#nms-modding
1 messages · Page 17 of 1
seed for what? because cockpit only ships only work with exotics and explorers
We can control that with help of the ship customizer. What colors do you want and I generate the seed
What about creatures?
not with just a seed either
that vector you found that was only the cockpit most likely lacked any texture on the back of it. the same thing will happen with creatures and pretty much everything else thats melted together
golden vector actually does have separate wings engines and cockpit
so it's not impossible
I could get like a worm that I like but the seed again.
You can create impossible creatures because for creatures the part list overrides the seed
ah. I thought only exotics and explorers didnt get completely glued together
so you'd need to edit the save json more than just the seed
nah all base classes have separate scenes for parts
cos they don't need to be vertex bound for animation
But how?
with the part list
like he said
do you wanna know how to edit the part list or do you simply want someone to give you a weird creature tho
'd save people time from explaining if it's the latter
I wanna get a weird creature but I'm on ps5.
then you prolly need someone to trade you an egg
define impossible
Worm strider head.
You can only mix parts from the same creature species
ALl other parts will be invisible
I'm a little sad because I won't get exactly the creature I want.
BUT custom creature part lists won't sync in multiplayer. For MP they use a seperatecreature GUID code.
And noone knows how that gets created not even me. Although I will figure it out in some weeks hopefully
I'll stay with human pets sorry.
Ty! 
I mean your question could stay
Im just giving you directions to the author
Maybe someone here uses their mods and can provide the feedback / help you are looking for
Added a couple more text fixes - survey mission labels should not stack anymore, Sentinel Weapon Shards mention Boltcaster. https://github.com/vaki-nakamura/nms-misctextfixes
@vale iron Just wanted to say thank you
I repurposed some code from one of your mods over at the LUA repository on github
To rewrite the mod for text fixes
Much better than having to write SKW and VCT for each goddamned property
still working all fine
ngl variables not being in tables still pains me
which is fucked cos sometimes I don't even use a loop for the tables
or selecting entries by index
it's just complete force of habit
What's the original script?
just curious, does modding work on steam deck? or do you have to jump through a bunch of holes to get it to work?
ah okay, haven't done modding on pc, i've only got a steam deck lol, that's why i was wondering
I prepare all the files, check for conflicts on my stationary PC, then copy the mods onto a SD card, put that into SD, copy files from it to game directory
ah okay, well i don't really have a stationary pc to do that with, so i'll just have to hope it works lmao
You can download the mods from Nexus Mods and put them in game directory just from Steam Deck
Its a bit pain in the ass given the controls but it's doable
You prolly could run stuff like AMUMSS to compile your own mods but that would not be the optimal way
Ahh, that's the old version of the script. It's been rewritten. Glad you saw the old one
Lol what is that supposed to mean? Shouldn't the new version be better?
It doesn't use any of that logic, so you wouldn't have seen it to use in your own script
It's really simple
Yeah wtf
But I share your initial inclination 🙂
Last time I saw lyra's work I was like "fuck me a whole framework just for some moding script"
Ok that is what I wanted to get rid of
Having to copy-paste SKW and VCT for every text fix I wanna make
Now I just yeet the property ID and the new text string into a list
And have the funciton iterate through them all
Thanks
Also I tried to incorporate some error messages since of course I made mistakes
But I got rid of them for clarity's sake
hah, nice
You extrapolated and extended the loop functionality very nicely. About a dozen of us use loops like that to add lua sections.
Hard to say who did it first....lMonk maybe
More like I stole the code and mashed my head against the keyboard till it started doing what I want lmao
exactly what I did to get there
Looking forward to seeing the whole script, when you publish. 🙂
hi, are there mods just to streamline certain time-wasty game aspects like opening broken chests and machinery or feeding chronus?
also try searching terms like "timer" on Nexus Mods
interaction wise fast action is the most we can do
is all that stuff allowed too? those seem like really great options. the game is already enough of a time sink lol
Everything is allowed. HG doesn't care what you do as long as you don't screw with other players
that's great. yesterday someone just put a glitched item in my inventory. not sure how that works.
Item transfers aren't gated in any way, unfortunately
people can gift items all the time, and sometimes they are glitched items
thats annoying, but I guess it could be worse
They really need to implement a permission system of some kind for transfers
yeah I thought there'd be a x wants to trade with you pop up thing you see literally everywhere else
@lime mesasplit your stacks so all your slots are full, no one can transfer anything then
I disabled multiplayer
New version of the misc text fixes mod uploaded to github: https://github.com/vaki-nakamura/nms-misctextfixes
@solid hawk
do I need a mod manager to install mods and is there a tool to check compatibility?
do this to install basic mods
https://nomanssky.fandom.com/wiki/Mods#Installing_Mods
both NMSMB and AMUMSS can check for mod conflicts and merge mods using their own required script files
both are searchable in Nexus Mods by name
You don't really need a mod manager like Vortex or MO2 or something
<SPECIAL><IMG>INVCARGO<> Container 0 </>
why does this work like Contai and not Container 0
Im afraid there is a character limit
And the tags you type in do count towards that limit
Oh, that's bad
Consider that devs never intended players to use those tags
good pun
When darth vader outfit mod 👀
When you find a model for it that uses an open license that modders can grab it
Or you model it yourself
And then implement textures, meshes, collisions and all the sweet animations
Hey guys can anyone give me the mod that lets you tame flying worms?
wait is nipnip considered contraband in no mans sky?
is it like the weed of the game
👀
nahh
im going to make a room just for nipnip
and im not even going to sell it
just for decor
how much does nip go for?
ping me in #no-mans-sky
Whats a cool mod
Sam Porter's Pro Pisser
is it possible to use the 3d model of the minotaur exocraft for another game?
ping me if someone responds
thanks
Does anyone know if save editors can see if a base has been uploaded or not?
do mods affect multiplyer
is there a mod for the alt tab glitch>
does anybody know how i can get the seeds of a frieghter for save editor
@dusk saffron Unapproved Discord invite
wtf
@oblique frigatethe creative discord has freighter channels, see if you can find the invite in any pinned sections here, it wont let me link it
dm me
the server
then
it denied the dm
!creativehublink
This one?
