#nms-modding
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Guess my ship will be the ingredient storage
I have found satisfactory mods to use thanks to everyone's recommendations. Most notable your inventory stacks š
As well as faster refiners and mods to make dialogues faster. That makes Cronus tolerable
May be helpful to you as well
Yup I have that one alongside this:
https://www.nexusmods.com/nomanssky/mods/1677
Any mods to skip the wait time on settlment builds?
Inspired by 'Mission Timer Redux' and 'Faster Fleet Expeditions And Settlement Timers', I created 4 mods that remove the waiting times for fleet expeditions, settlement construction, and settlement re
anyone know where i can find the coordinates to a waypoint set on the galactic map?
Only possible way I can think of is to find where it is stored in the save file with a save editor, and I don't even know if it is stored
It'd have to be, it persists beyond 1 session
I couldn't remember, thanks. So it's in there somewhere, just have to find it and convert to whatever format is needed
I have a question regarding AMUMMSS. If anyone has experiance with it anyway... But im a bit hesitant to do as its asking with regards to unblocking it in properties making exclusions in my firewall and dissabling AV etc. This seems to be all the checkmarks to open my Pc up for problems. Or am i being paranoid?
you are
but you are well within your rights to not do anything if you don't think you're confident enough to not accidentally download anything fishy
Ya... Think ill just pass on it. if it was from a trusted source thats one thing. But from a random player. Thats just too risky imo. Thnx for the responce
I mean it's been in use for years by thousand of players so this is more just about if you're comfortable turning off AV
but yeah if you trust your AV more than yourself it's reasonable
More than myself? Lol Id be trusting a random stranger. Has nothing to do with my lvl of anything
But anyways. Thank you
I mean, yeah, most laymen trust their AV a lot more than themselves
it's why they rely on it catching viruses rather than researching if a site's content is safe before downloading it
1 - unblocking is like any other compress file you download from they internet and required to un-compress it reliably
2 - than you can un-compress it in a folder named like C:\AMUMSS or any name you choose.
3 - At that point you can look at the batch files and see for yourself the content
4 - also, if you execute BUILDMOD.bat as suggested, it will work or not depending on the AV you have.
5 - Again, at that point, you can decide to create the exclusion and let it do its work that many other thousands of users do without problem or decide to wait for others to update their mods each time NMS updates
If you are still not sure, you can ask in āDiscordās No Manās Sky Moddingā server why the modders there rely on tools like AMUMSS and other to mod NMS without fear of infecting their PC
@weary ruin Ok. Thank You
When trusting a virus blocking program, are you not trusting complete strangers?
I'd say I trust myself more than the resources used by an AV and the annoyance that sometimes comes. Plus, Defender catches pretty much everything nowadays
For AMUMSS, it's completely safe. Nothing it does will hurt you. The only reasonable concern is if you are afraid turning off av will allow a different program to do bad stuff
Usually, after making the exclusions (maybe a reboot, because some AV do not take the exclusion seriously until reboot) and AMUMSS is working, you can turn your AV back ON without any further problems
I tend to have the same concerns when deciding to download a 3rd party app, so understand the concern, don't think you're being paranoid.
However, AMUMSS is one of the most commonly used tools for modding NMS. It has a dedicated channel on the NMS Modding discord, which is probably where you want to end up if you are going to get into modding. It's also mainly a collection of bat, lua, and handful of open-source exe's; so most, if not all, can be reviewed by you to see what it's doing. Within the NMS modding community AMUMSS is considered trusted.
If you want an alternate scripting tool you can use NMSMB, also has a channel on NMS Modding discord. It's a .NET app that uses c# for scripting instead of lua like AMUMSS.
Yes, nmsmb is another great tool to consider
Oh darn the update somehow threw back DISABLEMOD.TXT in.
Does this happen every time?
My mods don't change much so it appears to be working just fine right now.
And I use mods from active devs (Gumsk, etc) so i'm not too worried
Hello people
I want to add a few mods
Do you guys know any cool ones?
Depends on what you're looking for
If you want quality of life, or going as far as to revamp planet terrain
Oh my mods didnt work though , i didnt really see what was the error .
error messages from NMS are useless so you didn't miss out on anything
just start yeeting mods until your game doesn't crash anymore
Oh it doesnt appear on amuss?
if you're talking errors spat out by AMUMSS you can read em by opening log.lua and searching for [ERROR]
Ooh, gotcha. It will say which mod right?
It'll say which file it's encountering the error on and you can scroll up to see which script it's under
some mods i had like darker space aren't working anymore(all of them aren't working)
was there an update recently?
also, if there was, when are mods typically updated?
yeah game update today
wait a week
most get updated in half that time but a week is more or less an average
oh cool
tysm!
that's one of the thing I don't like about mods, how you have to redownload all of them, but hey, what can you do
New mod released: https://www.nexusmods.com/nomanssky/mods/2933
new products/special rewards
STATUE_BLOB_I
STATUE_DIP_I
STATUE_GEK_I
STATUE_SHIP_I
STATUE_WALK_I
STATUE_ATLAS_I
STATUE_ASTRO_I
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DO YOU WANT TO CELEBRATE SATURNALIA, BUT FOR A COMPUTER DEITY THAT ONLY KNOWS ONE NUMBER?
IS THE OBJECT OF YOUR DESIRE COLD AS ICE, LIKE MY EX WIFE?
