME OVERHAUL
REDMAS GAME OVERHAUL BUILDER is a .lua script that allows you to,
using AMUMSS created by Mjjstral,
generate one single powerfull .pak file,
with all the features that I've created for all the mods I've done
easy to param with your preferences,...
( @wild matrix )
👍
I think I merged
Also good job man I downloaded most of your mods and they are amazing
👌
Lovely mod, well done ! Brings ship hunting to a new level without being too cheaty or breaking something
the kind of mods i like 🙂
i dont like when it s too cheaty, you lose interrest in playing too quickly
[MUSIC] Zombie Hyperdrive - Red Eyes ( No Man's Sky - Pathfinder 1.24)
Do I have a twitter account ? the awnser is there https://twitter.com/_redmas
----------------------------------------------------------------------...
Most of my mods have some sort of balance, some are 'make my life easier mods'
So I'm reading the AMUMSS instructions, and it seems that I can just put .pak-only mods into the ModScript folder too, and it will merge the scripts into the paks if necessary? With conflicting .paks of course overwriting each other because it doesn't try to diff them or anything.
it will apply lua scripts onto the mod pak's contents if there are conflicting files inside that pak, instead of vanilla game files
Cool
I'm honestly kinda wondering why there's no tool to automatically extract diffs between mod pak MBINs and vanilla files, and try to merge them that way. You could get merge conflicts, sure, but would that pop up often?
because the complexity of the files makes it nigh impossible
and when they get changed every update it is pointless
AMUMSS makes mods update proof on top of mergeable
So sounds like a ton of potential for merge conflicts
AMUMSS and LUA is nice, for sure. It's just disappointing that it's not the standard, that people still just publish paks
people who makes luas are potentially learning 2 new languages
it can be a substantially high enough bar for some
Fair enough, can't ask too much for free effort 😅
Would be nice if every game supported changes at the property level like Skyrim or Fallout
that we agree
@round sinew you use AMUMSS?
sorta migrating over into nms mod builder, but i've not used it a whole lot to actually write mods yet
ah ok
i just wanted to hear some feedback on my how to AMUMSS
but if you don't use then i'll leave you alone 😄
been sitting on that pdf for weeks
if not months
Updated with V2
https://www.nexusmods.com/nomanssky/mods/2625
Guys
What does these numbers mean in save editor? (Ship)
Are those seeds or smh
What will happen if i will just max it out
@flat moth Those are base stats, and you may wish to be somewhat careful adjusting those, as we have noticed the health and shield being able to bug out MultiPlayer when set too high a value for the Player
But yes, just the base multiplier values for the 'tech', before any modifiers (upgrades/modules) are applied
Understood
But can i increase damage or hyperdrive range by this?
Well, obviously i can, if there is a such option, but should i just write 100 in those, or i need specific number?
I am not sure on the 'valid' data range for those values, but yes, it would alter those stats and can be improved this way. You may have to just change it and see the result. I do believe damage might actually need to be a lower value to improve the result. Just be aware this changes your ship in this case to no longer be 'vanilla' and could ruin some of the fun you may have hunting for cool ships. As always, best advise I can give before using the editor, is making BACKUPS! That way you can mess up without issue.
!faq-savefiles
to view, enable Link Preview 
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Ok, thank you
i dont recommand to edit your save, It can cause errors, that Hello Games can't retrace if you report them
@flat moth
i dont recommand using mods in general
lol yes, mods are bad!
_>
(that's why I still prefer to call it ... magic 🪄 )
<_<
RGOG https://www.nexusmods.com/nomanssky/mods/2578
NMS FANTASY 2.0 https://www.nexusmods.com/nomanssky/mods/2594
Redmas Game Overhaul Generator Allows to generate very different game overhauls.
Containing every single mod that i ve created over 5 years of modding.
Mods changing visuals, gameplay, models, textures, behaviour of creatures, genera...
Nooo, more magic!
I am tinkering with my save file with the save editor and using it to try and tinker with my ship inventory to make all the slots supercharged slots for fun but when I go too ship inventory in the json editor part it doesn't show my current ship?
I don't know save stuff, but you might try this link if no one answers here first.
