I assume you've looked into this https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics
#nms-modding
1 messages Β· Page 13 of 1
Many start out with Modding Station. Amumss is a tool to develop, update, and combine mods via scripts. There's info on that too at stepmod
You've got options. π
i put both lua scripts in the ModScript folder and the BUILDMOD.bat isn't doing anything
what happens when you double click the bat file
it just shows AMUMSS version
May need to turn off your antivirus
Also, look in the report.lua (or log.lua, which is more detailed) file at the root of your AMUMSS folder. Check the doc I posted above, #nms-modding message, that you didn't skip anything in setting up.
Discord
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
If you run Test_AMUMSS_install.bat in your AMUMSS, it'll tell you if there's setup issues.
it says there's none
upload a screenshot of the AMUMSS window when it's running if you can
BUILDMOD.bat file
yea looks like it can't check for an update
if you have any antivirus you gotta turn em off
windows defender included
i added an exception for windows defender and it still didnt work
turn it off entirely
if that doesn't work still then try downloading AMUMSS again
windows defender may've blocked some files on download
If you redo the install, follow that guide, especially the unblock step. Occasionally AV may yeet files on extract from the 7z file, so they never even get to your AMUMSS folder.
Especially Curl, which is what AMUMSS uses to download updates and MBINCompiler with.
i tried redownloading amumss and turning off antivirus and it still didnt work
May need to take to the "home" of AMUMSS, https://discord.gg/sKNxZQKN , in the #amumss-lua channel. This sort of thing is usually an AV or web filter issue. If it's something else may need to have Wbertro take a look...he's the author of AMUMSS and hangs out at the above.
Fyi, mr goose looks to be fixed now
Nice
Noce groud texture xd
im trying to install reshade for no man's sky. is this a safe build for it?
unless it gives you a virus everything is safe for NMS
well Sean isn't safe
π
Sorry, don't use reshade here.
are there any mods that can remove the color filter from mega exotic planets
The unpacking just, doesn't seem to happen. I don't get why.
I set all the file paths as the basics page stated.
Aaaaand it works because I set it to desktop. Great.
I don't think one exists, but it definitely could be done
_MOD_DUD_PlanetFilters_v4082.pak might, which is part of DUD's Sky Colors
@steel crypt
re: 3rd Bogdanoff brother question above
The heck am I supposed to do when I indicated the MBIN Compiler path, and it doesn't understand that it's the MBIN Compiler 
Still does not, I don't get it 
Apparently it's the MBIN Compiler that is the problem. Refuses to do stuff dang it.
Bear in mind that I haven't used Modding Station in a few years. I just did a little setup. Make a project, added an MBIN to the project. Then within the project, I double clicked on the mbin and it was extracted to EXML within the project folder.
MBINCompiler requires .net 5 to function. Latest is at https://dotnet.microsoft.com/en-us/download/dotnet/5.0 . Multiple things on this page, you need .NET Desktop Runtime 5.0.17 on the right side
As I've heard. drag and drop any .MBIN file over it and it will decompile the file into the corresponding .EXML file. I tried dropping the MBIN file directly onto the...
squints
I have never been directed to that page before.
That's the page for latest .net 5. Yes, drag and drop works as well, but should be able to do from within Modding Station as well
Give me just a sec... let me run that first.
Not too far in the future, MBINCompiler will move to .net 6, but not quite there yet, as some tooling which uses it haven't upgraded to .net 6 yet.
It stated it's installed... but nothing happens.
I drop it on top of the compiler, but it doesn't do anything.
Doesn't even create a log file?
Nothing at all, when using the drag & drop method.
hhhmmmm. If you open up a command prompt and type in "dotnet --list-runtimes" (without quotes), what do you get?
For me, shows Microsoft.WindowsDesktop.App 5.0.17 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 6.0.13 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 7.0.2 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Stupid question, but is the computer require to restart after the installation?
No, I get none of that.
should be no space between first double dash and list
Says you have an older version, 5.09, not the latest, 5.0.17
Installer should upgrade, but can try uninstalling 5.0.9 first, then trying the 5.0.17 again
Seems like it's refusing to do that across 2 different systems again then :(
crosoft.WindowsDesktop.App 5.0.9 This specifically, right?
Yes.
Let me check with restarting my computer.
I still use Programs and Features in control panel to do uninstalls. Not a fan of the newer Settings app. π
Sounds good
Hmm... still 5.0.9...
I am guessing to delete this and reinstall?
Not a fan of the new system either, yeah.
hhhmmm, question. Is your PC like 10+ years old? Extremely unusual to use x86 nowadays. 99%+ of PCs are x64
...Ok, I might have pulled a big idiot. Just a sec.
That may be the problem. If 5.0.9 is x64, x86 of 5.0.17 won't upgrade it. Different architecture.
np, we've all been there
Be back in 5. π
And I call my self a computer science graduate. Man.
...Well, that worked ._.
Successfully got an EXML.
Now this means I have to find where the heck the refinery related details are.
Cool. π
This is definitely one of those, "I'll definitely want to buy you a cup of coffee" moments for me lol.
Where the heck are the stack limits...
I can give you some direction shortly. Wife kicked me off the computer temporarily. Lol
wheeze.gif
I can't look that stuff up on the cell phone. Haha
https://stepmodifications.org/wiki/NoMansSky:Reference_Guides/Global_Files
I believe it should be one of these. At least by what I saw before when I dug through mods on Nexus.
Could be or search nexusmods for refiner for other mods that make changes to them. If the mod comes with an lua script, can open in a text editor to see the file(s) changes are being made to. Should point you at a start point
The one reference I have is just a pak fiel though, which causes a bit of a problem.
Can't say for sure if any of these will have what you want, just that others have used them for refiner mods:
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\TECH\REFINER\ENTITIES\REFINER1.ENTITY.MBIN
METADATA\REALITY\TABLES\NMS_REALITY_GCRECIPETABLE.MBIN
Those are the two I'm seeing used in existing mods with lua scripts
Hope it helps, calling it a night on my end. π
Refining speed is in gameplay globals, you can see an edit to that in gGame. I'm not sure on stack sizes. I think refiners use the inventory stack sizes for their limits
I'm also on phone right now so can't look much
GCGAMEPLAYGLOBALS.GLOBAL.MBIN potentially...?
I found the general item stack sizes... but hmm...
{"MaintenanceObject", "9999"},I wonder...
Does this determine for both input AND output?
Seems like I got the input part, but the food is still a bit ???
Is there a mod for sorting inventory feature? And does mods affect multiplayer or other things like that?
Sorting does not exist.
As for multiplayer: #nms-modding message
Thx
I have a feeling some of my mods aren't working, how do I check them?
I don't want to go one by one because I have over 50 mods installed.