THEN CONSUMERISMā¢ļø 1.1.8 IS PERFECT FOR ALL YOUR WINTER ORNAMENTAL NEEDS
GET IT NOW, AND WE WILL GIVE YOU OUR HEARTFELT HOLIDAY WISHES, ABSOLUTELY FREE
https://www.nexusmods.com/nomanssky/mods/2062
Yeah it was a certain individual's mod that didn't do anything really to improve performance
They lacked the understanding of the game, thought setting a bunch of parameters to 0 would turn selected graphic effects off
Misc Text Fixes mod got a big rework, now it no longer affects individual localization files! Less conflicts, less files, less headache! Grab yours now while supplies last! https://www.nexusmods.com/nomanssky/mods/2756
Project Apollo: Lost in Time got updated to be compatible with game version 4.46. Note that it is not a feature update, only a compatibility update. https://www.nexusmods.com/nomanssky/mods/2864
can someone help me install a .pak mod? im doing everything #nms-modding message mentioned, and the mod is still not loading
apparently the game was supposed to display a warning
but the game isnt doing that
nvm the mods folder was at the wrong place
Could you update this to add "NOT GAMEDATA\MODS"?
I can't really tell
I haven't tested it out myself, but someone else did a proper analysis of what it did
It was a blog post on a Chinesse (?) forum / reddit thingy
As in, Create a folder named MODS, Not GAMEDATA\MODS?
Cause that's where the mod author originated from
As in: do not put files in folder GAMEDATA/MODS that already exists in game's installation directory
The path needs to be GAMEDATA/PCBANKS/MODS and most likely the last folder will need to be created by user
Installing Mods:
Browse to No Man's Sky\GAMEDATA\PCBANKS. (run !faq-settingsfiles to locate if needed)
Delete or rename the DISABLEMODS.TXT file. (Recreating it will disable all mods)
Create a folder named MODS.
Place mod . ... ( .pak files )
Do not place anything in GAMEDATA\MODS - the path should be GAMEDATA\PCBANKS\MODS
Start the game and wait for the splash screen to disappear.
If done correctly the game will display a warning just before displaying the main menu.
Yea/nay
Looks good, I would just change the order of:
Create a folder named MODS
Place mod files (.pak files) inside that created folder
Do not place anything in ...
Edited the original
Thank you!
Will the game detect DISABLEMODS.TXT inside the \MODS subfolder? If not, I'd just be dragging and dropping it back and forth depending on whether or not I wanted to test in vanilla.
I dunno, I just rename it
Drag n drop, maximum lazy lol
Lol
Actually its more to do with not having to grab my wired keyboard, my laptop kb has some unusable keys and I cant be bothered to repair it when I have a good wired ergonomic one and will be going with a desktop as my next PC.
DISABLEMODS does not reside inside the MODS subfolder
So I always think of the mouse only option first atm
But inside PCBANKS
And game detects it and disables mods if that file name is present
yeah, thats my point - you can simply drag and drop into \MODS to enable mods, rather than renaming/deleting it
Hold on gonna test it
Cool, I love a definite answer š
But I'd say game does not care about anything that is not a .PAK archive file inside the MODS folder
Did I just stumble on another convenient trick the supposed "master race" missed? lol
Mods still kicking
Awww yeah, you're welcome. š
is there an expedition unlocker mod that lets you cherry pick rewards? I did the expedition on my switch and dont really want to have to replay it on PC
Your options are: using a save editor, using a mod like Consumerism or Season Reward Unlocker, or using the service bot: https://nomansapp.com/
If you are using the same account on Switch and PC should still have access to the unique reward items, as this data is recorded for the account, not the specific savegame.
how do i see what account I'm using? I dont think i ever made a HG account
There is no cross save / progression functionality in NMS
thats what i thought
Switch is a separate platform with its own data
Wasn't sure if it could work like GamePass or not
I'm not one of the millionaires with a Switch. lol
You know switches are the cheap mans console right costing half that of a xbox
If they just put multiplayer on the swithch version it would make nms way better for the device
Yow when changing your Freighters Seed is it only for you? Or anyone can see the new freighter too?
the latter
ow thats nice thanks
Quicksilver Shop Items - updated: December 11th, 2023
(in-game version Public: 4.46 - 114786)
ive been trying to do install a ray tracing mod and im kinda lost. can anyone help?
I'm pretty sure there is no RT mod for NMS
Modding is quite limited, we can't add new functionality to the game
Answering here
There aren't really any mods for inventory, modding in NMS is pretty limited
We don't have access to all of game's functionality, we can only tweak / swap around some values the game uses
For QoL mods this is a great collection to see: https://www.nexusmods.com/nomanssky/mods/880
is that a collection on nexus? I looked briefly at it earlier but needed to know it didnt stop steam achievements
This is not a collection
This is just a list of mods that can be installed separately
We do not recommend using Vortex mod manager or Nexus collections feature for NMS
All you need is copy-paste within file explorer
!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 Ā»
⢠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.
1st link for instructions
ah,,,good, there are a cple in there I dont want
Sorry what is NMSCD?
Mods don't affect Steam achievements in NMS, FYI.
Well I do have link to Lenni's archive which seems to fulfill a similar purpose
It's private
Want me to ask him?
i found a mod that changes pirates and fleet battles forever
its called Space combat reworked - larger space battles
and combine that with the balencing ship stats mod that makes ship stats more balanced like making fighters actually strongest in weapons since its a fighter and not so much for shields and no base stats for hyperdrive
its fun and crazy
Anyone know of some good QoL mods?
