#nms-modding
1 messages Β· Page 15 of 1
only happens when you keep changing up your mods
and you just need to restart your game a few times whenever you do
so just install the ones you want and never remove them
Yeah, the caching thing is only sometimes, but nothing modders have any control over
It does sound like Vortex is not recommended for use though
more that it gives users a false sense of it working
when a zip can contain 5 versions of the same mod
Oh well. Do let us know if the issue becomes persistent @tired ether
and lack of AMUMSS/NMSBE integration, of course
I've reenabled Vortex usage for my mods a few months ago, but don't use myself or recommend
twitch drops can also be save edited or not this time?
assuming you can edit your save
Ok I did a few tests to reproduce the bug and it gets weirder and weirder π
Here is the mods I use which have been tested by Lo2k and he reported they work on the new fractal update
I got rid of all the other mods which may need update
When I run the game in English (not default), everything is in english but :
- The exosuit voice is still in French
- Most of those voices are silent, like if the mod Silent Annoying Sounds was still in effect
If I disable all the mods and reload the save, everything is in english (voice included) and the missing voices are back
Those mods have nothing to do with english/french translations nor making anything silent
That was why I asked which mod that was ... lol
Could be something is cached in memory somehow as discussed above. It should eventually fix itself after a few reloads or restarts of the system anyway. If not, I suggest to report the issue, describing what you did to reproduce. Of course this includes the mention of mod use, but removal as well, with the issue then still being present
Have you manually checked the contents of the MODS folder?
From what I member from my Fallout 4 modding days, Vortex likes to put all files into the dedicated folder, but doesn't really know what to do with other files in there
Maybe there are some left-over mod files in that folder and Vortex doesn't recognize them
Navigate to No Man's Sky\GAMEDATA\PCBANKS\MODS and make sure all the PAK files in there are from these 5 mods
Yes I always do this to double check. So far I didn't notice any issue with Vortex adding/removing/updating files. It works good
There is a cache folder inside the savegame directory. Are we talking about this ? Is it safe to remove to clear the cache ?
no
we don't know where the cache is
if you keep having issues you should try reinstalling your game
and then only install mods manually
The 'cache' folder can stay, nothing to do with mods or saves. It has a few other required things inside, next to base images and location images (Discovery Waypoints). It will regenerate some files anyway.
Ok thx
Talking about Vortex. I noticed it also put the .lua file in the PCBANKS\MODS directory. Could it be a problem ?
So for each mod I have the .pak and the .lua files in the mods folder
Not really an issue, it will only use pak files, but they are not needed there in any way
Ok this is what I was thinking
Those lua files are only included for ease of use with AMUMSS, in case you have mod conflicts or want to attempt a forced update or something
All the mods I use broke with the newest update :/ but I guess that's to be expected. Just curious but how quickly do NMS modders seem to fix mods after updates?
Or is there a way to roll back to the previous update easily?
Where do I put the expd rewards in the code? using HxD and Save Wizard for PS4
When I put it in redeemedseasonrewards I can't claim but it says I did... so where else would I put them
!creativehublink
Days to weeks to months
Most within 2 weeks after the tool that makes the mods gets updated
Which is not yet
Oh so they have to wait on a tool to be updated to be able to update their mods? I'm new to this and have never made mods myself.
Yes
What's the name of the program?
Is it basically like a cheatengine table?
I'm not familiar with CE but that reads RAM
MBINCompiler reads a file type called MBIN
More of a seriealizer
Okie doke, I'll do some research on it. Thanks for the help. I figure at the very least if I check in on this page instead of Nexus I'll be more in the know.
If you use AMUMSS/NMSMB, sure
Otherwise if guy don't update mod, mod don't get updated 
AMUMSS/NMSMB I don't know what this is
I have just been downloading the mods and putting the .pak in the MODS folder in PCBANKS
Tools that take scripts and translate em into mods with the latest MBIMCompiler and game files
You need it for mod merging and helps with update proofing
Just search em up on Nexus if you wanna see em
π
Call it informed speculation, but we MAY see a release update to MBINCompiler tomorrow. Some issues need to be addressed in the code for the build script still , but very good progress was made today. The big limiter in this case being availability of the MBINCompiler dev team, as they have work and family which takes priority. π
Is there a mod that more accurately represents sound in space?
I shouldnβt be able to hear anything except my ship
no way to differentiate sound behaviour in space so best you can do is mute all flying related sounds 
just start putting on earmuffs in space
I donβt have them o.o
ok put on some earphones and blast some eurobeat instead
what's a good mod manager?
what are those? never heard of 'em
they use scripts to make mods with the latest tool and game files
for merging mods and update-proofing
both on nexus
both use different scripting languages
says MBINCompiler.exe is missing when its not
^go there, go to amumss-lua channel
is merging mods necessary?
if you have mods that need merging, then yes
by that I mean mods that changes the same files
ahhh
well I tried using the tool and the file It build doesn't do anything so I guess I'll stick with prebuild stuff unless I have to
steam workshop support would be amazing
So, crazy question for all y'all out here in modder haven. Is it possible to make something that would add extra and/or combined filters to the warp map? Like, if say I only wanted to see [yellow systems with water and korvax] or [green systems with trade economy and combat level one]?
no
After an update, is it safer to recreate a mod .pak with its .lua and AMUMSS so it uses the last game files or it makes no difference with using the original mod .pak made for a previous game version ?
Ok thx
I see some modding gurus here so quick question
Faster! π
What is the extend of what mods can do? Would it be possible to add a button to the portal charge screen
That lets players charge all the glyphs at once?
probably not
So running some kind of script / function?
Adding to the UI and adding functions are both unlikely
I see, thanks for the info
there's a way to bunch up all buttons in a corner tho
by just absolutely fucking up its scene
then you can just spam click
So stupid question. I have not bother modding since way back when MP was introduced. I assume it might flag my save or mp lobby or anything like that. Is there actually anything like that really happens or that just me being too worried? For example I like to use the ui fix for the currency and small fixes not actual "cheaty" type mods.
Nothing of such sort
As long as you don't deliberately use mods / save editor to cause harm to community, HG does not care
I was using buncha QoL improvement mods myself, some mods that change visuals of the game (color palettes of planets, skies, etc)
awesome, thank you π
HG actively added the mod folder to the game and deobfuscated some internal stuff intentionally for modders so they support modding at least passively and we have the ok. Also sean tweeted about mods in the past.
Oh yeah I mean they also fix modding like today
Okay another question prob better for here since people seem to be up/down on it... Twitch / Expedition rewards unlocks. yes I know you can edit that account file and such. But is it grabbed from HG Servers or from where? I noticed before wiping my PC with no steam cloud stuff that it had downloaded the file again prob when I launched the game.
But maybe I'm the idiot or insane one here?
The reason I asked is I missed some expeditions overtime and I think 1 Twitch drop time. So I was thinking if there was a way to perma unlock said content.