All of them are installed through nexus mod manager because the lua thing is way too time consuming to do and also needs manual mode downloading and managing, which is a pita
use AMUMSS or NMSMB to check for conflicts
If you're installing with vortex, there's a high chance you have multiple versions of the same mod installed, conflicting with each other. Not too mention different mods conflicting, which is highly likely as well
or multiple different mods that make changes to the same file(s). In this case and the case that Gumsk mentioned, only the last applied will work. Nexus mod manager does not do conflict checking and cannot combine mods (so they all work) which have file conflicts. Much more of a PITA, than AMUMSS/lua which does conflict checking and can combine conflicting mods. π
thanks a lot to everyone for the explanation, so right now there's a mess of luas and paks in the mods folder, is there an easy way to merge all of them and solve conflicts?
I don't mind changing some scripts, but I don't want to lose too much time on it
especially since probably a lot of mods do not have a lua
For example I'm pretty sure Craftable Upgrade Mods isn't working, as I can't see the things in the anomaly menu
It's very likely passive sentinels isn't working either
First, don't need Luas in your MODS folder. Vortex is just extracting what it finds in the mod .zip/.7z files. The game doesn't use them and just ignores. The very first thing you need to do is that conflict check to know what's conflicting. Once you have that information, can come up with a game plan, but the basics is take the Luas for mods that conflict, put them into AMUMSS\ModScript and run AMUMSS\BUILDMOD.bat. This will create a combined .pak. The combined .pak will go into your MODS folder. The original .paks for mods which are now a part of the combined .pak will need to be removed from MODS or they will potentially conflict with the combined .pak. Can't advise on conflict .paks that don't have .luas yet without knowing what all the conflicts are. Many probably do have luas, but are a separate download from the main mod file or were written by other than the original mod author. Can help with that once we know more. So next steps are to get the luas out of MODS (can just put into a subfolder, to remove some of the clutter, then get AMUMSS or NMSMB to do a conflict check. With NMSMB, it's one of the tabs in the interface, for AMUMSS, conflict check is done by default when you run BUILDMOD.BAT, but can also run AMUMSS\Check_CONFLICTS.bat after setup.
Handy AMUMSS setup guide at https://www.nexusmods.com/nomanssky/mods/2626
ok my savegame isn't loading anymore, I guess I'm doing this whole thing.
Btw, once again, thank you very much for taking the time to write this
ive been trying to use the black sky with nebulae mod, but it doesnt seem to do anything. is there something im doing wrong?
is there a way someone can make it so i can resize a little more stuff with the eucli-ea mod?
Make sure you've got DISABLEMODS.TXT deleted, the mod .PAK file is in PCBANKS\MODS (not GAMEDATA\MODS)
best mods for a 1st time modder?(for nms)
is there a simple way i can replace the games soundtrack with other tracks? would love to have it be like interstellar
sean
no
only way is the complicated way
combine with gBase/BBB/UBB
ok
umm whats bbb stand for
Beyond Base Building
ok btw ubb doesnt even let me lunch nms when i use it
sounds like you installed it wrong
It's updated to current, 4.08. Fine here
If your planning on installing all these base building mods, you're going to need to combine using amumss
oh ok
Conflicting files
I think these still instructions for how to do on the eucli nexus page
With eucli a little more involved than just combining the luas
Ubb or ubb with unlimited base building, not both. π
oh wait nvm cuz it show how i can make it all scalable
π
sean?
sean
if you want anything else just use the search function on Nexus on a keyword basis
or top files
It's too subjective a thing. Many different kinds of mods and good options that do the same things. Makes it difficult to recommend without knowing specifically what you're looking for and you wouldn't know yet, if new, without looking to see what's out there.
One bit of advise, unless a texture replacement mod, for the most part, keep it to those updated within the last two months. Game doesn't like outdated mods much
does anyone have a mod that increases the max amount of base items you can construct? the 16000 limit is just way too little
can't
damn that sucks
The joys of hardcoded
Nvm, my release was just really old and I believe that didn't work
have you checked nexus?
I'm not looking for that anymore
I am looking to use save editor to install a freighter save file
a freighter base code?
post links, give context
not sure i get why the save editor is involved then?
I need the save editor to install a save file for a freigher base
and as you can see, he says there should be a "restore" option under the freighter tab
but I can't find one
I don't have those 2 buttons
oh
wait I do
I am braindead
It's gray though
How do I use it?
you need a base in game to replace
i don't know of a way to transfer base like that
I have one
Unless I am missunderstanding what "base" means
I have rooms in my freighter
then your game mode may have made NMSSE unable to write that data effectively
that feature was disabled AGES ago and it's to save the freighter base the only way to di it now is to edit the raw json and find the section with the freighter base and replace that code with the default base code
Do you know how to do that?
I do
Can you help me
possibly want to jump in voice chat it'll be much easier
Which one
I can't hear you
well I'm working
I hear you now
But I can't use my mic
Ok I'm there
Wait
Which one
Ok
and then?
Ok
Found Persistent player bases
18
19 including the 0
Wait what
you're looking for this line in one of the bases, it should show on the right panel
"ObjectID":"^AIRLCKCONNECTOR",
Send what?
none of them have airlckconnector
I do have a freighter though
Yeah I have placed rooms
I want to replace it with a base save file
From a youtube video of a freighter base someone made
with the file in the description
to install
This?
I need to put my username into "USN"?
I can send screenshot of all the numbers
That is all of them
go to 17
check that data for ^BRIDGECONNECTOR
Doesn't find the word bridge either
Nvm
It says text not found no matter what I put in there
Yes 2 has airlckconnector
Bridgeconnector too yes
Copy the USN line?
This?
It's my username
Copy everything in 2 for backup in case something goes wrong, then switch out the file with the new base file, then switch out the owner part with mine?
no copy everything in 2 first, then load up the file you wish to replace 2 with and replace the owner section with your data, then replace 2 with the new info
I think I need to install a program to open the base file I am trying to install
what format is it in?
.fb3
got a link to the video
Yep you'll need to download and install an FBReader program
I doubt you mean FBReader for e-books
nope that's not it
Oh! the feature has been enabled again in the save editor just use that click the restore button as mine is enabled
mine isn't either ... but it is on an Expedition save ... Odd.
odd the save I normally play on the option is disabled yet other saves Normal, Survival and PD the option to backup/restore the base is enabled
Is the difficulty on the save you normally play on custom?
not that I know of
here's the raw json use that and do it the way you were going to originally by editing the raw json
the owner info has already been changed for yours
I just need to switch out my text on 2 with this?
yes, then select 1 and it should inform you the data has been changed do you wish to save it, choose Yes
Game is starting without problems
Just gotta wait for my game to load and then I can spawn my freighter and see if I have the new base
It did not work
My base is the same as before
Oh wait
Hold on a bit
IT WORKS
IT FUCKING WORKS
I need to rewire teleporters though
Oh
I just need to move the teleporters
then the wire appears
Thank you for all the help
Nvm I need to make a new wire
can someone who is smart pls explain how to fix this
NexusMods discord. https://discord.gg/nexusmods
Beautiful
Does it still rotate when landed?
