#nms-modding
1 messages · Page 27 of 1
I'll dm you
germany
I am your polish neighbour
whats a seed for a perfect squadron pilot trait
Probably wrong channel for that
yes every pak file in the PCBANKS folder
sorry for late reply, was in bed sleeping
Hello, PS% player, was in the Anomoly when some dropped a butt tonne of modded (I assume) gear, what do I do with it
PS5
It's possbile to get one from another player but not like that
They need to sell it to an NPC and you have to buy it immediately after
use the LFG or Trades ?
Yup
all good, thanks for the heads up
I have a question with the pet unlocker mod. I just installed it and notice all my pets have the ‘cant carry more eggs message’, even pets that have never given me eggs because they are babies.
ye np. I did the same thing and my sound started to glitch when I leaved planets
yea my son is experiencing the same issue so i ordered him a better GPU instead lol
lol can u order me one too
anyway my 1650 Ti aint bad just sound was glitching game is running smoothly
And by glitching I mean turned off for 1-2 sec while leaving planets
Haven't had anyone else report this, so maybe an interaction with another mod that makes changes to the egg stuff. Run the Lua through AMUMSS and when prompted "Do you want pet egg times to be reduced?", answer N to generate a new .pak with the egg timer settings disabled.
If it then goes away, edit the Lua, changing CREATURE_INCUBATE_TIME at the top to something higher than 0, run again, saying Y to the above question and see what happens.
ok
I saw that I tried to adopt what was an infant turtle go straight to elderly when I adopted it.
I only have a building mod here, but I had hit Y on the egg pet times. I'll try again with N.
That's controlled by that same variable, {"PetGrowthTime", CREATURE_INCUBATE_TIME}, --Original "1209600"
Question, if I change the mod, do I have to revert back to my old save?
To fix my pets?
You can see everything being set by that variable at the bottom of the script and the original vanilla values.
Well, if they've already aged, that won't change. Would just be changing the timer settings moving forward. So, if you want the ages to change, you can either revert to an older save or do some save editing on the individual pets.
ok, I'll revert back
then install it with the N
To revert back is just replacing the save folder on Roaming with my old backup, right?
Wanna be sure I don't mess stuff up again.
Correct, can just do individual saves instead of the whole folder structure too, but up to you.
I made a python script that does this automatically:
https://github.com/Swarkin/NMSUnpack
(@drowsy solstice in case you still need it)
oh nice, i will download that to my NMS mods folder
thanks
Its a one-time-use python script, not a nms mod
But Im not sure if mods work when running no mans sky "unpaked"
Its mainly for the unmodded game
Mods will work with the game .unpaked
i know its not a mod, i have a downloaded mods folder in my downloads to store my nms mods before putting them into the game so im just storing alone side them so i know where to find it for ease of access
ohh alright
Would still be great if some people could test this on fresh nms installs, it worked for me and @serene sorrel but better too much testing than too little
Can confirm it works from testing, and mods work fine as well. It moves GAMEDATA into the root NMS directory and then creates a new PCBANKS folder, so you will need to move/create the MODS folder inside the new PCBANKS folder. But it otherwise works completely fine with mods
It does add a "file tamper" warning in addition to the mods warning on startup but just like with mods you can ignore it since you know where it's coming from
i wonder if i could make a mod to remove the file tamper & modded game warnings hmmmmmm
There are already mods for that
Though quick look at the comments says they don't work anymore
Reverting back and using N fixed everything!
Note that it seems to cause issues with using AMUMSS to create merged mods. I'm getting a whole train of errors indicating various .EXML files it's looking for do not exist. I've made this same, identical merged mod before without any issues. I'm guessing AMUMSS is looking for files that were previously contained in the various PCBANKS paks and which are no longer there?
Correct, AMUMSS is looking for PAK files inside PCBANKS directory
Hmm... Maybe I can verify files to recover them and then just delete the pak files afterwards
Worth trying!
To use AMUMSS, you'll need to unpak the game files to GAMEDATA, but also leave the game .paks in place in PCBANKS
Yeah, it's working after I re-acquired the paks. The game would seek to use the paks over the unpacked files in GAMEDATA wouldn't it?
So you'd still need to remove the paks in PCBANKS?
If this is Swarkins script and it automatically clears the PCBANKS folder of .paks, after extracting, then probably needs an option to not delete the .paks
We're not sure yet, needs to be tested.
Is there some means of determining which it's using? I didn't notice a huge performance difference unpacked vs packed - mostly just no more hitching when entering or leaving planets
If there's a spot in the game that you normally get lag, like leaving planet, with game file .pak, try that in-game now, with both unpaked and .pak game data. See what happens.
Yeah, that's the only thing I can think of. Very simple to test, at least
My guess, it'll use the unpaked files first, but as I said, needs to be tested.
I don't have enough spare drive space to do so myself
If you try it, please post back the result.
🙂
I'll give it a check after I finish making these merged mods. Just gonna try it without any mods running since that'll remove any possibility of mod files interfering with it
Hitching on leaving planet, and no mention of tampered files. So it's looking like it uses the packed files in PCBANKS if they are present
It is important to delete the .pak file from the PCBANK folder else it'll be looking for it before using the loose files)
Wouldn't be the first game to "prefer" loading archives over loading loose files
Easy enough to compress the paks (compressing the compressed files, lol) and stash them somewhere in case I have to fiddle with mods again
Dang, oh well. Easy enough to make a small batch file to move the .paks back and forth between PCBANKS and another folder, to make it easier.
Is there really a benefit to run the whole game unpacked?
Sounds like a drag if you wanna run mods on top of that
I'm assuming there would be performance savings for low-spec computers. I can't tell any difference other than the lack of hitching on mine. Which is pretty dang nice, but that mod already does exist to solve that
So is there a mod to skip the void egg timer that works ?
@grizzled zealot Have you tried this one?
https://www.nexusmods.com/nomanssky/mods/1921
What sort of time frame are you looking for?
Ya it's not doing anything tho I don't see an actual timer vaule in game nothing has changed just says to wait for contact still
nowish lol just really not a fan of the super long irl timers for the game I don't get to play often so 4 irl days could be well over a week for me of waiting
Here's one for 2 hour. Can change the time inside, in seconds. Then run through AMUMSS to generate the .pak
I'm not familiar with AMUMSS ?
Step by step quick walkthrough of setup and basic usage, with screenshots
The above Lua, can be edited in any text editor
Just change the 7200 (seconds) to whatever number you wish
AMUMSS is used to update and combine conflicting mods via Lua scripts
Currently used by about ~5k NMS players, so not a niche thing. lol
If you run into issues, don't understand something, or have questions, feel fee to step into my office, https://discord.gg/22ZAU9H #amumss-lua channel. 🙂
It's the one with the door that says doofus on it
I'm here with an update everyone. The previous version of the app was not working properly. I've made proper changes in the app. Please download and use this version.
NMS Power Calculator is a simple windows installable application allowing users to calculate how much power they need in their base to run different base modules that require power. The list of all of the required base parts is tallied with the base parts in game and in game files.
You can download the zip file, extract and simply install the app on your PC (windows). In case windows does not recognize the app please add it as an exception in your firewall, although the app is properly signed and this should not happen.