Yes there is a way. Its stored locally and saveeditors can handle it as well. Also mods exist like the season reward unlocker or winders consumerism mod. So nothing is lost due to a missed expedition etc.
save editor might be better since it's cleaner then editing it directly. But it seems the Save Editor is outdated these days unless there is a new fork.
I rather not depend on a mod since if it's a one time thing I rather just have it done via the account file.
n/m it's updated 20 hours ago maybe was another program I saw that was outdated
Ahh so expedition stuff is just locally, but twitch stuff I guess is syned everytime you launch the game so either offline or mod it I guess.
i just used goatfungus to open my 4.1 save, nothing seems to be amiss
no, but you can set it to autocharge when you interact with it completely skipping the charging part
which is how I play because charging is pretty boring
FYI, you can get the rewards via one of the two mods, then remove the mod and keep the loot. Just another means to that same end. With season reward unlocker, simply allows the vanilla expedition rewards to be given by the press of buttons added to the emote menu. That is all the mod does, call the vanilla rewards for the expedition items. After that, the functions in the exe take over and give the rewards and add to the save. Do not need to keep the mod installed after you receive the goodies.
Ah well. Thanks for response.
If a blueprint is unlearned via save edit, will that put it back into the "pool" of blueprints unlocked naturally in-game? E.g. if I have learned the Economy Scanner and unlearn it in the editor, will it then become posssible to learn it via a crashed ship beacon?
It would be back in the 'pool' so to say, but that does not mean it will always be rewarded again, depending on how the reward structure in question is determining this. In many cases it will actually check against 'known' BPs, in other cases it may have been specifically set to pick the 'next' or be tied to some other identifier like mission progress value. In general I think it would 'mostly' work, but can not be sure. Would have to look for this specific case and see how rewards are determined
@vale iron Question: Is gGame Full 406a.pak one of yours?
In your case, it may be rewarding it 'InOrder' by the looks of it, so I am not too sure, other than giving it a try to test this and know for sure. It appears to be the right reward table, but do keep in mind I have no updated source yet.
Yes it is Gumsk's https://www.nexusmods.com/nomanssky/users/38106355?tab=user+files
Note the 'g' prefix, which has a few in the list linked for additional info
I wasn't finding that particular one in the list, that's why I asked
It is likely not called gGame Full, but I am not sure which it is either.
Not sure...which is why I was trying to gain G's attention
It borks the game since Fractal
I only have 2 Mods installed. One's been updated, the other is this one
(The other one is "Fast Actions" by the way)
lets you not have to hold down on the "Interact" button to do stuff
Like half-a-second instead of 3 seconds
Disable any mods with issues for now, as most mods will need updating, which requires waiting on MBINC to update. I am sure they are working hard on getting there.
@dusk summit It must be this one: https://www.nexusmods.com/nomanssky/mods/1347?tab=files
FYI, if you check each of the gGame mods, then under files, you check 'Preview file contents', you most often find what you look for.
That's a thought, since I know the name of the mod file
10.1 kB and matching name, while the other mods do not match
Yep, that's the one right there
How about just ... gG
Thank you! Was asking because I'm toying with the idea of documenting crash beacon rewards. I think now I'll go about it a little differently, and just repeatedly restore a save instead.
or a mod that adds political espionage to the game, gGordonLiddy
...Sexy undergarments for all Gek, gString
He'll get me back for these, lol
Keep em coming @solid hawk , we need 10 laughs at least
Uh-oh, Gumsk just went green. I'm going to get it now....use his Atlas Emissary powers to smite me down
gWhiz, you gGuys sure are having a gGood time
gEsundheit
I've run out of steam and time, gotta feed kids supper and not a clue what to make
I'd say pancakes should do the trick
Went with meatballs, broccoli, and potatos...until the 18 month old ripped his sisters plate to the floor. She (3 yo) then got a hotdog and cucumbers to replace.
But, enough ot. π
Is there any mod or way to customize your ship? (colors/design)
You can save edit to change the colors, but it's a pain and isn't shared in multiplayer. Best option is to use Mjstral's tool to find a ship that matches what you want
!creativehublink
Tell me there's not actually a mod called that?
There's not. He's just joking
Hey hey hey! There's the man of the hour!
...while I got'cha here, any chance of an update of Gumsk's Gameplay - gGame anytime soon?
As soon as the compiler gets updated
sa-WHEET!
Just not sure how much longer that is going to take them
oh, so it's not down on you? How does that work, I'm not up on how modding works
That's right, just joking. Private Gumsk mod!
The game files are stored in .PAK files, which unpack to .MBIN files. Those need to get translated to something we can play with, .EXML files by MBIN Compiler
MBIN Compiler has to be updated with every NMS update to handle the new and changed files
Once that is updated, I can update my mods
Got it
Usually HG makes structural or property changes to the game files, which cause the game to crash when using mods that haven't been updated.
This time around, those type of changes were quite light, so many mods aren't causing the game to crash, BUT are missing new Fractals data, so appear to be causing game bugs. Mixed bag.
Yeah, the Fast Actions mod was updated fairly quickly and launched quickly
Once we get the new MBINCompiler, you'll see a flood of mods being updated within 24 hours
Lo2k does some of his through hex editing the MBIN directly
So he can get some updated before MBIN Compiler is done
Yep, hex editing, but that is ONLY possible if the mod makes one or two simple value changes. Anything more complex and you can't do that.
and @vale iron Mod is complex as all hell
gGame....thousands of changes across multiple files. π
I figured that from all the things it DID
We (the mod makers) want to get the mods updated just as much as the players do. π ASAP
gGame isn't too bad, just maybe 75 or 100 changes in one file, but definitely not something I'm going to hex edit π
I guess I could start going through my Luas and updating the version to 410
or we're up to 412 now in Experimental aren't we?
The trick to hex editing is you have to have your changes mapped out in advanced. Can't do on-the-fly, because to a great extent, you can't really see what you're doing.
Wasn't asking you to rush things. I was just curious about the process...cuz I'm a curious guy like that. I've never delved into how the process works
Oh no worries, it didn't sound like you were rushing me
4.11. Public is still 4.1
They've refreshed experimental several times, but hasn't pushed to public yet
I wonder how that monstrous mod with 3000 parts for building with is...or is it just a surface mod?
can't remember what it's called right off
I just use grep. Dial into my master Lua directory, search for all "4.08", with quotes, then replace with "4.10" (or whatever). GrepWin works very well for that, but could do the same thing with NPP Find in Files. Change them all in one go without having to open then all up.
trying to remember what it was called
EUCLI
EUCLI-EA to be precise
It's fine. For the most part, just needs a recompile for all the MBIN files and a METADATA refresh. Same with Kibbles N' Bits
Yep, that's the one...build a really pretty base...was so proud of it & invited a friend to come see it...and he was like... "What'chu talkin' bout, Willis?"
cuz you can't show mods to others unless they have 'em installed
He could also see the base, but he would need to also install the mod
yep
Yep, exactly.