Pretty much anything from this list
feel like it would take a while to go through that since i already have a bit of mods and some dont really work with other as much like the project apollo mod
Yeah, Apollo is quite big and you will need to combine it with other mods
I should know, after all I made it
It got flagged for some unknown reason. Kurt has filled out the reinstatement form, but I don't think he's gotten a response yet. My own projects are also publicly available on my GitHub account if needed.
I'll post that link to your repositories here:
https://github.com/Lenni009?tab=repositories
The NMS-Archive is one of them listed.
what some cool ahh fuckin mods bru?
this is a cool one
Is there a mod that adds stuff to living ships? Mechanically, visually, Iāll take anything really
There are mods that let you install conventional tech on them
Though I would be cautious about this mod
Since it isn't really ... thought over
Oh right it prolly wasn't even updated to latest game version
you said something about project apollo mod right cuz right now i cant progress cuz i cant find the systhesis blueprint for the three items needed for the "impossible Fabricator"
oooo wait i think i know how to find the three parts i need since it says to systhesies the blueprint but my guess is that he or she changed it and made it so you have to find 3 structures that contain the blueprints
since the quest starter says something about a construct in the anomally and there is none and no blueprints of that mod in the regular synthesis thing
welp thats just stupid the game softlocked me with that mod so now i cant craft the thing i need to progress the modded mission
and redownloading it wont allow me to reset the mod
There are no recipies for these items in the Synthesis Terminal
You have to do these 3 small quests to get them
i figured that out but now i cant finish it cuz when i try to get the harmonic matrix i cant craft it even though it said i got the recipe and that means i cant craft the scnner
i submitted a bug report of it (just ignore the title of the bug report) cuz honestly thats just stupid that it softlocked me from being able to craft/obtain the harmonic matrix
You do not craft the Harmonic Matrix
It's an item you get from the interaction with the Harmonic Camp
i did that but it didnt give it to me
Check your inventory, including starship inventory
Do you have the other resources (Plating, Variance)?
Again, Variance is not a recipe
It is an item, you don't craft it
If you got these, go into the Multitool ivnventory page, try to install the Impossible Fabricator
Does the game say you have Plating and Variance checked but not the Matrix?
i cant though since it never game me the harmonic matrix
Can you just listen to me for a fucking minute and do what I tell you to do?
To the one person who made this mod, knows what it does and how?
Can you let me help you?
or do you wanna keep repeating the same thing over and over?
i understand but how do i craft something if i dont have the thing to craft it with
I need to see the screen from Multitool inventory when you try to install the Fabricator
That game shows:
Stalwart Plating ā
Encapsulated Variance ā
Harmonic Matrix ā¬
yea says i got it but i dont so ima show u in nms stream 1
Closest you will get: https://www.nexusmods.com/nomanssky/mods/2371
yea i dont have the matrix
So far Im seei... Stream ended
I didnt see anything but fine I'll take your word
You will need to use the save editor to add it to your inventory
Oh really
And fucken do pray tell me
How is a save editor supposed to know the items I added into the game?
Save editors do not "hack into the game" to see what items are there
They rely on premade lists of items, technolgies, words, etc
That is why they need an update each time a major update comes in
To know these new items
So again, just hear me out when Im trying to help you
Whoa! Whatās happening?
And use the save editor to add to your exosuit inventory an item of ID ITEM_CIRCUIT amount of 1
No, it will not show an icon, it will not show a name, it will just be there all undefined
i dont see it
Ex. that's how it will look in Goatfungus' SE
Do you have any items in inventory that are lets say 1/10 in amount and that you can say goodbye to?
Because the easiest way to do this is to replace to use that trash item's code in save data to replace it with the Matrix
1.14.4 echos
So one made by Goatfungus or one made by NomNom?
goatfungus
Alright then, click on Edit - Edit Raw JSON
In the window that pops up, click on the text box area, press CTRL + F, search for SHIPBRAIN_CLEAN, press Find
The text box should scroll to the point where that brain is saved
In that line, you replace SHIPBRAIN_CLEAN with ITEM_CIRCUIT (see the image)
Exit the window and save changes to the file
You will need to repeat that operation for the other save slot for this save / character
Because at one time you load lets say the manual / Restore Point save, where the other is Autosave
So to be sure you do the same for both
okay whats the item id for that orb thing
For Variance it's ITEM_FRAGMENT
ok
since the plate is craftable i dont need to try and spawn that in
Correct
my game trying to update again
Then you better dont let it update
Or stop playing this mod cause I will need to update it
oh thank god the new patch fixes the issue with being unable to buy freigthers cuz i fucking hated that
i found an S CLASS freighter and i couldnt buy it cuz of that bug
good news even with the mod and update the mod still works and i got the harmonic matrix in my inv now
still hated the game softlocked me but at least i know a way around it now
Good
now once i get that fabricator thing my next thing i want is to find an S class frieghter cuz i couldnt buy the last one cuz of that bug they patched
only reason why the mod is so important is cuz if im gonna fly an X wing the only main weapon they would use is a photon cannon and one of the upgrades massivly increases its weapon damage by 20% without turbocharge
but basically increases the rate of overheat
cool opened discord got hit with deja vu since i saw this moment in a dream
okay thank god i have both the variance thing and the harmonic matrix now from a little editing
@brittle geyser @tawdry stirrup What I am using to externally view or even edit a base, is a tool called No Man's Sky Base Builder, which started out as a plugin for a program called Blender.