I JUST BROKE SOMETHING 💀
everything is flickering
SOUNDS JUST STOPPED
💀
im not even holding anything
and its flying
ok wtf everything is breaking
i used the spacebar thing
and it teleported me 2^31 units outside of the system bruh
which is maximum negative value for a 32-bit signed binary integer
@vivid hedge It's likely not exact - notice it's actually the maximum negative value, meaning all you reallyknow is that youre beyond the max positive value so the game cant display it accurately 😉
oh
well
i didnt play nms for few months
maybe some mods are outdated
i use only 2 tho 💀
Even 1 outdated mod can break the game
So look for updates on Nexus
In case LUA or C# scripts were provided, compile the new versions of mods with AMUMSS or NMS Mod Builder respectively
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
ok the hyperdrive one was breaking the game
made a simple yet amusing mod for those Sean Sean's Sean fans lol
https://www.nexusmods.com/nomanssky/mods/2830
Sean Murray is truly an inspiration to us all
Ahuh ...
Feel free to steal it (UI\INTRO_FEED_DEFAULT.JSON)
ty, much appreciated
wait all these names have to be changed or can i just have 1 line ?
It randomly picks from the list, so just having one will make them all the same. The second string for each is the bottom part as shown in the image
Make it show rick roll lyrics
A rick roll could be fun. Did some different lyrics for someone before 😄
https://www.youtube.com/watch?v=58seUsB1Vok
I saw the title and noped the fuck outta it
hehehe 😂
when repacking that file whats the file structure as i put it in UI and thats it or is it TEXTURES\UI
It's root UI. Not sure what you are using to create the mod though. I used NMS Modding Station here
ahhhhhhhh ok
or actually, exml, to pak to mbin
So yeah, PSARC might not know what to do with json
Modding Station uses PSARC internally when required
ah ok sweet
Another benefit of using the modding station: when copying files to a project it preserves the structure / path
So even if you were to do some changes outside of MS, the files will still have the proper structure
ooooooooooh thats handy
Only downside is likely the fact it will 'unpack' all game files, which takes time. PSARC is great for quick and dirty single mbin/paks
ah i don't mind if it unpacks the entire game, i have a 4TB SSD for modding anyways
ok i am gonna need a lil help here as i am learning still how to mod NMS, how do i edit or even make an MBIN file
With Modding Station?
MBINCompiler is what turns mbin to exml, so you can edit, and vise versa after. For Modding Station you will have to download MBINC and specify the path it is located
@crystal coyote
ah ok thanks
thx

@fresh arch sorry to bother you, i thought i would ask in here as its more appropriate, what program did you use to unpack & recompile the Darker UI mod? I used PSArcTool and after removing the UI folder and recompiling it into a pak file the mod didn't work
Yeah with the PSarctool
hmmmmm i must be doing something wrong then
Step 1: put both the mod PAK file and PSarctool.exe in the same folder
Step 2: drag and drop the PAK file over PS exe
Step 3: go to the UI folder that pops up, delete the font files
Step 4: select with mouse both the TEXTURES And UI folders, drag and drop them over to PS exe
Step 5: wait for PS to finish working, it should spit out a new PAK file in the same folder
oh wow thanks, was not expecting that
Dont remove the UI folder as whole, just the font files inside of it
👍
oh god it's spreading
😈
I think you meant "hell yeah it's spreading"
is there a mod manager for nms windows\
@plain oyster No need for one, as its just a matter of mod files being inthe correct folder
You can use NexusMods Vortex or MO2, BUT they also can introduce a host of issues because of what they can't do......specifically, detect or resolve mod conflicts (one or more mods that make changes to the same game file(s). The last loaded .pak will "win"). Now will they warn you about out of date mods. In NMS land, non-updated mod = one way ticket to Crashville.
With NMS, manual is the smart way to go. For conflict detection and resolution, https://www.nexusmods.com/nomanssky/mods/2626
With NMS, this is the best page on NexusMods to look for mods: https://www.nexusmods.com/nomanssky/mods/newrecently
Due to out of date mods being unuseable, pages like most downloaded or most endorsed don't have the value they might with other games. Many are long abandoned and not useable anymore. You can look at those, but also have to keep an eye on that Last Update metric.
once I export a base does it auto save
or is there something on the companion I gotta press
on the companion app
As an example, if you look at most endorsed, in the top five, 4 and 5 have been dead for years.
This?
If exporting, would be saved as a file, so shouldn't be any change to your save file itself.
no I moved a base to another
its an option in there
how do I commit the change to the save file
the button is export and you press it to bring one base to another
I honestly don't remember. Don't use the app much anymore. I'll defer to a current user of it.
what?
It's not an app everybody uses. I'm not sure, so best to wait for someone who knows more
ah
pretty sure when you export a base all it does is create a file with the info for the base
when it needs saving the app tells you with a blinking message saying to save and reload
at least it does that when you import a base
Hello! If AMUMSS says there is no conflict with my mods, I don't need to merge any mods, correct?
cant backup cause of this error?
then once again.. how do I save the changes on the app is its asking me to
what are you trying to do? When you import a base iirc it saves automatically when you click on overwrite, the app them tells you to press to reload on the top
can't try now because I deleted all my saves
if you want to save edit, it's better to use the save editors, either nomnom (if updated) or the goatfungus one, the companion app is mostly used for importing/exporting bases or pets
when importing a base to change a base you have (because that's how it works) it automatically commit the change when you press overwrite and select the file of the base
so im free to go to my game then
unless things changed from the last time I used the app, yes
if it didn't work it will be obvious since the base won't be there
Correct. Just be sure, that as you add more mods, you re-check for conflicts. 🙂
Thanks Syzzle
Been too long since I used that app and kind of didn't want to muck up one of my saves playing with it to jog the memory. 🙂
Ok, thanks!
No problem. Enjoy
Any suggestions on mods that fix the exocraft camera issues. In particular looking for fixes for when you drive down a hill and the camera is jumping all over the place, clipping through the ground so you can't even see where you're going.
gCam does camera shit, if it fixes that only testing to know if not said on the description
any idea what could be causing this? I don't recall seeing this kind of thing happen while running vanilla files
I don’t know. None of my mods cause this. Maybe if I look at your mod list I might be able to guess?
DUD_Skies, DUD_GraphicFX, and DUD_Asteroid are merged with other mods using Babscoole's provided luas, but I wouldn't think they'd affect foliage like that
None of my mods will cause that. (DUD'S)
I don't know if the LUAs are 100% identical to the actual mods. I'm pretty confident Babs is making sure of that though.
None of the other mods stand out as a possible issue, but there are a few I don't really know.
If it were me, and I couldn't get a better answer, I suppose I would remove half at a time to find the culprit. Then I would try to figure out what's going on with that particular mod.
I'm curious what it is too. It's a weird issue.
Does it happen in vanilla?
Does it happen on alltree models? Does it hapen to any other models?
First step of troubleshooting: disable all mods, check if the same happens in vanilla game
Second step: disable Jason's mod, for the rest disable them one at a time and check in game if the issue persists
It appears to happen on any tree that uses color palettes, including cacti and even echinocactus. It doesn't happen on the burned trees in volcanic biomes. Be interesting to try and figure out which mod is the culprit
happening in vanilla PC since 4.38
also happen on ruins, multitools, and some other stuff
Uhm, you sure about that?