Your local files have the unique part IDs for stuff in the mod, but others don't and that data isn't synced
For the most part, all NMS mods are local....just some others can see the effect.
Thanks for taking the time to explain some of this stuff to me
Like if you installed a mod to run faster...everyone else can see that because the game syncs player positional data
But, it may look stuttery to others if faster than sync refreshed data
Oh, NP. We enjoy oversharing. haha
If you want to delve deeper or maybe try your hand at it, always welcome to join, https://discord.gg/22ZAU9H
I'm like that, a bit pedantic at times.
others can be like "oversharing, dude"
and I know it's time to reign it in
Just not in the middle of an update cycle, lol. We get a bit busy getting/keeping our mods updated
haha
Oh, I don't have the patience for it
Nor the attention span
...LOOK! SQUIRREL!
Where? Where? π€ͺ
I love that bit from the Up movie
and of course just about anything with Hammy from Over the Hedge (sorry to Derail)
Did I mention an attention span problem?
haha
I'm trying desperately not to get too OT for long or the Gleam twins will slap me. π
what are some good mods
colorless inventory
@slender saddle Here's a helpful list from Gumsk btw: <#nms-modding message>
I'm sure you can get other suggestions from other super helpful modders and players we have here 
Also make sure to check the Pins
in this channel like this one: <#nms-modding message>
For steamdeck users this might work https://www.nexusmods.com/nomanssky/mods/2665
Are any save editors up to date for Fractal? My game bugged and didn't give me the antimatter recipe when it should have
Goatfungus pushed an update yesterday
Keep in mind we are just after a major update, mods for previous versions of the game might not be compatible
And the compiler used for making mods needs to be updated as well
So be extra careful when picking mods from Nexus, sort by latest / recently updated
Ok
if i delete the disable mods file/ add mods to my game can i still play with friends?
@kindred thicket
thanks. what directory do i need to install this in, to get it to work?
Browse to No Man's Sky\GAMEDATA\PCBANKS.
Delete or rename the DISABLEMODS. TXT file.
Create a folder named MODS.
Place mod . ...
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the selection of saved games.
is this correct?
yes
morning, i'm trying to fix my save using save editor, what's the latest working version, may I ask?
NMS Save Editor by Goatfungus updated two days ago I believe. NomNom is not updated
great thanks. gotta try it out. ^^
.....is it possible to save edit away a freighter, or add one?
You can do it in the JSON, not sure if the interface allows it
where can i read up on how to do that? π
Any face mods?
No
I haven't done that specifically, so don't want to tell you incorrectly. You're probably best to ask in the save editing channel on the creative and sharing hub
!creativehublink
do you knwo how to use it with xbox game pass on pc
I don't have any personal experience, no, but as long as you can point the editor at the save file location, it should work
!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).
What about Sean!
True
More of a whole head than face. π
That's a great big...MAAAAYBE!???
If the game launches at all, you're golden.
...if it doesn't, you're probably in trouble
Can I use save editor to get an exact ship or freighter if I have the seed numbers?
Yes
So I just need to note down the respective numbers go into editor and change it yeah?
Can json folders/codes be copied wholesale as well?
Don't think so
!creativehublink
My old frwigher seems to be bugginfg my game , changing it didn't help I was hoping to replace the whole code with a working 'new' one to see if it helps π
any must-have mods for NMS?
sean
Whatever mods you get recomendations for... read this message: #nms-modding message
Thank you for this )
- π
And test test test, individually.
don't just load a whole bunch of mods & hope for the best. Load one at a time, make sure it works as the Modder intended...and then go for the next.
...ask me how I know
π€¦ββοΈ
I mean yeah, that works, I put some mods from 4.08 back that way
But for a newbie I would recommend sticking with mods that have been updated by the author
Does anyone know how does no mans sky store its time in its memory? (for settlement timer)
do you need to know how it is actually stored in RAM or just how you can get around it
because I don't think anyone knows or cares about the former
whatever info you can give please do
search on Nexus for key words like "timer" or "settlement"
there's a mod for that
when it can be updated, that is
it is not currently
I'm fairly certain that it does time calculation based on start time
hi erm.....how do i change the race of my freighter crew?
as in, the captain and the expedition dude
yep it seems to store information when was construction started but its a weird number that i cant decode
guess ill experiment a bit
that didnt go well
I've installed the NMS Save Editor by Goatfungus.
Can't find the location of my save files, can someone point me in the right direction?
I have the Microsoft Store / GamePass version.
Anyone have flying pet eggs ? Iβll trade anything
!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).
Why do you need that?
i want to disable/shorten settlement building time
You prolly won't be able to
We are after a major update, we need the 3rd party compiler to be updated to be compatible
To access game files
That is still in the works
ah i see
man that sucks
Is there info somwhere on modifying save files in no mans sky? like a forum or something
It would be nice to know what certain things are without having to test my hypothesis every time
!creativehublink
ask there
alright thank you
but don't be surprised if they dunno how things are encrypted either
Alright
Thank you! π
Any chance anyone be willing recreate this mod in 2023? https://videogamemods.com/nomanssky/mods/no-pause-when-alt-tabbed/
I know some people did stuff with autohot key that kept crashing for me in it's hackish ways. I just want my game to continue to run like it was focused or like others were in my MP Lobby.
Makes your game not pause when you alt-tab. To run this mod you need cheat engine. It's very simple to use.Β Β This mod is a part ofΒ https://videogamemods.com/nomanssky/mods/no-mans-sky-rayrods-overhaul/ Mod. You just don't have to download 2gb package to get this one file from it.
n/m that used cheat engine to do it I thought it was a Mod >.>
I rather not do that as well lol
Might not be possible I guess
that is the case
there is an AHK script as well iirc
Yeah sadly that one kept crashing on me when tabbing out and in haha
It sometimes work other times it would freeze and sometimes the sounds would stop meaning it was prob pausing it was very hit and miss
This will be updated very quickly once MBINCompiler is updated: https://www.nexusmods.com/nomanssky/mods/2067
@wanton salmon You can just play in a bordered window, then click the taskbar icon until the game hides in the background. It will then continue to run instead of pause.
Stupid question. Am I able to edit my ps4 save?
Only through using a paid tool called Save Wizard, which requires PC. I can't say I'd recommend it, but that would be your choice to make after all.
would this look annoying for a gravity bubble
So this is more a save editor question, but I managed to lose some of my expedition reward pets and wasn't able to claim them again from the quicksilver merchant. I fired up the raw JSON editor and located "RedeemedSeasonRewards," and then deleted the entries for the eggs I needed. Once I got back in-game, these eggs now appear again at the quicksilver merchant, but when I click on them nothing happens. I can still redeem other items properly, it's just the eggs that aren't responding. Any ideas on what the issue is?
Okay, I actually managed to fix this myself. I had to delete these eggs from my known products.
They're back to being redeemable.
Anyone know of a good mod to fix the "arcadey" flight model?