The plugin still exists, but has been made into a standalone app as well now. It also requires the use of a Save Editor (NMSSE or NomNom) to copy the data section for the specific base.
- Blender: https://www.blender.org/
- NMS Base Building plugin for Blender: https://www.nexusmods.com/nomanssky/mods/984
- NMS Base Building standalone app: https://www.nexusmods.com/nomanssky/mods/2598
Feel free to ask additional questions if you have any.
Thank you!
nice 
i'll definetely use that when i get a pc lol
@tawdry stirrup Here's what one can use in-game to reveal secrets in bases players may be trying to hide, lol.
https://youtu.be/544uTYcNjt0?si=eZot8KmrfHNfRrVc
A quick demonstration on how to use Exocraft pads to scout underground tunnels from inside the terrain - also highly useful for Terrain Restoration.
Hello good people, is there a way to mod no mansky VR? An how do i do that?
There are a handful of VR related mods, but not many. Most of us don't own VR
Just search VR on Nexus Mods
Are there any mods that add Elite Dangerous-style flight? I don't just mean drifting, I also mean being able to maneuver in all directions
it makes no sense that you can't move at least up and down in the base game, the liftoff/landing animations both have you move straight and down
It could make sense if itās related to a gravity/anti-gravity or near-contact technology. In deep space or even mid-air it is not operative.
@hidden solstice Thats where it is in Goatfungus Raw JSON. Find and click on PersistantPlayerBases and then select all and copy in right pane. Paste to notepad file and save.
That will copy all your bases from that save
Noted
On a new save, you can then just find Persistantplayer bases, and copy and paste from notepad into that
Thanks
Has anyone created a mod or program to export ships as STL, OBJ, or any other 3d printer friendly format?
Star Wars mods would be cool.
NMSDK, which is a Blender plugin. Once imported, you can export https://github.com/monkeyman192/NMSDK
See Ships of Moar, gShips Custom Ships, and gFreighter Custom Freighters for some Star Wars content.
Just search for those three at NexusMods
any mod out there, that makes repairing crashed ships a bit less... messed up and easier to get going?
Idk, but you can completely turn off technology damage on your ship too
Is that seperate from the suit damage i the difficulty settings, or is that included in that? But either way, I don't mean damage caused by crashing myself but when finding a "stranded" claimable ship.
Is it possible to remove the refraction/displacement effect black holes cause?
Thing is, I don't want to outright remove it, more like turn it down hy 50 to 75%...
Settings in the Lua script, play with the values, then can use to generate a custom .pak https://www.nexusmods.com/nomanssky/mods/2626
Run the default script through AMUMSS once. Choose Dev or Full mode.
Go to AMUMSS\TOOLS\EXML_Helper
There you'll find both a copy of the vanilla and modded file. Compare the two to see what the vanilla values are. Change the settings in the Lua to be half way between. š
I think @steel crypt was looking at this a couple of months ago.
Yeah, should be pretty easy. Think it's just a very large effect. Removing should be easy. Tweaking it would be harder.
If you can't figure it out, let me know. There's basically a setting that says how likely it is to damage something
for the new Redmas Spaceship Generator mod, since it uses the stock game 3d objects,
does that mean other players can see the ship changes in the anomaly?
like if ithas extra fins or something
No, because it operates by messing with the scene files the game uses for procgen - the models may be the same, but since other players have the vanilla scene files, what they see is whatever the seed would naturally produce.
Thanks for the in depth explanations! That makes sense
The refraction shader is real broken. This affects all refractions.
For the black hole, if you want to remove the main refraction (the one with issues), you can remove the "ringdistortion" section from MODELS\EFFECTS\SPACE\BLACKHOLE.SCENE.MBIN
Assuming the file hasn't changed since I made this, (I don't think it did) this is a mod I made for testing it. You can use this:
"Tweaking it would be harder." Actually, you can tweak it sure but you will never get anywhere near what you want. Believe me, I've tried. The way the refraction pipe is broken makes it impossible to get near how it's supposed to be/how it was before.
Thanks for the info. Didn't know it was broken. Is it just that one refraction or all refractions that suffer?
tried fast scanning mod (the one on nexus) yesterday, crashed my game with the 1 second and instant ones, didn't bother to try the 3s one, anyone knows of one that works?
Look for mods that were recently updated
Any mod that was not updated for the latest version of the game has the potential to cause issues like that
This one seems to be updated for current version: https://www.nexusmods.com/nomanssky/mods/2284?tab=description
Or try the scanning component from this package: https://www.nexusmods.com/nomanssky/mods/1347?tab=description
will try, thank you ā¤ļø
Still going strong, after 4.5 years. š
nice, thank you too ā¤ļø
All refractions. Some are easy to see like the black hole. Some like the multi-tool laser refraction are much harder to see the problem. It affects anything in game that uses the refraction material flag and wherever else that shader pipe might be used.
tornadoes too, i assume are related
They happened at the same time as the refraction thing. It might be ārelatedā but itās not directly a refraction thing with tornadoes. With tornadoes, I have been able to tweak my point of view to the tornado at different angles, and I can make it look right for a split second. The way it looks to me is some layers of the tornado are doing some kind of Z-buffer fighting which is causing 1 layer to not be applied to the other layers properly. (Hard to explain)
Which might be not due to the tornado stuff but most likely some kind of shader pipe stuff they messed up which also messed up the refraction.
ah gotcha
Not a bug, it's a feature. š
seems to be working the best for me, no crashes at all
I try. š
Where would I find the MBIN for the black hole? I'm not really familiar with modding š
how would one do that?