Thanks
i was playing around with save editor
and regenerated my cool frieghter
lol
by accident
Shoulda made a backup xd
check out the NMSC app over at that discord, cool tool for downloading ships and MTs and freighters
i need some help its the first time im installing mods and its not working
but i dont have pak files but winrar and i extracted them
You need to put the PAK files inside that MODS folder
Game doesn't care about other files, it can't read them
ok
my gships mod isnt working idk if u know this mod but its doesnt show its texture
How do i change my freighter base seeds?
@vale iron could you help out here?
it look like this now
i need help
me too
did you change the seed of the ship or just installed the mod?
because you need to change the seed of the golden vector or use the ship summoner mod to summon it
i used this method
i used the emote thingy method
You save edit it.
Adjust the home/model seed on the left
im talking about base builds on frieghters
Home refers to the crew, model to the actual freighter
What exactly is your issue then?
does that work on freighters
can someone help me with the gships mod im loading them through the gestures but it just looks like a golden vectod
did you install both mods or just the summoner?
both
actually ik what the problem
is
it works now
is it possible to use the 3d model of the minotaur exocraft for another game?
what files?
there's an NMSC channel in the creative hub discord, asking there will surely provide a better opportunity for a proper response
i asked a while ago
still waiting for someone to respond
ah
NMSC is not really a much discussed tool in here
hopefully a response emerges soon
its BSE
it'd be better to find the tool that uses that file format then
fb3 is for goatfungus
but I think it also works with the companion app
or not, looks like it doesn't
drag the file and drop on the companion
the base tab
then you click on the overwrite button on it
you must not be inside your freighter base for it to work
ima tryt hat
I'm not feeling hopeful on this, I searched around and found nothing, so decided to at least ask. Is there any kind of shared storage mod?
if you mean between players, not as far I know
Between different saves for the same player, so can transfer stuff between saves.
nope either, you can't even see your own base in different saves
so there would be no way to even access the storage
Wouldn't need to see the bases, just construct a new storage container type that works like the current ones. But with the added benefit that any save that creates one of the new storage containers, would all see the same inventory
But anyways, the answer was no, lol. Thanks for the answer
can't
Is there a mod that gives special inventory space for passes?
No there's not
I just leave it in the bottom right of my inventory and forget about it
NMSSE doesnt want to boot again..
wait no its been that way
nvm
*i been using nomnomers
So I heard mods can be installed and still can play multiplayer with friends that don't have them, is that true?
What's the chance of somehow corrupting a save when you use mods on it?
Make a backup to be safe, but chances are extremely slim
Very few mods do anything that affects the save file directly
Thanks, and despite looking at the link friendlyfire shared, I still can't help but wonder with these mods. How does inventory slot capacity mods work in multiplayer?
Your inventory capacity is increased while others' are not
yeah now that you say it, it's pretty obvious
I have 3 specific questions
-
Is there a limit to how many mods I can have at once assuming there are no conflicts?
-
Are there any performance improving mods that would help me run at higher graphical settings?
-
Do you have any visual or QoL mods you can suggest? I don't wanna make the game easier or harder just more interesting
- No. 2. Yes, but I can't remember names right now. 3. Lo2k is most often referenced for qol mods; just search lo2k and you'll get his mod status page
oh yes thank you
Self plug, I have a mod status page as well if you feel like looking through it:
https://www.nexusmods.com/nomanssky/mods/1541/
yeah will do for sure
so a mod status page is just a mod page showing if the other mods from that person work
interesting lmao never thought that was a thing
I got the idea from lo2k, seemed helpful
oh so it's not like a meta thing to do? thats cool
If you plan on running many mods, you're going to need to learn to use AMUMSS for merging mods, but you can do that later when conflicts start arising
You can either read the mod pages to see what files they modify or you could use AMUMSS to conflict check
guess I'll use that from the start before doing anything yet
I've created a new mod for everyone who doesn't like the blobs. I call it the Blob Bioweapon. Install it and it removes all blobs from the game entirely. I've never posted one before, but I'll try adding it to Nexus Mods. Any blobs that you ever saw before will be rendered "Extinct."
I used the NMS Mod Builder, which is just an amazing tool, I am really impressed at how complete it is
Can someone help me use the better rewards mod i dont know how to use it.It says i have to use lua but i cant find a video on it.
can someone help me with ammums i open this file but then it closes it self
Ready to "launch" - https://www.nexusmods.com/nomanssky/mods/2703/
can someone help me with ammums i open this file but then it closes it self
Ask Bing AI for help
huh
Might point you in the right direction
If you open up a command prompt first and then put in the full path to that BAT file, you will get an error message when trying to execute it. Right now you’re executing it and it’s just closing without showing you the error message
It looks like singular gave you a good tip there as well
From my own searching earlier there seems to be some decent documentation around that tool, you just need to search
i opened it and now this
Yeah, so the system is telling you it’s trying to find some thing that It can’t find. there are probably path references in that document to files that it can’t find.