There are a few I think, but none that are currently updated. Need to wait just a little longer for the compiler to get updated.
Quick question, which save editor is the updated one? Goatfungus (Java) or Nomnom?
Goatfungus
@fresh arch Nutrient Processor allows access to it
Oh really
I never used it in my main save, no wonder I didnt know it existed
Thanks
do the starship figurines show up in the ship?
Assuming you're referring to the ones you can get at the QS store? Yes, when you install them, you see them inside the cockpit in first person view
Lol how?
all of 'em? or some?
Should be all of them as far as I'm aware. Are you having issues with one?
ash showed me an unused freighter base "gravity lift" and this uses that
That is way too cool 
as in..if i put in all of 'em do all of 'em appear, or just the last one? π
anyway smooth criminal
Ooh got ya! Ty for clarifying. Only one, I believe the last one installed but not 100% certain 
i just checked. 1st one installed π
Nice! Ty for letting me know. Will keep that in mind. 
I love how Nada has the usual expression but you can feel he's all "Im sick of this shit Traveller"
Holy hell Exosolar has been busy
For all interesting in modding, MBIN Compiler got updated, mod authors start updating their mods again
Check on Nexus for updates on your favourite mods!
No idea if people are still using them, but they're all updated.
(Better Pulse Scan is partially updated because mbincompiler isn't fully working yet, but will update the mod again once it is.)
https://www.nexusmods.com/nomanssky/mods/2589
https://www.nexusmods.com/nomanssky/mods/2584
https://www.nexusmods.com/nomanssky/mods/2582
https://www.nexusmods.com/nomanssky/mods/2587
Adds the Expedition and Limited Edition exclusive Ship/Freighter Techs to the Anomaly list to be unlocked.
Disables Tech Damage while your Shield still up, your Techs will only be damaged if your shield goes down.
Power up Autonomous Mining, Atmosphere Harvester and Oxygen Harvester to harvest a full stack of 9999 in 15 seconds.Amount and Time fully configurable through the LUA script.
New version of my glowing crystal mod available, now with LUA script! Compile the mod yourself with new parameters for custom light colors! https://www.nexusmods.com/nomanssky/mods/2664
Is there a mod that makes sandworms slide on the terrain surface instead of βflyingβ?
NomNom won't start since the last update.
Can anyone confirm, and/or provide a workaround?
The other save editor by Goatfungus does work with the latest game version
So maybe give that a try?
Thanks, I installed it yesterday.
It works well, but doesn't give me the option to move Supercharged Slots - unless I just haven't found that function.
With NMSSE you can do this in the Raw JSON editor. I can give you some guidance if you wish
Updated mod for improved item use labels - new color and separator style, added variables to LUA script for easier customization! https://www.nexusmods.com/nomanssky/mods/2629
Is there any sort of mod to turn off the outside noise aboard a freighter?
Hey that would be pretty cool!
For a ship?
There's one ship, and one multi-tool I want to change.
One supercharged slot needs to move for each one.
Ok. First things first though, you have a backup?
No, not yet.
I suggest to make one, just in case
Understood. Let me look into that real quick.
!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).
Let me know when ready
ok, I'm ready.
Ok, open up the Save Editor, select save slot, then 'Edit' at the top, to open the Raw JSON Editor
Are you on Game Pass?
yeah, I am.
I was using NMSSE 20 minutes ago, no problems.
Did you get to select the save before the error?
yeah, I did.
It works now, if I use the NMSSaveEditor-4G.bat
I'm in the RAW JSON Editor.
Game Pass has an issue with the new Robo Companion, unable to show account data. Saves with the new pet will cause an issue as well when selected.
hm.. OK... by new Robo Companion you mean the one we get from the new Expedition?
Because I never even started the Expedition.
Part reason of making sure you have a backup, as it is unclear if it causes additional issues. On Steam it is easier to work around or so it seems, but we'll see.
Correct
Ok, familiar with JSON editing?
No, not at all.
ok, no problem. Consider the left side to be some file system, with the right side the content
ok
You are looking for your ship, we need to make sure we get the right one. On the left you can expand folders. I want you to expand PlayerStateData, which will open up a whole lot
yep, did that.
Now scroll down quite a ways, over halfway most likely, passed the list of chests, until you spot ShipOwnerShip
Ok, found it
Expand it and you see a list of numbers from [0] to [11]
Each represents a possible ship (we can have 12). On the right you need to verify for each if it is the correct ship you look for by checking the data
If you named your ship, or know the name, it is likely easy and near the top
Sort of.....Lua script with the sandworm parameters. https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/blob/main/Babscoole/Sandworms_Overhaul.lua To download, click the RAW button, right click on the page and choose save as. Save with extension lua. Can open and edit in a text editor. Process through AMUMSS to create the .pak to put into MODS.
I'm trying to make sure. It can only be one of two slots.
Hold on please
@orchid hinge Once you verified which [x] is the ship you wish to make changes to, let me know. If you need more clues on identifying, let me know as well
You can also close the JSON editor, to go back to the main options to check there, as you can likely identify a lot easier that way
OK, I found it.
Slot 4
slot [4] or the 4th slot [3]?
it's slot [4].
[4] it is ;-)
π better make sure, I understand.
Ok, expand [4] and look for Inventory_TechOnly
got it.
Also saying it that way, because those are so called index values, which start at 0
Expand Inv_Tech
Look for SpecialSlots
got it.
SpecialSlots you just select, not expand. Then look on the right
On the right you see data, containing multiple of similar sets of data, right?
yep, and what looks like coordinates that tell the game where each Supercharged slot is located.
Most likely 4 sets (matching amount of max supercharged slots)
correct.
Top left corner in a grid is x, y > 0, 0, then x, y > 1, 0, for the slot to the right of it. X is rows, y is columns
Change those values, making sure you stay within the available grid, to have them the way you want
Keep any present formatting in-tact, only change values
Those commas, brackets, etc. all important
Understood.
So the 10th slot in the top row would be 9,0
Correct?
top right slot, yes
OK.
When done, you can let me know, and we'll move to the Multi-tool
As soon as you click on the left to go elsewhere, it will ask to verify any changes you made.
Gotcha...
I'll have to go back into the game to identify the slots, and take a screenshot.
Would you mind telling me where to find the Muliti-Tool values, so I can do both in one go?
I don't know if that mod has a individual file just for the hangar doors, but it does remove it
Sure. GO back to the left side, then scroll pretty much all the way back up, looking for Multitools
Same thing, expand to show the [0]-[5]
verify the one you need
Then within the number, expand Store, then look for SpecialSlots
Found it.
Same thing there as you do with ships. Make the changes you want, get back out, verify. Then last step is to actually save once more on Main tab
Just keep in mind the layout of slots
Now in the default UI, you may see enough to know which slots you wanted, else make note in-game as you said.
I think you can manage, but do not hesitate to ask for help again if you need
Very nice!
Thank you very much for your help and patience. Much appreciated π
I'll do that tomorrow, I'll let you know how it went.