I play with absolutely no mods
ruins are broken too...
this is current state of the game
Yup, happens in vanilla as well @serene sorrel
anyone here have a link to a save editor thats updated to singularity ?
do any mods exist that can help with optimization? my fps is super inconsistent with reasonable graphics settings and i just don’t know if it’s an optimization thing or not
it's a game thing
ah ok, i’ll tweak my graphics settings again
I managed to reduce my loading times by like 90%
the game got all weird lately
not only the performance got worse last time I tested
but the load times increased depending of what mod you had installed
and sometimes the game loading would even ramp up the SSD usage to 100% freezing everything
See pins 📌 #nms-modding message
- NomNom is updated for singularity.
- NMSSE is functional, but slightly behind, missing new mappings/items for singularity.
New mod project, back to good old times
I need to test how possible it is to create multi tool new weapons
new techs that just change stats is easy
but never tried to create a new weapon
Yup I get those occasional drive-max things. It's a gen4 M.2 so I'm pretty sure it's not due to insufficient drive power...
A skip Artemis mod?
turning vsync off just about instantly fixed my fps issues 💀
lemme check what happens to my nvme
Oh, yeah you should NEVER use software vsync unless you have to
build-in vsync has input delay
If you need vsync, enable at hardware level
the first thing you do is always turn it off and enable on nvidia panel
AMD and Intel offer it in their GPU management tools as well
I just use RTSS to limit fps though
No. Open your own mission log and find the differences
it barely uses anything for me
Yours looks more compact
how many mods you have installed
🤦♂️
It's blue
Since Waypoint updates backgrounds and buttons are red
This is how game used to look like before 4.0 update
Shows how much attention I pay to that stuff lol
crazy how turning off vsync and slightly lowering graphics made it better instantly
and game still looks great on enhanced graphics
In many cases, the difference between high and ultra in games is negligible but has major performance impacts
Especially if you play at low resolution like 1080p
most of the time the "ultra" is just increased post processing effects
which when done well the changes are like night and day
I didn't notice either, but it's probably because I spend like 5 seconds on menus at most
Yes, 100%
Much of the changes for 4.3x were exe only memory optimization and lots of textures. I'd be surprised if stuff didn't break.
Yeah I have lighting/postprocessing on ultra because it's definitely a noticeable difference. Godrays seem to be diminished significantly on high. I also swapped back to TAA from FSR, but otherwise everything is on high instead of ultra and I couldn't tell too much difference on ultra
unless you gonna make a rigless gun that doesn't animate chances would be p slim
replacement rather than add-on would be way easier obviously
oh wait you mean new projectiles
someone's done a long time ago for ships
and GameMaster had done a grenade variant in the past
nah, not the gun itself, I mean the weapon tech
because my mod still needs the Samus Cannon to work the way it should
you'd still be limited to vanilla stats but there's a wide range within those stats still
theorectically it's as simple as setting up the required components in the tech/projectile/damage tables
and one that does projectile model/textures specifically that I forgor but if a grenade variant is possible I don't see why a gun variant wouldn't
yea, gonna fiddle around to see, the hard part would be to see if the game actually can have separated projectile scale size
so the normal shots are small, but charged is big
because from what I tested before the scale is for both
the sniper one does similar thing right?
but then that's a ray and thus just a texture
Hi is there an easy mod for playing expeditions anytime. I saw very detailed method but it seems overwhelming.
No there is not and there will not be
For the expeditions from current year, HG usually repeats them at the end of the year
For rewards from previous expeditions, use save editors or mods like Consumerism to unlock the rewards
New mod released: https://www.nexusmods.com/nomanssky/mods/2832
And as a bonus, a sneak peak of the big chungus mod I'm working on, codenamed Project Apollo. This time a showcase of one of custom starship technologies.
From the brilliant minds at Tediore!
I've looked around but the comments section is confusing with only 1 report sometimes of mods being broken on nexus. Is there a mod that changes or removes the 3 hour time requirement for frigate rescue? Or one that's not broken that lets the first one be a capital ship instead of the second?
Second idea: https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/blob/main/other-authors/CapitalFreighterSpawns.lua
Pick one script and compile it using AMUMSS
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Thank you
I like the look of the first one if it functions. Saw similar on nexus with just the most recent comment being "doesn't work" with no one corroborating or responding haha
Yeah lol most of my creative thinking process ends up in stealing shit from other games like Borderlands
To be fair borderlands has a really cool thing going with the different manufacturers and their gimmicks
Better in 1 IMHO, before Hyperion became big bad
2 is where they really properly differentiated the brands though
Maliwan pretty much always being elemental, Torgue invariably being the best and coolest, etc
It was present in 1 but they really fleshed it out in 2
Quicksilver Rewards is updated for latest version:
https://www.nexusmods.com/nomanssky/mods/1814
Seriously how the base game should be
does anyone know what pak file these images are in ?
Will the space station B mod ever get an update? I was tryna install it last week and the space station didn’t load int, just the runway and interior
My pfp?
Or bio
Nerd dog
Damn, I hadn’t even realised 😂
Probably not because it relied on assets HG put in the game, but later removed
Ty
Ah
That makes sense
Could someone download those assets and make a new mod with them
I don't think HG would like someone redistributing their stuff like that
Yh, that’s fair
So ig we just have to wait for them to put them in the game in a future update?
Only if HG decides to actually put them in game
Not all stuff that slipped into game code did end up in live version
Try NMSARC.TexMisc.PAK
Folder is TEXTURES\UI\FRONTEND\BACKGROUNDS
ah thankyou
yes it worked, now to change the font colour as its a bit hard to see
actually i will add a black fade at the bottom like the base game
Yeah good luck getting into the mess that are UI files for the game
yea
Maybe that's why HG doesn't work on the UI lol
thats why i decided to add a black fade instead lol
ah much better
lowered the fade a tad as it felt to high
next time you can use NMSPE/NMSMB to directly search for files and folders and extract individual files so you can just ask for the directory instead if you can't unpack the whole game
ah ok that sounds good
That looks real good man
Thanks
editing the ui without the editor or mxml is schizo
good luck lol
Is there a mod that lets me to place a settlement were I want
Nope
@kindred stone You need to find the PersistentPlayerBases within the PlayerStateData section and within there are all the bases you have one of them will be for the freighter .... replace the contents with the freighter base from the creative save
will any of these mods conflict with DUD'S SKY - COLORS
i know a few won't
i just screenshot my folder overall as it was easier
Get AMUMSS installed, it has a script that checks for conflicts between mods
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
ok i ran the Check_CONFLICTS_in_MODS and it said Access denied
Uhmmm what
!moddinglink
Ask in the AMUMSS LUA channel there cause I got no idea lol
kk no probs, thanks
For future use of anyone experiencing the above, problem was caused by "install" to the desktop, which is probably a cloud onedrive folder.
thanks for that discord by the way, with a little help my AMUMSS is finally working as it should, all systems are a go 
Was an anti-virus issue, blocking use of Curl.
yea simple fix yet stupid lol
im glad you guys are there to help thats all i can say
it's easy to be annoyed at antivirus behavior but then I listen to the dumb crap my buddy in IT has to deal with and I understand why they are this way lol
That's why we get paid the no bucks
Your buddy ever tell you about the acronyms for end users?