I don’t know anything about this tool so I’m just telling you generic stuff
there should be a file named Test_AMUMSS_install in the same directory, run it
decompress the zip/7z/rar
Could it be bcs i dowloaded this old version
have you decompressed the 7z
yes
ok so your decompressed folder is under a temp folder then
move it to your D drive root
the whole AMUMSS folder
i did
can you upload a screenshot of your AMUMSS folder with folder path visible for us to make sure
hmm strange
can you go into the folder and show me the contents as well
because that "we are in" line should show that folder path under your D drive like so instead
ok let's start over clean, close that batch file you opened and run Test_AMUMSS_install again
closed the old one and this shows up
see now the folder path is correct
so i should continue with the tutorial
finish this first
press any key to continue
do it
do that until you see "all tests done"
cool your PC blocked it
you just have to go to the site yourself and download and install the file
now you're learnin
yeah update it
it updates incrementally so you'll see this about 5-8 times
just keep doing it until it doesn't wanna update anymore
there's no problem shown here
2 conflicts means there are 2 files conflicting within the mods you've already installed
which is why you'd use AMUMSS in the first place
put lua in ModScript, run BUILDMOD, profit
ok
you can also open the REPORT file and see what files are conflicting
still this and i put a lua file in mods
aye
yeah do that
have you checked the REPORT file and see what other file is conflicting yet
not sure the summoner has a lua
have you looked in the mod page
you also have 2 versions of better rewards installed
if you have no idea which one to choose then just let the lua do its thing and delete the two better rewards in the MODS folder
unless there are further instructions in the mod page
you should check
the summoner doesnt have a lue
yeah because you deleted the files that would make them conflict
anyway you should go in game, summon and get the ship, save, and then exit the game and delete the summoner
run BUILDMODS after
it's asking if you want it to install the mods for you after making them with the lua
idk what that means
do you want the mod installed
yes
how do i use the multiplayer now
You play the game
didnt change
What didn't
Not sure what the mod is supposed to do
Did it say it would change specifically this?
You should also take a look at your MODS folder and see if the mod is in there
yh its there and still not working
i downloaded the main and the lua https://www.nexusmods.com/nomanssky/mods/1460?tab=files
do you still have the summoner installed
and the other 2 old versions of better rewards
yes
works now YESSS
Does anyone know how to configure the multipliar for the betterewards mod
You'd have to either alter the LUA (which is available separately) and rebuild the mod using AMUMSS or alter the mod (.pak) itself.
im using lua is there a tutorial somewhere
A good place for help with modding in general would be the NMS Modding Discord. They have a channel for AMUMSS specifically
!moddinglink
Ah, I now see you already found your way over there. I am personally not familiar with using AMUMSS, so I am unable to assist you further. I am sure someone over there can assist you further, or feel free to ask again here to see if someone else can help you out.
ok
Open lua in a text editor. All of the variables for changing are at the top of the script. Make your changes, save. Re-run through AMUMSS to make new .pak with your changes
I think you are the one who made the Lua version of my script, the Blob Bioweapon, right? Thank you for doing that. That’s really cool. That’ll probably make it easier to maintain over time.
Yes sir. Not a problem.
I have both .cs (NMSMB) and .lua (AMUMSS) scripts for a few of my mods. Always good to provide both, when possible. I'm just terrible at C#, lol.
❤️
is there a mod that will add onto this mission screen somehow the name of the system the game wants me to go to for it? this will be like, the 10th time now that I've gotten some mission, flown out of the space station, opened the galaxy map, only to see its in a system I've already visited, so that I can turn my ass back into the space station, and just use the teleporter instead of wasting warp fuel?
extra helpful if the system name being added to the mission screen also has the (Visited) tag on it if it is a system I've visited
@solid hawk I went ahead and added it to the main files section. That's okay, right?
Yep, of course. If you do a 1.01 or 2.0 or whatever, may want to consider just adding the lua to the achive with the .pak. Just makes it easier for you to manage one file in NexusMods instead of two. 🙂
ah yeah that makes sense
When in doubt, use Dev. It gives some feedback without spamming the window. If you're sure the scripts are clean, lean would be a little faster. If you're debugging scripts, you might want full, but all the info is in the report and log anyway
okay thanks
before I continue, is there a simple way to switch back and forth between modded and vanilla?
Add back or delete GAMEDATA\PCBANKS\DISABLEMODS.TXT
thank you
With the modname.lua script files, is adding them to the modscript folder the part that checks if they conflict?
Just double checking before I go ahead and break it
It will check both the Luas in MODSCRIPT and the files in MODS
It will look into paks to see what files they modify
okay so I can just go ahead and add the files for all the mods I want to use in the MODS folder, then run AMUMSS for any conflicts
yes
and if I need to merge I add their lua file to modscript and do whatever it is I'm about to read about
Yes, add the luas then run buildmod or buildmodauto
awesome, thanks
Seeing the advanced tutorial on merging two conflicting mods when one is missing a lua file seems hella complicated to me so I'm probably just not gonna download mods that are missing them
Check the lua repository for scripts. A lot of mods will have Luas, just not posted separately for download. For example, up until recently, all my mods I just put the Lua in the PAK and let people unpack the PAK to get the Lua
Also the repository has scripts written for other people's mods
click into the Lua, then click the Raw button near the top right of the file window, save as
yes, only pak
If I install the mod called Better Planet Generation and load an undiscovered planet no one has seen, obviously it'll load with the mods seed, but if I leave the planet/system or delete the mod, will others with no relation to me at all be able to see that mods changes on that planet?
Just the idea of client side mods affecting other clients while not being a server mod is mind boggling to me
No, they will see different stuff from you
oh yes I remember now
No they won't, planets are generated for each client separately
If you build a base on modified terrain and upload it, it will be visible to the players in new location, but the terrain around it will be vanilla
ah yes yes
How do I add a mod to my game on steam?
is there an up to date mod that will skip the new game intro? At least far enough to be able to take off
I think there is an option to skip intro in difficulty settings?
oh if that's the case then easy done
I have been unsuccessful in getting the mod to run :thumb:
Have you deleted / renamed the DISABLEMODS file?
yes
Have you put the mods in GAMEDATA\PCBANKS\MODS instead of GAMEDATA\MODS?