If you edit your active MT, you need to edit twice, in both Multitools and ActiveMultitool - the GUI normally handles that, for all platforms except PS4, I learned lol.
Updated:
Ah yes, good point. @orchid hinge you will also have to edit it in WeaponInventory > SpecialSlots right above if you are editing the currently active MT
Messing with the gravity is fun, would be great if we could do something like that combined with logic, for some funky mini-game mechanics or something.
you can do a gravity tunnel with it
just gotta start at the end point and build your way back
Thanks for the heads up, I'll keep that in mind.
For the Multi-Tool, I found more Sub-directories where coordinates are saved.
Am I supposed to change those as well? Or just once, in the SpecialSlots main directory.
I've attached a screenshot.
If you select the root/base (so called folder) on the left, it shows the full data. If you expand, it shows the same data, but separate within the root. It is the same data, just more specific as you go deeper into those 'folders'.
So if you select [0] to change the X from 4 to 5, you can do the same by expanding [0], then selecting Index to edit both X and Y, or you can expand further with Index, then select X or Y to only edit one of them. It is just the same.
Does that make sense?
I think it does.
Let's see...
All I have to do is change them once in the root folder?
The same way, if you open the Raw JSON the first time, it selects the top, and then has ALL the data on the right, but that makes it only rarely useful, unless you wish to copy everything, or do a search through everything
If there is not too much data, it is just easier to edit and easier to still see the data in context
I personally find it easiest to see all slots with all the data, so I select the root > SpecialSlots, which then shows all the data just for all those slots
See of it as levels. the more you go into it, the more detailed the data, but it is all the same data. If you go closer to the root, the data becomes larger.
Thanks for the detailed explanation.
I got it done, let me go verify in-game.
So if MT [3] is your active MT in-game, then you also need to edit the slots to be the same in WeaponInventory above
ActiveMultioolIndex (yes that is spelled wrong) has a value equal to the valve of one of the MT listed above. If it has value 3, it means Multitools > [3] is the active one.
I checked the WeaponInventory folder, it already had made the changes I'd made in the MultiTool folder.
Ok. So you got it working correctly?
I'm starting up the game now, I'll check and let you know
Yep, worked like a charm.
Thank you and @night adder very much!
Cool little trip into the modding world for me, thanks for being my tour guide.
You're welcome and glad Dharhan got my back there. I tend to forget that one, to only realise when it doesn't work. Would not have been useful for someone new to save editing.
Have fun! Don't spoil yourself too much...
Yeah... it's a lot of moving parts, I imagine it's easy to forget about one of them.
What do you mean by "..spoil yourself too much.." ?
Save Editors are really powerful, they can ruin the fun, but they can also ruin your saves if you mess up badly. Take good care of those backups ;-)
Ah ok, understood.
I agree on the ruin the fun part. I'm aware of it, and keep balance in mind.
I look at it more like it gives me a feature I think the game should already have.
Can someone update this mod Glonely the mod works kind of ok, but there is a problem with the sprinting, and the life support. Both of them goes down instant.
wait for another day or two
mods take time to update
Alright, and I love the idea of that mod where every system isn't full of npcs.
Rmember that you can track mods on Nexus and they show up all in one page so you can see when they've been update
Alright.
I haven't updated it in a while because hardly anyone used it. I'll look into it
@ruby torrent Updated it, though I haven't tested it.
Alright.
Thank you for updating it I will let you know you later if the problem is still there.
Sorry to bother you Gumsk, but your mod isn't working because it would now freezes at the logo, and I removed other mods to see if there were any conflict, and there were none.
Just basic gLonely, or the dead or uncharted?
The basic.
Let me check
I wish Hello Games would make the official mod tools for modders since this is the perfect time to do that because the game is reaching 7 years old.
I was able to load a game with it installed, though I was in space. Are you starting a new game or loading an existing one?
Using an existing save, and I am on the anomaly.
Hmm, that was what I was going to suggest. Try starting a new save to see if it will load maybe
Alright.
I could try taking out the part that changes solar system size and clip distance, that might be the problem, but hard to say
Still the same, and it the only mod in the mods folder.
Freezes at which logo, the ones before or after you select a game? I'm assuming after
Right after the No man sky logo appears after you select a save.
Try this version
hmm, not sure what could be causing it and can't reproduce it on my end, so I can't test fixes π¦
Sorry for wasting your time with this mess.
I can give you the Lua if you know AMUMSS, you can try disabling parts until it works
Alright.
It alright.
["MOD_FILENAME"] = ModName.." "..ModNameSub.." "..GameVersion..ModVersion..".pak",
Oh that is clever π
I like to keep all the changeable stuff up at the top
Weird the 407 one works just fine but there are some bugs with it.
The zoom in view is a weird bug that your mod cause with 407.
I don't think I actually made any changes between the 4.07 and 4.11 script, so it should just be generating the same changes based off newer files
Weird.
and no script insertions, so don't have to worry about changed syntax somewhere
I originally thought it might be a positioning thing, but if it happens on a new game, it's not that probably
Maybe try veryfying your game files @ruby torrent
Maybe something is missing / corrupted
Mythos over at the 4.1 bug thread recommends veryfying for Steam users
The only other thing I can think of is maybe it's the increased abandoned/uncharted messing with both your old save star type and a new save's star type, and the game not liking that happening to a yellow star
It also makes the ship tiny for some reason.
I wish I knew exactly what that was causing the tiny ship, that could be useful at some point
I don't think that would work and I redownloaded my game a few days ago so the files should be fine.
Your mod is kind of working since the planet is dead.
Yeah, some of the files didn't change much, so parts would still be working, but others had changes
Crazy.
Public.
that could be the issue. The mod is built with experimental files and they might have changed something critical in that time
What about the 407 one.
The compiler is built off experimental files as well, so running it through AMUMSS on your end might not work either
And when I press fire the gun would be drained instant same with life support if I move an inch.
I would recommend either switching to experimental (get bug fixes faster) or wait for the public branch to update then try it again
Alright I will try that.
If I switch to experimental will it make the others mods I use stop working.
No, those are all 99.9% likely also built with experimental. They just don't have any issues between public and experimental. I'd have to check what file is the culprit for this problem (and this is assuming I'm right that it's an experimental/public problem, I could be wrong)
I recommend it. They don't really use it for beta testing, but more for bug fixes
Alright.
More frequent downloads though, if that's an issue
Found the file I think. You could comment out the last section and that might fix it for now. That file had an update
I need to do a compare to check what it was
It worked after I switched to experimental.
No more weird camera view bug or the instant drain bug, and the ship isn't tiny.
That's with the 411 version, right?
I just checked, they added a property to that file sometime in the past week, after 4.11 released, in one of the experimentals, so your game didn't know what to do with it
yeah the 407 now froze at the logo after switching to experimental, but the 411 one didn't.
And no more bugs.
Yay, problem fixed
Will there be less players on the anomaly if I stay on experimental?