Both used to describe the root cause of a given computer issue
PEBCAK: Problem Existas Between Chair and Keyboard
It's an ID-10-T issue
If you don't get the last, imagine the hyphens aren't there and no spaces.
lol
Yeah I've used PEBKAC forever lol
somehow I got "Identity" from reading that the first time
HAHAH ID-10-T
Kind of the point. Making fun of the user, without them realizing. haha
Spoken, ID-10-T would be indecipherable to most.
To determine the source of the problem, please turn off the monitor and look at it
"I can't see anything because it's a antiglare screen"
What the fuck do you want "other things" to include
But yeah you can kinda order your teleport endpoints
Cos the game just read em from a list linearly
You reorder this list, you reorder that list in game
idk like changing slots
ok but how do i even do that
I dunno if the latest versions have a gui for this but you can go into the json and edit the raw data
Just copy and paste the data from one place to another
!creativehublink
That place should have more qualified ppl for save editing
alright thanks
nice!
can mods alter main game files at all ?
i only ask because i came across these trees and they dont look normal 1 bit
Question is irrelevant because #nms-modding message
well i did ask can mods alter base game files so i would assume it is modding related
ik
But since it's not modding related it's irrelevant
I can still answer that if you care
I saw your issue report on Nexus. (DUD'S SKY - COLORS)
Please:
Before you report issues with mods, at least remove all mods first and see if the issue persists.
If an issue is happening without mods then it's not mod related.
Also report problem to HG if you want it to get fixed:
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
yea i do apologies for that, i did try to remove the post but the delete post disappeared so if you want just delete the post
Second time I'm seeing this tiling issue on lush trees. It's generally not due to the textures but the model itself.
Maybe HG changed something with some of them but didn't adjust the bark texture properly.
It happens to ruins and multitools also
Maybe they did.
My understanding is it started on 4.38
Did they mess with the shader pipeline again?
They did a lot of shader changes around that time.
Also broke the refraction shader badly.
I'm gonna have to take a look at this.
Maybe this can be fixed easily.
Just some shader properties is my guess.
This is how the current refraction shader is behaving.
With all refractions flag F_30, the refraction has a mirror image...it seems.
Might be a related issue? Not sure.
(Don't pay attention to the box outline...that's okay and normal. Just look at the black area, that's not supposed to be like that)
Can see it in all refractions in-game if you look close enough.
i hope HG fix this issue tbh, its so visually displeasing
Any way to fix this or is this engine level?
Ok.
Anyway, regarding the trees, it's called "normal tiling". The texture is repeating in order to increase detail and not stretch it.
The problem here is that the moss overlay is repeating too. It should not.
So definitely a material properties issue.
yea i have reported it with screenshots to HG so hopefully results will be a positive outcome with next update
Sorry was afk.
No idea if the texture tile issue is something in exe, shader, or in material files. Would like to know if you figure out anything else about it.
The refraction thing is either in shaders (most likely) or possibly exe. It’s not anything that uses the shader pipe like materials. The setting in those didn’t change. Also it’s global and not limited to certain models/emitters etc.
With the texture thing, it’s affecting a lot of models. Must be something common.
"in exe, shader, or in material files." possibly in exe, shader, and/or in material files.
Could be a bad combination/interaction between changes in multiple vectors.
So the tiling effect there is likely due to moss overlay being tiled incorrectly?
yes
But why it's happening is the question.
My guess would be that some tiling settings are being ignored since it seems to be a global issue.
We can fix things, but if the problem is in the exe we can't. If it's in shaders, it's near impossible in 99.9% of cases to do anything.
I guess I never paid close enough attention to tree textures. Didn't realize there was a separate moss layer
I haven't looked in a while, but there are 3 layers to tree bark on most trees...I believe.
True.
Just a guess, but...
I think this tiling issue and the refraction shader thing are maybe semi-related and are both a shader issue. They both happened around the same time and a lot of shader things were changed at the same time. Nothing as far as material files or textures were changed with trees, multi-tools, ruins, effects, emitters etc. Seems like how the shader pipes are using materials is borked somehow.
Lots of exe changes for "memory optimization" the past few updates too. Vague enough could easily play into this. lol
I'll bet these issues are a good explanation why we've heard nothing since 4.38, even though we're about due for expedition number next. Probably a real pain to identify and fix these sorts of things
Just a theory, I know no more than anyone else, but another factor may be NOT wanting to go head to head, for new game sales, at release of Starfield. Take an extended break to fix some broken thing and have an old style feature release with lots of new stuff, not just one or two fairly minor changes.
I wouldn't be surprises, if when Starfield hits, a significant portion of the NMS community goes poof for a month.
Heyo, so my brother has low end pc, still follows system requirements but he's playing on really low fps and his games crashes a lot, anyone got recomendation for fps mods he could use?
This is not something mods could help with, there aren't really any lower-preset or optimalization mods
Crashes are indicative of other problems, you should see the #nms-questions or #964865106334875698 channels and post there the crash logs
hey guys, I think I will need to do some save editing to get some expedition rewards, is there any tutorial to guide me through ? where can I find the save editor
is there only the goatfungus one ? is it up to date ?
All info in pinned messages
Nomnom is the other save editor, updated for Singularity
There is also a pinned message on how to unlock exped rewards
Hello everyone 👋
I've recently been introduced to a super awesome project by @elfin dagger and @grand estuary (Assistant App for NMS's creator).
This web app is meant to help users create their choice of creature and use the generated JSON to edit the creature into their save. You can see the output of your choices in a nicely implemented output window to gauge what the creature's body may look like.
Feel free to use this link: https://creature.nmscd.com/#/about
@magic lava, @shy grove 
Is it safe to mod existing saves in this game?
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>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
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).
In 7 years, never been a verified report of a player experiencing death or grievous injury IRL from installing a mod in NMS. So yeah, safe. 😜
Just uhh... habit from only modding Skyrim exclusively
does anyone know if a mod exists or a script that would automatically back up save data
I can finally make a metroid
So I heard that the Mac version can't use PC mods because it uses Switch file encryption (I assume an ARM-related thing). That's a huge disappointment... is anyone working on trying to solve this issue?
There are people working on it on the modding Discord but as of now:
I'm not aware of anyone reporting any mod working on the mac. As for other tools, they would have to know how to unpack the mac pak files, and|or know that some of the files and folders may be different e.g. MACOSBANKS instead of PCBANKS, MBIN.MACOS instead of MBIN.PC, ...
!moddinglink see the MOD-MAC
see the NMS-MAC channel
https://discord.gg/22ZAU9H
Don't think it's possible to achieve with a mod
Think I recall an app to do so on Nexus
Nobody really working on it anymore. Tools were created, but mod detection/use is disabled. HG would need to enable to advance any further.
give me a copy of NMS.exe
like
no one has macs lol
also ida sucks on non windows
or equivalent
honestly send me your whole computer
GTFO with this stuff, this is a community that doesn't appreciate toxicity about choice of platform
im joking about the people reversing
people are obviously playing on macs you moron
!mute 24h 298740817420484618 Refrain from namecalling and toxicity in our server. Review the rules.
@main lake
🔇 @next tartan (vitalised) muted for 1 day.
I mean, it's true, iirc nobody on the enginering part of modding things has mac
I don't get how saying "no one has macs" is toxic.