Are you using some kind of mod manager?
well it certainly skips the tutorials, but it doesn't do anything else. Still gotta go through the motions of the tutorial, just doesn't tell you to do it
Not a big deal, I just forgot the steps of the tutorial lol + I got DLC ship from 2016 pre order so
I wish I could sort mods by what works and what is out of date with the latest version
just sort by date
most mods before the last major game update are broken
the closer the date is to present is less likely it is broken
minus texture and model replacements anyway
In this case, many mods prior to 3rd week of February would be broken and in many cases would crash the game, excepting the two cases QP mentioned
guys what to do if my nomnom save editor crashes when i select my save?
you use something else like NMSSE
because NomNom is not updated
goatfungus
aye
Anyone had success with transferring a save from GP to Steam? Seems quite complicated and limited instruction
Well seems to be easy but limited instructions
hmm anyone else gettin an error when trying to load the NMSSaveEditor batch file? I heard theres a problem if you unlocked the robo companion?
Also, could anyone help with an error "path to AMUSS contains parenthesis () Please remove them and retry" ? How do I go about resolving that?
does the path to your AMUMSS install have any parentheses() ?
or any non-latin characters, space, punctuations, etc
it shouldn't. hmm how do I check to make sure?
go to your AMUMSS folder
see if the path has any of the things I mentioned
Anyway thanks for AyyMang again for discovering the model in the files, now see them in colour
https://www.nexusmods.com/nomanssky/mods/2708
I am betting because its in the (x86) thats what is throwing it off
I should be able to move the whole thing to the PROGRAM FILES folder instead of (x86) right?
I mean the text "(x86)" contains parentheses already
when we say "the path" we mean the name of the entire folder tree to the drive letter
also you don't need to put it into any program folders
just put it in your drive's root directory
okay thank you!
Is this possible on xbox 🤩
On the xbox, no, but on gamepass PC, yes
when using AMUSS to merge two conflicting mods, how does choosing to keep the paks seperate work? won't they still conflict?
Yes, you would need to combine them
so why is that an option?
Because you don't always want to combine when you run multiple Luas through
If I'm building several versions of gBase, I want them separate, even though they conflict, because I'm zipping them up and uploading them to Nexusmods
ahh okay so it's not for what I'm trying to do
right
Just trying to keep things split in "profiles" for like, mods that don't affect actual gameplay and mods that do ect and sometimes the conflicts are between mods that do and don't
Yeah, don't think that's going to work out as a viable organization structure
all I do is copy over the mods in the folder I sorted it to based on if I'm playing with my mate or not and it goes fine
I just add the gameplay changing mods when I play on my new save
That's reasonable. I personally just don't worry about it and leave them the same, since I don't run any terrain mods
yeah that's fair
I want to try a bunch of different mods
how well does your creature giants work?
Having absolutely behemoths in my worlds is a dream
You'd see differences from your friend. You can always try the 5x and if it's not big enough, alter the Lua. It's setup as a multiplier at the top, I believe
5x could be too big, though. Totally up to your taste
and how much you can tolerate the creatures clipping through objects
5x might be fine, especially if you can still have small creatures
just the chance of them being large or something
Yeah, you can, but the chances of tiny are smaller, since the range is increased
The overall average would drift larger
I've updated the Blob Bioweapon mod to include a "Snakes Vaccinated" version - all blobs converted into snakes, snakes live, all the other blobs die. https://www.nexusmods.com/nomanssky/mods/2703/?tab=posts
xD
@lime mesaYou should ask for the modder role
Normally NomNom can be used to do the transfer, but there have been issues with it no longer working. Did you check the pins with info for the alternative way?
<#nms-modding message>
If you then still have questions, let me know (reply or @ me)
Correct, there is an issue with the save editors once the new Robo Companion is added to a save. Either as egg in inventory, or as pet after hatching the egg. You will have to load another save without this egg/pet first to get some editor functionality back again in NMSSE at least. You could then try reload the issue save and see if you can then edit. I would however recommend to not claim the new companion, or temporarily remove it until the issue has been fixed
Having the reward present in the Account Data is not an issue, only the game save files. Below some additional info.
In the Raw JSON various locations are used when you claim the Robo-Warden Companion at the QS bot on the Anomaly:
RedeemedSeasonRewards: ^EXPD_EGG_09 Needs removal of ID from list.
KnownSpecials: ^EXPD_EGG_09 Needs removal of ID from list.
One of the following:
- Eggs (initial):
^ROBO_PETNeeds the full section reset to default.
Also in Inventory as most likely^EGG1 - Pets: (after hatching):
^ROBO_PETNeeds the full section reset to default.
Is there a mod that increases how many pets you can have registered?
can't
bugger
Finally done getting what I want. This is the list of mods I wanna use for just messing around on my own or something
And this is what I'd use on my main save + current save I have with a friend, if only to keep to vanilla and fair for him
🤔
Is there a way to see what mod is causing CTD
Sort by date
Most things over 3 weeks old may be outdated
More older more likely outdated
I better double check then might have missed one
which one
everything is up to date from what I checked. I didn't check gumsks mods because he's clearly active and would already know whats broke
but still crashes. Only when loading a (test) save or a new save
is there a crash log to look at to get an idea?
no
Or maybe someone has experience with one of these mods not currently working? I checked and assume updated for fractal means its working
gonna have to brute for it testing one more at a time
pretty sure I already narrowed it down, but testing with it installed again to make sure
it was gumsks no screenshake extractor mod. For now at least, could have others
This is a tomorrow thing (if I bother at all) but if I wanted to edit a lua file, how do I make it work with the mod after editing?