Until they push experimental to public. Once they do that, they share versions and it will be full again
Glad to hear it π
I was thinking of decreasing creature spawns too, let me know what you think on that
I been playing No man sky since launch day, and I don't like the idea how every system there are full of npcs I know that is for gameplay reasons, but I like your mod that removed half of those populated systems.
Yeah, I agree that there were just far too many populated systems and NPCs in those systems. Downside is a few mission bugs that require unloading the mod to continue, but nothing to be done about that
Yeah, and the fact all of 256 galaxies in the game there are full of npcs when that is impossible in real life.
Well thank you for taking your time with helping me out.
I wish Hello Games would make a official mod tools.
Keep in mind that even if they did, that would not guarantee every player could enjoy the same collection of mods
Yeah, but it would make making mods a lot easier.
Sony's consoles do not allow 3rd party assets to be used in mods - that's what happens for Bethesda games
Like Creation kit for Fallout and Skyrim.
I disagree, even an official modding support will not guarantee that players will not install a bunch of conflicting mods and ruining their game
That is true.
This is just introducing another point of failure, and maybe HG cares more about having a working "out of box experience" with the game
That the best thing about having a pc is you can have the choice of going with out of the box experience or you can mess around with the game files.
Don't get me wrong, I would love for HG to implement an easy way to use mods, but
Coming from Fallout 4 modding, where there are some great guides on what to do, dedicated communities to not just modding in general, but modding specific areas / mechanics of the game
Yeah.
People still fuck shit up, people still install old, abandoned, bloated mods, people still install heaps of mods without thinking for a moment
That is true.
I think HG just doesn't want to introduce in-game modding support just to avoid the headache of having to deal with troubleshooting via Zendesk
And they would have to update the mod tools along with each patch I didn't think about that.
I'm curious, how does the sentinel ship mod appear to other players?
is it just a radiant pillar or vector or something
Not sure, but is it even working? I remember hearing it didn't work anymore
Ahh, it was reports of multiplayer de-sync, not sure if it's resolved or not
Looks like the bug has been around for a while
ahh
I am happy that Gloney is finally fixed this mod parried with the Alien terrain mod that makes the terrain behave like pre-Next terrain, and the grass render mod by Lasagna is the best version of No man sky.
@vale iron Pretty sure someone managed to get Interceptors to sync by replacing the Sphere model from Sphere Creator at one point - don't recall whether they were flyable though lol.
it's network entity component
so it goes back to only people with the mod seeing it
Ah, yeah that'd make sense, thankya for clarifying. π
Hello I have turned NMS backon after my RANT last week decided that I could not live without it.
So decided to debug all my scripts. I got down to three failing. As a last resort I installed the EXPRIMENTAL version and they all Compiled with no Errors. I have never looked at the beta before WHAT A ~~~~ So the question I was going to ask about LUA is now not needed.
Can Somebody jest enlighen why BETA (Expermintal) was ok ?
MBINCompiler is needed to work with AMUMSS, and is been updated following experimental updates. There is a difference between public branch and experimental branch
I do have over 2000 hours playing it so as far as i am concerened it has earned the praise.
Well at least I am well happy again. Also Discord is a better source of help I have being tearing hair out since lunchtime π
Any way can someone tell me where to find an index to the core pak files so i can do some of my own mods.
you're better off unpacking all of em
many files are interlinked and we don't track which pak has which
since they're not separated by folder
or you can use NMSMB which doesn't need unpacking if you like C#
No problem I take it to unpack them you can use the tools that come with AMUMSS?
aye
Ta thanks.π
Is there a mod out there that makes squadrons more effective? Right now they might as well throw rocks, that would be more effective. π Not sure if such a mod is even possible.
yes, if it's updated is another story
Just updated yesterday for Fractals
the third pic is chef kiss
I was hoping the VR overhaul would include the ability to turn your body in real life to turn rather than using the thumbstick without having to recenter every time you get in your ship, bring up a menu, and other things. Unfortunately that doesnβt seem to be the case. Is there any mod out there that would do this? At this point I might even be willing to commission one if not
no modder currently VRs
not one we know of anyway
can always learn how to do it yourself since you at least have the hardware
tho I doubt the possibility of your concept, may want to look into some external remapping software instead
Wasn't sure how possible it would be and I'm not good with coding to attempt modding anything more than changing values. I'll look into the remapping software though
hHi, is there a way to search for a particular MBIN file in all the PAK files?
Yes AMUMSS tool comes with a extra tool called pak explorer
Or use the archive https://github.com/NMSCD/nms-archive
we usually recommend anyone trying to make mods to just unpack the entire game tho
but with NMSPE you can also just extract particular folders if you're just data mining
Thank you i new you could do it but the paperwork is a mine field. I am trying to debug a mod. So this is a step in the right direction Thanks again.π
you can read an mbin directly with NMSMB too if you're just looking into one single file and want even less mess
If NMSMB, may want to use the dropdown to display as exml. By default, uses ebin, it's own formatting standard. Nothing wrong with it, just different than how anything else would display as. If using multiple means of viewing, may be confusing.
NMSMB allows wildcard|regex searching of paths, dds paths (and shows dds thumbnail of matches), and text contents of various formats (including mbins). It also displays consolidated views of all language ID - value pairs for all languages, and other things. It doesn't have an installer, and doesn't require unpacking or decompiling anything to disk (does it all in-memory). As babs mentioned, when you view a matching mbin you view as ebin text, exml text, or hex; since most are used to exml to may want to use that if exchanging snippets with others.
@frail jolt https://github.com/goatfungus/NMSSaveEditor
Thanks
Scroll to the bottom and you'll see a link to download latest version
Some don't π
Ye
@frail jolt Keeping it here since it's a little more related to modding. Yes, edit raw JSON
Ah nice OK
Exit the raw editor, saving, then save on the main tab again
If that doesn't work, we'll try moving you to another system
The save time was appropriate?
And you saved twice, once on raw exit and once on main tab?
Ok, just making sure
Im just not sure i edited the correct savefile, since there's two in that slot, save3 and save4
OK now its correct for sure
Yeah, one is the auto and one manual
Now its last edited a minute ago
Lets see
Nope
Still fucked
Im not at the nexus
That's really really weird. Ok. let's try moving you to a new system
Yeah that is weird
Idfk
Yeah i verified now, both of the saves have InNexus as last known player state
I also already verified all of my game files, and theyre all fine
@vale iron So how do i go about moving myself to another system?
Edit raw JSON, PlayerStateData
Also this is a space station i literally just arrived at, and my player position is the one where im getting out of my starship
Does that matter?
That might be why the innexus doesn't work, might be overlapping with the station. Next thing should fix that
OK
Change RealityIndex to anything 0 to 255
Is that the galaxy im in?
