#nms-modding
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Afaik shaprness filters are generally done with convolution
we just change the input
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
!creativehublink
I know mjstral was just inquiring similar things lately
Does anyone happen to know of an updated alternative to this mod: https://www.nexusmods.com/nomanssky/mods/1860?tab=bugs
I'd like to have that extra bit of randomness at the start of the game if possible.
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
Thanks. Where do I find these files?
In the game/GAMEDATA/PCBANKS/ folder there are a bunch of *.pak files, they are like zip files. Inside them are all the assets the game uses e.g. all the dds textures, wem audio, mbin config items.
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.
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.
https://github.com/cmkushnir/NMSModBuilder
https://github.com/cmkushnir/NMSModBuilder/releases/download/v.4.6.0.4/NMSModBuilder.7z
https://www.nexusmods.com/nomanssky/mods/2032
Requires .NET 6 Desktop x64 to be installed: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.12-windows-x64-installer
I see. How can I tell which .pak file contains the things I need to edit?
If you use NMSMB you don't care, it will search them all to find the item you specify.
Ah, okay. That's convenient.
If you don't use NMSMB you will use something like psarc.exe or psarctool.exe to extract all 181K files to your drive.
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.
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;
Is there a mod that lets you teleport to a system regardless of if you used a teleporter there?
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.
I can't seem to get NMS Coordinates to work with Gamepass
Changing teleport end points in the json editor can let you achieve what he's requested, you are basically just changing where the space station teleporters send you when you travel through them. But what you change it to must be a system containing a space station or it won't work
Okay, I've got to the point where I have rough Coordinates, I don't know if they are usable
65359.31640625,
-6783.4609375,
-574639.4375
{
"Waypoints":[
{
"Address":{
"VoxelX":-1044,
"VoxelY":-3,
"VoxelZ":-1287,
"SolarSystemIndex":91,
"PlanetIndex":3
},
"Type":{
"GalaxyWaypointType":"Gameplay_Mission"
},
"EventId":"^FACT_SE_WEAPGUY2"
}
]
}
You guys did give me an idea for a new addition to my base though, so thank you
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
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!
I've had this since 2017
you can just use a save editor
@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?
that screenie was from Eucli-ea's page
using an interaction to add in another scene is just another method lol
Yep, but I consider a save editing method superior to mod, because it's nearly universal, whereas mods apply solely to the PC players.
sure
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. ๐
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
๐
interaction > trigger action > scene addition is more versatile but not for buildables
that's why I can flex on that 
unless they'd replaced the NPC with the scene directly
in which case is a plain funny way to do things
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?
There's a respository of luas that you can use as reference
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection
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.
AMUMSS also has docs on script rules in the main install folder
cool cool
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. ๐
Ok so I think I got it working
Could someone be kind enough to "proofread" it?
Would like to know if I got at least the basics correct
if you can upload the lua here, sure
Also if you could enlighten me what's the deal with having to use double brackets for sections
looks good
I started reading what you posted before but deleted
So it's like the first bracket notes a set / collection of objects {...}
And the second bracket is the object { MBIN }
So I could have 1 script modyfing the contents of multiple files with:
{ { MBIN 1 changes }, { MBIN 2 changes} , ... }
Like that?
you do that under MBIN_CHANGE_TABLE
Ok I think it's still a bit too early for me to read that deep into the documentation
I think working on some examples would give me some more understanding
Still, thanks for your help
Can you mix on Xbox?
If you mean mod, no
if you turn the fan into a rotating paddle you can prolly mix using an xbox tbh
Is there a way to use the save editor to change a choice you made in the story line?
You can edit the json section related to missions and stages, but knowing which to change and what stage to set may take quite a bit of research.
Hmm
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
@plain copper If the choice youre referring to is ||birthing a star, far easier to simply edit the Star Seed blueprint in||
That I know, it's actually because I feel bad about the end of the story
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.
I can see how you thought that. It's more of a moral conflict lol
Best thing i did with save editor so far lol
can you edit bytebeats with save editor/base editor?
@rich wave duplicate glitch that's what i did
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)
I kinda dig the vertical window thingy
Is the whole model imported from somewhere or did you model it?