And is that 4 gun emplacements? I was only ever to get 3 working when I used the Gun1Ref
just using a rotate entity and EXT_SHOOT locators
eh, got a lot more models I gotta convert
Yooo rotating trails that's cool as fucj
Not gonna lie, not a fan of that starship model
But trails are awesome
Would it be possible to have that on vanilla thrusters?
Like triple one on fighters or double one on exotics?
Bold of you to assume I know what that means lol
I've heard u can change supercharged spots using save editor, how?
@static socket In GoatFungus you have to do it manually through raw JSON
Oh, how do I do that?
I have no idea where to start
Use NomNom for that, can do in the GUI
@static socket One of the few things I refuse to walk players through is the basics of JSON editing so I can then teach a specific edit, after which they'll never look at JSON again, tis not an efficient use of my time. However, that doesnt mean I'm unwilling to help; NomNom save editor allows you to right-click slots in GUI and flag SC on/off, if you wanna download that I can send you an invite link to the Discord, tis currently the only source for recent releases until zencq gets it fully back up to speed for 4.0. Alternatively, I can send you a link to a basic video tutorial that goes over a specific JSON edit - if you follow and apply it successfully, I'll know you've got enough awareness of the basics that walking you through SC slot modding won't give me a migraine.
im down for both, send me both
And I think I'll have a bit of an alr time learning json edit since I'm an IT student
im going through the json files rn and doesn't seem too hard
thx
I've already figured out how to do it for your normal exosuit tech inventory, not sure about starship as of yet though
@static socket Sorry, had a bunch of people DMing me, for future reference, I like being pinged, helps me keep track of who's in need of attn and how long theyve been waiting
You can also ask at the creative sharing hub where more people are specialized in save editing
!creativehublink
Ah alr np and thx
where is this nonexistant folder located called MODELS?
not in the nms files
im searching what comes after this:MODELS\PLANETS\CREATURES\SANDWORMMINI...
but i cant see it because theres no models folder..
unpack your game
Is there any mod which speeds up settlement construction and as such
try searching for keywords like "settlement" or "timer" on Nexus
is there a way i can change the sound track of nms?
if you can edit the audio yourself, sure
in game music are mostly proc gen iirc btw
proc gen from stems at least
Does Thunder Store have NMS mods? I really need some quality of life improvements.
what is a thunder store
It's a mod store.
I'm an idiot, and it does all the hard work for you. Just gotta click download lol
we just use Nexus
Does nexus place the files for you?
tey have Vortex
When I say I'm an idiot, that's selling it short. I don't know my Γ‘ss from a hole in the wall
but we recommend manual install the instant you encounter any issues
you can always choose to endure vanilla jank
I just want access my storage boxes from anywhere in my base
Or at least pull from them for refining, crafting, etc remotely
And possibly increase item caps in refiners
Hi! I'm new to modding in nms. I just downloaded some mods through vortex and I noticed in my mods folder that there's a .pak and .lau file for each mod. Am I supposed to keep both of these or delete one of them?
technically, neither
only pak files get loaded so it doesn't matter what else you leave in
Okay thanks! Just wanted to make sure it wouldn't cause any issues.
Also, if you don't mind, could you explain what the .lau file is for? Cause i'm seeing a lot of mods that say to download that file if I want to merge mods or something and I don't understand lol
They're for use with a tool called AMUMSS to automate mod updates and mod merging
If you have any mod conflicts you use em with AMUMSS
Gotcha, thanks again!
Get the matter beam on your Freighter. Pretty much does exactly what you want.
9999 is the cap.
Or just get stack mods that increase it jank. But risk breaking.
Good advice, thank you. Now to hunt those elusive salvaged frigate modules π€¦ββοΈ
Just keep poking at crashed Freighters.
I never find them! But tbf I'm not looking really either. Thank you!
Anyone got any animal generation mods?
anyone know why my freighter keeps going to C class? no matter how many times i change it with editor or which one
might of been related to some weird mp glitch
no idea what kind you mean
class is just a letter anyway
stats are detached
in the save at least
is there some wizard who is proficient in shaders?
Also your exocraft can scan for crashed freighters if i recall
Like, adding parts to creature generation
no
Darnit
There's Hobo Town if you like NPCs you can run over in a car
But no mod can edit vanilla mesh of those like creatures
Darn, thanks though
is there any way to improve a ship's maneuverability in a save editor? I found my perfect ship but the maneuverability isn't the greatest
Nice
this SoM update is finna add like 30 models
Wow, that's a ton
yeah cos every update resets the proc gen pool
have to add em in bulk
it's like yearly at this point
anyway suggestion time is now or the next year
Hmm, I think you have all the ones I would want
Wait, what about the ship from Chorus?
Is that doable?
what that
Is there a way to use the resize glitch and still be able to connect a wire to it? @ me
If you're asking about gFreighter Custom Freighters, then you're good to go. Won't delete the base.
No, maneuverability is tied to the ship seed
It gets rather wacky when resizing. The snaps are static and do not scale with size changes, so break when resized too large or too small.
Is there a way to scale glitch past the 100% scale on Xbox?
gal 255 is the glitched one as far as save editors are concerned?
cuz it says im in Odyalutai ingame i thought it was meant to be bugged and say something else
NP, enjoy
255/256 is Odyalutai and does not have any bugs that I'm aware of
maybe im getting mixed up with 257 then showing incorrect names
Yeah, 256/257 will show incorrect names sometimes, but you're really still in Odyalutai
fair, ive heard rumors about it corrupting saves so ill just stick to 256, thanks for clearing that up anyway
anyone else having issue with maxed out inv and not being able to use the bottom row? and anyone know a work around?
ask in #nms-questions we don't deal with glitches here
Iousongola is 255 . Odyalutai is 256
Depends how you count it. We (gamers) typically call Euclid #1, in files it's #0
That's why Gumsk was using 255/256
@solid hawkI nearly spit out my coffee when I saw your newly released Portal mod. So funny and so genius at the same time.
Anyone know how to grab playermodles from the game for sfm animation?
Are you able to rerig the model yourself?
If so then use NMSDK
If not then don't bother for now
I have no clue how to re-rig
Then the latter
Thanks. I just find it useful. Often times I travel to other specific planets to support another mod of mine.
no.... thank YOU for all the stuff you add for the NMS community. I grabbed it, but not installed for now. At this stage I mostly only do permadeath games with no starter ship. π
Only mods I have active are Faster Movement, and No Auto Save
For the sake of challenge, gLonely and Exosolar's Savage Sentinels are also nice.