It's hard to do anything with mac because literally none of the RE people have a mac.
It was just a simple statement of fact.
"GTFO with this stuff, this is a community that doesn't appreciate toxicity about choice of platform". Thinking everything is an attack on someone and rushing to the defense before knowing any facts is toxic.
Yup sorry, I was typing on mobile and autocorrect prolly changed "were working" to "are working"
@steel crypt @green prairie I believe the mute was for directly calling someone a moron, actually.
Wait, I may have misunderstood - you guys probably werent debating that mute justification, after reading back for more context - apologies.
@drowsy solstice You can simply set up auto-backups of your save folder as a built-in feature of Windows - in 3 different ways including backup to OneDrive, lol.
@steel crypt you can always contact the admins if you're unhappy with a mod's action instead of discussing it in the server, or you can DM the moderator, or run !modhelp.
ty much appreciated
oh i know there is that way but i was looking for a most Cloudless way to do it
@drowsy solstice The 2 other ways I mentioned are non-network options
whats the other 2 ways ?
theyre all found in Control Panel > Backup & Recovery in Windoze
Gotta remember, no one except Mjstral is earning any money to work on 3rd party tools for NMS, so no one's gonna bother recreating NMS-specific versions of standard system tools XD
fair enough
@graceful mauve https://github.com/zencq/NomNom/releases
🤝
you'll need all the files/subfolders inside the zip, not just the exe, ofc - but was just to point it out immediately
Goofus me didn't know I had to click specifically on this link for the executable
what you were looking at/cloned at first is the source code
Ah
Normally NomNom would notify when an update is due (once installed), but this has not worked for the previous version. Should hopefully be fixed soon enough or possibly is already.
One last thing before I start, is the comment from April of 2023 on this reddit post a good instruction manuel?
https://www.reddit.com/r/NoMansSkyTheGame/comments/lk6yk6/how_to_move_a_gamepass_save_to_steam/
You can click there, or check the main page (readme) 'table of contents' for download, which will link to the same page for releases
Should not require to manually transfer. This is a feature implemented in NomNom.
Under 'Edit' there is the option for 'Save Transfer'
Most common issue with transfer currently, is automatic detection of the few 'values' required, from what I noticed. But yes, let us know.
Absolutely fantastic. Thank you both. I appreciate people like yourselves that go out of your way to help fellow players like me with this stuff. 
New mod released: https://www.nexusmods.com/nomanssky/mods/2833
I wasn’t discussing a mod’s action. I’m not sure what you’re referring to. 🤷♂️
Is there a mod that adds some sort of star wars ship or star wars blasters as multitools or maybe even star wars ships or even freighters?
No MT mods as far as I know
Why always the partial info? This too: https://www.nexusmods.com/nomanssky/mods/1064
lol
so im looking on save editor and im browsing building parts for no partivular reason, i theb stumble accross these 6 items starting with BLD, anyone know what these are?
@gaunt hemlock The portable stations from Expedition 9 that allow researching pretty well the entirety of the Anomaly's available blueprints
so if i were to add them to my acc what would i get?
The ability to construct those Portable Research Stations
You are in the correct folder for the save editor to recignise your save files. Just click the 'Open' button, without having anything selected there
ok thanks
Are you using NMSSE (goatfungus)?
Yes!
ok question
I know it is not that straight forward, could be done better, and hopefully see it auto-detect with a future update
how do i reorder my bases in the portal menu?
Hmmm, bases are ordered by initial creation data, followed by bases from other players if present in the system you are in.
It would require Raw JSON editing, but to do it fully correct, this is something to keep in mind as well. I have often seen it suggested to just re-order the bases without even a mention of this fact. Perhaps it has no consequences though, not sure
Hmmm, hang on and let me check NomNom, the alternative Save Editor. Perhaps it has it implemented as a feature
alright
Ok, it does not look to be a feature in NomNom. So it would indeed require JSON editing.
I can help you on your way, and explain a few things, but I also want you to make a backup first, just in case
alright wait
So if you go into the file explorer, to the location you found your saves in, just copy the full 'wgs' folder to somewhere save as a backup
wgs was prior to getting to that large alphanumerical folder
Alright. So now click 'Edit' and select 'Edit Raw JSON'
A new window pops up, with a left side folder like structure, and a right side data part for what you selected on the left
wait edit what exactly
Are you still in the file explorer?
yes
You should close the file explorer after you made the backup, and open up the Save Editor to select your save slot.
It should pick the latest save (auto/manual) for that slot
Then you click 'Edit' to select the 'Raw JSON editor'
ok
It should now show something similar to this
That is all the save data, which is honestly a lot!
Now to find the bases, you select the left side first to narrow down where to look
Click/Open PlayerStateData, which will open a whole lot again
ok
Scroll down to a whole bunch of 'Chest....' stuff, with something called 'PersistentPlayerBases' above it
about halfway I think
With that selected, All of the base data is on the right side
If you open it, you see numbers, basically each one being a base. But for what you aare trying to do, you first have to make a copy of it all
Sort of, as they are not actually folders
They act kind of similar, but they are technically 'indices' of a 'list'
But first select the main part called 'PersistentPlayerBases' on the left, then you will have to copy the full right side data. You can easily do this with your mouse in the right side, press CTRL+A, then CTRL+C to copy. Then you can paste this into a text editor to do the reorganising and editing.
Correct, eaach number is a single base, including your freighter base if you have a freighter. It can also have other player bases listed there
yea so i copy the entire text/code for persistentplayerbases
put them in ms word or something
or notepad
It is easiest to work with a text editor that allows to recognise the text format to be JSON. I would suggest to get yourself Notepad++ or similar
Notepad can work, but will be a bit more work
You could also just copy each full single base to Notepad and then put them back one at a time in the correct order. I would however also recommend to make some small additional changes to do it correctly when it comes to the time they were created.
Just make sure you do it right, because the format is very important or it will not work or mess it up
so 0
is the first one
1 is the second
copy the code of each base into the slot i want it
etc
thats how i reorganize?
No, you have to reorganise the data, so 0 becomes 5 for example.
It all has to stay in that same list.
yea i know
just shuffled
Yes, that would work to change order
alright then
tysm for your help :)
and how do i save after im done?
just x out?
But make sure to put all your bases as the first numbers, followed b other player bases numbers after. Not sure there are other player bases in your list?
If you close that window and changes were made, it will ask to verify the changes. You still have ot go to the 'Main' tab and select to save once more to actually get it saved to the file
If you mess up, you can use the backup you made.
this helps a lot
yeah
One more thing though.
yes?
Click one of the numbers
ok
Open the number on the left
On the right side it will show a value, right? Something like 1688498622
This is called a TimeStamp (TS), it is amount of seconds since january 1st 1970
Each base you made, has this value. The game normally organises your bases by this value. To make sure you do it the way the game is supposed to do it, you may wish to alter these TS values once you re-organised, to ensure the first base has the lowest value and the last base has the highest value.
Now it may work without making these changes to the TS values, but I would personally edit them to make sure it is correct according to the game.
These values mean something, so make sure to give them correct values accordingly.
This is likely something others would not be bothered with. It may work regardless, I never tried to be honest.
I just do want to mention it, in case it will be required to prevent issues
Now this TS of 1688498622, would mean:
Tue Jul 04 2023 19:23:42 GMT+0000
So that is why I say that IF you decide to alter them, to make them meaningful and correct.
(I just don't want to be the one who said not to bother about it, for it to work regardless, and be held responsible)
If you have further questions, do not hesitate to ask
Known as Epoch time. Common in Unix and Linux backend.
@fallow meadow I default all TSes on custom pets to 1420086000 without issue, but I'd guess theyre far less likely to cause issues on something that doesnt get uploaded to the server
what do they look like?
@gaunt hemlock Like the standard portable research unit, just a little more vibrant
ahh ok
looks quite nice
New mod released: https://www.nexusmods.com/nomanssky/mods/2834
Does anyone happen to know where I can find the NMS audio files? Seems like everything is archived and uncreachable.
trying to find the sound file for the hanger doors on the freighter
Unpak the game files and it will all be inside the main AUDIO folder. You will need tools to then work with the audio files (Wwise / other)
You may not need to extract all the game files, as there are 2 pak files containing all this
NMSARC.audio.pak and NMSARC.audioBNK.pak
Okay... treat me like an idiot... I can't seem to unpack the .pak files
Ah, new to modding I guess, sorry, my bad. I would suggest to have a look through the pins in this channel. This one perhaps giving you a start: #nms-modding message
There is a Wiki linked with lots of info. The Modding Discord will most certainly get you lots of info and helpful users, of which many are present here as well
Not looking to mod... Just looking to pull the audio files.... its looking like I have to register with 15 websites to download 15 tools...
Ah ok, just looking for a specific audio file. That can be quite a search unless someone is truly familiar with them. There is a SOUNDBANKSINFO file that may help narrow it down though.
I understand there may be 20,000 audio files in the archive... that doesn't bother me... i just need to open the archive.
You will need tools to get to the files and have them in a format that will play
Might be able to figure out which audio is used through the so called 'ENTITY' files for the specific hangar 'model' used.
Working with any kind of game file for any purpose will require you to get the dedicated tools, whether you like it or not
Notepad and 7zip won't cut it anymore
Perhaps... i prefer my privacy over downloading a piece of software... ill just do without.
I'd love some of that magic at times ...
If safety is your concern then you'll be glad to hear most of these tools are open source and hosted on GitHub for you to examine their code for malicious actors
Sure, but if I have to make an account on some website I have never heard of to download a tool.... I'm just not interested.
You do realize you can download stuff from GitHub without any account, right?
Or are you just hating on stuff you don't know for the sake of hating on stuff?
During the last 10 minutes you could have gotten both the psarc to decompile game files and some BNK extractor to decompile the audio archives
Uh... for example... well Devilin's ling to the pinned message doesn't seems to be giving me the same message... but it wanted me to download a tool I had to register an account with to download it... some Wwise or something.
Devilin was pointing you to a general guide on how to start modding the game
Which itself doesn't tell you to download any stuff, just points to already established resources
I have a PNK file that i used 7zip to open, but it has another archive file in there I can't open.
Its alright... this seems more involved than I care to get... moving on.
Imma do this
Immaa point you to this guide that has basic file extraction laid out: https://nmsmodding.fandom.com/wiki/Getting_Started
The links for Modding Station or AMUMSS do point towards Nexus Mods which you will need an account for
But the same tools (or their bits you actually need) can be found with a little search on GitHub
Now it's up to you to either actually check those out or going back to complaining
Im rooting that you go with the 1st option
@fresh arch I think you are taking offense to something that doesn't exist. I am not complaining about anything. I am stating I don't want to register with a website to download tools (because in the past I have had my email destroyed by doing so) and that this is more involved than I care to get for what I want to do with the file. Now you are a modder, and these tasks may seem easy and routine to you and they probably are. It isn't to me. I have weighed what I wanted to do with the audio file vs. the value of the time I would have to spend reading this information and figuring it out vs. doing something else with the time. I have deemed not worth my time and am moving on.
Please lets return the channel to modding rather than personal attacks.
I appreciate your effort by the way.
Im letting you know a) tools are open sourced b) are available to download without any account. It takes 5 minutes to open the guide, then google "tool name github" to get started. This is what I and Devilin are trying to convey. You choose not to do that, that is not my problem anymore.
And if you feel attacked, modhelp command is for everyone to use
Understood, thank you.
@fresh arch Can you confirm if that tree texture repetition / bark or somesort issue has been fixed with the current Experimental update?
Ok, thanks though
@round sinew noticed how cacti appear to have been fixed, which looked to be a pretty similar issue (#nms-questions message)
Maybe someone else can confirm
hmm
Hmmm, interesting. Already had a laugh at DualSense adaptive trigger feedback being the culprit apparently, but yeah, nothing really changed that we know should make a diff?
i didn't update any mods recently so it couldn't have been that either
i can test vanilla to see if it's still fixed there too
Have you noticed trees with issues as well?
me? yeah
Ok, because I have not paid attention at all, or I would know where to look for an issue that 'was' there prior
here's how cactus looked like
I'll be 100% honest here
The 1st time I saw the tree moss texture issue posted
I thought the bug was "why is the mining indicator so high up"
I completely missed the weird looks of the textures
I'll add a link for reference, so I do not have to scroll that much (#nms-modding message)
Anyone know of a mod that adds freighter scan abilities to starships ?
@fresh arch @fallow meadow UPDATE: My wife, being the one who wanted the file, gave me a death stare. Alas, I was sufficiently motivated to figure it out and did. Thank you immensely for the assistance.
@fallow meadow that screenshot was taken on the 24th of july. here's some on trees, from july 27th (just found ones from july 23rd). oh and - found another shot of cactus from july 13th, also with the issue
4.37 dropped july 13th. that might have been when, actually.
Just checked similar trees in the NMSCord Hub, but there they looked fine to me
i can say for sure that distira trees had that problem for me too
i'll go and check real quick before dinner
🪄 it is!
I think this is hardcoded in the exe so we can't add that as a mod
oh ok no worries, thats a shame really
From the game files (GC Technology Table), the freighter scanner room uses the same stat type as the starship's econ and conflict scanner
then theoretically shouldn't it be possible to do so, i mean i know its not but you would think so
I don't see anything that makes game the starship modules do this and the freighter module do the other thing based on the stat type called
ah ok
the only mod i could find remotely close is this https://www.nexusmods.com/nomanssky/mods/2144?tab=description but i cannot for the life of me figure out how it works lol
it uses a UI interface to pinpoint certain things, not the same as what im looking for but i guess its something
hehe it is indeed 😄 i'll check more trees later
@drowsy solstice You mentioned issues with tree textures too if I recall correctly? For some reason it may have solved itself in the current Steam Experimental. Are you able to confirm?
Mod adds various scan events tuned for different structures
Reward objects call these scan events
And dialogue options call the reward object
And you are playing the Experimental branch?
no unfortunately not
Ah ok, that explains, as we are only now noticing this with the current experimental update
yea i read that part, i guess its the best i'll get considering the limitations due to the hardcoding
well i look forward to public release so my trees look more glorious again
This is basically borrowing what game already uses to find structures for missions
Copying it hundred times, one for shelter, one for trading outpost, etc...
Appreciate it, thanks for the feedback
Then for each of them making a dialogue option which calls the reward object which calls the scan event
so basically it takes what maps do just in a slightly different way
no worries
Either maps of game missions, can't tell exactly
is there a way of stopping the popup that says that you are running a modded version of the game from appearing when you load a game?
Not atm
From the website, how do I get standalone photos of these
Was told to ask here
Don’t want them all clustered
@plain oyster basically, you need to unpack at least the game file (one of the PAK files inside game install folder\GAMEDATA\PCBANKS\) that has the TEXTURES\ folder, with the icons you need (see attached image for path example:)
sorry in that one they're already converted to png
(in my pc, here's what DDS files look like: )
personally, i really like using NMSMB for achieving part of this task, you can find it here, https://github.com/cmkushnir/NMSModBuilder
i don't know which file exactly has the icons you're looking for but it shouldn't take long to find them once you've got the hang of NMSMB (the quick start on the github page can help)
i'm going to logoff in a few, but when i'm back i don't mind assisting further, if still needed
Some of them you don't
HG's known to have put some decal textures into these collages that don't exist in the game
But otherwise what bk201 said
Renderdoc with Compressonator makes em show up as thumbnails
That's what I'm using anyway
@fresh arch Maps or missions... so you eliminated scanning tech as a possibility?
No thinking process was involved when I was writing this
I just said whatever comes to my mind that could be related to this functionality lol
@thorn timber i have no idea if its even possible to mod the game on Mac but Im sure you could save edit in the helmet, its specifically called the Wayfarer's helm and was obtained in the Singularity expedition a few months ago, otherwise they do re reruns of previous expeditions at the end of the year so you could stay tuned and wait for that
I might give that a shot and see what happens if I wait honestly, if I do end up figuring it out though I’ll try to remember to tell you so you know it works lol
@fallow meadow @round sinew I know it was mentioned that models and textures were not changed in the experimental, but they are probably not the issue. The repeating textures issue is most likely in a shader file or the exe. If there was a change in exe that fixed it, Lo2k or anyone doing a diff compare wouldn’t show “no files changed except exe” or “no file changes” because we are only worried about the other files in paks
I don’t use experimental, but it should be easy to see the issue/lack of issue if you go to a lush planet with trees. Most of those trees, if not all, would show the issue.
ime so far, they are fixed all across the board
makes sense to me that it would be a change inside the exe
would it be expectable for this to have fixed heatwave fx, jason? at the same time?
Not sure. Not sure if it’s related. I can see it being both ways.
I sure want the refraction shader fixed! You will see a much milder heatwave and an unbroken black hole if so. Prob easiest way to tell. I would check myself if on experimental. Have checked every update for a while now.
will double check, and let you know
going in game in a few minutes, got some other stuff i need to check anyway
@steel crypt apparently not
heatwave doesn't seem to be working
pretty sure this planet had the strongest heatwave setting
anyone know of any nice shaders which look natural?
If anyone hasn't seen this yet, I made this last year and it's still providing amazing caves. https://www.nexusmods.com/nomanssky/mods/2528
i’m scared some of these maybe viruses
Each mod file uploaded onto Nexus Mods gets scanned
If you click on the green icon you will see the scanner report
Plus many mods have their "source code" in form of LUA or C# scripts available on GitHub
Yeah but that could be a big conspiracy. Nexus could be not scanning them, and instead adding viruses! 😲
I've been modding since the beginning, if i was putting viruses i would have been banned by now lol
also probally should change my name on here to my nexus name
Nexus doesn’t just scan. If you try to upload certain file types, they will quarantine it until you request they manually look at the file.
Didn't know that
And I guess from end user perspective that's not relevant
If the mod's available to download, that means it passed the safety checks
all mods are a virus in a way, they infect the standard game to change its behavior 🙂
Says the person responsible for virus factory 😄
pak files don't contain any 'code' that executed by the game, they only contains static assets like textures, config files, audio files, ... so for a pak to contain a virus the author would have had to reverse eng the game and 3rd party libs (like wwise audio), looked through the pak item load functions, found a vulnerability like a buffer overrun, then created an asset that exploits the vulnerability in some meaningful way.
hey, does anyone know how to be teleported to a randon galaxy via "galactic address"
you mean vortex? 😮
the only way to travel galaxy other than someone inviting you to it, is through save edit
well, other than doing the jump into the galaxy core, but that's not random either
Oh i would because i really want this mod
i tried to do it myself but its really hard to do
i'm not a modder
by looking at the xml there is a lot of shit that was either added to the game (most likely) or were already there and the modder removed them to make his UI work
Yeah except it doesn't work because the game crashes with this mod installed
ye, a lot of new shit was added to the UI since that mod was made, so I don't even know if it's possible to make it work without remaking the whole thing from scratch
that's alot of greens and reds
there way to speed it up to make the night come some mod exist about day/night cycles i want choose night or day i need?
Look in GCSKYGLOBALS.GLOBAL. property called DayLength. Set in seconds
Numerous Lua scripts for AMUMSS to set this and generate a .pak
anyone able to help with py? making an app for nms and can not get my Icon on the .exe as it's image everything else works with the app it's just that bugging me xD I'm using
pyinstaller --name Name_2Glyph_Generator --icon "data/icon.ico" --add-data "data/customization/background.png;data/customization" --add-data "data/glyphs/*;data/glyphs" --add-data "data/icon.ico;data" --noconsole --onefile Name_2Glyph_Generator.py
not sure what the hell I'm doing wrong here. NOOB by the way
Ask over on the nms modding discord. Ping MonkeyMan192. He's a Python guy
tyvm buddy
Np
What compiler version did you use for the modded mbins? It's gotta be a really old one. Do you have copy or link?
I used amumss to extract
it tried mbincompiler until it went through, used 1.30 and something
Thanks. I might have time to look at updating it just to see if it will even work with the exe and shaders now. Kinda doubtful lol.
Hello, do you guys have any must have mod suggestions?
Most people will recommend ArghWater to improve water looks, Duds Sky Colours for a more vibrant game and the No Lag When Leaving Planets mod for a slight optimization
Gumsk has some nice custom ship and freighter models
Apart from that, pick any recently updated mod from Nexus that strikes your fancy
@drowsy solstice
`REPORT for _ArghWater_394
Listing D:\Amumss\ModScript_ArghWater_394.pak
/SHADERS/CODE/BIN/PC/LIGHT_FRAG_SUNLIGHT_0.SPV (15027/48108 31%)
/SHADERS/CODE/BIN/PC/LIGHT_FRAG_SUNLIGHT_SPLIT_0.SPV (9802/31084 31%)
/SHADERS/CODE/BIN/PC/LIGHT_FRAG_SUNLIGHT_TERRAI_0.SPV (9636/30504 31%)
/SHADERS/CODE/BIN/PC/SKY_FRAG_LIGHTING_LOWQ_0.SPV (13395/44528 30%)
/SHADERS/CODE/BIN/PC/SKY_FRAG_REFLECT_0.SPV (13395/44528 30%)
/SHADERS/CODE/BIN/PC/TERRAIN_FRAG_REFLECT_WATER_0.SPV (40256/138524 29%)
/SHADERS/CODE/BIN/PC/TERRAIN_FRAG_REFLECT_WATER_4.SPV (40256/138524 29%)
/SHADERS/CODE/BIN/PC/TERRAIN_FRAG_REFLECT_WATER_5.SPV (40256/138524 29%)
/SHADERS/CODE/BIN/PC/TERRAIN_FRAG_REFLECT_WATER_516.SPV (40257/138524 29%)
/SHADERS/CODE/BIN/PC/TERRAIN_VERT_REFLECT_WATER_0.SPV (3132/9104 34%)
/SHADERS/CODE/BIN/PC/TERRAIN_VERT_REFLECT_WATER_4.SPV (3132/9104 34%)
/SHADERS/CODE/BIN/PC/TERRAIN_VERT_REFLECT_WATER_5.SPV (3132/9104 34%)
/SHADERS/CODE/BIN/PC/TERRAIN_VERT_REFLECT_WATER_516.SPV (3132/9104 34%)
/SHADERS/CODE/BIN/PC/WATER_FRAG_FULLSCREEN_0.SPV (15566/48988 31%)
/SHADERS/CODE/BIN/PC/WATER_FRAG_FULLSCREEN_1.SPV (15566/48988 31%)
/SHADERS/CODE/BIN/PC/WATER_FRAG_FULLSCREEN_BELO_0.SPV (9900/30800 32%)
/SHADERS/CODE/BIN/PC/WATER_FRAG_FULLSCREEN_BELO_1.SPV (9900/30800 32%)
/TEXTURES/SHADER/NOISEINVERT.DDS (110634/149944 73%)`
A lot of work went into that, wow
Just checked out the no lag mod, that seems a little comlicated to use

yea an extreme amount
It sounds complicated but it was quite simple! You basically put your game path into the packaged text file (if different from default) and then run the bat and it does the rest 🙂
Thinking of making am app to track discoveries
I looked into it. Many things have changed since then. Systems for making the HUD are done differently now. Without getting into the details, it would have to be a ground up rebuild...if that's even possible because it might get into shaders which are kinda off limits. Doing it back when this was made was waaay easier because things were much more simple then.
I think maybe it can be done, but would be a difficult project.
Maybe a modder more familiar with HUD stuff and some shader knowledge could do it.
That's confusing. Are you saying that it's not working incorrectly....but it's just not doing anything at all?
If so, that's interesting.
Huh. I can kind of see why HG changed the HUD but that old style HUD suits the pulp sci-fi aesthetics pretty well.. hmm
hopefully with the next update the game runs better so I can not be disappointed with playing the game and maybe get ideas for new mods
because right now the only idea I have it's impossible to do
is there a mod that guaranteed to have freighter battles in outlaw or all systems or even one that makes them more common than every 3 hours
you can remove the cooldown, remove the warp amount or both and make everytime you warp has a battle, which is kinda annoying
Quick question as I haven’t modded my game previously, only did so a few weeks ago and all I installed was a few graphics mods. Since we potentially have a new update soon, should I disable all my mods before updating? Just checking as I’m really enjoying the graphics mods, but I don’t want to break my game on a new update
Yeah you should
Each mod that is not updated could cause all kinds of problems
Learned that once myself
Thanks!! I figured as much, I appreciate it
excited for the new update though
Disable mods temporarily when a new NMS major version comes out. Can re-enable mods as they get updated for the new release.
Can i get my mod role back? These are mine https://www.nexusmods.com/nomanssky/users/77058493?tab=user+files
🪄
just updated https://www.nexusmods.com/nomanssky/mods/1681
@summer dew you use a save editor mostly
How do I keep my items
It just replaces the base part of it, like the inside. Does not really effect your inventory to much. But the app that does this is a bit complicated, but the person does give a tutorial on it.
No I meant my storage containers
Should I just move everything into ones on a planrt
Well, anything in storage containers will stay there, as long as it's in another place like a planetary base.
They all share the same space.
Planet and frieghter storage containers are the same?
Yeah
Didn't know that
What if I delete the frieghter ones and don't have ones on a planet
Will the items delete
never tried that before tbh, but im guessing it should still be there once you build the container again.
Maybe I'll try
Yeah, lemme know also please hehe
But thx for the info I'll look into improrting that base
I've always wanted a cyperpunk base on my frieghter
I got lost in it lol
That's awesome 😍
Also the new ||robot race|| will be perfect npcs there
Im gonna save edit in a base on my frieghter is there anything I will lose?
I'm already making storage on a planet
can anyone share their modlist? I messed up on mine.
Mods are completely subjective. A mod you like might be one I hate or vice versa. Choose ones you want to use yourself. 🙂 Start with the question, "what do I want to change about the game?", then seek mods which make those changes.
Sorry, fell asleep lol. Did you do this?
Sean
Yes
Yes but the only problem is that not all of the parts load at once so I keep falling through the florr
Game issue
That may help too
Where is that option
Can anyone get me the sound file for the starship communications alert sound? I really want to set it as my ringtone
did you enable the game to load unlimited parts of the base?
Theres a bug on the freighter base i just imported via nmsc where I plant plants and walk away and when i come back they are gone
not invisible just gone
is it normal that i literally cant see any save files where they should be? i use the XboxGP for PC version and im trying to use NMSSE and the only thing in "c:\users<profile name>\appdata\HelloGames\NMS" is "defaultuser\cache" and no save files
Huh after reloading everything is back
!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>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
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).
@smoky cloak ^^^
i have no idea where local app data is thats really vague
Press Win+R to open the Run window
the install location for it on my secondary drive doesnt contain a folder called packages
Type %localappdata%, hit Enter
thank you
Then navigate the rest of the path for the gamepass saves
got it thanks 😄
is it just me or does NMSSE really not like working, it keeps having visual glitches
wouldnt call this usable
New mod released https://www.nexusmods.com/nomanssky/mods/2835
Can report to the author as an issue on the NMSSE Github, or can try the other save editor, NomNom
👀
what folder do I put nexus mods into for the windows ver
my folder is already unlocked btw
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
is that for windows or steam
NMS in general
You have to navigate to game's installation folder
!faq-settingsfiles
to view, enable Link Preview 
Settings File Locations
Steam 
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bd190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\Binaries\SETTINGS\...
GoG 
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
But instead of Binaries you go into Gamedata directory
Can anyone get me the sound file for the starship communications alert sound? I really want to set it as my ringtone
I tried using nomnom, need to find out how to add items and technology I dont already own, or at least duplicate ones I already do
Once you've entered a save for editing, to add an item, right click on an empty cargo spot
Choose Add/Replace to bring up the search dialog. Then you have to find whatever it is you're look for.
To refill/add inventory to an existing item, right click on the item, can choose Fill, which will give max, or Details, where you can be more granular.
For unlocking Equipment or craft items, use the Catalogue tab.
As it's a popular mod: To those who use CompanionPetUnlocker, more specifically the Lua script for it, the upcoming mod update for Echoes will be using a refactored script, utilizing some features of newer versions of AMUMSS. If, for whatever reason, you don't wish to update your old (pre 4.1.x) AMUMSS install, keep a copy of the "old" script to use.
save editor doesnt recognize dreadnougt ai fragment?
save editor needs to be updated to recognize new things
stuff takes time to update
@fresh arch any chance i could have a PNG of the echoes splash screen you made so i can put it on my steam games page please, if you dont mind 🙂