OK
RealityIndex is the galaxy, yes. The Voxels are for the region, system index is system obviously, planet index similarly obvious
Yeah
Thats neat
OK let me see if i edited the correct savefile... xD
I did
Great
Lets see
Well it wasnt safe, i wasnt in the nexus
I was outside of a space station
Ok, we can fix that at least
Oh, great
So im fine
Safe travels
Uhhhh ig ill just warp back to the area i was at using the space station teleporter lol
Bc this is like
Over a million lightyears away from where i was at
Its literally on the other side of the galaxy
xD
KEK theres an atlas interface here
Oh yeah, I forgot about that
Oh a reason why it wasnt safe might be because im in survival
Mine was a survival save as well, was just thinking that could be why, but I guess not
Lol
Probably have to move the nexus location in the save file too
Thanks a lot
No problem
Does the mod "Remove lag when leaving planets" have any downside ?
I mean if it only get rids of the lag it would have been included in the base game no ?
I was using it before, did not see any downside
As for whether it should be included, maybe it has to do on how it works
Each asset of the game is compiled in those PAK archives, and what this mod does is the opposite - unpacking the files so game can grab them faster
Interesting. I wonder why HG doesn't include it. If unpacking is the solution then why not ?
the downside is your hardware, it just decompress the assets, so depending of your hardware instead of removing it can increase the lag
Because I assume they use some premium test systems with NVMe SSD and so they never notice. Lots of systems do not use NVMe.
that happens with jason's
so it end up on "test and see what happens", if nothing lags when you leave the planet, it's fine
although that mod isn't updated yet, but you can either update it yourself or do the manual thing on the description
The optimization for asset caching is there. I looked into it. A reoccuring asset with the same seed that was used earlier is still cached. But it gets cleaned if you don't encounter the same seed asset for a minute or so. And if you open the main menu and discovery tab it for some reasons cleans the whole asset cache
Just follow the written guide in the description, works perfectly fine without a .pak mod, no need to be concerned about updates :)
1. Navigate to <no man's sky installation directory>/GAMEDATA/PCBANKS.
2. Make a backup of the file : NMSARC.451C674F.pak.
3. Delete (! important) NMSARC.451C674F.pak from the PCBANKS directory.
4. Extract the backup of NMSARC.451C674F.pak elsewhere (using PSArcTool.exe -https://github.com/periander/PSArcTool/raw/master/PSArcTool.zip - You drag the NMSARC.451C674F.pak over the PSArcTool.exe file).
5. You will now have a folder called MODELS, move this MODELS folder to <no man's sky installation directory>/GAMEDATA folder(! not PCBANKS).
6. VoilΓ ;). Launch the game and enjoy a seamless planet to space transition again. (*The game will read from those loose files instead of uncompressing each time the NMSARC.451C674F.pak - Thus removing the lag. It is important to delete the .pak file from the PCBANK folder else it'll be looking for it before using the loose files)```
until it happens like what happened right here
an update changes the pak
so you need to concern about updates
What if we pack that file as mod but set the pak to be uncompressed (only store option).
We would have a regular mod, nexus mod manager can handle
Someone already posted an update for Fractal
stole
Then you simply drag the updated NMS file over the tool and copy the folders over - still better than waiting for someone else to upload something to Nexus :)
or you can use lenni script that you just double click and it creates the "mod" for you
automaticaly
Enlighten me :o
Yes, works fine.
Yesn't, you can't use the older reshade presets on Nexus :D
older?
Some only work with a specific version of reshade - I couldn't get any to work to clamp DoF properly
Ended up using the current up-to-date Reshade and set up my own
a specific update broke new vegas presets too i believe
so, will new presets work fine?
I guess so :)
are there any other places to get presets?
Not that I'm aware of currently
How do I know if a mod is compatible with the current game version?
If it's been updated since last Wednesday
Ones that only change TEXTURES or palette mods would be ok too, even if older than that
https://github.com/goatfungus/NMSSaveEditor trying to download this save editor
can someone who knows how/what to do help me out
download this file, read requirements further down (java runtime)
If you scroll further down the github page, under Installation, you'll find Download the latest version.
Btw should we propegate the how to's here too?
I do. π just a matter of someone asking a question about one of the platforms. π
We could ask fore a dedicated pin
@magic lava could you be so kind to pin these?
Thx
Thank you sir
hey , i heard at one point there was a mod that would allow me to run the old expeditions since i missed them, anyone know how to do this?
run them probably not
you can purchase the rewards

guys i need some help
how i can return utopia speeder
i just lost it bc of save editor i downloaded today
is there any way to get it back?
save editors usually make backups. maybe check the folders? i'm not super knowledgeable on this topic so hopefully someone else here can offer more tips/options.
how about i reclaim starship (turn off and turn on utopia speeder reward)
did you delete the ship after claiming it?
@crimson moat steam keeps several backups in the cloud, maybe one of them is good? https://store.steampowered.com/account/remotestorageapp/?appid=275850
Are you sure you wanted to ping me?
@devout lynx
look above link
what next
see if your old save is there before it got corrupted
oh ok, well hopefully its all fixed
@opaque pasture https://github.com/goatfungus/NMSSaveEditor
Load the saves, open the Account tab, look in the left pane
See if you got all rewards checked
(I got a theme that turns checkmarks into these boxes, it will look differently for you)
@thorn agate This is the mod: https://www.nexusmods.com/nomanssky/mods/2217
Problem is, it is not updated for the current version of the game (Fractal 4.12.1)
If you're willing to put a little bit of work, you can make that mod yourself for the current version
just found it, trying to do it atm
If you go to the Posts tab on Nexus page, you will see instructions in the top comment
Keep in mind that if you were to verify / repair game files using Steam / Gog / Gamepass whatever
It will download the PAK archive that you need to delete and put it back in
That can cause issues with the mod present
The same can happen when any larger game update drops live
got it to work! wasn't too bad. beautifully seamless now
π
hello i'm looking for a mod for sort by alphabetic name items in my inventory
There is a good chance no such mod exists
Ok thank you for the answer
Account tab is greyed out in save editor, how do I fix this?
Hello! I was able to use NomNom to move my save from gamepass to steam today. I'm poking around to see if everything has transferred. The first problem I have found is that my settlement doesn't recognize me as overseer. It let me make a policy decision but the option to view the settlement status says terminal reserved for overseer. Is there a place I can edit to make myself the overseer again?
!creativehublink
People specialize in save editing there
Is there any way someone on pc could get a egg from this guy? I'm in the system & my friend code is D673-FHN0-GNJZG
I'd greatly appreciate it.
Are there any mods for flight stick?
@vale iron has the compiler been sorted out, or are y'all (as a group of most Modders) still in wait-and-see mode for that?
...Just wondering about Gumsk's Gameplay - gGame
So, I just recently got Better Planet Generation... is the intense pop-in and pop-out supposed to be happening?
Somebody Make a mod that fixes ps4 crashes error CE-34-878-0 and send it to HG π
See if steam input support it, else need to find an xinput hook yourself
Thank you.. I know you can switch buttons around someβ¦ Iβm gonna mess with it and see
So, re: nexusmods, which mods you all consider, must haves and QOL mods ?