I'll give them a look. Not knowing coding or modding, I am cautious about overlapping mods.
anyone know good mods for resizing
Brilliant
Amazing
Actual paper plane when
@round elbow https://www.nexusmods.com/nomanssky/mods/2583
Or the whole pack: https://www.nexusmods.com/nomanssky/mods/1436
How would I go about changing the colour on my freighter? I know there are the options ingame but there are parts of the freighter that still use the original paint, would I use a save editor or something? for instance i've used the white paint on my freighter, yet the loading dock still uses the original colours of the freighter
!creativehublink
find a seed with visuals matching your desired parts and colours and then apply that seed to your freighter
the home seed, specifically
complete with proc gen paper
guess what poster those are
I literally have that pic on my desktop
where's the sean paper plane?
First of all, check out the pinned messages for guides on how to prepare your game for mods
I would recommend starting with a simple mod like this one: https://www.nexusmods.com/nomanssky/mods/1167
As for QoL improvements, I recommend some of mods by lo2k: https://www.nexusmods.com/nomanssky/mods/880
I really like Better Scan Colors, Better Frigate View, Bigger Wallet (not what it sounds like, still a nice feature)
Colorful Starfield, Colorful Substance Labels, Exact Markers
Old Style Slots is a must have for me, because of the bullshit UI changes introduced with the Waypoint update
ok thnaks!!!
No Auto Save mod gets rid of the autmatic saving since the last update. I found out haw bad that sucks when tryiing to locate a portal on a new save and get the question wrong, can't reload save
Wait I was writing about QoL stuff I forgot my own shameless self promotion
Red is typing π π
Yeah, this is a bit annoying. Really wish they'd make a third save to have a true save point. I don't get how you can't have a true manual save point option anymore. Especially for players who are on console and can't do backups. Especially because it's also a great way to work around some glitches.
Way cool, Fire! 
You do realise there are loads of models you could 'fold' ?
I can imagine a whole fleet of paper plane Seans
oh yeah ik
Seanigami ...
hmmm, procedural folding, if not a thing yet, it should be!
lol
post that to NMS twitter
XD
they could add that to their merch store the Seanigami book
LMAO, are you the one that made the Sean head mod a couple of years ago?
Hey hey, stop pointing fingers at me ... I did not get this started!
Go blame the master of mad science self @hearty wasp
I forget what Sean's response to it was..... did he laugh about it?
@fallow meadow , i did try a mod called natural steering, but it also feels weird, weirder than mouse steering tbh
what is this option you speak of ?
Well, it is just a single setting to enable the old behaviour again, so it is no longer locked to mouse direction.
In your case you do not even have to alter the settings file as you wish to use default keys (WASD)
It results in being able to steer with AD, while mouse just provides the look
Maybe that mod does the same?
Ah, it does alter the same file, so may very well be what I did, if not more considering the name of the mod
Yes, you have to also move forward or backwards to actually be able to alter direction
Kind of like turning the steering wheel while standing still. It does nothing
oh damn, so the game is fundamentally flawed with the cars :/
It has never been great
really sucks, the potential is there, its just the execution is not very good
"clunky controlls" is putting it mildly
I have to agree it could be done better, and even more so by actually providing available bind options to go with it
Was a shame those binds were never made available to begin with (think left-handed players, etc). Now to find out it is completely disabled and forced to use mouse, unless you mod a single setting...
Anyways, it's all I can offer.
I like Faster Movement and No Auto Save
@lime mesaNexus mods you can filter Most Popular, there is a huge variety
I dont use the ones that gives me free stuff because I am mostly restarting new Permadeath games every other day for the challenge part of it
May I seek some assistance here?
I have been trying to decompile game files into EXML format but the MBINCompiler doesn't seem to be working.
And there's no decompile option in the right click menu of NMS Modding Station.
(dot)Net version is 7.0
I have only downloaded the "mbincompiler.exe" from git hub, as it was mentioned in the downloading instructions.
NMS Modding station is properly setup, game files have been unpacked and all of them show up as <GAMEFILENAME>.GLOBAL.MBIN
The decompile is just double click :x
ohh
If it does not work there, make sure you got the right net version.
Does it have to be 5?
Shouldn't be... can you do
dotnet --list-runtimes on your cmd?
is that the home seed for the colour?
great mod
thank you!!
yes, if you want to try to get the bridge that color
Holy crap I didnβt even know NMs had mods π¦
NMS only has mods in a modded version of IRL. π€ͺ
Seriously though, yes we do. THis is your starting point: https://www.nexusmods.com/nomanssky
I wanna see a xenomorpth pet
is there a mod that can turn blue exotic ships black?
nope, that isnt it, sorry
blue, yellow, or orange
Am I able to do any modding on ps or can only pc
Only PC
Someone here did bring up before you can technically mod save edit on PS4 but a paid for app is required iirc. 
Damn they already jailbreaking those
My ps3 prob still has gta with SpongeBob and his toilet ride
@void ore
Paid software being a requirement does mean few PS4 players can [save edit]
Save Wizard, top google result should be the site
Past thread here: <#nms-modding message>
That works for save editing, but I don't think it helps any with modding
Useful for expedition items and such
Yes definitely
Oh thank you for clarifying. Oops!

I only know this one for space stations and Space Anomaly: https://www.nexusmods.com/nomanssky/mods/1357
how do terrain mods work, are the planets still the same for everyone else?
if I glitch a base computer onto a freighter, if I warp the freighter will it break the base computer?
Terrain altered by mods, is not visible to other players. There is a pin in this channel describing how mods affect the game for you and others:
<#nms-modding message>
Make sure you installed the mod (.pak file) in the correct location. It has to be the MODS folder 'inside' PCBANKS (create if needed), not the other one already there by default. Also make sure to remove the DISABLEMODS.txt file for mods to be loaded at all. Not seeing your message anymore, but hopefully this helps get it to work
A base Computer is fixed to the position it is placed in, it will not move with the Freighter, so not advised to do this.
thank you
Why are you attempting to do this? Maybe we can provide some alternative solution?
Also I should note that what I said above, kind of depends on how you placed it or activated it, but in general, not recommended, as it can easily lead to issues
Now if you wish to use planet base objects on a freighter, there are certainly ways, with mods being the easiest solution. There are actually quite a few out there that can accomplish this. It is also possible to use glitch building techniques.
oh good. I was hoping to get a few planet objects on the freighter. nothing too fancy. Thanks!
If you decide on using a mod(s), check Nexus Mods for NMS and do a search and best to always sort by 'last updated'. I am sure you'll find something to your liking.