!creativehublink
They do a lot of save edit stuff
Oooh okay thank you
@civic wigeon

Hey, does anyone know if this is a legit site? Or are they hosting others mods without permission? I noticed a number of mods by Lo2k on here so just thought I’d check with you all. https://www.gamepressure.com/download.asp?ID=74530
idk but i dont see lo2k doing multiple hosting for his mods
Now that my mods are autogenerated i dont mind the multiple hosting though
It is not
There are a lot of sites that just copy and paste mod pages from bigger sites
I've seen another one while googling my own in the past
Just stick to Nexus if you value your computer
Yes i ve seen mine too. The only thing that is annoying me is that they are all deprecated mods without any maintenance or assistance
That s a good point , i havent thought
I'm curious is it possible to edit exosuit technology stats?
Sure, but be careful editing some of the main stats for exosuit, as changing values for Health or Shield is known to be able to bug multiplayer to stop functioning correctly. Make a backup of your saves before trying
Do you know how can I do it?
What editor are you using to begin with?
This one, https://github.com/goatfungus/NMSSaveEditor .
I mostly want to edit jetpack/movement tech module stats, since getting the stat combo I want and as high as I want are like winning a lottery.
Ok, so you can just alter the values on the left side when on the Exosuit tab. Then give it a try. usually a value increase would improve things, but in some cases it actually needs a lower value.
To further make changes, you can switch to the Technology slots of your Exosuit and give yourself various blueprints, modules. When you right-click on those you can check the details. For procedural ones you can change the ID value, which is basically altering the seed, giving different results. You will have to check those in-game. Useful for when you find a really good one with max values.
You can check the NMS Creative & Sharing Discord for posts about those.
Ah yes, that will require editing those ID values. You can not alter stats for it otherwise, unless you start using mods.
!creativehublink
So: When you are saying this:
Ok, so you can just alter the values on the left side when on the Exosuit tab. Then give it a try. usually a value increase would improve things, but in some cases it actually needs a lower value.
You mean this part:
So if I want to change a tech's stat I actually need to click item details of it and change its ID.
Correct, but as said, be careful with those, to not break MP
Which I can find ID in Creative Sharing Hub community.
And this is what I mean you can change to alter the stats for modules
I am sure some of those values have been shared in the Discord above. Check the appropriate channels there
Yep I'm checking and will ask there which ones are actually movement module seed numbers.
However I assume if I make small change ( like adding few carbons ), editor will create a backup save.
And in case something goes wrong, I can just use that save file to restore stuffs and change my corrupted save with previous one?
The save editors do make backups as well, but I personally prefer and recommend to at least make your own regular backup once.
!faq-savefiles
to view, enable Link Preview 
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
In Editor my main game's save file looks like Save and Save 2.
However in folderthose are 1 kb. There is no way those are my save
the ones that are not 1kb are your saves
I mean it can't be. There is no way
Ah now I see.
Found another nice QoL mod - https://www.nexusmods.com/nomanssky/mods/1784
I recommend to copy the full folder NMS or HelloGames, so it includes all files
I'll probably just do it to avoid whole drama.
Is Lo2k someone from here? If so, thank you for making these mods, I really appreciate small fixes like that
!moddinglink
they're in there for sure
It actually looks nice tbh. When I first noticed wallet animation it was a bit annoying.
Tried it, it is wonderful mod. Without being cheaty or breaking anything ( for now ). Let me choose different ships! Even Living Ships!
Which is kinda awesome to be honest. And you turn off units spending in store, you also don't pay anything so price tag doesn't matter.
Thank you, don't forget to endorse 🙂
Wait, did you create that mod?
Endorsed also. 👍
Yes
I see so V1 is more like choose to ship you want and v2 is a bit random. Hmm I'll try V1 version, let's see if my game can handle it.
Yes
I was wondering, why aren't mods available on the steam workshop?
Because they're available at nexusmods.
https://www.nexusmods.com/nomanssky/mods/
it is just weird, like on platform sounds more reasonable but sure
I will eventually try them
I mean not really, most of "Steam" games mods are on Nexusmods.
Plus No Man's Sky doesn't support Workshop.
May I ask something, I installed V1 but when I'm in a system I can only buy 1 of type ship ( there is literally only 1 available ).
Also Its class is random. And even tho I buy multiple of same thing, I see same ship.
Is this how V1 mod supposed to work?
Yes
steam workshop requires devs to turn it on
Well actually that's me (Vernass13) who you answered there.
I thought it has multiple tokens available in store.
I mean probably it would crash my pc.
I was just trying anyways. I backed up my save anyways.
But V2s version is more reliable than trying to list 100 pages of tokens.