I pulled out from the archives, it's a model from nms
Just like these 2
also
i'd seperate your lua from your pak
lua need less updating ๐
so when you update you only need to grab your pak
but thats me ofc
You mean like make the PAK download a main file and LUA as optional?
Yeah I just took example from Lo2k, they are packing both in one ZIP
@gaunt elm good news? ShipStoreV2 now has a lua
bad news it takes 30mins to compile
just an fyi
Well for now I haven't tested it in-game after that.
Trying to reach next galaxies, it takes some time...
Btw what do you mean it has lua now?
It what?
script to recompile/merge
lol pre 4.0 Amumss it took 20-30 mins for my Craftable Upgrade Mods
I assume that's because the changes are for multiple files
nah additions
Open file, find the right key, change the value, close and compile, repeat bajilion times
that take allmost no time
adding and removing on the other hand
altho im only doing 22 add to reward table
each add is 1 entrie with 10k options
so
maybe to much text for AMUMSS to handle properly
I'm someone who doesn't write code or mostly don't know stuffs about it so why should I recompile and merge mod with AMUMSS?
What's the benefit of doing it?
you can actually use mods that edit the same file
while if you dont it might be that 1 ore the other conflicts with another
either missing content or features fe
it also makes the mod a lot more update-proof
and that
instead of having to download a pak from Nexus every single fucking day when the next update cycle comes
you just wait for AMUMSS to update the compiler by itself and then run AMUMSS to update it
made a handy guide if need be
Do you have its link?
not to mention customisation features that could easily become 2^5 different versions on Nexus if uploaded separately
I think https://www.nexusmods.com/nomanssky/mods/2626 this mod's itself not guide ?
Oh wait no.
I'm blind.
lel
at least you read it
In my case, I instantly thought link was mod's itself since I only see mod updates there, not a pdf
true dat
that's ten times better than the average mod downloader
but a search on Nexus with "AMUMSS" will work
but that pdf will help you on how to use it
i provide links to it in my description AND pdf
@gaunt elm No gifs in this channel please
May I ask what's your opinion on adding AMUMSS as a requirement in the "mods required" section in Nexus?
Yeah I mean I should have guessed, mod's description shouldn't be that short.
Also I like gifs too.
its not a requirement
it's advisory
Eg. in modding Fallout some folks use to differentiate "soft" vs "hard" requirement
you can use the mod without it
bi=ut if you ahve multiple I'd say it a hard requirement
ill show you my descriptions
Hard as in necessary for proper functionality, soft as optional, used for the best effect
I add it to my lua scripts because they need AMUMSS to do things
you can set the file requirement pop up when you upload the file
Yeah I know
yeah so I just do that
that my standard description templates
and my sticky post tempaltes
And still i get people coming with mod conflict issues
so yeah
just follow your heart
Living ship ones?
I just use save editor for it tbh. Easier imo.
well
i don't like to cheat :d
and reload saves
etc
so now you can play
craft some sacs in addition of getting them from frigate missions
I mean technically mod is also cheat. You're not supposed to buy ships from space station or 700 000 hyperdrive jump.
Unless devs implement it.
the balancing for me happens in the price
or crafting cost
fe
thats another one i maintain
i still think it's more balanced then just editing your save
and poof 10k new slots
at least this way you need to do some effort in set-up
ofc other mods might be a blatant cheat
Well I probably would use this speed change.
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.
However reaching core is slow...
wdym?
Walking speed is slow in DF. That.
@round haven I would recommend downloading NMSSE from the link provided in this pin:
<#nms-modding message>
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.
The download is a self-extracting archive, run it in a location that makes sense and you can easily find again
Keep me informed
@round haven @ me when you are ready to let me guide you through
Figures this is the best place to ask but how do I customise how my ship looks using the save editor
i have the file downloaded and i am ready
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
!creativehublink
The seed will change a whole lot, colours, parts, but not ship type
Certainly possible using a Save Editor. However, a bit harder to be specific in which extractor to delete
Meaning the same seed value can result in different ship types?
Not too sure, but I do know the 'model' for the type is referenced, so I assume if you only change seed, the type remains
Like lets say there is a seed value "seed" and I can put it in GenerateFighter(seed), GenerateHauler(seed)
So a fighter will remain a fighter, regardless of seed
I guess so, but I am not quite certain on these specifics. Never messed with this much. I am sure someone else knows better
@round haven Did you download the Save Editor?