If you prefer to try some glitch techniques, I'd suggest to ask in #nms-base-building or look for some 'recent' YouTube tutorials.
@chilly hull The current glitch technique used for this on a freighter is most often referred to as the 'cachepin' method
think I've scraped all I can find on sketchfab for spaceships
like 36 ships at the end of it all
no scifi flying wings tho which is big shame
Beyond Base Building
Less now than previously, due to recent Build Menu changes. The old go to of just setting BuildableOnX alone, no longer works for many objects. Have to also overtly set to show in a Group/SubGroup that will display on PlanetBase or Freighter for many of the objects.
Beyond Base and gBase each do so for some of the objects.
Gumsk and I have been collaborating on this, so alot of overlap between the mods in this regard
I am aware, which is part reason for mentioning 'last updated', as those are more likely to have adjusted accordingly. Appreciate the info though, as I always use my own custom mods if I mod at all. So not always aware of what all is out there
If you have any private mods with Luas that you wish to share, always happy to add to the Lua repo. mwahahaha. π
I love LUA, but sorry, I still mod the quick and dirty oldschool way π Shame I have to do a bit more work than just a NP++ regex/replace since that change, but I do like the added menu options. I have nothing all that fancy anyway, usually just something temporary useful for whatever reason. Who knows though, maybe some day ...
π
Last mod I did was vehicle control ... single boolean change, because Editing Keyboard bindings in the settings stopped working and someone could use it. Another change I made for easier research was actually a save edit, to be able to check GM from anywhere. Some other crazy things I have done are just fun for a short time, to quickly be forgotten about again ... lol
Now if someone could mod the time a day lasts from the current 24 hrs, to maybe twice that amount, I will consider it and let you guys know π€ͺ
i think someone has a mod for that
somewhere
The No Sleep mod eh? I am using that one already and doesn't quite do the trick
dont think that
Nexus Mods :: No Man's Sky
Also Check Out My Personal Collection Here https://next.nexusmods.com/nomanssky/collections/wh5uxiUpdated 4.06 11/84x Longer Days Storms Happen Less Often and you have mo
@unique crest might help you out, his mod π
(I should have specified 'IRL' day time mod)
@merry wasp That pfp is getting to me, giving me 'modding' ideas too. How about some sci-fi 'chicken wings'?
haha
it from a funny mahnua i'm reading, they are actually baby cockatrices π
Then again, I know someone who might be interested to take up on that idea ... lol
already did
you do know i made that custom food mod for Gleam that he still hasnt used XD
I want proof now ... pictures or it didn't happen
Ah really, and you could fly them as well as eat them?
Fancy! Nice, never actually seen any of it
Is that actually still a project you work on?
oh no
like i said a manhua i read (dungeon athlete)
XD
but for custom food in NMS yes, you can sue the FoodProjectV2.lua
Guys i have a pc but i want to save edit my xbox how would i do that?
i think that in the pins
I prolly should, even if just for the coffee
that one of the first things i added
altho i dont drink it in IRL
Make sure you sync your save files to PC (Game Pass), install a Save Editor of your choice, start editing. Questions, ask. (links in pins > NMSSE or NomNom)
Ah ok any recommendations for save editors?
Tough choice to be honest. Either will do, both may have some issues. NMSSE is way more basic, a lot older, been very reliable, but no great communication with the creator when it comes to issues/updates. NomNom is a lot newer, but already has a lot more features, a lot more planned, but still a work in progress, although working for most of it and good active support
Anyone have a mod that makes flight controls easier in vr? Iβve found it really hard to fly around using the default controls. Also, any mod recommendations to make vr better in any way would be nice. (Ui, controls, etc) I use a quest 2 for vr. (Please ping me if you have anything) thanks!
I assume you do, because you will need to get your saves to sync through the cloud to be available on the PC. Not sure you actually need to be able to play NMS.
do i put the files here or in the folder? cause the folder keeps going?
ah so i add a folder there
gotcha
the pinned message said to put the .pak files in there, do i just leave the .lua alone?
when you look what it says youre getting its a .pak but when you download it its a .rar? is there a way to make the .rar into a .pak or should i just find a different mod
A .rar file is just an archive containing the file(s), but compressed to make the total size smaller. You can extract the contents, which will likely have your .pak
Enjoy Lumen. π
will terrain gen changes only impact new planets or all planets?
All planets, for you
rainbow vomit ahoy
are those from like the '80s?
@hearty waspI never played the old vintage Elite Dangerous, but I wondered if those were some kind of replica of their early ships. I play it now, and there is a "Cobra" that is kind of similar in a broad stretch π
Any way to make the hud follow your head in vr? I find it really annoying how it doesnβt
Is this from a space game/sim? Looks very familiar. I can't remember the name..... it's like a somewhat current open source elite type game.....ahhh what is it.....
Pioneer
ye
@sly moss check these out
I liked the boxy shuttle in that game. Very basic. Probably why I tend to use shuttles in NMS.
If we could shove the orbital physics into NMS.....
I like landing in quicker than 5 minutes
I hear ya.
Pioneer has a ship computer that will do all kind of auto stuff so that you fly pretty much like NMS. If you want, you can turn things on and off in that flight computer and go manual/partial. I don't want to make NMS sim-y, but some things like that can be done with/without "computer" assistance, so that it goes from arcade to sim-y with a slider/settings.
I'm not advocating making it a different game. Just trying to say some things can be done without detracting from the NMS of it maybe.
Make people earn an expensive flight computer.... MWA HAHAHAHA
Lol
How do I get to a particular gakaxy in nms using save editor. π€
below edit json, coordinate viewer
Uhhhhhhhhhh
π΅βπ«
I will get back here with screenshots. Please tell me then. M new to this.
Love these π
so when it comes to color changing mods for ships, and theres just the one pak file for 13? ship colors i think, am i able to go thru the pack to get rid of the colors i dont want or is it an all or nothing sorta thing
which mod
i have a mod that reskins your freighter to the enterprise as shown on my profile picture
but there is bugs
You would have to rebuild the mod, it's not just one pak for each color
when i try to use the pulse engene with it out it wont let me
its got 4 files, bold colors and pastel colors for exotics, and bold colors and pastel colors for normal ships, but i only have the bold for exotics
i assume id have to talk to the developer of the mod about it then?
Yeah or learn how to unpack the mod and change it yourself
euf alright
Do you spin around when trying to pulse or something else?
my white and gold swordfish turned into a blue one and i dont like it xD
or the neon green
i canot dismiss it
if i do it crashes the game
i reported the bugs and disabled the mod
Was the mod just the enterprise?