Its the same effect as V1
In v1 i just moved them to optional products
I have a corrupted save file, is there any way I can fix it? I've been continuously referred to this channel
If I try to load it the game immediately freezes, I don't even get in the galaxy
What plattform ? Are you able to load the save with a saveeditor tool ?
I am on steam, I do not know what that is
there is actually a tool for this?
what can it do?
there are links to the commonly used save editors in pinned messages
or go to
!creativehublink
I am scared of messing something up
love how you are just talking about editing
sounds like saving a corrupted file is just
"ah let's boot up the editor and edit it" like it is a recipe or something
🌈
is it actually that easy?
Not even the save editor can open it
@rough bay Depends what you wanna do - the major editing programs have GUI set up for most things beginners want to edit, with failsafe code to prevent you from breaking stuff, so it's pretty easy to get started.
like I said I have a corrupted save file and I want to save it
Have you tried both the Auto and Restore save files?
yep, redownloaded entire game, verified files, tried both of those, prayed to any god with the server
(legit)
eh, it works 90% of the time so it's sorta the first thing that we tell people to do
it just sounds very unspecific and specific at the same time
Hey guys, this is kind of a long shot but wanted to check regardless. Does anyone know if there is a mod still available for the the Atlas Rises 1.38 version that allows you to call your ship after traveling by portal?
Not in 1.38
Hi, first time being here in the nms official server. I'm a modder/save editor and I heard this would be a good place to share my knowledge and help out where I can
oh you are not actually playing in this version
you can edit yourself to turn the portal check parameter off
GOOD THAT YOU ARRIVED
Ohh, good call. I have an older version of a save editor made for Atlas Rises. I'll give that a try. Thanks!
anyway what name does the save editor have at the top left of the window @rough bay
think it's called onothersideofportal or someshit, search for "portal" or somesuch and you'll prolly find it
i just closed it but it is this one
literally called save editor
let me try that nom nom one since you told me to use that
goatfungus has always been my preferred save editor, very easy to use
hmm, NMSSE usually is more versatile
I think I can change the voxel address in the json. I'll take a look. Thanks again. Sorry for interrupting!
oh yeah you can do that
then why did the other person tell me to do that
prolly easier to go back thru the portal to your original location before that tho
I asked "which one you using btw"
I was just making sure we're on the same page lol
but you should try NomNom just in case that can load your save
I am trying to get nomnom but I have to download another software for it and that software does not let me choose which drive to download on
why do I need that .NET software anyway
and why can I not choose a drive to download in 2022
.net is a framwork that a lotta software uses
sorry I am very annoyed by these
well I am surprised I don't have it then
If anyone would like to learn about any of these, please let me know and I'll share them around
do you have these featured in the creative and sharing hub?
I think I've shared a few of them there, but not all of them
nope
already tried
you know what
I am trying it again because this seems suspicious
when I tried loading that one up, I deleted the newer one, the autosave
and it still crashed
sorry I'm late to the party on this one, but what's gone wrong for you exactly? just game crashing continuously?
but I was also trying in offline mode because otherwise I couldn't choose it because steam cloud was interrupting
save's fucked
my game crashing on a specific save file
ah I see, what did you edit before it crashed?
if the corrupted save was uploaded to the cloud turning it on wouldn't've helped lol
it was originally turned on
but can you navigate me through a method to load the manual save
I am really confused now from the information overload
interesting.. do you think someone else could run some tests on your save files?
can you load the manual save in NomNom?
I'd be happy to
if you can, you should be able to just load it up and save it
that will update the last modified time and the game should recognize it
well it loaded
I am not 100% sure which version that is
I think that is your account data
I am sorry if I say something dumb but I have been trying to fix this since morning and I am really confused I am just not remembering what I did then
not the same as the specific save
wait let me send you the autosave version, the manual save version and the others too
kk
lol
the manual save is not marked as compatible, I can choose whether it is marked
that should be fine, I'll take a look
but both have the exclamation mark showing that they are not?
ah I see
thank you
run your backup4
software crashed
also what
sorry spoke too soon, hold on
I'm getting a Error parsing JSON: unexpected end of file here
the others unchanged?
yeah just give it a go, load up save4 on the save editor
what did you do
I thought you'd load the game up, sorry
but whatever you did I am trying
also I know it is just twenty hours but restarting now after I had so much progress and fun would really ruin the game for me, at least for a while
yeah I feel that
there're ways to fast track a lotta early game shit but you'd still need to do things again if the save is beyond repair lol
I AM IN THE SPACE LOADING SCREEN
cool
hmm, hold on don't get too excited
seems this was an expedition save 🙄
either that or it's mixed yours and my saves lol
😕
just see what happens when you load in
lol my bad, you can get rid of that if you like while I go back to working on yours
out of curiosity, what ship did it have
lol yep that's mine
it was S tier with full inventory but I don't remember the nameee
in your save editor, when you go to select a save file, what options do you have
yeah
ah I haev to reenter it again just a moment
did you send me all the files in that folder?
I didn't send you the ones that are of different saves
I think I sent everything else
this is what it originally lookes like
also I cannot enter this
it is originally ticked so it should be compatible but it does not let me edit
anything new?
still working on it
I just use alt prtscn
wow
I know a lot of surface level stuff but not this
@rough bay what's in your cache
it's 4am here so whenever you're ready 😅
Who's online on nms right now?
sorry i was having a meal
this is my cache
honestly if this is too much work I don't mind, you don't have to pain yourself for a stranger
Ok I'm sorry but I'm gonna have to get some sleep, it's 4:30am here now 🥱
Some things for you to test:
Try joining a friends session with the corrupted save
Try making a copy of everything in your cache and then deleting the ones in there.
If when I wake up things still aren't fixed, I'll go back to trying. Sorry I haven't been able to do anything for you so far
Thanks mate, good luck
To anyone having problems or questions using AMUMSS i made a pdf with a step by step
If you have any feedback feel free to give me a ping
does modding get you banned?
no
Dude, thats super helpful, thanks. Is it okay to share with others who may need help elsewhere (with credit given?)
there is an official modding channel on the official nms server, of course not
it on nexus mods
so yeah
its why i made it
someone wanted this enough to request it
Space Balls?
nop
@rough bay I have decompressed your saves to have a proper look, but I am sorry to say it appears your save data is incomplete (lz4 block compression). Because it is incomplete, it comes out as malformed for proper JSON to be loaded by a Save Editor. Basically all the data that is present, is from the start of the save data, all the way to the 'TerrainEdits', which appears to be complete. However, there is no more data after, while there should be plenty more. This is the case for both the auto save and manual save. If there is anything to salvage, it would only be the present data up to and including TerrainEdits. Anything from NPCWorkers and beyond is gone. If you wish I can provide you the raw decompressed data to check for yourself.
does anyone know of a mod that makes it so refiners max single output is increased?
As in, for instance, say you have enough to refine 50,000 or so of a mineral, lets say platinum in this case, you've got about 50k gold and silver, but a single run of the refiner will only do 4095 and then you've gotta take it out and start it again
(or use multiple refiners)
i know there's mods to make it faster
sounds like you're trying to increase the max stack of the output slot of the refiner which I think is not possible
too bad
well that would explain why there arent any mods for it lol
that looks like the rust bucket ngl
What did you use to read the file clearly enough to understand where it cut off? I was trying so hard this morning to make it work.
A Python script that uses Lz4 to decompress the save files.
The save basically consists of compressed blocks of set size, with a specific structure and a touch of 'magic'
If you're interested, do a search. You'll come across various similar implementations like Python, TypeScript, C#
Hmm ok, sorry to be nosey, I'm super green when it comes to coding, but I'm really interested to find out how it all works so I can better help those in need
No need to be sorry at all, I appreciate anyone eager to learn
Awesome thank you for that link, I've bookmarked it 🙏
There are a few on GitHub that can do the job. I can see if I can find them again. It's what the save editors use as well, likely their own custom bit of code within the application
Here's the TypeScript one: https://gist.github.com/bdew/69252923b4abdffd5b825b70756a5800
Ah yeah that's the one listed at the bottom of that reddit, that'll definitely help, thank you
ah yes, missed it in the replies
All good 😊
Ah, and there's the Python one: https://gist.github.com/Chase-san/704284e4acd841471d9836e6bc296f2f
All of this makes me wish I took more interest in my dad's work growing up (he worked in IT). It's a tad more difficult learning and understanding all of this for the first time in my 30s 😵💫
Another bookmark 🙏
Unless you really want to know the details, there is no real need to understand. It just allows you to just do the decompression and nothing else, so it can actually show you the pure data it contains without trying to do anything with it. Once you do that, it becomes obvious it does not contain all the data, but just stops where more is to be expected compared to any other save
And that is why it fails when actually trying to do something with it, like showing us in the editor, or ... loading it in the game.
It would have been great if it was just a mistake somewhere, like a comma or parenthesis missing
Makes sense, I was trying to do a comparison between evergreens broken 20hr save and my working 800hr save early this morning, but couldn't get a clear understanding of where it was going wrong.
My theory was that either he created a dodgy ship that needed deleting
Or
His character was somewhere the game didn't like
Or
He had an item on his account that shouldn't have been there (badly edited item)
But obviously I was wrong on all accounts, so I appreciate having that closure after working on it until nearly 5am lol
There are so many lines of code after npcworkers that if you were to paste in everything from a working save, his save would basically just be pets, freighter and multitools and the rest someone else's work. (Assuming that would even work in the first place)
I think your approach was correct to start with. The attempts in both save editors to load them at least, gave some info on what could be wrong. NMSSE requires the mf_ counterparts, while NomNom doesn't, so you could also conclude that to not be the issue. So after those tests and still failing to be able to load, you could conclude it to be corruption of some sort. Checking the compressed data raw in a text editor is a pain and doesn't necessarily show much to go by. This was to me basically just a logical next step, being aware of the tools out there and capable of using those.
Also keep in mind, the raw data uses name mappings too, while the editor will show actual meaningful names instead if it were to load. Those mappings are made available with MBINCompiler, you likely heard of.
Oh and the cache folder is not relevant, just in case you were not aware
The cache folder mostly contains DDS images of waypoints you reached, base images, and alike. Also a JSON file with all the star names you see flying by when loading the game. And one or two more files, of no use when it comes to the saves themselves
Ah ok I see what you mean. I guess it was a bit silly to think I could have done anything at all without actually understanding the inner workings of true save editing. Nmsse has always done all the work for me, I've just done everything there is to do on it so I assumed I could get it working by finding any missing or corrupt components.. But alas, I couldn't even use the json editor to begin with, so I was clutching at straws to find any solution I could 😅
I appreciate all the info you've provided, looks like I've got a lot of research to do!
Enjoy the journey 🤪
Oh and you may wish to check out the NMS Modding Discord as well some time. A lot of great knowledge and smart peeps over there, making many of the wonderful tools we use
!moddinglink
What is that? The A-Team van....but in space?
I don't understand what could have caused that
I don't know what is in-between terrain edits and npc workers, because I did not have a base that had npc workes in the first place, but if that means it is not recoverable I will just deal with it
@fallow meadow though I could not prove this with my tests, what you said seems to be on par with my theory that the save is incomplete because at the time of both saves, my pc did not have enough storage on C: drive, so perhaps it bugged out?
the only problem with this is that the game was unwilling to save even after freeing space
yesterday I tried testing this but I could not because my pc always found some space to free up
What you could potentially do is start a new save, and simply graft the missing JSON from it to fill in the missing pieces - unfortunately, bases, ships, and storage inventories are among the things missing, as well as a couple of other major sections. If it were me, I'd take it as an excuse to spend some time learning save editing so I could fill in the blanks with what I remembered having plus some things I simple wanted, to make up for the hassle lol.
However, if you only looked into editing as a possible way to recover your save and prefer to play vanilla, choosing to start fresh is the tougher route, and I can always respect people who choose the more difficult path. 🙂
@rough bay wulf is right mate, I know losing 20hrs of gameplay would really suck, but restarting might be the best option for you. Myself and many other modders will always be here to help you learn how to save edit to get everything you lost back, and much more.
I'm sitting on around 800hrs on pc and 1500 or so hrs on ps4 and ps5. This game has so much to offer for countless hours of gameplay, so maybe bite the bullet and kill off the dead save to save yourself any future issues that might arise from it.
you are right, but I am a person who burns out quickly
you saw I had a 40 hour save, but there were a lot of things I overdid in that save and a lot of things I didn't do at all so I burned out from it
I restarted the game last week and I had so much fun, I got an S class freighter first try, got really strong upgrades and so on
you are right though, and I am soon going to restart since you gave me the motivation again
thank you for helping me
I will make sure to always backup my game
Also, I am going to return to save editing once I am at a stage of the game where I have been enough
until then, so long
@rough bay Thanks for getting back at me. A lack of storage space could certainly cause all sorts of issues. Keep an eye on the saving when you try again, just to make sure it goes fine again after having that sorted. Do let us know if you run into issues again, or need further assistance.
Thank you, I will make sure to!
Question for mod makers:
Would there be a way to alter some elements of the item card text?
This item card for example
Specifically the "Used for" section
not sure about how proc product text is structured but just search the language files verbatim
you can pretty much create custom lang strings
looking at it through NMSMB
All the other stuff might be related to the type of the product
maybe
Actually I had this idea
Of using the color tags to highlight different use cases with different colors
Lets say Trading with yellow, Crafting with blue, etc
Using the tags from guide pinned here
Thought that would help the players note the different uses better
there are some ways
Like the Space Station bit in the image I send
So I thought, why not these important bits as well
gimme sec
HG has some pre defined tags
i can give an example
I used these custom langauge strings
the whole highlighting of certain text parts is done by a few of those tag or whatever is should call them
AMUMSS or NMSMB
try to fidn such highlighted texts might be easier with NMSMB tho
example
how those tags translate in colour is beyond me
- NMSMB, path search tab, search for STYLE
- View result METADATA/UI/SPECIALSTYLESDATA.MBIN
- Search in language tab for TRANS_TRA to verify this mbin controls color
- Add new styles, or use existing, test in a mod script.
There is also METADATA/UI/SPECIALSTYLESIMAGESDATA.MBIN that contains embedded images
So STELLAR is:
[39] GcNGuiSpecialTextStyleData
Name = "STELLAR"
StyleProperties List<NMSTemplate>[1]
[0] GcStyleProp_Colour
Colour = (1.000, 1.000, 0.718, 1.000)
Animation GcNGuiStyleAnimationData
Length = 1
Loop = False
AnimateByDefault = False
KeyFrames List<GcNGuiStyleAnimationKeyframeData>[0]
and TECHNOLOGY is:
[18] GcNGuiSpecialTextStyleData
Name = "TECHNOLOGY"
StyleProperties List<NMSTemplate>[1]
[0] GcStyleProp_Colour
Colour = (0.677, 0.804, 0.961, 1.000)
Animation GcNGuiStyleAnimationData
Length = 1
Loop = False
AnimateByDefault = False
KeyFrames List<GcNGuiStyleAnimationKeyframeData>[0]
@fresh arch ^
I know these tags correspond to colors, now I wanna add them to the item use strings
Which I just did in NMSMS, will load up the game to see if I did it right
If my PC happens to explode, it was nice knowing ya
FUCK YEAH
Ok can somebody tell me what items are there to utilise the FUEL item use?
wdym?
I checked my inventory and I dont see anything that would have the FUEL tag
euh
Even Carbon shows as CHARGE
Nope
hmm
Neither does Tritium or Frigate Fuel
Still no
I meant the ITEMUSE_FUEL tag
Just Charging
Carbon Crystal
i guess
Unstable Plasma
that all i could find
@rapid sandal might know a smarter way to find it
When I pack the mod in NMSMS, do I need to include the .EXML file or is just the .MBIN enough?
wdym?
if you build your script it will be turned into a pak
so
unless i'm not following you here
From the wiki
Says packing will include all files in the project folder, but are all files necessary?
if you're using modding station then it'll handle it for you
unless you copied over shit you didn't modify
If you are modifying a game pak mbin, then you put the modified mbin in the mod pak. Some also include the exml as a reference but it's not needed|used.
There is no mbin that contains "ITEMUSE_", other than the language mbin's. There is no enum that seems to contain all the ITEMUSE_ types.
The used for tags may come from something else e.g. METADATA/REALITY/CATALOGUEMATERIALS.MBIN and the other catalogue mbins e.g. UI_PORTAL_CAT_MAT_COOK category items may all get the Cooking tag.
Any way to take snapshot of the final terrain render around the Player ?
wym snapshot
a topographic map?
Just a normal picture
you can just use photomode
What gpu produces but only terrain
then no
No good
I'd want it moving along with player
nothing can make it so it'd capture what isn't your screen
Ideally I'd want to just get the whole render of planets terrain projected on a flat surface
Well you can intercept stuff from GPU, can't you?
technicality can be very far from practicality
What has been done for mapping planets so far?
don't think there's anything about cracking the positioning system of planetary objects
I'm asking about just terrain for now
same for terrain since they're not option-based
I know objects is a separate concern
I know some people were able to tweak the results of profedural terrain generation to get different landscapes on their machines
by seeing the results one by one, yes
that's different than accessing the topographic data
changing the params which the game uses to generate the terrain and seeing the result
we can't access anything in between
and we don't mostly
Which params?
I'm not the most knowledgeable but I think it's somethings related to like the sharpness, and the frequency of the waves
Are they using FFT?
that's grossly simplifying it, of course
you'd have to ask HG