I can't get the MBIN compiler to work. In the settings of NMS Modding Station, I have it set to the "MBINCompiler.exe," but it doesn't let me decompile any files. It gives the option to view the MBIN Compiler logs, but doesn't do anything when I use it.
is there any mod out there that increases specifically the grass render distance? I found a really pretty planet with lovely luminant grass, but the severely short render distance of the grass (comparable to 100% gras distance in oblivion from 2006!) just ruins the prettieness...
and it seems it isnt propperly loading in as i move either, but only once i am already in a new "cell" so to say, it pops in all at once... which fineLOD suipposedly counteracts if i understand that mdos description correctly
You caught me at the right time. I have to go but there is a file posted in the message earlier (scroll up) thatās called atenp1.pak
Thatās a mod for removing the refraction from the black hole. You can just use that if you want.
Have you unpacked the game files first?
I have.
Post the screenshot of the Modding Station with files unpacked
that was the default location it saved to
That's like 30gb of data
And you choose to put it in One Drive to have it synced to the cloud?
was only like 10gb for me
Yeah there are at least couple more folders
ah
But anyway you should be able to right click on any of the MBIN files and select Decompile
That will copy it to a "project view" that lets you edit it
this is what appears when i right click
Thatās been a thing this last year. People are putting their entire file system on one drive. Lots of things not working.
no decompile option
Ok choose Copy To Project Path
Then right click in the Project view and see if there is the Decompile option
This is in project path
A screenshot of the Project view window please?
Have you installed latest compiler? Have you pointed mod station to it?
AMUMSS has issues with remote files. This might also. Not sure exactly how itās made.
Yeah I dont like the One Drive bit one bit
Aight let me download it and see how it went
Off the top of my head, right click gives no decompile option. You just double click file for decompile. You can right click an exml to recompile in menu.
Well the tutorial mentions right click
So I assume it's correct
I havent done this since I moved to AMUMSS
I think maybe the tutorial is wrong. Iām not sure though. Not at pc. Iāve used mod station the whole time with NMS and thatās what Iām remembering butā¦Iām old, so thereās that.
Ok so it's double click in Project view
In Unpacked view - Right click to Copy to Project
In Project view - double left click to decompile
That gives you an EXML file which can be worked with using a text editor
You make changes in file, save that EXML, right click on it to Recompile back into MBIN, right click on Project to pack files into a mod
@steel crypt 
I just checked at that mod, and this is in the lua... so i think it'd be dead easy to adjust it to only break about 50% of what normally would be broken, if that chance was a 0-100% chance scale...
Yep. 0 is no chance of a slot being broken. 1 should be 100%. Everything inbetween would be floats.
0.25, 0.5, etc.
i wonder about the project apollo mod if it will have exotic teir exosuit upgrades or exotic multi tool upgrades
Would need to ask @fresh arch about that one, his mod.
would be cool though but i dont know of any sort of upgrades to be able to be used that wouldnt be op af
btw just found S ranked interceptor
AUHHHHHHHHHHHHHHHAAAAAAAAAAA NO FREAKING WAYYYY
S RANKED SENTINEL MULTI TOOL
absolutely a rookie at save editors. I can't progress further with the mission They Who Returned. How do I delete this quest as if it were fresh? Every time I restart the mission correctly I have the same issue. Yes, go to correct places to get to same choice making offerings. The first place you make a choice is after the spikes. I chose the 3 offering choice first. Then when I get to the monolith to make the second offering choice. The one I had original picked should be the correct choice for the second choice offering at given monolith location. And is now greyed out for lack of better terms and can not progress. Any help with the save editor, I would be most thankful as I do not want to mess this up! I have made a copy of my original save files. Thanks. @round sinew
I downloaded both editors and got lost
FUCK I THINK THE GAME RESET MY FRICKING PROGRESS CUZ I NEEDED TO ADD 2 ITEMS TO MY INV
i saved my progress but i lost like
3 days worth of progress
i suddenly hate the save editor cuz it made me lost alot of progress and the chance to get both S ranked interceptor and an S ranked sentinel multi tool
a) It automatically created a backup you can restore from
b) It is incapable of doing damage to a save on its own, it takes human error or intent in its use to manage that.
No, I dont have plans for anything like that
Figured this was the place to ask, anyone know how to change the coloring of a specific staff multitool? I got the raw JSON, I just have no idea what these names are
What parts does it have?
(ingame names, not the descriptors)
Runic Focus, Runic Core, and Radiant Bore i think?
just checked, those are the correct ones
Okay, well Paint Primary + Alternative 1 are likely to be in use, as is Crystal Primary. Possibly Scale Primary? (I don't know exactly which palettes are applied to Staves, just a pretty good idea - it's the glow inside the Runic head I think may be using the Scale palette)
...and if that's not right, I'd try taking a screenshot that displays colours well, so you can use a colour picker and figure out exactly which palettes are being used by comparing values
I see, i figured I was looking at something like that with palettes and all, thanks for the tips. I want to keep the glowing parts, but change the other 2 colors. I think i'm gonna just color pick it to try and save some time, I really dont feel like skimming through 200+ palettes to find the one thats used lol
I can almost guarantee that Paint Primary + Alt1 are what you wanna edit, fwiw
Alright, in that case I will try those out first. I assume the color codes are just hue values in decimal?
If i'm converting these color values properly, it's definitely not paint primary and alt 1
the values are literally just standard HSL color values converted into 0-1 right?
HSL? theyre RGBA values in decimal
np š
You were correct, it was paint primary for the main color, I havent tested out the alternate for the secondary color yet, but likely
Couldn't get the secondary to work, but that's all good as my existing secondary color is fine. Ty for the help!
YW!
Anyone know of a reliable mod that allows u to inventory/guide/log screen smaller ?
im referring to these screens - would like the option to make icons/text smaller
Nope
UI files are one big pain in the ass to work with
Thousands of lines of code, unnamed sections so you don't know what does what
did the game ever had tabs in inventory/tech screens ? some youtube videos and pictures i see have tabs - was this from an older version maybe ?
like this here
Yup, in older versions of the game inventories used tabs
HG changed that with the 4.0 update over a year ago
fair enough, thx
Hey top 10?
i really hope the black hole i jumped into puts me into the same place cuz if it does i have a chance of finding both S ranked interceptor and S ranked multi tool
Its a fixed black hole, not a rogue? If so, the exit point is seedlocked, enter the same black hole 100 times, hit the same system every time.
it was from a tracking quest
dm me when you're around, i'll try helping you
- Sean
- Sean
- Sean
- Sean
- Sean
- Sean
- Sean
- Sean
- Sean
- Sean
Sean is all I need
Or just go on Nexus and sort by last updated, plenty good mods that way too
There is none. Depends on what YOU want to have changed in the game. Highly subjective thing. If you ask, is there a mod to change X (something specific), you'll get back specific recommendations.
If you haven't played the game enough to come up with specific asks, then probably don't need to be using mods yet. š
the project apollo mod didnt let me get the blueprint for the shield lifesteal thing
even after i buy it
Which one
Aeron Support Relay is a blueprint for Sentinel Cannon
Meaning it can be installed only in tandem with the Sentinel Cannon
So only on Interceptor starships
welp on the plus side of never finding the s ranked interceptor or the s ranked sentinel multi tool i found an Exotic ranked ball ship i dubbed yoda's meditation fighter (cuz its green)
Using a mod, yes?
yeah i forgot which system had the s ranked multi tool so i could never find it
but using a modded item i use to track parts for exotic upgrades
i got lucky and found an exotic ship
I meant the Exotic must be subjected to a mod - the balls cant be green otherwise.
Is there a mod for auto sorting inventory?
i hope so
i have a mod that adds royal colors for exotics and true colors for everything else (black is a color in the game with true colors mod now)
can't
it would be cool though just hit 1 button and boom inv sorted no loose open spots inbetween items
Not a mod, per se. More of a save editor. Been awhile since it was updated, so no idea if it still works or not. https://github.com/RedHatter/nms-sort-o-matic
Mods can't do that, because those are for editing the game files and all the inventory data is stored in savegame files.
@solid hawk Ahhhh gotchu! Ok thanks! Annoying theres not a button but 100 hrs in and figured might as well ask lol.
my god even with the balance mod that makes all ships stats more balanced to their ship class exotic still tops at 120 in weapons, shields and hyperjump before upgrades
and since its also S class that makes it even stronger before upgrades
i cant wait for expedition 1 since that has the jetpack present in star wars and with the true color mod i have a grey color that is the color of the mandalorians armor in the show
and another mod i have lets me turn golden vector into ships from other movies and shows (if i have it that is)
The upcoming Cartographers Redux will have the 2 backpacks
A Happy Holiday Season to all who make and use mods for No Mans Sky. š
Anyone know if on Mac OS I can wine/bottle the NMS saveedit to fix a bad bug on my main 90hr gane file?
Does Mac OS let you run Java apps?
Then maybe no emulation / whatever winebottle is might not be necessary
java is designed to do that so I guess so
Since one of the save editors is written in Java
Thanks! Iāll maybe pop that in today
i tried to do underground base but it wasnt gonna work so i decided to try something crazy and do an orbital base
as long as i dont go above 1k meters then it wont despawn
my orbital station is gonna be on a terraforming dead world'
If building underground frustrates you, may I suggest underworld construction?
https://youtu.be/hinV0-ZXkzY?si=vXS-AH2l-XyEzMjS
With many thanks to ADirtyBoobaru, DashboardDevil, Dedparot, and all my NMHH friends who worked with us to flesh out the mechanics of this technique. :D
already building an orbital base
(Funnily enough, zero glitch skills required)
Yeah just stay under 1k above terrain level
Be careful as you build to the sides, as the terrain curves slightly down while the building goes straight to the sides
š
alright i give up on the rotation glitch i was trying to do to make the electromagnetic generators look like the hover jets all the buildings seems to use when they hover above a planet so ima just download a mod that may allow me to rotate it
doesnt work
DUD'S SKY updated v447-A
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v447-A
- New mod: GasBagColors_v447-A (Procedural coloring for gasbag/sporebag hazard plants.)
- TerraColors_v447-A (Complete rework of mod.)
https://www.nexusmods.com/nomanssky/mods/968
Any time a mod doesn't work for you, try the basic troubleshooting steps:
-
check whether you have the DISABLEMODS.TXT file removed from
GAMEDATA/PCBANKSdirectory -
check the mod has been updated to the latest game version OR the files it modifies have not been changed between the release of the mod and the current game version
-
check whether no conflicts between mods are present - try temporarily removing all mods but the one in question and see if it works then. If mod conflicts are present, rename the mods to make use of load order rules (https://nomanssky.fandom.com/wiki/Mods#Load_Order) or use programs like AMUMSS / NMSMB to merge conflicting mods into one package
oh im dumb there was a 2nd file that allows for rotation of the unrotational
oma goh the mod works i can rotate the electromagnetic generators upside down now
god 1600 emeril = 2400 chromasteel xd
just uploaded my station of what its at now
Is there a mod that turns off the primary mission? I started a permadeath save and I really don't feel like doing the whole artemis mission again, but it keeps pushing it on me
New mod released: https://www.nexusmods.com/nomanssky/mods/2948/
Today marks the release of the Multiverse Framework, the first step toward the UPCOMING release of the larger project titled 'Multiverse' (currently 7 years in development).
Mod Download here:
https://www.nexusmods.com/nomanssky/mods/2118
New plugins will be available here:
https://www.nexusmods.com/users/37637030?tab=user+files
About:
The Multiverse Framework is a GAME CHANGING, plug & play utility (similar to SKSE from Skyrim) which allows an alternate & more powerful form of game modding for No Man's Sky; through the use of modular .dll plugins capable of adding new programmed functionality to the game.
This framework was developed to be a smaller & essential component to the larger Multiverse fan project:
A visionary fan project for No Man's Sky, materializing unreleased concepts, unlocking the game's boundless potential, and birthing an unparalleled, infinitely diverse in - game universe.

The Multiverse SDK will be released at a future date...
Notable Features of the Multiverse SDK:
-
An advanced Easing Library which allows for real-time simulated animations out of static data,
including perceptual color interpolation (colors that transition in a manner that looks natural to the human eye). -
A massive suite of C++ libraries, using syntactic sugar, (developed by yours truly) to simplify mod plugin development
-
The ability to write .MASM Assembly code & rewrite the game's instructions
-
The ability to Intercept in-game events (functions) & handle them
-
The ability to mod the 'unexplored' 95% of the engine (104,716 internal classes) at runtime
-
The ability to mod all globals & metadata at runtime
-
The ability to call in-game events
Multiverse Gui:
a cutting-edge internal menu system crafted with precision using Dear ImGui,
designed exclusively for the Multiverse fan project..
It allows for live analysis by providing a way for users to seamlessly manipulate run-time data & reverse engineer conveniently, in a user friendly way.
and MUCH more! ā¤ļø
https://youtu.be/hI2bGRVZxQ4
Multiverse Framework is a smaller component of a much larger fan project, titled 'Multiverse' to be released in the very near future.A visionary fan project for No Man's Sky, materia
Today marks the release of the Multiverse Framework, the first step toward the release of the UPCOMING larger project titled 'Multiverse'.
Download here:
https://www.nexusmods.com/nomanssky/mods/2118
New plugins will be available here:
https://www.nexusmods.com/users/37637030?tab=user+files
About:
The Multiverse Framework is a GAME CHANGIN...
Does anyone know any mods that remove the requirement for hotspots? (Gas, mineral, electric)
Whatcha mean by "requirement for hotspots"?
Basically things like the Mineral extractor can work without needing to find a hotspot location
Not that I know of
New mod released: https://www.nexusmods.com/nomanssky/mods/2949/
Are there any mods that make all stats visible?
Like boost, pulse drive efficiency, warp cell efficiency, mining beam power, all that stuff
also stats for base tech when supercharged
really frustrating trying to optimise layouts when you cant tell what's changing
Sadly no
oof
Two main reasons I can think of
probably mostly difficulty of modding base game ui right?
- modding UI related files is extremely tedious, thousands of lines of code, many sections missing names / labels, no way of knowing what does what
yup knew it, base game ui is always a massive pain when modding games unless there's an api you can use
- even if we did manage to add a new label to the UI side, that gives 0 guarantee that the game's executable will know what to do with it, what kind of into display in it's place
In general, take a look at the Nexus Mods for NMS
would it be possible to do it with a seperate application reading the base game's memory, cheat engine style
You see bajilion of "better rewards" mods, some mods that add new custom models for starships, freighters, etc
that way you don't have to deal with ui at least
But there aren't really any mods tackling UI, inventory system, custom missions
These 3 categories are the biggest PITA and convoluted mess
Plus there is just the matter of fact we have access to some game files, not the entirety of game's functionality
actually i might try just using cheat engine. the game doesnt use any anticheat which would prevent reading memory afaik. though actually maybe not since i don't have any way of finding the memory location of the stats in the first place since IDK their values
actually i probably cant since the displayed value is likely rounded, not the exact in-memory value
There was just a release of a framework capable of tapping into the values from game's memory
might look into that. i'm not smart enough to find values in memory myself but if i've got an api/framework to use I might be able to make something
New plugin release
**Shifting Scanner: **
Algorithmically shifts (eases) the player scanner's colors in a perceptually uniform manner (in a way that looks natural to human perception), using the LMS (long, medium, short) color space.