As I messaged you through Nexus, use gFreighter custom freighter. The standalone enterprise is deprecated
Said the same on the description tab of the mod. π
thx i know where it is
i know
i have a cousin that likes star wars i will send it to him
btw
there is the cool mod named lasagna
what it does it is tweaks the prop generation
and makes it so you can see pparts of a hexagon planet on a radiation planet
or trees on a dead planet
and NO this is not a meme
this is a mod
Yep, lasagna is a good biome mod. Same author has a new one that can be used to combine lasagna, better planet gen, and parallel universe
i have a hexagon planet that is still a hexagon planet but with grass and cool trees


more rainbow vomit
hey
Here it is boys
any recommendations of terrain generation and graphic related mods?
Better planet generation, patallel universe, terra firma, lasagna....all good. Try each, one at a time, and see which you prefer
Very subjective in nature
for testing i need new world each time right?
Not necessarily. Change terrain mod, the terrain for the planet that you're on will change. Best to go up to a station when you swap out terrain mods. Don't want to exit the game on a mountaintop and come back in to find it's now the grand canyon. lol
May want to visit several different planet types for each, get a better feel for the differences. Like how one handles a frozen world versus another.
Parallel is so different compared to rest, damn
Once you try them all out, there's https://www.nexusmods.com/nomanssky/mods/2644 which can be used to combine several, but takes some fiddling. π
The ultimate in biome options
i know nothing about code changing
The author provides instrustions and will answer questions in POSTS on the mod oage
i guess im still doing something wrong so imma leave it until its not broken
Can anyone help with ball ship I have the ship just need it to be save edited
Duds Sky Colours is great
Another visual mod I like is Unified Warps
i guess going on my normal save is not good idea seeing how much it changes on pregenerated planet
Yes, terrain gen mods change all planets
does anyone know of a mod for unlimeted quicksilver?
That would be more for save editing. Just edit your save to have however much QS you want. There's a mod for easier quicksilver, Enjoyable Quicksilver, but that doesn't sound like what you want.
thx man
The way you worded this makes me think to say something in case it might help you:
There are a lot of misconceptions about terrain rendering. One misconception is that once something is rendered, it's recorded in a save.
The terrain is created each time you see it. If you land on a planet, walk around, then go to away, the terrain doesn't exist anymore. So, if the rules about generation change between visits, the planet will change.
^ Remove mod, terrain reverts
ik but looks so much better on some planets
Then don't remove it 
Can anyone help with a ball ship
!creativehublink
you can do it yourself with instructions over there
or head to the hub since someone sells em
@solid hawk You are the person who made the portal on space station mod, good job!
Thanks, but @marsh eagle gets all credit for the original mod. I just did the surgery to have it work with current. π

@azure marsh What do you need help on.
trying to move a base computer with the save editor but I'm not seeing any bases on the drop down list
just a known bug?
No, I just don't know how for that. Someone else might.
I'll.... figure out a way to build around it, currently it's spawning me in a VERY bad spot
but I can work with it. surely.
@azure marsh i think that it should show up here no matter what
where's that?
Edit > Edit raw json; on the left, PlayerStateData
they're there
yep, now it's just a matter of finding the base comp id you need to delete edit
deleting it would make it default to the current base computer position?
and also no clue what im looking for
trying to move a base computer with the save editor
ah in objects
ah this is going to be
but i don't really have a good understanding on vectors and stuff
yeah, sorry, i'm not sure on how the process is done through the json; was trying to search this channel for posts on it - i know some friends that would be able to help you with this, they're just not online atm.
It's okay, I can just make it work
I htink it was devilin that helped me with copy and pasting bases from other saves
the player is trying to move the base computer object coordinates in the same base, do you remember how to?
i would do it it like using a save beacon
no, that one scares me too much, sorry
so, build a save beacon on the base, then go to the base in json editor, get the coordinates of the beacon object, and replace the base comp ones with the beacons
then delete the beacon
I broke a new test save last week messing with the json
Did they figure it out? Or do we need to ping Dev for when she's around?
i think it might be best - i think i know how, but i'm not sure if there's like an easier way
or a better way
I figured out how to just work with it
im building a room around the spot
Its uh.. very tedious
but i can make this work
sorry - i think what i suggested above would work, and the most it would happen is that you'd need to revert to a backup π , but up to you ofc
I'm not seeing any simple methods in NomNom either
@fallow meadow if you see this, and have any additional tips that may help make the process less tedious (ref comment above: <#nms-modding message>), please let Evalka know? 
@azure marsh you want to move a base computer object somewhere else within the base, in a way that you can't do by moving the base computer in-game?
Yeah, I did
I've made a room around the existing area, once I have a teleporter up I should only have to use it occasionally since it spawns you at the portal sometimes
what couldn't be done in-game?
moving the spawnpoint
ahhh - re-homing
im fine tho
i just
made do
really awkward staircase connecting to the side of a bridge and going under the base
well, neither save editor works with base editing at the moment. NMSSE can't view base info at all, and nomnom's button to do this is MIA.
doing this manually in JSON is nigh impossible.
you're already doing all you can for the time being. getting the tp ring active should be quite reliable though.
(so what i was suggesting above with the beacon wouldn't work, then?)
let me put it this way
last time I tried a solution equivalent to that for a problem with my PC, I needed to reset it
I know, my point being that the problem wasn't fixed either, and since you can move the base computer in-game im not sure what it'd accomplish
i also noticed a thing in the save editor where I can.. change base featured to true? i really hope that doesn't work lmfao
not at the moment, no. i wanted to nudge things around myself recently and was stymied.
i thought that you needed to move the base computer within the base
because it was unreachable
oh
yeah no i need to move the spawn point set by the base computer to the base computer
not sure how you end up with an unreachable base computer
object could have been bugged and removed.
also used to be a problem where you could end up with more than one base computer and then couldn't delete the dupe. both are gross and need save editing.
AH true
thanks for clearing it up for us, @twilit smelt π
for crushing all hopes and dreams...
@twilit smelt Nigh impossible? Sure. Will I figure it out? Damned close. π
i'm attempting to edit my ship colors using a save editor, but can't find the save files within either of these folders
Inside the top (supposed) save file folder there's a bunch of empty folders
Is it yet possible to get the switch exclusive ship that was obtained for preordering the game on switch?
@summer lotus You're not selecting the specific save file, you're setting the save file path, so go back 1 folder, click on WGS, and click Open.
@weary glade Yes, but requires a manual save edit through raw JSON else a ship export file
Ah, how would I go about obtaining the ship's seed to do that?
I've tried the model viewer in hopes that it might give me the seed for the ship but it doesn't seem like it does. aswell as going through some files but couldn't find anything on it
this one?