First make a backup, just to be sure!
!faq-savefiles
to view, enable Link Preview 
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
@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
Thank you
i downloaded it and made my backup\
Ok great!
So make sure you are not running NMS
Then open the Save Editor
Let me know if it finds your save files
(check the drop-down for Game Slot, to select the correct save)
Yes
From what I understood, using the same seed on different ship types, often results in same colours too, right?
That's what I recall as well, but I'm not 100% on it
Done
I have the save selected
Ok, now at the top, you see a tab named 'Edit', select 'Edit Raw JSON' there and it opens up a new window
This new window shows a 'folder like' structure on the left, and data on the right
Ok, so we will do this with NomNom instead, fine, but let me change as well, so I can properly guide you through.
Click the Slot 1 there
And if Edit JSON remains greyed out, you need ot change settings to advanced first
Check File tab and select Settings
Yes
Check Advanced Mode
Ok, once that is done, it should allow to selct Edit JSON
Left side is where the 'fields' are, right side is the actual data
I see
It does look like this
Once that has expanded, you see a whole bunch of new fields on the left
You will be looking for 'PersistentPlayerBases' on the left
Can you screenshot?
I think you may have selected to edit the AccountData instead of the SaveData
Ok, click on it to expand. A new list of fields should open up, these will be numbered [0], [1], [2], etc
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
You will need to check which of them is the base you need to make edits to
To do so, you can expand each numbered base, to then check the 'Name:...' field listed
(unless you did not name the base, it would have the default name for the location instead)
See if you can figure out which of the numbered bases is yours you need to edit [X], then let me know
finally
got it
i am in it's file
what now
i see them now
so just delete them ?
Ok, you you found the [X] number of your base, right?
yes
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
Should look similar to this
Above, I have base [1] selected for Objects.
139 objects
Now we can further look into all the objects on the right side.
Click inside the right side part and press <ctrl> + <F>
That opens a search prompt.
The one at the bottom left ?
You'll be searching for "U_GASEXTRACTOR" (without quotes)
No, inside the right side area
<CTRL> + <F>
That works too, but can be hard depending on how many parts
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
Each object has a set of data
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)
Let me show you a full block of object data
This would be a full block of data for in this case a Base Teleporter.
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
You likely have to delete a few of them as well, so you can select multiple of the blocks for the Gas Extractors
And how to know which ones are at the higher altitudes?
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
Yeah i think that is the case
I hope at least
So they are the ones at the bottom arenโt they ?
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
They can actually be in any order, best to not assume and make sure instead, but requires conversion work using a tool as described above
In all honesty, I would just delete the extractors and start over in-game without going through that trouble
Unless it would not be easy to rebuild
(can give yourself resources anyway now, if you wish)
Would the connected pipelines/electrical wires be a problem ?
Then go ahead, remove those blocks for the extractors and make sure you did this correctly
Hmmm, you can delete those in-game, assuming they are not hidden inside objects/terrain.
Ok good
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?
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
See here about the last object block and those before (comma use)
@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
You likely have ot close the edit window for a save to be made/verified
โThere is one with unsaved changesโ
Hmmm, can you show me?
Can always select the file tab after all that, to then manually select to save?
Likely select No and then save first,? Yeah, go test it and let me know
Make sure to @ me then, or as a reply. Would like to know if and how it worked out
๐ค
@fallow meadow it worked and i no longer crash
Time to party! Woot! ๐ฅณ
Now one last thing! Be careful with the Save Editor, it can ruin your experience in several ways. Use with care!
Does anyone know a way to get rid of this dust / particle effect when ships are landing on a trading outpost?
I dont even know which file should I start looking in
I think it may be the PADDUST.ENTITY.MBIN in MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\TRADINGPOST\LANDINGPAD\ENTITIES\...
It references the MODELS/EFFECTS/DUST/PADDUST/PADDUST.SCENE.MBIN
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
how do i best approach this?
Check your Squadron data in the raw JSON editor of your choice: NomNom or NMSSE. Check the pins here for links
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.
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
Ah, and would almost forget, make a BACKUP first, just in case! (should have said that sooner)
Well, you'd be amazed ... better save than sorry, so I prefer to mention it regardless
Besides, I am the one making you mess up, right?
I don't want the blame
๐
dev/coder here, nuff said ;)
Ah, great ... hmmm, now what if ....
"if i told you to delete system32, would you do that too?"
Of course ... blindfolded even
is it easier to have another (random) pilot already recruited there?
The pilot is not important at all in case you only care for the ship looks/type
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
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
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 :)
Well, as for squadron being pretty much just looks/immersion to begin with, I wouldn't be bothered too much about 'upgrading'
yeah, what's up with them flying in our way anyway?
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
That's the AI pathing, hard to avoid. It is intended to look cool, but upgrade is not making them any smarter
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.
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
notepad++ shouldn't mess around with the encoding, right?
No, shouldn't even if spacing/tabs is set diff
i must have missed a chapter, notepad++ opens it as binary data
WHat are you opening?
save8.hg
You need a save editor to then open the Raw JSON data with the included editor
ah, that way
i better get an updated version of SE too then
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
i know about compression that the lesser i deal with it, the happier my life
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.
i'm now looking at the squadron data,
I have a hunch you will figure it out, but feel free to ask if you wish
if i already have a pilot recruited, then would it be sufficient only to copy the ship seed?
Does it show a list indexed from 0 to 3?
All 4 squadron members there? Or at least the default data?
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
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.
bit more context, i have 2 identical ships and a random ship, but 3 different pilots using only ingame mechanics
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
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
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
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
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?
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
Nice
*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
I still like this squadron best, for images at least, as they do not listen very well when it comes to following along ๐
you just copypasted the entry 9001 times, didn't you?
waitwait, now i want to see if i can replicated that in code lol
It is a simple save edit, I can tell as much
rip wifi
i see a SquadronUnlockedSlots with 4 true/false elements, that's the leading iterator for number of squadron pilots?
Yes, that represents the squadron slots active as seen on the freighter bridge
if i were to set that to 6, is it also visible on the bridge? :)
It will not allow that to work
myeah, interface canvas is probably hardcoded or something
still, i could troll a friend with that
back to farming nanites the hard way :)
Client side only though
not visible in multiplayer?
Would be a failed troll attempt
as in, only 4 of them show in multiplayer?
Ahuh and what I did would not show
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
Would be cool if it worked in MP. Have some corrupt sentinels ... just a few, don't be skeered!
๐คช
Got warps on my planet ๐
anyone wanna help me..? i am poor as heck
#nms-questions or #nms-lfg-or-trades or just get nom nom save editor
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 ?
How to change the game files to read only ?
Is there anyway i change the gas extractors model
I just want them to be a blank cylinder
I already have a mod that does this for the silos
I want it to do it for the gas extractors also
not really
5x Atmospheric changes at once โค๏ธ
Gravity Spikes/Gravity Storm/Stone Spikes/Bubbles/Smoke Storm
They are subtle, but really nice up close
Hi everyone! Iโm 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:
have you considered converting it to lua/C#? it'll save you a lot of time in future maintenance
@hearty wasp For terrain it would be super helpful, but Iโd 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 itโs a big amount of work, but if there is a team behind it, would be much easier and faster
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 wasp thanks, Iโll keep it in mind.
hi guys quick question, is there a mod that allows you to have a more common generation of black markets?
Could you clarify what you mean? I don't understand what you mean by common generation or by black markets
@vale iron Increase the number of outlaw systems, I believe they mean
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
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>
Yellow, Green, Blue, Red? I thought it was Yellow, Red, Green, Blue
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. ๐
You're right. I just checked my old scripts and they have it ygbr as well. I just misremembered
I'm neither right or wrong, just passing on what's there. ๐
is there any mods ya'll suggest for newbies?
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.
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.
I like the mods that skip the initial splash screen with Hello Games logo and other infos
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
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?
LINE_OFFSET used to not auto-increment
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},
},
using param values can be unreliable since they can change more often than field names
using line offsets increases its longevity
we don't target the values of the params
I thought it's just like an array of values and I just write new values for all of items
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>
Yeah so when HG changes them, we compile the LUA script again in AMUMSS, to overwrite these changes with our values
you cannot target 0.25 when HG's changed it to 0.35
notice that there are also 2 params valued 0.15
What do you mean by targetting a specific value?
ok so let me get this straight
What part of Babs' script does that?
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
You mean because it's not like
<Property name="something" value="0.25" />
I can't target it with value?
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
you can
by directly targeting the values
like {"0.25", YELLOW},
but again, HG tend to change that more often than struct names
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 spell
Yeah sorry for all this confusion
Im quite literally throwing random things at the game and hoping it sticks
that approach may work better in NMSMB
but you'll have to try it out yourself since I don't use it
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?
๐คทโโ๏ธ
Dunno if just being in table with times = being a valid pick for building decisions
Probably wouldn't be that easy, or there would already be a mod for it
could be using some borrowed structure from an enum
cos that looks like some scanevent objects
I read the words, but I don't understand them
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
Like a template kinda thing
something like that
I've been doing some tinkering today and managed to locate and summon the infamous Dragonfly Exocraft โค๏ธ
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
Lol that would be hilarious!
With the storms raging on certain planets, I'm sure this is the solution to infinite power
Looks kinda ... unfinished?
probably was part of the testing phase
I'm doing a bit of a deep dive into the files atm lol
since before power was a thing
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
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
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
Yes
GIMME
Sorry but yeah if you know a mod that does this or what value needs to be changed so I can do it myself
I mean I've seen a storm once, not a mod. But I'm searching right now
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
Yeah, I think that controls how quickly the gravity changes when you are in a gravity storm
writes 5000
I found the gravity storm weather file, but still looking for where it decides to make gravity weather
What's the name of the file?
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\GRAVITYSTORMWEATHER.EXML
oh hazard weather?
weatherhazards.mbin yeah
Yeah, maybe I am misremembering and didn't actually encounter one before. Could have sworn I did though
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
Oh, they're static, too. Should make them wander
AKA if a planet is extreme, it will only do certain ones
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
yes, whether it is "extreme" or not
Im also wondering if the SpawnConditions value could be changed
but extreme only in the sense of weather hazards...not normal extreme weather
I see options At Night Not In Storm for meteor showers
And the rest is During Storm so yeah
there is a variable in the middle there "chanceofplanetbeingextreme" or something. I was changing that but seemed to have no effect.
It's strange that the chance of extreme is on every hazard
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
Not that I know of
11 types of weird / exotic biome
There are bubble type exotic planets, maybe those orbs?
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?
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
there is a "grav" weather type
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
Maybe need to track down the process for tornadoes and make sure there's not something missing for grav
<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
The Gravity Storm Weather looks like a bunch of data regarding visuals and colors
@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.
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
I just hit a grav storm planet while I was finishing up leviathan redux a few days ago.
Actually we're answering questions asked by people here.
yeah, but you also make people leave
blah blah blah
how many questions are you getting ?
<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
anyway, enjoyy this while u can still
shhhhh
yep
so the planet will need to have weird weather I think before it can make the gravity orbs....I need to check that
Im sorry, but what's your deal exactly?
This is modding channel, I asked question about modding and started a convo, so can you
disrespectful is the word
The bitter irony of YOU reporting my behavior ๐
you have no idea how bitter it is
After 5/6 years, unfortunately I do
yeah, we see you in my modders video
literally makes no sense. Try again.
the only question i have if you are mean in purpose or just victim of having no real sense of anylisis
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
Ask yourself...why am I still doing this at my age?
doing what ?
I believe it's weird weather planets but I hav to look
what you do ALL the time. I don't need to attempt to explain the bizarre behavior, most people have experienced it by now.
ok time to tell my story
Stop distracting me Redmas lol. I can't think of the weather issue haha
Please not again
of course you dont want me to tell it
correct
you know what, my story reached the right persons already
oh good
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.
@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.
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
Just wanted to drop a quick thank you for responding back to me, even better with a proper explanation 
I will check the file trees later on, I try to focus at one thing / project at time
one at a time? But that would make sense ๐
No problem. Happy to assist and share what I can.
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
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
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
Better ask in #no-mans-sky or #nms-lfg-or-trades i think
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:
- Downloading the Model
- 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...