Sorry, didn't know it had any issues. It's been pretty low priority for a while, since they introduced the screen shake slider in options
I'll fix it tomorrow
oh yeah I wouldn't even worry about it then personally
if options already do what the mod does now
Is there a mod for removing the 5 expeditions a day limit?
For frigate expeditions that is
If I use the Xbox app thing on PC and download no man sky how do I find the file and download mods
Who is the best person to ask for this? Is there a process?
You can DM one of the available staff and ask for the role.
These variable names are something else man
<Property name="LevelupProgressRequiredToNotBeSadAboutDamage" value="0.95" />
Question. Is there a way to save edit to get rid of a mission? My starbirth mission is all messed up. 😦 I want rid of it. Don't care about living ships and can't get rid of the quest manually. It constantly glitches my game as well with this stupid "insterstellar coordinates" thing. I'm getting upset lol fack
Any other ways to get this mission finished sans traveling all over kingdom come trying to find the random galaxy... Basically has spawned into a multiplayer game some random system now it's trying to take me back there to do the mission. No way to get back. T_T
i don't know how to remove it completely, but it should be possible to progress (and complete) the quest using the save editor. there's a pinned post here that explains how to do that. for convenience: <#nms-modding message>
is there a button for this quest titled "restart using nearby structures" for starbirth, lower right?
SADLY not
thank you so much I'll check out that pinned post
there is a mod that auto completes the whole starbirth quest IIRC
but I don't know if installing it after the quest is already active work
I found the system
Omfg
Thanks for the help. It was on my non multiplayer save thank the GODS
I had the same issue, just use a portal and look up the cords for it lol
O wait
Nvm
No, there is not. I looked for it once and couldn't find it, if I recall correctly.
Yeah ive looked into it, seems like its going to be a giant pain in the ass to make
If im going to make it
Issue is that the timer is in the exe, so id have to do smth like dll injection which is not fun, or i have to completely redo the UI for expedition selection
Which also isnt fun to do because the way NMS does UIs is GARBAGE
To truly remove the timer id have to do dll injection, but i can raise the cap on the amount of expeditions a day to like 10k and then just redo the UI, which is a lot easier, but still really annoying
So, I have NMSSE and NomNom.. but only one works...
-I have Java 8 installed and working
- NMSSE is fully extracted and set
-NMSSE .bat, 4G.bat, and JAR file do not open the main menu
-NomNom is the only one of the two that works
Do you have the robo-warden pet from the last expedition? If so, see this post from Devilin Pixy:
#nms-modding message
And note that NomNom is not updated and might cause issues. Make sure you create a backup if you plan to try to use it.
I have discovered that one of the mods I have breaks docking on space stations
any known mods that do this
OHH
yea i had an egg tryingto hatch but it bugin out
idont rembr what egg it was it kept sayin error
no wonder
Some have been having trouble with the type b stations. Remember that those are incomplete assets that have been forced into the game; problems are to be expected with that.
I'd honestly just use it for the pretty screenshots
I figured that was gonna be it but it still happens with it removed on a different save
Is there a way to remove the dumbass 4095 item limit from refiner outputs?
I'm no good at screenshots but I did take this
It's really frustrating that its not even quite half of a normal stack
Even just upping it to 5k would be a massive upgrade in QoL
Just increasing item stack limits in GCGAMEPLAYGLOBALS doesnt do it
Its not a multiplier
I believe it's hard coded but I can't say for sure
The only other one that looks like it could be the cause is space station interior fix
yeah, just testing on a totally fresh save to see if it still happens then gonna try removing that
isn't that p old
Ig what i could do is add a custom set of refiner recipes, where it takes in however many items is needed to make 5k of the output item (or however many 9999 can make mod per item requirements for output), and then just yeets 5k items at once into the output
But thats like cursed as fuck
Yeah from my memory it is
it's updated for fractal as of 2nd march
Ig tomorrow is time to investigate how the fuck UIs work some more
there's a wip UI web app iirc
Hm
I want to overhaul the frigate expedition UI
My idea was to basically copypaste the galactic trade terminal UI and use that instead of the current selection UI, because that one actually supports an arbitrary amount of choices in the thing you select
Bc removing the 5 expeditions a day limit is possible, but its not possible to refresh the expeditions more often than 24h, and its not possible to select any expeditions that are available if theyre not one of the first 5, because the first 5 just block the entire selection screen xd
prolly won't work unless you know which component exactly calls the related text/button action/icon/etc
So the best solution i can think of is to raise the available daily expedition limit to something stupid, and then redo the UI so you can actually choose from any of the expeditions available and not just from the first 5
Yep
Which is why its a massive pain in the ass
Which is why i need to figure out how UIs work quite well
But like once i have the map for which button corresponds to which action etc it should be quite simple to build a script to build that UI
...unless the button action is hardcoded
I only need to change the skin of the UI
I can actually keep the buttons the same, i just need to move them
Which it seems should be doable
Wdym?
The hard part comes from trying to figure out how the galactic trade terminal handles buttons, of stuff that isnt on screen
it's why you don't see people making custom UIs or custom missions
Lol
well, except maybe one or two people 3 years back
there're some smart people out there
Like, the only hard part of this is figuring out how the UI works in the files
Code wise this is easy af
um, but my issue was i couldnt boot at all not even just to open was this really because of pet?
There's also the possibility that missions per day setting doesn't do anything. Did you try reducing it to see if it actually reduced the number?
Yes
Cool
And increasing it also did give me 2 new missions in the UI, the bottom 2
Which means that theyre ordered by something
alphabetically or recency
And that those two missions inserted themselves between the bottom 2 missions and the top 3
I dont know
I can't say, haven't had personal experience with it
the easiest way would prolly be cannibalising existing elements in the same UI file and just fucking with the indexes
Though might this weekend since I claimed the robo warden last weekend
Yes that is exactly my plan
would it be possible to reobtain said egg after i delete it? and would deleting it fix my issue?
Im gonna yoink as much of the galactic trade terminal UI as i can
And just try to get the button placements to work sorta
At least at first
cos you'd only need to specialise in understanding that one UI file and its childrenm
The instructions she gives looks like it would allow you to reclaim later
oh I mean straight up just reusing the existing frigate expedition UI

Oh the issue with that is that i dont know how to make that multi page
Adding multi page support to an existing UI seems like a GIANT pain
is it multipage in vanilla?
then just shrink everything down instead
Also tbh i dont understand why this isnt in the vanilla game
things literally only work by being cobbled together using a markup language
Bc like, currently im having to send my 5 star fleet into 1 star expeditions with 5 frigates per expedition on my normal save, and i still cant send all of my frigates out
Which is just fucking stupid
They can handle any 3 star expedition i throw at them no problem and im having to send them out to 1 star expeditions that they finish in 3 hours
so far it's neither, so I'm gonna start bruteforcing it until I find the one
Sean has blessed me and it seems to be turrest do damage rangefix
amazing new stations
Gonna rain on the parade - these are datamined content and as such are considered spoilers. #nms-spoilers
according to everyone that is sharing youtube videos all over, these are all "COMING SOON".... and if one were to point out it is speculation, expect fireworks <eyeroll>
I'm used to it. 😄
yeah, teh innerwebs
@magic lavaI just saw your COMING SOON banner in the spoiler channel LOL
The file's been in the game since launch
Is this where I would talk about editing a save?
Cause I'm trying to find a specific mission ID so I can mark my save as having done it.
Note I can't highlight the mission as it no longer exists in my log.
So it might be that I have to force another one to start.
!creativehublink
More people with knowledge over there but you can wait here if you want too
New engine model? Me Likey
Thank you! I've popped my plea there too. Waiting on either side lol
turns out it got fixed by running an anomaly detector
I gifted one to myself because me losing out on this wasn't technically my fault. While I made a bunch of mistakes that made it worse, I'ma allow myself this little re-do
Are there mods for, say, putting in planetary coordinates (such as +9.70, -112.61) and getting a custom waypoint toward which to steer?
Failing that, is there a mod that would put my current coordinates on a part of the ship's screens that is actually visible in slow flight?
No and no. First is not possible, second maybe
Thanks for the quick answer. I'm also looking for a mod that would let me hold a course or maintain current altitude. Not necessarily hovering (I know those exist), but just not taking off into space or ramming the ground every time my mouse twitches up or down?
gumsk how hard would it be to make your custom ships mod be in the wild? I'd love to use them but being able to just summon then for nothing feels too cheaty for me, takes out the appeal of getting a cool or rare ship
That's a good looking starship you got there
I'd save editing considered modding?
well, i had o edit the json for the speedsters
The ship was made by a custom seed generator
Seeded or not it's still a good looking ship, I've been trying my hand at seeds
Not to much success thus far but I'm learning
Seed: 0x5EEDC0DE6B39BF69
You can already. On NexusMods, go to the page for Ships of Moar. Read the description page, about the Collection script. Makes both gShip and SoM ships available in the wild, by replacing instances of shuttles.
You'll need the SoM, gShips, and collection script output .paks in your MODS folder for everything to work
Yep Drone Ship. Model is kinda messed up now, needs some surgery.
anyone have a fighter seed with the best stats possible? I wasn't expecting it to be this hard to find on google but I guess it is?
thats not how it works
that is how it works, seed determines the stats and the looks, for golden vector the looks doesn't matter
but there is a guy called Hero2u in yt that has a video with some cool ships, 4 overcharged slots united
that's why I care about the seed for the stats
ok, i just save edit to the number i want
can be 1 or 9999999999
than i can one shot anyone
seeds are not the main factor of stats
only not true if you are looking for perfect overcharged slots
@night adder my dude since you're the god of seeds, do you have any Fighter seed with the closest to perfect base stats so I can replace the GV/Switch stats?
Seeds are what determines the stats tho no?
Like im p sure with ships and freighters seeds are what determine the stats
With multi tools its both the multi tool and the cabinet seed
Stats are inherent to seeds, but not dependent on them.
If you change the stat value, the seed wont change
But the limit rn is around 3.200 mobility, after that you lose control of your ship
Ye ofc
But you cant change base stats in vanilla in any controllable way as far as im aware
So they might as well be determined by the seed xD
Like, it calculates the stats based on the seed, it just does it only when the ship or freighter is first generated, after that it just stores them
You just need to edit the code script
no mods
What code script
your save
Only the core stat of maneuver and damage depend on the seed. The rest on top of that is randmoized within a predefined range.
Yes system time
Epic, nano?
I reverse engineered the sats entirely and put them into the ship creator bot
amazing service
Nano lol. I think minimum milliseconds
Yeah i mean, system nanotime is just a very common seeder for a lot of game RNGs
Its why i thought it might be that
If you can freeze your system time at least on pc you could force cool stats
With some tool
But then you can also just saveedit
But i would not be surprised if its the same seeder as living ship upgrade module stats, which operates on like human timescales, you can force multiple upgrades to have the exact same stats if you upgrade them fast enough after each other
Freezing systemtime fucks up windows big time
Its only really doable on linux
Even then it requires some pretty funky stuff to work
I'm surprised someone knows about such a crazy idea lol
AH I see
I have a fair bit of experience cracking RNGs from there xD
@marsh eagleis the highest damage ship pinned anywhere on the creative hub?
No we didn't want to ruin PVP games if some player have the perfect stat ships
Also BTW, is there any way to embed scripts into mods without using the super heavyweight API that's based on like memory manipulation
Theres a thing called sketch nodes in the game. It allows to use action events in a a limited way.
Hmm
And can be melted into mbins purely
Nice
What do action events allow? Like what are they?
I'm very new to NMS modding, i started yesterday lol
You can check it out here https://nmsmodding.fandom.com/wiki/ActionTrigger
Thanks
@frail joltyou're a day ahead of me
I mean you can probably save most of that time by reading the PCBANKS explorer documentation better
I had to re-unpack and re-decompile all my files 2 times because the documentation on the input and output folders is less than stellar
if discord search is to be believed, there is one on Patreon
Is it possible to create custom actions in some way?
No unfortunately not. Mbins are too limited and depends on predefined actions and events
Hm
What do you want to achieve ?
Im atm just trying to gauge how much can be done and what can be influenced with this, but ideally id be able to reset the frigate missions more than once a day xD
But i dont think thats possible
Just saveedit the timestamps
Other stuff ive thought about doing is starting to do stuff with the RNG
But that requires full on scripting in the mods
Yes and it's not like java with minecraft which allowed to accesss the real game code essentially so a api like forge mod loader is difficult
Yep
Which is why im trying to constantly think about how to embed something that can actually do logic into the mods xD
Even basic logic would help so much
Does this game have a console of any kind?
Like in game console
no
Ffs
Does anyone know what the new mod that lets you see the new stations is called
And where to dl it
Winder should change the name to Alternate Space Station
Ty
Is save editing considered modding?
discussion-wise yes
metaphysically it's up to you
Sweet, I just hopped on the band wagon this is my first go round
Broke a save yesterday but got it working today, yeah boi!!!
Sa-weet!!!
With NMS, we can modify/add static entries to static files. That's the extent, without full on dll injection, which there is no existing framework for. HG tolerates modding, but doesn't encourage, so no logging or console. NMS modding more about what you're allowed to do, rather than what you'd like to do.
Hm
Until you get used to the restrictions, like 1/20 ideas are viable. We've all been there
Lol
I mean i know how i want to bypass the expedition limit, its just insanely annoying
I want to redo the expedition selection UI, basically im trying to yoink the galactic trade terminal UI and trying to put possible expeditions there instead of trade items
Nobody has ever been able to do so, so you'd be a star if you could get it. ⭐
"insanely annoying" is basically why most "difficult but technically humanly possible" mods don't get made
Bc raising the expedition limit does actually give you more expeditions, its just you cant normally select most of them (and in some cases any) because theyre sorted in some order
and that's how people start spending years making tools specifically to make that one thing not annoying
Like changing UI. LOL. Very possible, but due to massive repetition in the files and not much of an out of game viewer, becomes an exercise in extreme frustration
Yeah, im currently writing a file parser to compactify the UI notation
Nice
Bc as you said like 99% of it is repetition and unnecessary
I dont need it to be XML so i can make a way nicer format xd
This is what we got now for UI: https://lenni009.github.io/NMSUIPreview/
Built upon an earlier one, with s few basic tweaks
So I... Without really thinking locked my settings on normal then some how after playing with the difficulty on my secondary I was able to redo them on my primary but they're still locked & in relaxed. Is there a way I can unlock them?
(I don't have a pc) (Poor People problems)
does anyone know of a mod that makes things snap when your building?
not just the building tiles and walls but stuff like solar panels and batteries and generators
Doesn't BBB do that
Or something called snappy industry or someshit
Try searching for "indistry" I guess
But no nothing blanket
BBB nope, BASEBUILDINGOBJECTSTABLE only. I shot him to Snappy Industry over on C&S where he double posted
Thank you thank you!
No problem. Happy to give you a point in that direction. WinderTP and Gumsk both do great stuff.
I just don't get where to put the lua
do I put it in the scripts folder
and for this line -- SHIPS_COLLECTION = {"TEST"} I put -- SHIPS_COLLECTION = {"ALL", "GSHIP"} to use both?
or does "ALL" cover both
I figured it out
but the conflicts between those two mods, the created one and gumsks custom freighter mod... do I ignore it or combine them
hmm apparently it's intended so off I go
Anyone able to help me use save editor I’m trying to modify a save on Xbox game pass on my computer
And by modifying that I would have it modified on my console save
I'll try
So the issue isn’t getting the editor it’s getting the save files of my games to connect
As I didn’t get it on steam
You probably just need to point it at the right place. Here is the path
!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).
Okay so how do I input it into NMSSE?
I see that part but I can see my save data in file explorer how can I forward it to that?
The Open File/Path should let you point it at the correct place on your drive for Game Pass
So do I enter what’s in the FAQ under gamepass directly into the file name area?
Browse to the path from within NMSSE
C:\Users\<username>\AppData\Local\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\<largealphanumericname>\
Mind you, that is one folder further after 'wgs', which should have the container file and your saves (not in normal names)
Once you are in that folder, just select to 'Open' it, do not select any of the files. The saves should then appear under the dropdown in the save editor
Thanks Devilin Pixy, was multitasking in another window, and you're always great at explaining things 🙂
To sync the data I just need to save the game then close it properly then open my Xbox and it should sync?
Should do, yeah
So I used the editor to try and give the expedition rewards but none of them are appearing to be claimed, is there a process to do?
Yeah, you go to the quicksilver vendor in the Nexus Anomaly
I went there and it said I didn’t have them unlocked
It did change my quicksilver tho so it had an effect
Did you edit the account data tab or just the save inventory tab?
Hmm, maybe it didn't save the account edits
Account data
A change to amount of QS would be a save data edit, not account data, so maybe it saved one but not the other
I went through the checklist and changed all the expedition rewards to be unlocked im trying again to see if it worked
Ok, I just checked. When you edit account data and change tabs back to main, it should ask if you want to save account data
Aight I clicked save then saved again
There's also the possibility that account data doesn't sync across between XBox and PC on Gamepass. I don't know on that front. @fallow meadow ?
Go check the QS vendor while on PC before syncing back to xbox
Account Data should work fine on all PC platforms (Steam Xbox GP GOG)
Thanks!
Only issue I have come across at times, is the reward being unlocked, but not letting it be claimed. This is usually user error, or an attempt to claim multiple times
Not seeing rewards become available at all, makes it seem like it is not actually getting saved?
Huh, random aside, I show one egg not unlocked in my account data from expeditions, even though I've finished every expedition and every redux
NomNom or NMSSE?
If you are editing on PC to then use on Xbox, you are going to want to sync the game files a couple times.
NMSSE
Could it be the egg that was only made available for Switch users, but shown in the list regardless?
ODD_EGG?
That is the Void Egg
Any shaders, textures mods recommended?
Arghwater is the main shader mod
The modpack im using rn in Fractal (It has no compatibility issues/no need to fix anything): ____REDMAS_SCI-FI-FANTASY_GAME-OVERHAUL_custom (from "Sliders - Parallel Worlds" ) / ___REDMAS____REALISTIC___SPACE_V4 (from "Sliders - Parallel Worlds" ) / ___REDMAS_UTOPIA-REVAMP-V11 / _Fine_LOD_412 / _ReConstructs / _TypeBSpaceStation (Datamined space stations) / _Winder_InterstellarHole / ArghWater_415 / CompanionPetUnlocker (Tame anything) / DerelictSpeedIncrease / gLight Always On All 411a / gSquad Damage 25x 411a / gSquad Tighter Squad Formations 411a / MPDebris_Fractal_v06b (more debris) / New Boundaries 2.8 (better camera) / Rotating Atmosphere 2.2 / True Black 1.2 (better black)
Redmas alone is more like an overhaul
I think only the True Black mod would fit what Pepe is looking for
It's totally a texture mod, and great
Ah, sorry havent noticed that
are there mods that increase the difficulty ?
You don't need mods for that
You can dial in many aspects of the game in difficulty settings
But if that's not enough, sure there are mods to bring it to 11
Hi. I tested the game a year or so ago and while I liked it I found the user interface with all the information (and the color palett!) thrown at you very confusing for my ADHD brain too keep up with. Is there any mod that "dumbs" it down a bit, scaling down the information you receive and also makes it less colourful? The last part might sound weird but I find it hard to focus on all the information when the screen is filled with so many different colours.
What part of the UI specifically? During gameplay it's all minimalistic and white 
If you have trouble with the inventory, then.. maybe..
This is what my brain struggles with.
https://www.nexusmods.com/nomanssky/mods/1527
^ has an "immersiveUI" pak to fade out some parts of the UI during regular gameplay.
https://www.nexusmods.com/nomanssky/mods/1285
^ has resized item cards, may help with visibility of descriptions (not 100% sure if it's still compatible with current version tho)
Yeah, that one look much better.
Can't do much other than get used to it - nobody is rushing you, can do everything at your own desired pace 
There aren't really any massive restructure-mods for the inventory page other than this.
Cheers mate, I'll try those mods out. 👍
There is one that makes sentinel harder, and then there is the PTSD mod, but that one isn't updated and the author is working on it.
cool cool
@rotund shoaldon't take the starter ship. 🙂
My mod has nothing to do with resizing item cards
If memory serves right Lo2k has a mod that makes them smaller
🕳️
I was actually looking for that, misclick 
Soon™
looking forward to it
Do you like fighting sentinels like you're playing doom eternal
If so get DPPBFOYA
honestly i first have to get the game , asked this just in case that when i bought it the enemies would be too weak since this is an exploration game
i do like em hard
you're right there
vanilla game is too easy
does it only change the spawn multiplier or it also changes the difficulty of the sentinels itself like Exo's mod?
even permadeath game got easy compared to when I started 2 years ago.
I leave damage stuff to other mods
DPPBFOYA just multiplies cops
That's the aim
And if nobody else has mentioned gLonely
If looking at Savage, check out POSTS. A guy thanks me for killing him 5 times in a row. Lol
the only ones of this type that are worth in my opinion are tre pradator ones (more damage, more predators....)
Some of the predator stuff is now handled by difficultu settings in options
can we add mods to the game from nexus? is that legal? can I get ban for adding mods?
Yes it's legal. No you won't get banned
awesome
It's recommended to install them manually though, not with vortex
But how? Does this not affect online mode?
Check the pins for both how to install and multiplayer notes
Here's how to
#nms-modding message
Here's multiplayer:
#nms-modding message
this pack works with online mode
and all it mods
its*
Personally I would not recommend getting a planet overhaul mod
Especially not in context of 1) working in online mode where player A ends up seeing a different planet than player B
And 2) when there is an ongoing expedition, we had reports of people having issues with completing expedition because mods changed terrain generation (removed volcanos on planet #2, can't complete the Caldera milestone)
Introducing the BestFriends Mod for creature companions:
https://www.nexusmods.com/nomanssky/mods/2718?tab=description
releases a mod that features a blob a couple days after a mod that was designed to bring the end to all blobs
Based
xD