No save files or slots appear when selecting that, i've downloaded the new version
@summer lotus Youre not supposed to see save files or slots, youre just pointing to the folder the program willbe looking in to find those
i figured it out
@weary glade The seed is irrelevant, the Switch ship uses a unique scene file, that file path is what requires manual editing. Or you could use NomNom, which has that as an option to select in GUI
is this the mods of no man sky on nexus? and how to download this mod
ahh gotcha, so that's likely stuff way out of my league lol, I'll check out nomnom
This is not a singular mod, this is a mod collection
For that you should download the Vortex mod manager and set it up for NMS
Then you can download the collection by clicking on the Add To Vortex button, browser should ask you to open the link in Vortex
And proceed with installation instructions there
Don't ping me on how exactly to use Vortex or collections since I don't use them for NMS
Yeah I can't figure this out, ah well. I'll just live without it lol.
aha! got it!
Account tab greyed out
Everything else works fine, but I can't manage the "Account" tab
is this an error or on purpose
@summer lotus Account save data isnt editable across all platforms.
I've edited it before
Recently? NMSSE hasnt been updated since December, so if it was pre-4.0, it's likely not been updated to account for account. Otherwise yes, it's an error.
I see
Thank you!!
Other question: is there is a mod that make the terrain not comeback when I edit it?
@azure marsh CC: @round sinew @twilit smelt @night adder
Wanted to make sure you know what your options are and explain each, even though you have already been helped and moved on.
- Just changing the Base Computer spawn should be done in-game by moving the base computer itself.
- Doing the above within the save editor itself, in case you can not get to it in-game, is relatively easy. Just place a different object (preferably unique) at the exact new location and save. Now check the save data for the base, look for this object within the base data, replace this object ID with the Base Computer ID (^BASE_FLAG), then delete the initial Base Computer with it's data (usually near the top of the parts list).
- If you wish to move the base, you make a base data backup, then delete the base in-game, then place a new base computer at the new location, then copy only the base parts back into the base data.
- If you wish to keep the base at the exact same location, but just want to move it's 'origin' of the base (where the base computer was 'first' built), you have to know the in-game 'vector' for this move (difference between 2 locations in 3D space). You then have to move this origin by this vector, but you also have to move every single base object by the inverse of that vector. This is because every base object is placed relative to the origin. As said however, this would currently have to be done manually, as neither save editor appears to be able to due to being broken or outdated. I advise against doing this manually, unless you truly know what you are doing and are able to automate the process, unless only a few parts (in which case you might as well re-build to begin with). The calculation for vector addition/subtraction is actually relatively easy. Use of existing tools may help out (ie. Blender Plugin)
PS: Keep in mind that this last step does not take rotation into account!
No mod for fixing that game bug/issue that I am aware of. Would be best to report it to Hello Games instead
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
@fallow meadow Okay, 2 questions, first, the inverse vector part would be for current objects to remain in the same spot through the origin shift, yes? 2nd, what's the calculation for vector +/-?
So yes, try to imagine moving the full base to a new location, this is a vector3 (XYZ) change in 3D space, right, but all objects would move with it as well, so those need to be moved back the opposite direction.
Now rotation might come in play too, depending on how far you move (considering we move on a planet). However, considering all objects are relative to origin, this rotation only requires to be done on the origin. Easiest to get this 'Forward' V3 in the base data, is by just placing a new base computer, initialise it, to then copy this from the save data for use.
To answer your last question:
vectorA(XYZ) Β± vectorB(XYZ) = (AXΒ±BX,AYΒ±BY,AZΒ±BZ)
You may recall how we searched for colliding planets over at Creative & Sharing? I explained the math to check for this I believe
Same basics apply. Vector multiplication (distances for example) becomes a bit harder I guess
Okay, I guess a better question to ask for my purpose would be, would you happen to know the math to manipulate the base Forward value so that object coords would be synchronous with the system coords?
With colliding planets, to use as example again, you also have to know the size of a planet, in which case you need to square vector coords to get to a radius.
Ah, yes, well, bases are relative to the planet, where planets are relative to the system, which has it's own rotation as well.
Now planet coords/orientation are local to the planet, planet coords and rotation is relative to the system. So that will be fun to orient a planet based object to the system, but certainly possible, as long as you know the system orientation
Ah, that's likely what tripped me up, I looked at planet positions and base origin and thought that base origin was system-relative
Systems are interesting in how they place planets and orient it all. It has to look realistic, but some trickery is applied I feel. Not much to be found in your local save data either, as it doesn't deal with it all that much to get useful info.
But if you are looking for a way to for example place a short range teleporter on a Space Station, it can certainly be calculated to get it exactly right.
No, I want to place save beacons well outside of base radius and be able to use simple subtraction and JSON to position things like race checkpoints
For most players, this goes way beyond their knowledge. Some are willing to put effort into approximating, through triangulation and trial/error though.
Race checkpoints are actually restricted to function within a single base. Not sure you used it as an example or are trying to actually work with them out of base boundary
Think base power/pipes
Not to say you can not go system wide, but you can not use them as 'BaseBuildingObjects'
I'm aware, but base boundary is a restriction on UI, distance doesnt actually matter.. Oh, then must be a while since you looked, race tech IS baseobjects now.
@fallow meadow
That is what I am trying to say, PersistentPlayerBases object, not BaseBuildingObjects, so belonging to a single base, not a portable object like a Save Beacon
I think we are both talking about the same though
Anyways, to get back to your question about calculating orientation as well as location when it comes to the full 'planet', YES, this can be done if you consider the planet a perfect sphere. However, you will have to adjust position when it comes to proper placement, considering the terrain can change elevation within a certain threshold
Prolly better to chat it up in DM some more
Changing the base computer spawn should be done in-game by moving the base computer itself
Yeah uh.. spawn doesn't move, base computer does. That's the issue I was told moving it with save editor would fix?
Interesting how spawn does not move with it, which totally deserves a bug report. As for moving it through save editor, I doubt that makes any difference, as it would result in the same. I can however have a look if there is a spawn position set in the save data, but I am afraid the only thing present is the TeleportEndpoints, where changing it there is likely not going to stick. I will investigate and get back to you
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
That's so weird, I definitely had people talking about it before.. worth some testing
Note the spawning is inconsistent as hell: after teleporting to my base I either spawn
- Where I would spawn if I got out of my ship
- Where the base computer was placed originally
- Very occasionally by the portal
I am going to do some testing. I would not be surprised if they never adjusted behaviour for spawn when they implemented the ability to move base computer
Yeah, sounds like it's keyed off of origin
It 'should' first check for Base Teleporter, then check for base computer. It also checks for an actual possible spawn according to whatever rules. The ship has a similar spawn with it's own rules, as it moves with you
In case of origin, the change to make to fix it, is the one you'd least prefer doing
That's really weird then, once I'm not part of my bed I'll get video of teleporting to the base with the buggiest spawns
That would at least show the actual situation you are facing. We can then better judge any possible solutions
Oh right
@azure marsh It does indeed teleport to base origin, not the Base Computer (and it prefers spawning the player on terrain if possible, by the looks of it)
Not sure what you try use to record
Base was created on this wooden small floor. Then moved my Base Computer as you can see, to then teleport from Space Station to where you see me standing
Yup
Not sure, maybe because of Vulkan? Some images may do the trick too though.
AH could be vulkan
Well, it's not what should happen
It technically works, it just doesn't appear over the game
so I can't see any of it
my cursor disappears and I can't move, that's about it
sucks tbh
I'm on borderless currently, windowed seems broken but ill try switching again
does work on windowed
the problem is windowed makes game no work goodly
As for getting the spawn to move, it is possible, but requires some work. Easier to do with some additional tools, which I would personally try depending on how much I'd want to move it to go through the trouble
yeah im just making sure to put it in a decent spot now
building up with terrain manipulator to put the base computer somewhere I can intergrate
Are you rebuilding all then?
I mean yeah technically just making a new base instead
oh NOW you spawn me at my portal
lol
but yeah just working on this instead
found a scaled planet in a 3star gek system so i thought why not
Ever worked with Blender plugin?
Heard of it, the problem is that i struggle with blender lol
Isn't there a separate app too?
There is a standalone app as well now, yes.
easier than blender? if so i will try that out
mm yeah im downloading it already
damn nexus free downloads tho
Ah.
Nevermind then
Why not?
Okay, I literally punched my mouse to set mousewheel click to a different button
my mouse is uh
not great
Mine is really weird. You push the scroll wheel to the side to middle click
so then it would be ALT + whatever button you puched it to?
lmao its like my microwave
you could put your entire bodyweight into the start button but nothing will happen
but if you wiggle it around it works
You can Save Edit to make slots supercharged.
sure thing
NomNom has the ability to select a slot to become supercharged, while NMSSE requires to do this through Raw JSON editing.
Links to either save editor can be found in the pins
a player can gift a xbox or ps because this in the game file and pc can manipulate the state. xbox and ps can't access cloth things or things like a base mod that is not in the game file?
I am not quite sure I understand correctly, but there are indeed differences in what is possible depending on the platform. On PC you can use mods and change the save easily. On console you can not use mods, and only in some cases are you able to modify your save data.
It's easier to answer with concrete examples. Any specific items you are wondering about?
On Xbox, you can use a PC to get Game pass, so you can get the save data to 'sync' to the PC through the Cloud. You can then edit the save and sync it again to use on Xbox console
if it in the official game file. a pc player can buff what's in the official one and can give it to another xbox or ps player. this is what i mean
Not really. To be able to gift something that has been changed, it has to be something that is changed in the save file, not by mods
And even then it's not guaranteed
Ah, like someone on PC giving an egg for a pet that has been modified?
So someone on console can get it?
if it's a ship and all its tech slots are sc. a pc player can sell their ship and tell the ps player to quickly claim and buy it and that ps player will have it. like this
yes. I seen pc players give modified pets but it's not like pc to pc mods
No, the ship will reroll on transfer
So it would lose any extra SC slots and modifications to the stats
okay
a few more questions, one of them.
how do xbox and ps claim a multi tool through text?
I am not quite sure what you mean when you say 'through text'.
It is very similar to how you get a new ship. You can compare and add it, or exchange it with the one you have active
i thought those were xbox or ps players texting
@dusty cliff Only real way to change colours of a ship
Get the ship seed from save editor and load it into https://metaidea.github.io/nms-ship-customizer/ then select every change you want
Then join their discord and run the command the site gives you, you only get one colour search in ur time there though
It'll give you a seed back that should be what you want, then you put that in the save editor
not guaranteed, not sure if it works for living ships either
that's what ive been doing
reminder that with 1 void egg and 10,000 nanites you can find another living ship, reloading save and moving systems works if you don't like it
thx
considering what was said in #nms-legacy-ships im not sure it works on living ships
alright ty
It works, but there is generally some trial and error involved, and some combinations simply arent possible because of errors in the procgen algorithm that HG won't fix - they tried to fix Solars 3 weeks or so after Outlaws, and the backlash was ridiculous, tech hunters raised such a stink over textures/sail shape changing on a handful of their finds that less than 2 weeks later, HG rolled back the fix - there are more impossible combos for bioships than solars, and years of posted finds, RIP having all the options be possible.
Itβs what happens when you cater to stupid.
You can paste a code in save editor to effectively change ship color with exact rgb values.
https://steamcommunity.com/app/275850/discussions/0/3826310674204536436/
refer to this post and the links given below.
iirc works on a living ship too.
except exotic ones.
anyone made Maxwell the Cat into a ship yet?
do you have a link to a free 3d model of it
that is a gif
not a 3d model
oh my god
can the devs just impliment this exact mod into vanilla? https://www.nexusmods.com/nomanssky/mods/2036?tab=description
i was so tired of the buggy water so i decided to just try and it fixes everything
Haven't yet, don't see why they would now that they're in maintenance mode.
It's just. so good.
Water in this game was my biggest turn-off to the point that I made sure to settle really far away from it but now I kinda want to go back, maybe even build underwater
Nice, that's why we have mods. π
I just don't get why vanilla water is the way it is
constantly shifting depending on position and camera location.. just gah
Arghwater and NoFoam is a must have or VR
Anyone know how to swim in vr? Or know if there is a mod for it maybe? Iβve been searching my heart out
Activate relative world orientation option
https://www.nexusmods.com/nomanssky/mods/2279 - anyone could enlighten me what light does this mod refer to?
Did you wonder what's the deal with those yellow lights on the sailship - the ones that stand out and don't fit anything? ... That's a bug!
This mod restores procedural lights, that match the sail's color, for the sailship.
Im the kinda person who needs big red arrows or before / after comparison
by the looks of it I think it's supposed to be the little light bits on the sails?
Yeah
I'm looking at existing solar ship images
yellow
Are there any sound mods? Maybe "warp drive active" announce from eve or some Elite sounds?
There are some packs that change exosuit voice to different tones
Frigates: are higher numbers or lower numbers better on Cost Per Warp, Exp Fuel Cost, Exp Duration. And how about the rest of them below, is it better with no numbers?
@lunar quartz you probably know better ^
honestly I don't know π
I'll have a quick look in the files
I think higher is better for all stats
an here i thought you were the wiki expert π
I know where to find stuff, I don't know the whole wiki by heart haha
but the negative traits have an explicit negative value in the game files (for example NegativeMedium), so that should mean that higher is always better
It makes sense if you think about it, you can have no reduction or you can scale the reduction to infinity
if lower was better, where would you set the "no reduction" point? 100? 1000? 10?
Also the wiki mostly deals with what you can actually see on screen, it doesn't deal with the game files and values behind it