(Does not include tool set up instructions)
How are bytebeats serialized?
@shadow pivot
Ok and what is the structure that is converted to base64?this seems to be just the last step of serialization
@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.
Which server?
How can I get a Golden Vector through save editing?
!creativehublink
@shadow pivot
Oh i already asked there
@ivory meteor You need to change the scene file path through raw JSON edit
I have 0 idea how to do that
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
I don't know how to mod whatsoever, sorry someone recommended I look here for help to get the ship
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
Any way to make a console mod that works like a free dlc?
@humble kayak None
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
@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.
anyone on..?
Yeah
You are talking about Creation Club content which is made by Bethesda. Community made mods are usually free of charge
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.
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.
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
How do I mod?
Check out pinned messages, there is a link to the modding wiki
And a post by Gleam which has the same instructions
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. Iโve personally spent thousands of hours making NMS mods. Even at minimum wage, mine would add up to 60,000$ USD + easy.
i am need living ship upgrades anyone help..?
sorry i flooded you
https://www.nexusmods.com/nomanssky/mods/1612 this one is what you are looking for ?
i just need upgrade modules and i can do the rest
hmmm maybe turn into a save edit solution
i am on ps4 brother
nevermind ๐
DUD'S SKY updated v4.08.2
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v4.08.2
https://www.nexusmods.com/nomanssky/mods/968
@round sinew
May I ask what's been changed for the Colours mod?
Currently only have access to Steam Deck where I don't have password for Nexus lol
Sure np one sec
I would like to know of there are any bigger changes worth getting now
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
There s people that complains when you update often, and then, when you stop updating, you realise they update more than you did.
Waiting for HG extraction...
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.
anyway, i am having more and more hard time hiding that i hate all modders
after 4 years trying to make them understand i am on their side, i totally gave up the last year
but the breaking point was when 4 of them told me at the same time, that they dont me in that community
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
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
i will not stop talking about that until i find someone that wants to listen how big of a problem this is.
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.
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 ๐ 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
around level 15 someone carjacked by discord server and taunted me when my community left me.
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.
to view, enable Link Preview 
Channel Rules 
โข Be on Topic: Sharing and discussing mods, and asking other modders for help.
โข 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
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โข For gameplay questions, we recommend #nms-questions where relevant screenshots are allowed.

@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.
(3 words learned form a single knowledge stone)
this one is real easy to test
you will know if the mod is doing its thing
how does better planet generation affect bases i built or other players' bases without the mod?
same deal as when exploring together, and some have the mod running/others don't - bases might be floating up in the air, for example
it changes terrain generation which can make bases underground of float
read pin for more comprehensive info
so its not exactly a great match for multiplayer
@hearty wasp none of these ^ should affect frigate fleet mission timers, right?
kinda know about some of them, and i don't think they would
better rewards mods fleet expedition rewards - if anything, it should be faster/better rewards right ๐
(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)
only learning 1 per knowledge stones, so i guess its not working
well, not sure - probably not working, possibly being overriden by another mod that touches rewardtable or expeditionrewardtable
i'd check for updates or conflicts
ye
thanks
gonna try them out one by one now
you could also spend a little bit of time setting up AMUMSS, which could automate checking for conflicts
Oh, it better than vortex?
they serve two different purposes
namely, vortex serves nearly none
and user are recommended to not use its installation features because it often makes paks undetected by the game
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'
is jjs better ships making this possible or can alien ships really just spawn at outposts
living ships cannot spawn like that without a mod
alright thought so
this mod said it just removes C class and makes S class more common
guess it does more
ty
V 2.2
All versions updated for Prisms
Added optional new "No Aliens" { Living Ships } version.