Compiler was fixed. gGame was updated a few days ago.
Thank you, kind Traveler!
Is this something i have to download? Im not seeing it... im not much for using mods lol
I hadn't realized just how much I had relied on just the Quality of Life portions of this until it stopped working (Scanning distance for Hot Spots, red scans for unscanned items, and sped up Refining are the big ones for me) I know there are probably a slew of other things buried in this massive Mod I haven't discovered.
I'm glad you enjoy it. If you come across any issues, let me know.
What planet quality settings are you playing with?
High
Try playing on ultra then.
Also, BPG might have some issues until it is updated for Fractal.
Is there a way to edit account data on xbox?
Not sure which account account data you're referring to. But on Game Pass / Xbox PC, using a save editor, you can edit some game data. If you have Game Pass Ultimate, which gives you access to NMS cross-save between PC and Xbox console, you'd be able to use a save editor on PC to update your save and sync it on the cloud to update your console's NMS save as well.
Im playing on xbox pc, tho in save editor account tab is greyed out
nvm when I opened save editor to post ss the issue fixed itself lol
Oh good! Typical car at the mechanic scenario, "I swear, it was making a noise at home" 
I was trying to install a mod and now I am met with pc_save_space_warning_btn what do I do I cant load into my game anymore and in the menu its all coded subtitles like gamemode_subtitle_normal please help me
Uninstall the mod
Why am I pink
Nothin I just used to be this dark cyan blue
And tbf
I did suggest the modder role to have hot pink back in the day
πΊ
is the utopia mod worth it?
The Expedition or something from Nexusmods? π
I mean that's ultimately for you to decide - it changes alot of things at once and is more of an overhaul than just a simple mod.
If you haven't modded anything else yet that could cause major conflicts, then give it a shot and make a new Expedition Save with this modpack :)
Can always remove it before continuing on your regular main-save after you complete the Expedition
@vague gate
ah yeah im just looking at like QOL stuff rn
or anyone know of a mod thatll say what sort of planets are in a system just by looking at it?
Can't
The hell does any of that have to do with the Utopia expedition
One of the pins link to Nexus Mods
Or you can just google that name too
It's just the name of the mod
I can make a mod's name "I shit myself" and the mod can have nothing to do with shitting
I mean it wouldn't attract anyone to download the mod but it is within our ability to name things
Any working mods to get the HUD to headtrack in VR?
Only ones I found are all outdated π¦
you know full well if you had a mod named that it would make people download
make an overhaul turning the game more into horror and name it "I shit myself"
When I figure out how I can make shit come out of the player character and not stick to its pants you bet imma call the mod that
And then I'll make a collection called "urine and feces" with that and SPPP
the mechanic is already there with the pets, just find a way to make the character do it every 20 minutes
That's the easy part
The hard part's separating the feces from the player character scene
Trust me I tried once
I moment I harvested the piece of shit the game crashes
lmao
Is there (and can there be; is this a thing that can be done with modding?) a mod to make the game stop switching active quests on me? I'm really tired of main quests hijacking my tracker.
There is not one and I don't think it would be possible.
Bummer. Thanks!
Cuz you're Legend


Is there a mod which will let you sort inventories?
No, and don't think it's possible.
any mods to help me get an s class freighter? I dont have endless hours to reload a restore point due to life and have been giving it a go on and off for about 2 weeks irl now
Save editor. Check the pins for links / info for save editing
thank you sir
will smith ahh ahh role 
What isnt easy?
OK so i want to make my permadeath save into a custom or survival save
I changed DeathConsequencesDifficulty to DestroyItems, as well as DifficultyPresetType to survival in the Preset and EasiestUsedPreset categories
But it still shows up as permadeath in game
And @night adder The reason i need save editing for this is because from the in game difficulty setting menu, you can't change the consequences for dying to anything else than deleting savefile in permadeath apparently
So now my question is why is the save still showing up as permadeath lol
Cant use the slider for Survival?
Nope
Its locked
Difficulty changes arent
I just cant change the preset to survival
Or to anything other than permadeath
Well, in save edit youd likely have to manually edit whatever custom options fields are there, in addition to changing the mode number if thats still a thing
I already did that as far as i know
Those were all of the fields that had anything to do with save deletion and permadeath
After that it started going over my inventory
Mode values are still a thing, but now Normal, Creative, Relaxed and Survival share a mode value
Pinned here
Oh
Thanks a ton
Ill try to see if that solves it, it should
Yep
Worked
Thank you
it started working again then, because 4.0 changing that didn't work
@vale iron Can i drop a mod request? xD
I also changed all the other tags associated with permadeath tho
I changed the easiest difficulty, current difficulty, and death consequences
I just didnt know about the mode value
After i changed that it started working, but i had already changed all the others beforehand
smacks the game with the phuck-you stick. QUIT SWITCHING MY QUEST/MISSION DAMMIT!
Is there already a mod for removing all of the random fucking NPCs that wander around the freighter base?
They're really annoying when you try to use freighter refiners and they walk in front of you so you accidently talk to them instead of using the refiner or storage container, and then they complain about being interrupted
None came up off the top of my head but I can think of a way of making that
Not that I have the time but it's possible
I think there's one as part of Gumsk's gLonely.
I would actually love to have those in normal bases
It would help make them feel less abandoned
I've built lots of random bases then felt depressed lol
They're nice ambiance yeah but like just yeet them from the refiner rooms maybe?
There's worse
?
@night adder Congrats Guy!
Say, which mod allows you to customize/color your ship?
Is there a mod that allows you to summon your freighter upside down while summoning it from a planet?
Would be really nice to not have to fly around it every time
Also the view from the freighter would be incredible
Which mods effect multiplayer?
(My friend is worried we cant play together anymore if he mods and I stay vanilla)
The short form: people with mods can play with people with different mods, and both can play with people with no mods. You will not, however, all be seeing exactly the same things.
Heres an odd one for ya...
So that's fun. Big space game guy, and flight in general. Don't encounter motion sickness much except for last night. The camera movement when accessing a freighters refiners... doing bulk crafting so I kept "woop woop woop" between the different refineries and my brain just flipped a switch. Any way to disable those inventory transitions? Double posted here to modding.
No such mod exists. Problem being that the freighter summon button code is a function in the exe, so not moddable. The only way to achieve this would be to rotate the model.....would be like that at all times.
Anyone in her able to get me eggs from these guys
there is a mod that removes the interact camera, but it doesn't remove from normal refiners, don't know about freighter
PSA:
All DUD'S SKY mods will be updated ASAP. Thank you for your patience. π
I'll look into it thank you
@shrewd compass ||https://www.nexusmods.com/nomanssky/mods/2062||
@vital minnow afaik, edit json: search for "RedeemedSeasonRewards", then within that list, find "EXPD_SHIP09", delete its whole line
Aha! Was searching for the right ship, I'll do that, thank you c:
