#nms-modding

1 messages ยท Page 11 of 1

shadow pivot
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Or something with convolution kernels

hearty wasp
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same answer as above

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that's the "procedural generation"

shadow pivot
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Afaik shaprness filters are generally done with convolution

hearty wasp
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we just change the input

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I'm sure if you're interested in trying to crack the proc gen algo for something as complex as terrain the people at creative and sharing hub would love to have you

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!creativehublink

hardy auroraBOT
hearty wasp
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I know mjstral was just inquiring similar things lately

raven nacelle
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I'd like to have that extra bit of randomness at the start of the game if possible.

rapid sandal
# raven nacelle Does anyone happen to know of an updated alternative to this mod: https://www.ne...

In GCDEBUGOPTIONS.GLOBAL.MBIN you want to set ForceInitialShip and ForceInitialWeapon to false to get random at start.
In GCBUILDINGGLOBALS.GLOBAL.MBIN yo can control how far you start from your ship using StartCrashSiteMinDistance and StartCrashSiteMaxDistance.
An NMSMB script that does this (and more) is at https://github.com/cmkushnir/NMSModBuilderContrib/blob/main/Scripts/NMSMB/Mod/cmk/Start.cs

raven nacelle
rapid sandal
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There are a number of tools to extract items from pak files. Creating most mods involves extracting an item from a game pak file, modifying it, then putting the modified item in a new mod pak and placing the mod pak in the game/GAMEDATA/PCBANKS/MODS/ folder.

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The script I linked uses NMSMB as the scripting engine. It automatically extracts items from paks, runs the script to mod them, and auto builds and installs the resulting mod paks.

raven nacelle
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I see. How can I tell which .pak file contains the things I need to edit?

rapid sandal
raven nacelle
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Ah, okay. That's convenient.

rapid sandal
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If you don't use NMSMB you will use something like psarc.exe or psarctool.exe to extract all 181K files to your drive.

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The extracted mbin's would then also need to be decompiled into exml files that you would modify in an editor or use a lua script, then recompile the modified exml back to mbin before using psarc to create a new mod pak.
NMSMB does all that, you just need to specify the path in the ExtractMbin<>(path) call in the script and then modify the desired fields, it does all the extract, decompile, recompile, build|install mod pak.

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The main downside is the NMSMB scripts are C# files, and most people are scared off by the perceived learning curve. However there are plenty of example scripts and most of the code is as simple as:

        var mbin = ExtractMbin<GcDebugOptions>(
            "GCDEBUGOPTIONS.GLOBAL.MBIN"
        );    
        mbin.ForceInitialShip   = false;  // if true uses SetStartingShip method changes
        mbin.ForceInitialWeapon = false;

plain copper
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Is there a mod that lets you teleport to a system regardless of if you used a teleporter there?

rapid sandal
# plain copper Is there a mod that lets you teleport to a system regardless of if you used a te...

I believe the base teleporter just allows you to goto other bases and space stations that are in your save file i.e. ones you've already been to. I expect the functionality is hard-coded to use that list for possible targets. However, what you are asking is what the big portals do, all you need to to is learn all the runes, or use a save editor to learn them, or start a new game with them all known, or create a mod that gives them as a reward (?). ... it is probably possible to create a mod to make the big portals buildable, but there may be issues as the game expects only one to exist per planet.

plain copper
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I can't seem to get NMS Coordinates to work with Gamepass

rich bolt
plain copper
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Okay, I've got to the point where I have rough Coordinates, I don't know if they are usable

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65359.31640625,
-6783.4609375,
-574639.4375

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{
"Waypoints":[
{
"Address":{
"VoxelX":-1044,
"VoxelY":-3,
"VoxelZ":-1287,
"SolarSystemIndex":91,
"PlanetIndex":3
},
"Type":{
"GalaxyWaypointType":"Gameplay_Mission"
},
"EventId":"^FACT_SE_WEAPGUY2"
}
]
}

rich bolt
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You guys did give me an idea for a new addition to my base though, so thank you

plain copper
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Wait, is this right? Portal Hex: 305BFDAF9BEC
Galactic Coordinate: 03EB:007C:02F8:005B
X-Y-Z: -1044,-3,-1287
System Index: 91
Planet Index: 3

rich bolt
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On today's episode of "What did he do this time?..."

I've discovered how to add the glyph portal in my bases and freighter!

I call it the Personal Glyph Portal (or PGP for short)

It's fully functional, provides the glyph address for the system you're in and you can input an address to travel to whatever system you desire!

hearty wasp
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I've had this since 2017

hearty wasp
night adder
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@hearty wasp I was aware that the Portal at base had been done previously, but was under the impression it required a build mod - is that not so?

hearty wasp
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using an interaction to add in another scene is just another method lol

night adder
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Yep, but I consider a save editing method superior to mod, because it's nearly universal, whereas mods apply solely to the PC players.

hearty wasp
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sure

night adder
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Plus Luci is putting together a bunch of possibilities using his method, and is simply posting his progress piecemeal while doing research - what he's got figured out is already a pretty impressive array of options. ๐Ÿ˜„

hearty wasp
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yeah no denying that

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I'm just flexing

night adder
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Fair 'nuff - Lucifer spent some time as one of my 'students' last year, and has been a friend ever since, so I'm just sticking up for him
๐Ÿ˜„

hearty wasp
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interaction > trigger action > scene addition is more versatile but not for buildables

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that's why I can flex on that spoggers

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unless they'd replaced the NPC with the scene directly

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in which case is a plain funny way to do things

fresh arch
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Question: I did a mod thingy that adds colors to item use case labels like described yesterday (see image). I did it with NMSMS by decompiling the MBIN file, making changes, compiling it again and packign into a mod. I see lots of mods coming with both a LUA file for AMUMSS and the PAK mod file. I would like to create a LUA script that will do the same change I made manually. Is there any resource to get me started with LUA scripts for NMS?

hearty wasp
night adder
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It is, and one of the uses for it has some game-changing ramifications in tech hunting. That one is still a work-in-progress though, so I won't discuss details before Lucifer posts it publicly.

hearty wasp
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AMUMSS also has docs on script rules in the main install folder

night adder
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I get as much satisfaction from the discoveries of players I've taught as my own - I figure more people innovating is always more better. ๐Ÿ™‚

hearty wasp
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for sure dude

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it's a p interesting implementation in itself

fresh arch
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Ok so I think I got it working

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Could someone be kind enough to "proofread" it?

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Would like to know if I got at least the basics correct

hearty wasp
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if you can upload the lua here, sure

fresh arch
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Also if you could enlighten me what's the deal with having to use double brackets for sections

hearty wasp
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looks good

fresh arch
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I started reading what you posted before but deleted

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So it's like the first bracket notes a set / collection of objects {...}

hearty wasp
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yeah cos I misremembered that part

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it used to house the pak source as well

fresh arch
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And the second bracket is the object { MBIN }

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So I could have 1 script modyfing the contents of multiple files with:

{ { MBIN 1 changes }, { MBIN 2 changes} , ... }

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Like that?

hearty wasp
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you do that under MBIN_CHANGE_TABLE

fresh arch
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Ok I think it's still a bit too early for me to read that deep into the documentation

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I think working on some examples would give me some more understanding

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Still, thanks for your help

hearty wasp
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just read it when you need to use it

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that's what I do

lime mesa
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Can you mix on Xbox?

vale iron
lime mesa
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Yes I meant mod

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Stupid auto correct

hearty wasp
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if you turn the fan into a rotating paddle you can prolly mix using an xbox tbh

plain copper
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Is there a way to use the save editor to change a choice you made in the story line?

rapid sandal
plain copper
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Oh, @rapid sandal, I managed to use those coordinates I found in my JSON last night to get back to the system I had lost

night adder
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@plain copper If the choice youre referring to is ||birthing a star, far easier to simply edit the Star Seed blueprint in||

plain copper
night adder
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Okies, that decision is the only one in the story where 1 choice gets you a blueprint and the other means it's unobtainable forever unless save edited, so I mentioned it just in case that was what you were alluding to.

plain copper
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I can see how you thought that. It's more of a moral conflict lol

flat moth
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Best thing i did with save editor so far lol

shadow pivot
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can you edit bytebeats with save editor/base editor?

hollow swift
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@rich wave duplicate glitch that's what i did

rich bolt
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Made a walker that stands up when I walk near it and curls up into a ball when I walk away (must have been a dog in a past life)

rich bolt
fresh arch
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Is the whole model imported from somewhere or did you model it?

rich bolt
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Just like these 2

merry wasp
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@fresh arch grats on your first mod

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go get your modder role ๐Ÿ™‚

fresh arch
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Thanks

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Oh right that was a thing

merry wasp
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also

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i'd seperate your lua from your pak

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lua need less updating ๐Ÿ˜‰

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so when you update you only need to grab your pak

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but thats me ofc

fresh arch
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You mean like make the PAK download a main file and LUA as optional?

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Yeah I just took example from Lo2k, they are packing both in one ZIP

merry wasp
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that how i do it

fresh arch
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But yeah I see the logic behind it

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Thanks for the tip

merry wasp
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but again everyone has their own way of working

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im just lazy ๐Ÿ˜„

merry wasp
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@gaunt elm good news? ShipStoreV2 now has a lua

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bad news it takes 30mins to compile

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just an fyi

gaunt elm
gaunt elm
fresh arch
merry wasp
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haha

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XD

merry wasp
merry wasp
fresh arch
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I assume that's because the changes are for multiple files

merry wasp
fresh arch
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Open file, find the right key, change the value, close and compile, repeat bajilion times

merry wasp
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that take allmost no time

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adding and removing on the other hand

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altho im only doing 22 add to reward table

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each add is 1 entrie with 10k options

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so

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maybe to much text for AMUMSS to handle properly

gaunt elm
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What's the benefit of doing it?

merry wasp
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while if you dont it might be that 1 ore the other conflicts with another

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either missing content or features fe

hearty wasp
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it also makes the mod a lot more update-proof

merry wasp
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and that

hearty wasp
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instead of having to download a pak from Nexus every single fucking day when the next update cycle comes

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you just wait for AMUMSS to update the compiler by itself and then run AMUMSS to update it

gaunt elm
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I see.

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I can give it try and see how it turns out.

merry wasp
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made a handy guide if need be

gaunt elm
hearty wasp
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not to mention customisation features that could easily become 2^5 different versions on Nexus if uploaded separately

merry wasp
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yes

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scroll up

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shared it like 5mins ago

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not sure if should ask mods to pin it

gaunt elm
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Oh wait no.

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I'm blind.

merry wasp
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lel

gaunt elm
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It says how to use.

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LMAO.

merry wasp
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cough

hearty wasp
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at least you read it

gaunt elm
# merry wasp

In my case, I instantly thought link was mod's itself since I only see mod updates there, not a pdf

merry wasp
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true dat

hearty wasp
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that's ten times better than the average mod downloader

gaunt elm
hearty wasp
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but a search on Nexus with "AMUMSS" will work

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but that pdf will help you on how to use it

merry wasp
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i provide links to it in my description AND pdf

hardy auroraBOT
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@gaunt elm No gifs in this channel please

merry wasp
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bad gunthy

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i like me some gifs

fresh arch
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May I ask what's your opinion on adding AMUMSS as a requirement in the "mods required" section in Nexus?

gaunt elm
merry wasp
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it's advisory

fresh arch
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Eg. in modding Fallout some folks use to differentiate "soft" vs "hard" requirement

merry wasp
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you can use the mod without it

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bi=ut if you ahve multiple I'd say it a hard requirement

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ill show you my descriptions

fresh arch
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Hard as in necessary for proper functionality, soft as optional, used for the best effect

hearty wasp
merry wasp
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HARD

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best practice

hearty wasp
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you can set the file requirement pop up when you upload the file

fresh arch
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Yeah I know

merry wasp
hearty wasp
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yeah so I just do that

merry wasp
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that my standard description templates

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and my sticky post tempaltes

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And still i get people coming with mod conflict issues

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so yeah

hearty wasp
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just follow your heart

merry wasp
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๐Ÿ˜„

gaunt elm
merry wasp
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yes

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its called AlienToken in the files

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Spawning Sac ingame

gaunt elm
merry wasp
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well

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i don't like to cheat :d

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and reload saves

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etc

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so now you can play

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craft some sacs in addition of getting them from frigate missions

gaunt elm
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I mean technically mod is also cheat. You're not supposed to buy ships from space station or 700 000 hyperdrive jump.

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Unless devs implement it.

merry wasp
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or crafting cost

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fe

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thats another one i maintain

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i still think it's more balanced then just editing your save

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and poof 10k new slots

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at least this way you need to do some effort in set-up

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ofc other mods might be a blatant cheat

gaunt elm
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Well I probably would use this speed change.

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Derelict walking speed is way too slow. I get it, it made it like to create suspense excitement. After all you enter a freighter that has been destroyed either by aliens or malfunctioning.

gaunt elm
merry wasp
gaunt elm
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Walking speed is slow in DF. That.

merry wasp
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oh

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not with that mod on

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you feel like you're having the zoomies

fallow meadow
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@round haven I would recommend downloading NMSSE from the link provided in this pin:
<#nms-modding message>

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For the actual latest download, scroll down on the GitHub page to see 'latest version' in blue. Make sure you meet the Java 8 (64-bit) requirement.

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The download is a self-extracting archive, run it in a location that makes sense and you can easily find again

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Keep me informed

merry wasp
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that a bit better

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still 30M lines added to reward table

fallow meadow
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@round haven @ me when you are ready to let me guide you through

feral drift
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Figures this is the best place to ask but how do I customise how my ship looks using the save editor

round haven
fallow meadow
# feral drift Figures this is the best place to ask but how do I customise how my ship looks u...

Would require Raw JSON editing unless you only change the seed. The seed will change a whole lot, colours, parts, but not ship type. To change more specifically you'd need to make changes to the parts separately. That would however result in a ship only visible that way to you, not to others in MultiPlayer.
You could also force specific seeds to match your wishes, for this I would suggest you visit NMS Creative & Sharing Discord

round haven
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so i want to delete some oxygen extractors

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especially the ones at higher altitudes

fallow meadow
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!creativehublink

hardy auroraBOT
fresh arch
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The seed will change a whole lot, colours, parts, but not ship type

fallow meadow
fresh arch
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Meaning the same seed value can result in different ship types?

fallow meadow
fresh arch
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Like lets say there is a seed value "seed" and I can put it in GenerateFighter(seed), GenerateHauler(seed)

fallow meadow
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So a fighter will remain a fighter, regardless of seed

fallow meadow
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@round haven Did you download the Save Editor?

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First make a backup, just to be sure!

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!faq-savefiles

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

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

Steam Steam
%appdata%\HelloGames\NMS\st_<Steam64ID>\...

Game Pass GamePass
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...

GoG GOG
%appdata%\HelloGames\NMS\DefaultUser\...

Linux & Steam Deck 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
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@round haven Let me know once you have done that. We will need to make changes to the Raw JSON save data, which can easily be messed up

round haven
fallow meadow
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Ok great!

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So make sure you are not running NMS

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Then open the Save Editor

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Let me know if it finds your save files

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(check the drop-down for Game Slot, to select the correct save)

fallow meadow
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From what I understood, using the same seed on different ship types, often results in same colours too, right?

vale iron
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That's what I recall as well, but I'm not 100% on it

round haven
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I have the save selected

fallow meadow
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Ok, now at the top, you see a tab named 'Edit', select 'Edit Raw JSON' there and it opens up a new window

round haven
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Ok

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Now

fallow meadow
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This new window shows a 'folder like' structure on the left, and data on the right

round haven
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Wait

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Do i have to press edit json

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It is grayed out

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Edit is available though

fallow meadow
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Show me a screenshot

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(sounds like you decided to download a different editor)

round haven
fallow meadow
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Ok, so we will do this with NomNom instead, fine, but let me change as well, so I can properly guide you through.

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Click the Slot 1 there

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And if Edit JSON remains greyed out, you need ot change settings to advanced first

round haven
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It is

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How to change them

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v

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?*

fallow meadow
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Check File tab and select Settings

round haven
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Yes

fallow meadow
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Check Advanced Mode

round haven
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Oh yeah

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Saw it

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Now i clicked it

fallow meadow
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Ok, once that is done, it should allow to selct Edit JSON

round haven
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I have this long line of text

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AKA the json file

fallow meadow
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Left side is where the 'fields' are, right side is the actual data

round haven
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I see

fallow meadow
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Should look something like this

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Now on the left side, click 'PlayerStateData'

round haven
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It does look like this

fallow meadow
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Once that has expanded, you see a whole bunch of new fields on the left

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You will be looking for 'PersistentPlayerBases' on the left

round haven
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Wait

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I cant see player state data

fallow meadow
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Can you screenshot?

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I think you may have selected to edit the AccountData instead of the SaveData

round haven
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oh yeah

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you are right

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i see player state data now

fallow meadow
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Ok, click on it to expand. A new list of fields should open up, these will be numbered [0], [1], [2], etc

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Each of them is a base, starting with yours, including your freighter base, to then be followed by possibly other player bases if you are in a system that has them

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You will need to check which of them is the base you need to make edits to

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To do so, you can expand each numbered base, to then check the 'Name:...' field listed

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(unless you did not name the base, it would have the default name for the location instead)

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See if you can figure out which of the numbered bases is yours you need to edit [X], then let me know

round haven
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finally

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got it

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i am in it's file

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what now

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i see them now

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so just delete them ?

fallow meadow
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Ok, you you found the [X] number of your base, right?

round haven
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yes

fallow meadow
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Make absolutely sure it is the correct number, then have it expand and click on 'Objects' in its list (not expand), so it shows everything inside on the right

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Should look similar to this

round haven
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Ok

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Done

fallow meadow
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Above, I have base [1] selected for Objects.

round haven
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139 objects

fallow meadow
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Now we can further look into all the objects on the right side.

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Click inside the right side part and press <ctrl> + <F>

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That opens a search prompt.

round haven
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The one at the bottom left ?

fallow meadow
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You'll be searching for "U_GASEXTRACTOR" (without quotes)

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No, inside the right side area

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<CTRL> + <F>

round haven
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Found them manually

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Whats next ?

fallow meadow
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That works too, but can be hard depending on how many parts

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Now you will have to actually delete those objects, but before you do so, know what exactly to delete, as the formatting is very important

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Each object has a set of data

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it starts with a curly bracket, then several fields of data and eventually a closing curly bracket again, followed by a comma (or not if the last object in the list)

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Let me show you a full block of object data

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This would be a full block of data for in this case a Base Teleporter.

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For each of your Gas Extractors, the block will be very similar. You will have to select the full block and then delete is, to then make sure the remaining data is not broken when it comes to the formatting

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You likely have to delete a few of them as well, so you can select multiple of the blocks for the Gas Extractors

round haven
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And how to know which ones are at the higher altitudes?

fallow meadow
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That is going to be too hard to quickly figure out exactly. However we can likely assume that each of the extractors was placed one after another? So the one that was placed last, is likely the top one? Only you know this, I was not there to build it

round haven
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I hope at least

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So they are the ones at the bottom arenโ€™t they ?

fallow meadow
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To know at what 'date/time' an object was placed, you can check the Timestamp field for each object. You will have to convert it from Unix to an actual date/time using a tool

fallow meadow
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In all honesty, I would just delete the extractors and start over in-game without going through that trouble

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Unless it would not be easy to rebuild

round haven
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They arenโ€™t that much tbh

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Maybe you are right

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Yeah last thing

fallow meadow
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(can give yourself resources anyway now, if you wish)

round haven
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Would the connected pipelines/electrical wires be a problem ?

fallow meadow
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Then go ahead, remove those blocks for the extractors and make sure you did this correctly

fallow meadow
round haven
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Ok good

fallow meadow
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Another way to easily edit a base, is by using a different tool. I myself usually just use Blender plugin to load my base and make changes that way. Might be too complicated for you, or too much to learn right now to do so?

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After deletion, check that the remaining object blocks are still showing the same similar way. If you deleted the object that was last in the list, make sure that last object block does NOT end with a comma after the closing curly bracket

round sinew
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full on walkthrough right here

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you're a star, Pixy exoheart

fallow meadow
round haven
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Done

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I deleted them

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Now should i click ok ?

fallow meadow
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@round haven Now once you deleted those, you hit OK and make sure it gets saved (verify any changes if it asks). Then load up the game and check if the edits worked in-game, without crashing I hope

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You likely have ot close the edit window for a save to be made/verified

round haven
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โ€œThere is one with unsaved changesโ€

fallow meadow
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Hmmm, can you show me?

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Can always select the file tab after all that, to then manually select to save?

round haven
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Oh yeah

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Saved it

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The window is gone now

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Testing time

fallow meadow
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Likely select No and then save first,? Yeah, go test it and let me know

round haven
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Although i may need to be gone for an hour or so

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So expect the reply to be late

fallow meadow
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Make sure to @ me then, or as a reply. Would like to know if and how it worked out

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๐Ÿคž

round haven
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@fallow meadow it worked and i no longer crash

fallow meadow
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Time to party! Woot! ๐Ÿฅณ

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Now one last thing! Be careful with the Save Editor, it can ruin your experience in several ways. Use with care!

fresh arch
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Does anyone know a way to get rid of this dust / particle effect when ships are landing on a trading outpost?

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I dont even know which file should I start looking in

fallow meadow
candid salmon
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ok, so i want to have 4 identical ships in my squadron, it's not possible through ingame mechanics to recruit more than 3 the same through buy/exchange/recruit-methods, but i heard good things about the save editor

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how do i best approach this?

fallow meadow
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You'll be looking for PlayerStateData > SquadronPilots. There can be up to 4 listed, which are a combination of Pilot data and Ship data each.

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For identical ships, you need to focus on the 'ShipResource' field within, and do some copy/pasta, keeping the formatting in-tact. The full block of ShipResource data is needed, as it describes not only the seed used, but the model, parts, textures, colours, etc. as well

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Ah, and would almost forget, make a BACKUP first, just in case! (should have said that sooner)

candid salmon
#

when modding, backups are implied ;)

#

thanks, i'll give that a shot

fallow meadow
#

Besides, I am the one making you mess up, right?

#

I don't want the blame

#

๐Ÿ˜„

candid salmon
#

dev/coder here, nuff said ;)

fallow meadow
#

Ah, great ... hmmm, now what if ....

candid salmon
#

"if i told you to delete system32, would you do that too?"

fallow meadow
#

Of course ... blindfolded even

candid salmon
#

is it easier to have another (random) pilot already recruited there?

fallow meadow
#

The pilot is not important at all in case you only care for the ship looks/type

candid salmon
#

from what i understood, the original problem lies in that there are two the same pilots on one save/squadron, and therefore upgrading one of them upgrades both

fallow meadow
#

If you wish some more variety in the freighter seeing them walk about, sure, pick diff ones, copy/pasta in a similar way I guess

candid salmon
#

my objective is only to have 4 identical looking ships, i don't care about names or pilots, as long as they're not bugged

#

i mean, it's NMS, bugged is implied :)

fallow meadow
candid salmon
#

yeah, what's up with them flying in our way anyway?

fallow meadow
#

But you can make sure to get 4 diff pilot seeds I guess. The game doesn't care all that much what you put, as long as it's valid

fallow meadow
#

I am not much of a multiplayer person myself, but I would not be amazed for it to be client side only too

#

Oh and if you are short on pilot seeds, I can give you data to add Nada instead?

#

or Polo, or hmmm, have been having loads of fun adding all sorts of fun stuff.

candid salmon
#

little context, i'm on permadeath main with 2000-3000 in the game in total, for my permadeath i just want to do the things the way i had them in mind for a long time, including a maxed out, uniform squadron

candid salmon
fallow meadow
candid salmon
#

i must have missed a chapter, notepad++ opens it as binary data

fallow meadow
#

WHat are you opening?

candid salmon
#

save8.hg

fallow meadow
#

You need a save editor to then open the Raw JSON data with the included editor

candid salmon
#

ah, that way

fallow meadow
#

I thought you were referring to some copying back/forth of said data

candid salmon
#

i better get an updated version of SE too then

fallow meadow
#

Saves are compressed, which is what the save editor deals with with additional UI functionality. Technically you could just decompress and do it all raw

candid salmon
#

i know about compression that the lesser i deal with it, the happier my life

fallow meadow
#

The editor does make it easier to be honest, although I do sometimes miss the uncompressed way it used to be to avoid having to do such steps in helping out at times.

candid salmon
#

i'm now looking at the squadron data,

fallow meadow
#

I have a hunch you will figure it out, but feel free to ask if you wish

candid salmon
#

if i already have a pilot recruited, then would it be sufficient only to copy the ship seed?

fallow meadow
#

Does it show a list indexed from 0 to 3?

#

All 4 squadron members there? Or at least the default data?

candid salmon
#

i have 3 pilots recruited, and 3 pilots in the data and 1 default data

#

ow it's not just seed, it's also the filename for dropship vs fighter

fallow meadow
#

Ok, so the list has all 4 indices, just the data required to make the ships identical.

#

Yes it is the full block of data, which has even more than that

#

The full 'ShipResource' from the ship you want is pretty much required.

candid salmon
#

bit more context, i have 2 identical ships and a random ship, but 3 different pilots using only ingame mechanics

fallow meadow
#

For the 4th pilot, you could just copy the NPCResource of one, and paste it for the missing one, giving the 'seed' a random change

candid salmon
#

i noticed that the block

"Filename":"MODELS/COMMON/SPACECRAFT/FIGHTERS/FIGHTER_PROC.SCENE.MBIN",
"Seed":[
    true,
"0x8C28AF3D0060759A"
],

is the only part that's different in the ship, and the other params are just default init anyway

#

i'm planning to get the 4th one legit when i have the nanites for it again

fallow meadow
#

If that is the case, then yes, just seemed easier to just copy over the full block regardless of identical data in some/most places

candid salmon
#

i'm one of those people ;)

#

i would have typed it manually

fallow meadow
#

In case of a 4th legit, perhaps make sure you do not run into pilot issue again, by as said, changing seed a bit

#

In this case seed of the existing ones of course

#

That way you can just get it in a system you are at already without having to try trick anymore

candid salmon
#

ow if i wasn't clear: the first two are the original pilots from buy/exchange/recruit, the last one will be a gek pilot-- all 3 current pilots are vykeen/korvax

#

and i already have 3 the same ships in my hangar

#

nmsse: saving json is just closing the editor and saving the file from nmsse?

fallow meadow
#

Yes, it asks to confirm (or something similar)

#

You will have to save one more time to actually get it saved to the save itself

candid salmon
#

let's see if that worked

#

that's looking good so far

fallow meadow
#

Nice

candid salmon
#

*visible happiness noises*

#

next step: golden trail for my own ship

#

the only thing that might have gone wrong is that the korvax pilots both have the same names now

#

but their appearance is different

fallow meadow
#

I still like this squadron best, for images at least, as they do not listen very well when it comes to following along ๐Ÿ™„

candid salmon
#

you just copypasted the entry 9001 times, didn't you?

fallow meadow
#

Nope, that will not work

#

It maxes at 4

candid salmon
#

waitwait, now i want to see if i can replicated that in code lol

fallow meadow
#

It is a simple save edit, I can tell as much

candid salmon
#

rip wifi

#

i see a SquadronUnlockedSlots with 4 true/false elements, that's the leading iterator for number of squadron pilots?

fallow meadow
candid salmon
#

if i were to set that to 6, is it also visible on the bridge? :)

fallow meadow
#

It will not allow that to work

candid salmon
#

myeah, interface canvas is probably hardcoded or something

#

still, i could troll a friend with that

#

back to farming nanites the hard way :)

fallow meadow
#

Client side only though

candid salmon
#

not visible in multiplayer?

fallow meadow
#

Would be a failed troll attempt

candid salmon
#

as in, only 4 of them show in multiplayer?

fallow meadow
#

Ahuh and what I did would not show

candid salmon
#

i'm playing permadeath with maxed out difficulty/custom settings, i could probably add that to the reasoning

#

"yeah you can't view it from normal save, you need to be in permadeath to join me"

#

which is true on itself

fallow meadow
#

Would be cool if it worked in MP. Have some corrupt sentinels ... just a few, don't be skeered!

#

๐Ÿคช

candid salmon
#

i think it looks insanely cool lol

#

this is legit, though :)

rich bolt
#

Got warps on my planet ๐Ÿ˜…

unique crown
#

anyone wanna help me..? i am poor as heck

merry wasp
round haven
#

Hey there, is there a way to increase the fps, note that i have all the graphics settings to the lowest and have the resolution scaling at a very low point, is there a way to increase fps via mods or something ?

round haven
#

How to change the game files to read only ?

round haven
#

Is there anyway i change the gas extractors model

round haven
round haven
#

I want it to do it for the gas extractors also

rich bolt
#

5x Atmospheric changes at once โค๏ธ
Gravity Spikes/Gravity Storm/Stone Spikes/Bubbles/Smoke Storm

They are subtle, but really nice up close

hearty crypt
#

Hi everyone! Iโ€™m a creator of Back to Foundations mod, that recreates terrain generation and tries to recreate visuals of a legacy version of NMS - Foundation, while keeping quality of life of modern No Mans Sky.
I would love to continue updating BTF and find better ways to improve and get even closer to the old aesthetic of the game. But I have very little time to do it. That is why I would like to find several likeminded people, excited about getting back to the legacy art and exploration thrills, who would help me work on the mod, take a deep dive into a certain part of it, but also make sure their part integrates well within the whole picture. Please send me a note if you are interested.

Here is the link to the mod page:

https://www.nexusmods.com/nomanssky/mods/980

hearty wasp
hearty crypt
#

@hearty wasp For terrain it would be super helpful, but Iโ€™d need help to do it, someone who knows lua. But for other parts the main issue is not in automation, but in finding the right Color settings, tileset combinations, updating textures and so on

#

For me alone itโ€™s a big amount of work, but if there is a team behind it, would be much easier and faster

hearty wasp
#

it really all depends on how you code the script to integrate the different components, but if you think it's too complex and too manual to put into code, I understand

#

anyway, if you wanna know more you're always welcome to ask in the modding discord since it's the best step towards continued compatibility

hearty crypt
#

@hearty wasp thanks, Iโ€™ll keep it in mind.

muted hollow
#

hi guys quick question, is there a mod that allows you to have a more common generation of black markets?

vale iron
night adder
#

@vale iron Increase the number of outlaw systems, I believe they mean

vale iron
#

I don't know of a mod that does that right now, but we could easily make one. Just say how much of an increase you want

solid hawk
#

Here's the current vanilla probability values:

#

<Property name="PirateSystemProbability">
<Property name="Yellow" value="0.25" />
<Property name="Green" value="0.15" />
<Property name="Blue" value="0.15" />
<Property name="Red" value="0.5" />
</Property>

vale iron
#

Yellow, Green, Blue, Red? I thought it was Yellow, Red, Green, Blue

solid hawk
#

Dunno, got that from Outlaws version of gcsolargen, before we lost the "labels". Lol. @vale iron

#

Now we just get value, but no name

#

Drive the last value way up and see which star color gets a ton of pirate systems. ๐Ÿ™‚

vale iron
#

You're right. I just checked my old scripts and they have it ygbr as well. I just misremembered

solid hawk
#

I'm neither right or wrong, just passing on what's there. ๐Ÿ™‚

hushed imp
#

is there any mods ya'll suggest for newbies?

solid hawk
# hearty crypt <@150431651262889984> thanks, Iโ€™ll keep it in mind.

I looked through the files for btf. Nothing terribly difficult for lua-izing, although the voxelgen one will be time consuming. If you decide to go this route. I've done a couple of lua for voxelgen mods before, so can point you at those to use as a template. I normally hang on the modding Discord.

solid hawk
#

Open the lua script in a text editor and modify the numbers after each star type (yellow, green, blue, and red) to your liking. Vanilla values entered by default. After making modifications and saving, run the script through AMUMSS to produce a .pak file that you can put into MODS for use. Enjoy.

fresh arch
#

Skip Intro Logos Updated For Waypoint

#

Also Waypoint Logo Intro Replacer, adds the Waypoint logo to the starting loading screen (flying through galaxy map)

#

ArghWater and Duds Sky Colours are the basic mods if you want to make your game look better

#

Though I opted out of some elements of the DSC package like the Visor or Warp plugins

fresh arch
# solid hawk

Got one question if you don't mind. Why are you splitting the PirateSystemProbability object like that? Can't you just declare one Value Change Table with 4 entries in it?

hearty wasp
fresh arch
#

TBH Im not sure what that has to do

#

I was wondering why there are bits for each system / spectral class

#

When all could be substituted with 1 VCT with 4 entries

#

Like this:

["PRECEDING_KEY_WORDS"] = "PirateSystemProbability",
["VALUE_CHANGE_TABLE"] = 
{
  {"Value",    YELLOW},
  {"Value",     GREEN},
  {"Value",      BLUE},
  {"Value",       RED},
},
hearty wasp
#

using param values can be unreliable since they can change more often than field names

#

using line offsets increases its longevity

fresh arch
#

Sorry but I still don't understand it

#

Prolly cause Im too stupid for that

hearty wasp
#

we don't target the values of the params

fresh arch
#

I thought it's just like an array of values and I just write new values for all of items

hearty wasp
#

because HG can change em more often

#

the block currently looks like this

  <Property name="PirateSystemProbability">
    <Property value="0.25" />
    <Property value="0.15" />
    <Property value="0.15" />
    <Property value="0.5" />
  </Property>
fresh arch
#

Yeah so when HG changes them, we compile the LUA script again in AMUMSS, to overwrite these changes with our values

hearty wasp
#

you cannot target 0.25 when HG's changed it to 0.35

#

notice that there are also 2 params valued 0.15

fresh arch
#

What do you mean by targetting a specific value?

hearty wasp
#

ok so let me get this straight

fresh arch
#

What part of Babs' script does that?

hearty wasp
#

you cannot target the word "Value" because it doesn't exist as a param value

#

so the only way to target it is to use line offset or targetting the values directly

fresh arch
#

You mean because it's not like

<Property name="something" value="0.25" />

I can't target it with value?

hearty wasp
#

using
{"Value", YELLOW},

#

means that you are looking for a line with

<Property name="Value" value="0.25" />
#

in which there is a field containing the value of Value

fresh arch
#

Ok I think I got it now

#

I thought I could reference the values not by using name

hearty wasp
#

you can

#

by directly targeting the values

#

like {"0.25", YELLOW},

#

but again, HG tend to change that more often than struct names

fresh arch
#

Yeah I get it now

#

I thought I was doing something like this

// vanilla
float[] PirateSystemProbability = new float[] {a,b,c,d};

// mod
PirateSystemProbability = {w,x,y,z};
magic lava
#

Magic spell

fresh arch
#

Yeah sorry for all this confusion

#

Im quite literally throwing random things at the game and hoping it sticks

hearty wasp
#

that approach may work better in NMSMB

#

but you'll have to try it out yourself since I don't use it

fresh arch
#

Was looking through the globals files, found this on the settlements. Could it mean at one point HG planned to have settlements be able to build other planetary POIs?

magic lava
#

Yooo

#

Can you change those values and have them build these things?

fresh arch
#

๐Ÿคทโ€โ™‚๏ธ

#

Dunno if just being in table with times = being a valid pick for building decisions

magic lava
#

Probably wouldn't be that easy, or there would already be a mod for it

hearty wasp
#

cos that looks like some scanevent objects

magic lava
#

I read the words, but I don't understand them

hearty wasp
#

basically just grabbing the type data from another place in the files

#

cos why make a new one when there's an existing one that already works

magic lava
#

Like a template kinda thing

hearty wasp
#

something like that

rich bolt
#

I've been doing some tinkering today and managed to locate and summon the infamous Dragonfly Exocraft โค๏ธ

fresh arch
#

TBH I find the Xbox head customization more amusing

#

Imagine a NPC is asking you to fetch something and all you do is turn the face RBG red and go away

rich bolt
#

When was the wind turbine ever a thing???? ๐Ÿ˜

proven elbow
#

With the storms raging on certain planets, I'm sure this is the solution to infinite power

rich bolt
#

I want this so bad

#

it's massive

fresh arch
#

Looks kinda ... unfinished?

rich bolt
#

probably was part of the testing phase

#

I'm doing a bit of a deep dive into the files atm lol

hearty wasp
#

there're base plates for the power modules there are supposed to let the modules snap together in a grid if you look in the files as well

rich bolt
#

Ok, the gravity lift for freighters, why are these not a thing lol? They're heaps of fun, plus they remove fall damage!

Imagine having a portable one you could just use at any moment to prevent death from an accidental cliff dive? Like having a weapon that shoots out gravity changing bullets

hearty wasp
#

you'll like that a lot more

fresh arch
#

Gravity related stuff

#

I know what I want to find to mod

#

I haven't seen a single one of these events since Origins dropped

vale iron
#

You want to increase the frequency?

#

I've seen one once I think

lime mesa
fresh arch
#

Sorry but yeah if you know a mod that does this or what value needs to be changed so I can do it myself

vale iron
#

I mean I've seen a storm once, not a mod. But I'm searching right now

fresh arch
#

I see GC Gameplay Globals has
<Property name="StormGravityChangeTime" value="5" />

#

But I guess I need to dig deeper, I havent decompiled the other files yet

vale iron
#

Yeah, I think that controls how quickly the gravity changes when you are in a gravity storm

fresh arch
#

writes 5000

vale iron
#

I found the gravity storm weather file, but still looking for where it decides to make gravity weather

fresh arch
#

What's the name of the file?

vale iron
#

METADATA\SIMULATION\SOLARSYSTEM\WEATHER\GRAVITYSTORMWEATHER.EXML

steel crypt
#

Gumsk...I just woke up

#

lol

#

Is it in the biome files?

vale iron
#

That -1 spawn chance is suspicious

steel crypt
#

oh hazard weather?

vale iron
#

weatherhazards.mbin yeah

steel crypt
#

right

#

yeah for some reason prob cuz I saw that..I was thinking they can't spawn

vale iron
#

Yeah, maybe I am misremembering and didn't actually encounter one before. Could have sworn I did though

steel crypt
#

okay...there are 2 conditions for weather hazards

#

the planet will be "extreme" or not

#

has nothing to do with the normal "extreme" weather like on HUD or harsh rain etc.

#

a planet is either considered extreme in the case of hazards or not.

#

in the case above, if the planet is extreme then it can't make the gravity orbs

#

if that was set to 0.5 instead of -1 (like spawnchancepersecondperattempt) it would have the same chances no matter if it is extreme or not

#

used this to do some tornado testing

#

if you look at all of the hazards, you'll see they are set so that you don't get some things if there are others

vale iron
#

Oh, they're static, too. Should make them wander

steel crypt
#

AKA if a planet is extreme, it will only do certain ones

fresh arch
#

So it depends on some property of the planet

#

Do I get that right?

#

Not just 1) check if planet is weird biome 2) roll the dice and decide to spawn

steel crypt
#

yes, whether it is "extreme" or not

fresh arch
#

Im also wondering if the SpawnConditions value could be changed

steel crypt
#

but extreme only in the sense of weather hazards...not normal extreme weather

fresh arch
#

I see options At Night Not In Storm for meteor showers

#

And the rest is During Storm so yeah

steel crypt
#

there is a variable in the middle there "chanceofplanetbeingextreme" or something. I was changing that but seemed to have no effect.

vale iron
#

It's strange that the chance of extreme is on every hazard

steel crypt
#

So, I just changed the chance of "SpawnChancePerSecondExtreme" to have the same value as "SpawnChancePerSecondPerAttempt" which basically negates the fact that it is an "extreme" planet or not

#

Isn't there a gravity weather planet though? Like you would have to be on that planet type to get those orbs anyway?

#

Not sure if I'm remembering that right

fresh arch
#

Not that I know of

#

11 types of weird / exotic biome

#

There are bubble type exotic planets, maybe those orbs?

steel crypt
#

if you look at the odds of them appearing in the weather hazards and weather effect files, they have decent odds.

#

why don't we see them all the time?

fresh arch
#

I haven't seen them once

#

The whole reason I asked for this is because I want to see it in action at least once

steel crypt
#

there is a "grav" weather type

fresh arch
#

I played the game for a bit where I was exploring exotic worlds for the Boundary Failures, spend at least a proper handful of hours there

vale iron
#

Maybe need to track down the process for tornadoes and make sure there's not something missing for grav

steel crypt
#

<Property name="Weird" value="NMSString0x80.xml"> <Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/WEATHER/GRAVITYSTORMWEATHER.MXML" /> </Property>

#

I think the planet has to have this condition and the ones in the weather effects/hazards to make them

fresh arch
#

The Gravity Storm Weather looks like a bunch of data regarding visuals and colors

solid hawk
# fresh arch Got one question if you don't mind. Why are you splitting the PirateSystemProbab...

@hearty wasp Glad you guys got it figured out while I slept. Those particular values had property names previously, but recently lost them, so having to change each line individually using line offset. This wasn't actually an HG change. Those color property names were being added by MBINCompiler, which got a completely new build script a couple of versions ago and it was forgotten to port over manually added property names from the old script. Known issue and currently being worked on, so the Y,G,B,R property names will be coming back, just a matter of when. At that time, could do all 4 changes in one VCT. Just as a learning opportunity, hard to guess what words from a file can be used in an lua script at first. But, you don't need to guess, use mapfiletrees. Tells you exactly what can be used as keywords and of what types (PRECEDING and/or SPECIAL). Found in AMUMSS\MapFileTrees and are automatically generated when you run a script through AMUMSS that "touches" a game file. Here's the one for GCSOLARGENERATIONGLOBAL, which is the file the pirate system probability is in.

silent pivot
#

no offense, but why you don t keep those boring convo for dedicated modding discords ? most of the people coming are people looking to see if NMS have Mods

solid hawk
#

Actually we're answering questions asked by people here.

silent pivot
#

yeah, but you also make people leave

steel crypt
#

blah blah blah

silent pivot
#

how many questions are you getting ?

steel crypt
#

<Property name="WeatherWeightings"> <Property name="Clear" value="0" /> <Property name="Dust" value="5" /> <Property name="Humid" value="0" /> <Property name="Snow" value="0" /> <Property name="Toxic" value="0" /> <Property name="Scorched" value="0" /> <Property name="Radioactive" value="0" /> <Property name="RedWeather" value="0" /> <Property name="GreenWeather" value="0" /> <Property name="BlueWeather" value="0" /> <Property name="Swamp" value="0" /> <Property name="Lava" value="0" /> <Property name="Bubble" value="0" /> <Property name="Weird" value="0" /> <Property name="Fire" value="0.5" /> <Property name="ClearCold" value="0" /> </Property>

#

this is each biome file

#

odds of it having a certain weather

silent pivot
#

anyway, enjoyy this while u can still

steel crypt
#

shhhhh

silent pivot
#

yep

steel crypt
#

so the planet will need to have weird weather I think before it can make the gravity orbs....I need to check that

silent pivot
#

dont worry for that

#

you can be sure i dont report all unrespectful behaviour

fresh arch
#

Im sorry, but what's your deal exactly?

#

This is modding channel, I asked question about modding and started a convo, so can you

steel crypt
#

disrespectful is the word
The bitter irony of YOU reporting my behavior ๐Ÿ˜‚

silent pivot
#

you have no idea how bitter it is

steel crypt
#

After 5/6 years, unfortunately I do

silent pivot
#

yeah, we see you in my modders video

steel crypt
#

literally makes no sense. Try again.

silent pivot
#

the only question i have if you are mean in purpose or just victim of having no real sense of anylisis

fresh arch
#

Ok I will try to bump up the weights for Weird weather for one biome and see if that works

#

Interesting that there is a table for all 4 spectral classes / colors

steel crypt
silent pivot
#

doing what ?

steel crypt
steel crypt
# silent pivot doing what ?

what you do ALL the time. I don't need to attempt to explain the bizarre behavior, most people have experienced it by now.

silent pivot
#

ok time to tell my story

steel crypt
#

Stop distracting me Redmas lol. I can't think of the weather issue haha

steel crypt
silent pivot
#

of course you dont want me to tell it

steel crypt
#

correct

silent pivot
#

you know what, my story reached the right persons already

steel crypt
#

oh good

solid hawk
#

Everyone just relax. People are in this channel to ask questions they want to know the answer to and others are providing answers. Very productive and good for the community.

shy grove
#

@silent pivot Going forward, you're welcome to take this type of discussion to DMs. Keep the purpose of this channel in mind. As Babscoole added.

silent pivot
#

ok , i ll DM the story to @steel crypt hoping it s just a misunderstanding, i am tired of people thinking i am the problem

fresh arch
#

I will check the file trees later on, I try to focus at one thing / project at time

steel crypt
#

one at a time? But that would make sense ๐Ÿ˜œ

solid hawk
wide shale
#

Does anyone in here on ps4 that have completed all of the expedition in NMS and has all the rewards from phase 1 to to phase 8

rich bolt
#

How would one determine the name of something in item form on the nms archive?

Example: looking at the Biodome exml file, I can see the path for it, but cannot find out how to make the item from looking at it

#

I know how to make one thing into another just fine, and I know how to make things that should not be buildings into buildings, but I need to figure out how to find the actual item name of something

hearty wasp
#

you mean its product ID?

#

if you can state what exact file and line you're reading from I'm sure it'll be clearer to us

#

oh nvm I see Lenni already answered elsewhere

hearty wasp
#

If you're interested in implementing custom models into No Man's Sky, there is now a video series on it, focusing on the use case of converting into an in-game ship
https://youtu.be/cqE5YzCIclg

Series: 3D Model Conversion to No Man's Sky Ship
Sections Exhibited:

  1. Downloading the Model
  2. Mesh Preparation
    Notes: This series is suitable for tweaking 3D models for export with NMSDK in use as a generic No Man's Sky scene as well.

No Man's Sky Technical Tutorial Series (NMS-TTS) is a series of technical videos explaining and educating di...

โ–ถ Play video
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(Does not include tool set up instructions)

shadow pivot
#

How are bytebeats serialized?

night adder
#

@shadow pivot

shadow pivot
night adder
#

@shadow pivot No idea, I went and grabbed this off another server because I recalled where it was, but outside of save editing JSON, I'm not very savvy about PC stuff.

shadow pivot
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Which server?

ivory meteor
#

How can I get a Golden Vector through save editing?

night adder
#

!creativehublink

hardy auroraBOT
night adder
#

@shadow pivot

shadow pivot
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Oh i already asked there

night adder
#

@ivory meteor You need to change the scene file path through raw JSON edit

ivory meteor
#

I have 0 idea how to do that

night adder
#

If you use the invite link above, you can find a ship export file there in the fighter channel that you can use to add it through GoatFungus much more easily

ivory meteor
#

I don't know how to mod whatsoever, sorry someone recommended I look here for help to get the ship

night adder
#

In that case, you're probably better off asking once every couple of days in trade channels, sooner or later someone will deliver one to you - lots of people have them, those of us who have delivered a few times tend not to respond hoping those who have received them will pay it forward. But if we see the same person asking for a week or two, we'll get off our asses to help lol

humble kayak
#

Any way to make a console mod that works like a free dlc?

night adder
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@humble kayak None

humble kayak
#

Why do PC players get all the fun mods and stuff and all we get is a dlc that hasn't been out in years

night adder
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@humble kayak That's more due to the console than the game. Instances where a developer has been willing to jump through the hoops required to make mods available on consoles are extremely rare, not to mention the amount of work involved in setting up something in-game to allow them to be acquired and applied. HG has a tiny staff in comparison to say, Bethesda, there's simply no way they could do that unless no other content was being worked on for the better part of a year.

humble kayak
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Yeah but fallout mods are expensive

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Like stupidity levels of expensive

unique crown
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anyone on..?

rich bolt
fresh arch
#

Still you gotta understand modding on console in not a case of copy-paste-upload to a different server. Coming from Fallout modding, mods for PS player can not make use of 3rd party assets, such as textures, meshes, sounds, scripts, etc. That heavily impacts the number and quality of mods available.

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There is also all kinds of technical issues coming from different architecture, where games run in dedicated containers. Those block access from 3rd party software like mod managers. Meaning HG would have to bake a mod manager into the game. That's a huge undertaking.

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And the cherry on top of all is players willingness to maintain their mod lists. Because sometimes things do not just work (TM). Your average mod consumer is not willing to put work in checking for conflicts, adjusting the load order, patching stuff yourself using a 3rd party app. And it can get really tricky when using lots of mods from different people. If HG cares about accessibility of the game to new players, about out-of-box-experience which plays a big part in impression of the game, they might opt out of in-game modding

wintry sage
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How do I mod?

fresh arch
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And a post by Gleam which has the same instructions

steel crypt
# humble kayak Like stupidity levels of expensive

Exactly. Because it is on console and as mentioned above, that involves a lot of work from the game Dev and the console Dev. All of this work costs.
A lot of people that make mods for pc give hundreds/thousands of hours for free to make them. If they were reasonably priced, some mods would be very expensive. Iโ€™ve personally spent thousands of hours making NMS mods. Even at minimum wage, mine would add up to 60,000$ USD + easy.

silent pivot
unique crown
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i am need living ship upgrades anyone help..?

silent pivot
silent pivot
silent pivot
unique crown
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i just need upgrade modules and i can do the rest

silent pivot
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hmmm maybe turn into a save edit solution

unique crown
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i am on ps4 brother

silent pivot
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nevermind ๐Ÿ˜„

steel crypt
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@round sinew

fresh arch
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Currently only have access to Steam Deck where I don't have password for Nexus lol

steel crypt
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Sure np one sec

fresh arch
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I would like to know of there are any bigger changes worth getting now

steel crypt
#

Changelog for DUD'S SKY - COLORS v4.08.2:
- Updated _MOD_DUD_NightSkyColors_v4061 to _MOD_DUD_NightSkyColors_v4082 (Changed color of common night sky horizon.) - Updated _MOD_DUD_PlanetFilters_v4061 to _MOD_DUD_PlanetFilters_v4082 (Added custom Toxic biome planet filter.)

Changelog for DUD'S SKY v4.08.2:
- Updated _MOD_DUD_AiShipPlusMoreDamage_v4071 to _MOD_DUD_AiShipPlusMoreDamage_v4082 (Balanced AI ship health and shield.) - Updated _MOD_DUD_DynamicStanding_v4081 to _MOD_DUD_DynamicStanding_v4082 (Balanced standing rewards.) - Updated _MOD_DUD_ExocraftMechanics_v4062 to _MOD_DUD_ExocraftMechanics_v4082 (Removed wasd control from 3rd person exocraft.) (Adjusted fuel rate for exocraft.) - Updated _MOD_DUD_PetRider_v4061 to _MOD_DUD_PetRider_v4082 (Slight adjustment to pet ride speed.) (Several adjustments to pet following and exploring behavior to keep pet from getting stuck as often.) - Updated _MOD_DUD_SpaceshipFlight_v4061 to _MOD_DUD_SpaceshipFlight_v4082 (Reduced phase beam shield leech rate.)
@fresh arch

silent pivot
#

There s people that complains when you update often, and then, when you stop updating, you realise they update more than you did.

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Waiting for HG extraction...

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i have nothing agaisnt repetitive updates, that's how i work too.
But it's more the "complaining about something you are already doing in order to be the only one doing it". that i wanted to point out.

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anyway, i am having more and more hard time hiding that i hate all modders

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after 4 years trying to make them understand i am on their side, i totally gave up the last year

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but the breaking point was when 4 of them told me at the same time, that they dont me in that community

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after all idid... which they totally dont care btw, actually, the more people forget my work, the more they are happy

#

those ones are the regular ones, the big ones go to claim full credit for the stuff i did

#

Since the very first weeks of modding i understood where i stepped into :

#

after 5 years working along them, i not only didnt change my mind, but i have an opinion on them that is deeply worst

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i also have a problem with people trying so hard to hide the fact that they are like that , i think that is upseting me more than the rest.

#

"upsetting" is a big word, it was more a "go die somewhere else you re messing the floor with your blood" feel

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i will not stop talking about that until i find someone that wants to listen how big of a problem this is.

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i dont mind if they claim full credit "i did the first "3rd person view mod" " etc i intentionnaly let the guy tells it since he seemed to care about it ( otherwise he would have created a drama like never ) but WAW, why people feel the need to to this ? dude, go do something on your own , you will feel way better.

silent pivot
# silent pivot Since the very first weeks of modding i understood where i stepped into :

so what happened after that, i left nexus and go do stuff on a website of my own, in order to avoid people creating problems out of nothing ( and "problems" is a small word ) And what happened, a guy claimed full credit for my mods pack and claimed that I was banned for stealing mods. ( and it was a totally premedited move from him ) when i came back to Nexus, they thought i had multiple accounts ๐Ÿ˜„ but never doubt i was the worst person, i had good time reading all the false infos folowed by insults against me. when i came back.

#

anyway, i have too much stories like that , but that was "level 1 mean-ness". we r today at around level 20

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around level 15 someone carjacked by discord server and taunted me when my community left me.

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but if you listen to them i am THE BIG PROBLEM of their community. That's why i say, you know what, you are right mates, i have nothing to do with that community.

#

i ll keep my ideas for Hello Games inside their feedback poll, i feel at least useful there.

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

gdiv rules Channel Rules gdiv

โ€ข Be on Topic: Sharing and discussing mods, and asking other modders for help.

โ€ข No drama. Be civil. If you have a personal issue with a mod creator, DM them. DO NOT discuss it here. For Discord server moderation help, type !ModHelp

โ€ข No memes. Those go in #memes๐Ÿคก (๐Ÿ”’ role locked).

โš ๏ธ Rule violations are subject to content deletion and any other applicable moderation action including timed mutes, warnings and bans.

gdiv More Info gdiv
โ€ข Check other pins Pins for helpful information on NMS mods.
โ€ข For gameplay questions, we recommend #nms-questions where relevant screenshots are allowed.
sp

round sinew
#

@covert vale , Better Rewards (https://www.nexusmods.com/nomanssky/mods/1460) for example states that:

Words

Learning words from non npc interactions (knowledge stones and dictionaries) is also 3 times faster (3 words learned form a single knowledge stone). You now also learn 5 Atlas words, instead of 1 and also have a chance (15%) to learn them when interacting with non npc learning sources.

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(3 words learned form a single knowledge stone)
this one is real easy to test

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you will know if the mod is doing its thing

grave pecan
#

how does better planet generation affect bases i built or other players' bases without the mod?

round sinew
hearty wasp
#

read pin for more comprehensive info

grave pecan
#

so its not exactly a great match for multiplayer

round sinew
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@hearty wasp none of these ^ should affect frigate fleet mission timers, right?

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kinda know about some of them, and i don't think they would

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better rewards mods fleet expedition rewards - if anything, it should be faster/better rewards right ๐Ÿ˜„

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(context: user reported an expedition going from 18h to 80h or something over a few gaming sessions; didn't modify sysclock, didn't save edit, that's the mod list running+a remove lag mod)

covert vale
round sinew
#

well, not sure - probably not working, possibly being overriden by another mod that touches rewardtable or expeditionrewardtable

#

i'd check for updates or conflicts

round sinew
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thanks

covert vale
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gonna try them out one by one now

round sinew
covert vale
#

Oh, it better than vortex?

hearty wasp
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they serve two different purposes

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namely, vortex serves nearly none

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and user are recommended to not use its installation features because it often makes paks undetected by the game

covert vale
#

alright, so AMUMSS it is then

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which one do i need?

round sinew
# covert vale which one do i need?

https://www.nexusmods.com/nomanssky/mods/957
Installation:

  • Get the latest release from AMUMSS latest releases on Github Link (https://github.com/HolterPhylo/AMUMSS/releases)
  • De-compress the zip file to its own folder (like C:\AMUMSS) Making the path to AMUMSS main folder short helps prevent bumping against windows path length limit (in rare cases)
  • No accented or special characters in the path
  • Always extract to a new folder on any drive, never in any System, Documents or game folder
  • Create an exception to AMUMSS main folder BEFORE executing anything
  • If the cmd windows closes immediately (or is blank) when double-clicking BUILDMOD.BAT:
    if you are on windows 7. Try renaming 'OPT_Colors_ON.txt' to 'xOPT_Colors_ON.txt'
grave pecan
#

is jjs better ships making this possible or can alien ships really just spawn at outposts

round sinew
#

living ships cannot spawn like that without a mod

grave pecan
#

alright thought so

#

this mod said it just removes C class and makes S class more common

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guess it does more

round sinew
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i guess "no aliens" version is no longer available on nexus though

#

ah wait

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might be all the same zip

grave pecan
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๐Ÿค”

round sinew
grave pecan
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weird

round sinew
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well, drop the author a shout on nexus maybe

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if you want to find out what happened

grave pecan
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he just never updated any other versions than the main one it seems

#

its making exotics spawn way more often

covert vale
round sinew
covert vale
round sinew
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yeah, not sure why amumss is not going through this part now

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or at least taking a lot longer than i remember it used to take

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ah scratch that, here we go.

odd crater
round sinew
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really like the "infested biome" inspired one

odd crater
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They are animated, pictures don't do them justice.

round sinew
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like the cablepods?? ๐Ÿ˜„

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niceee

merry wasp
round sinew
merry wasp
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ok ๐Ÿ™‚

night adder
#

@merry wasp I was confused as hell for a moment, because I know Mjstral created AMUMSS lol

solid hawk
night adder
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@solid hawk Good to know, thankya. ๐Ÿ™‚ I was wondering why the caveat about not promoting their own content was mentioned regarding a simple instructions pdf, now it makes more sense.

hearty wasp
#

Video Tutorial Series: 3D Model Conversion to No Man's Sky Ship
Sections Exhibited:
3. Adding No Man's Sky Components and Model Export
This series is suitable for tweaking 3D models for export with NMSDK in use as a generic No Man's Sky scene as well.
https://youtu.be/7gpQy4WpqWA

Series: 3D Model Conversion to No Man's Sky Ship
Sections Exhibited:
3. Adding No Man's Sky Components and Model Export

Notes: This series is suitable for tweaking 3D models for export with NMSDK in use as a generic No Man's Sky scene as well.

No Man's Sky Technical Tutorial Series (NMS-TTS) is a series of technical videos explaining and educa...

โ–ถ Play video
lime mesa
#

How do I edit my save to get Normandy on PlayStation

#

4

hearty wasp
#

Sections Exhibited:
4. Material Tweaking
5. Ships of Moar Integration
6. Testing Your Ship in Game
https://youtu.be/7z0ZN7CTEzM

Series: 3D Model Conversion to No Man's Sky Ship
Sections Exhibited:
4. Material Tweaking
5. Ships of Moar Integration
6. Testing Your Ship in Game

Notes: This series is suitable for tweaking 3D models for export with NMSDK in use as a generic No Man's Sky scene as well.

No Man's Sky Technical Tutorial Series (NMS-TTS) is a series of technical...

โ–ถ Play video
shy grove
night adder
#

Not entirely accurate, but paid software being a requirement does mean few PS4 players can.

narrow iron
#

Does anyone know if there is a mod that displays heat haze behind the starship engines

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The thing that makes hot air look wavy

hearty wasp
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not atm but maybe @steel crypt 'd like that idea

lime mesa
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How much it costs and what is it called

hearty wasp
lime mesa
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Alr

lime mesa
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Any mod that physicly move the camera more back? Not Field of View...the actual camera position

hearty wasp
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gcam?

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has a lua

strange dock
sharp kite
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Imagine blocking me lol

#

Kid

#

What are the top coolest mods that works?

hearty wasp
#

Sean

strange dock
sharp kite
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Also even whatever happens
Doesn't matter
No any reason is enough to block your friend lol
How old are you bro?
Just say hey man
Dont wanna play anymore
Have fun
It was nice meeting ya ๐Ÿ˜๐Ÿ˜‚

#

.
Is there a mod that lets you have 9999999 cargo slots or something?

strange dock
merry wasp
strange dock
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ik sure but it doesnt deteckt some stuff

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only when i delete the curl

sharp kite
merry wasp
#

Btw if you guys wanna s... on eachother do it is n DM's

sharp kite
strange dock
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i do not want and i dont know why he continues like a child :)

sharp kite
merry wasp
sharp kite
sharp kite
strange dock
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@merry wasp do you like nms modding station or amumss more ?

merry wasp
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But amumms over modding station cause scripts

strange dock
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so il just stick to nmsmb

sharp kite
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POV: me confused over modding rn
So should i stop modding with mod folder manual and download modding station?

strange dock
#

are you lost

merry wasp
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Ill keep it simple

strange dock
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dont do

sharp kite
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Probably

merry wasp
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Modding dtation: make my ds by direct edits

strange dock
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that is for anything diffrend when you delet ur mod folder u wont ahve mods

merry wasp
#

Amumms : use lua scripts

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Nmsmb: c# scripts

sharp kite
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Which one is better

strange dock
#

can you even programm ?

#

ig its what language you like more

merry wasp
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Amumss has most of scripts, and making lua mods is relativly easy

sharp kite
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Okay

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Ty

merry wasp
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NMSMB might need minor programming background

sharp kite
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Life's funny

merry wasp
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Lol

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Anyhow

strange dock
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i dont know why you are attacking me even if i never done anything

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but please keep that out of the modding chat :)

sharp kite
#

Agreed

sharp kite
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Extract the archive to the new AMUMSS folder (e.g., ..\Modding\Tools\AMUMSS)

#

what do i do bruh

#

create folder called AMUMSS on desktop screen and extract the archive to there?

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@merry wasp can u help me setup

solid hawk
#

Even has pretty screenshots. ๐Ÿ™‚

solid hawk
#

Sure. Be aware I'm bouncing back and forth between IRL and just checking the computer every so often, so may be a little bit before I can respond again. GameMaster may get to it first.

hearty wasp
sharp kite
#

Test_AMUMSS_install.bat

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i stuck at this part

#

it wont say ready to go...

vale iron
#

What does it show instead?

sharp kite
#

its bee 2 hours

#

we are in [C:\Users\Max\OneDrive\Desktop\AMUMSS]
Press any key to continue . . .

#

this

vale iron
#

And I assume you pressed a key?

sharp kite
#

why im so fucking dumb dude

#

i wasnt this dumb back in my day lol

sharp kite
#

wait

#

BUILDMOD.bat
not asking me for update
what else im missing

#

when i open it
it says:
MasterVersion = [4.0.0W]
CurrentVersion = [4.0.3.0W]

strange dock
#

you need to wait

sharp kite
#

oh yea

#

what a nice community

#

ty

strange dock
#

wdym

#

its loading

sharp kite
#

ye

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??? Do you want to use AMUMSS in [F]ULL, [D]EV or [L]EAN mode [F,D,L]?

#

i press F right?

strange dock
#

you can choose

sharp kite
#

okay also

#

??? IS your NMS game version [P]ublic or [E]xperimental [P,E]?

#

which one?

strange dock
#

if you havent done anything than P

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like im sure u got the basic one

sharp kite
#

wdym

#

ok

strange dock
#

Experimental are versions that are newer but not yet ready developed so they let people test them

sharp kite
#

thanks

#

๐Ÿ™‚

sharp kite
#

Do you want to globally allow user input requests from scripts? [Y,N]?

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which one

#

@strange dock

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hello?

vale iron
#

You can do Y, it won't matter

sharp kite
#

ok