Note : Alien ships can still be acquired with the default in game method in the "No Aliens" versions but will not spawn as they do in all other versions at Space Stations, Trading Posts etc.
i guess "no aliens" version is no longer available on nexus though
ah wait
might be all the same zip
๐ค
nope
weird
he just never updated any other versions than the main one it seems
its making exotics spawn way more often
i think i got AMUASS going, but it doesnt install the mods right- i gotta manually get them in the mods folder?
i'm still going through a bunch of updates - hold on, let me just grab the latest from github
i watched a video, i think i got it
yeah, not sure why amumss is not going through this part now
or at least taking a lot longer than i remember it used to take
ah scratch that, here we go.
really like the "infested biome" inspired one
They are animated, pictures don't do them justice.
oh wow ๐
like the cablepods?? ๐
niceee
Don't like to promote my own stuff, but if need be
https://www.nexusmods.com/nomanssky/mods/2626
hehe - it eventually went through, probably just my internet acting up at the time
ok ๐
@merry wasp I was confused as hell for a moment, because I know Mjstral created AMUMSS lol
Mjstral did create AMUMSS originally, but Wbertro has had the reigns completely for a couple of years now. Tons more features and changes than when the handover first took place.
@solid hawk Good to know, thankya. ๐ I was wondering why the caveat about not promoting their own content was mentioned regarding a simple instructions pdf, now it makes more sense.
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...
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...
No save editing available on Playstation unfortunately Playstation 4 requires paid software. Ask Dharhan if you need more info ๐
Not entirely accurate, but paid software being a requirement does mean few PS4 players can.
Does anyone know if there is a mod that displays heat haze behind the starship engines
The thing that makes hot air look wavy
not atm but maybe @steel crypt 'd like that idea
I can
How much it costs and what is it called
Save Wizard, top google result should be the site
Alr
Any mod that physicly move the camera more back? Not Field of View...the actual camera position
amuse btw doesnt really work for me but ig classic nms modding station is doing still great
Sean
imagine cheating in such a game ...
Using game glitches to increase amount of items isnt cheating its the game
Having aimot - infinite bullets and crazy stuff that requires scripts and cheat tables are cheats bruh
I dont cheat
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 ๐๐
.
Is there a mod that lets you have 9999999 cargo slots or something?
my man you were lying to us like a drunk person :) and its not possible to get 10 million quicksilver with 'glitches' because there is no such a glitch... you make quicksilver with missions. I do not want to discuss with you anything because i am not talking to cheaters...Just take my take my Advice and play the game like everyone else
I mean why do you need to use it?
I have few mods that are in game file mod folder
I just add the mod "pak" file into modding folder
Btw if you guys wanna s... on eachother do it is n DM's
Bruh
Whatever you say
Even if you say im elon musk
I guess i am
Whatever
i do not want and i dont know why he continues like a child :)
Cause mod conflicts
Okay
Is there a mod to have like 10000000 cargo slots?
No but stacksize can be increased
Imagine blocking your friend over the game lol
Id like to increase it but how
I think i increased it few times at space station
@merry wasp do you like nms modding station or amumss more ?
NMSMB these days
But amumms over modding station cause scripts
so il just stick to nmsmb
POV: me confused over modding rn
So should i stop modding with mod folder manual and download modding station?
are you lost
Ill keep it simple
dont do
Probably
Modding dtation: make my ds by direct edits
that is for anything diffrend when you delet ur mod folder u wont ahve mods
Which one is better
Amumss has most of scripts, and making lua mods is relativly easy
NMSMB might need minor programming background
Who is sayin that?
Mr hacker?
Lol
Hacker callin me a cheater and askin me if i can even progam
Life's funny
i dont know why you are attacking me even if i never done anything
but please keep that out of the modding chat :)
Agreed
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?
@merry wasp can u help me setup
Just use the pdf he linked. #nms-modding message. Step by step setup
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Even has pretty screenshots. ๐
one question
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.
they're two different tools for two different jobs
What does it show instead?
its bee 2 hours
we are in [C:\Users\Max\OneDrive\Desktop\AMUMSS]
Press any key to continue . . .
this
And I assume you pressed a key?
ty its ok now
ill might ask few question later
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]
you need to wait
ye
??? Do you want to use AMUMSS in [F]ULL, [D]EV or [L]EAN mode [F,D,L]?
i press F right?
i did D
you can choose
okay also
??? IS your NMS game version [P]ublic or [E]xperimental [P,E]?
which one?
Experimental are versions that are newer but not yet ready developed so they let people test them
Do you want to globally allow user input requests from scripts? [Y,N]?
which one
@strange dock
hello?
You can do Y, it won't matter
ok