Downloadable Here: https://www.nexusmods.com/nomanssky/mods/2946
https://youtu.be/8MzvPinQiVU
Algorithmically shifts (eases) the player scanner's colors in a perceptually uniform manner, using the LMS (long, medium, short) color space.
Downloadable Here:
https://www.nexusmods.com/nomanssky/mods/2946
Hey all, anyone know if thereās a mod to show 3 āļø economy, pirates, and/or dissonant systems on the galaxy map?
In the unpacked game files, where would I find the models for base-building objects?
Dont need mod for it. Instal economy and conflict scanner on your ship.
Most in MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS
Hey yāall, returned to the game after a while and I was wondering, are there any mods that make planets have actual biomes, like different looking areas instead of the same type all over the planet?
Also just cause, something that makes the Minotaur exocraft bigger?
https://www.nexusmods.com/nomanssky/mods/1527 The Multi-biome .pak
Thank you.
The first link seems to be a huge package of mods, right?
Ah, second too.
Even more.
both pages are the main page where the mod authors post and share compatibility state for all their mods
But when you install 1541, you get all those mods in one, correct?
nah nah
there's no file to download in either of those links
you need to click on the links below to get to the page of the actual mod
Understood.
If anyone is interested I figured out how to get no mans sky in 7680Ć1440p
so you go to steam game go to propertys and browse the game files to get to here %gamedir\Binaries\SETTINGS\TKGRAPHICSSETTINGS.MXM
I used notepad++ to modify the file on these settings
<Property name="FullScreen" value="false" />
<Property name="Borderless" value="false" />
<Property name="Monitor" value="2" />
<Property name="UseScreenResolution" value="true" />
<Property name="ResolutionWidth" value="7680" />
<Property name="ResolutionHeight" value="1440" />
When my game loaded it put the game on my far right Monitor already maxed out. So I had to grab the game window on the left of my middle Monitor and pull it to the left, then the game border at the top appeared, now you can grab that and move the game so it's across all 3 Monitor correctly together. I'm running a 3060 monitor on ultra settings getting 60+ fps. This is on 3 27inch 1440p monitors.
Hope it helps enjoy!
Nice tip Frizzle, thanks
It's not unlocked anymore for you ? On pc you can use a saveeditor to still get it like https://github.com/goatfungus/NMSSaveEditor.
On console you can use https://nomansapp.com/, see tutorial https://youtu.be/eoIKW-scW1g?si=zIAkohRAA2mHDlp4
VIDEO UPDATED TO REFLECT THE NEW SERVICE BOT WEB ADDRESS
The SSV Normandy SR1 frigate is now available for all No Man's Sky players (except Switch) using an automated service bot. There is no cost for this service and it takes less than 2 minutes.
To get the Normandy and all other expedition rewards you will need to visit:
https://nomansapp.c...
What mod should I use, Lumen or Relight
Try one for a few days, then try the other for a few days. Decide which to stick with. Very subjective.
Full disclosure, I'm co-author of Lumen
I think I'll go with Lumen for now since it seems like it mostly only affects base lighting and I don't have any issue with the rest of the game's lighting
does consumerism still works?
and is it safe to go online with it, since I'm already asking
Yes to both
thank you
@silver torrent https://www.nexusmods.com/nomanssky/mods/2756
Oh nice lol.
oh shit theres a mod for adding trails to all engines on ships? nice
Does anyone know any other similar mods that are just basically objective improvements/fixes
Sean
lol
Seriously though, I'm looking for mods that are basically base game patches, recommendations would be appreciated
also what is the most recommended terrain generation mod?
The not yet released āTerra Firma 2ā ā¦.shhh dont say anything yet.
I mean donāt just go on and on about it because itāll attract attention.
Oh if there's one upcoming then I won't install a terrain mod yet
Still looking for recommendations on this though
Lol
Thank you
I donāt know when done with it but prob soon.
I donāt know what you mean by terrain mod.
Some people have diff interpretations.
But if for terrain only then Terra Firma or BPG has a terrain module.
Just general world generation mods.
The. Better Planet ageneration maybe. It changes a lot.
I'll try Better Planet Generation
Thanks for the help
Any recommendations for "patch-type" mods?
Do the gShips custom ships have interiors/cockpits?
@whole stag Just uses Golden Vector cockpit for all iirc
Is Better Planet Generation... IDK the right word exactly, stable? Like is it likely cause me issues later on like mission locations not generating properly, crashes, etc?
also is the description of this mod still accurate about mining speed upgrades being broken and not working ingame? https://www.nexusmods.com/nomanssky/mods/1532?tab=description
or does it just buff mining speed
i'll try terra firma for now since it seems to change less with biomes and stuff
so maybe less likely to break things
I havenāt used BPG. Donāt know how āstableā it is. Will cause issues with missions and creature discovery. Terra Firma doesnāt change biomes so it doesnāt have those issues.
I'll just use Terra Firma then
Only thing you might get, and this is an issue with all terrain mods, might find your base buried. Base coordinates don't automatically adjust if the terrain is changed.
I've been using Custom Ships for a while now and I wondered if there was a way to expedite the process of starting a new game with a TARDIS. š
Turns out, yes, there is.
Start with TARDIS mod: https://www.nexusmods.com/nomanssky/mods/2955
Weird, why's it in the ground like that?
I literally have no idea. I got to the ship while keeping an eye out for resources to fix it and it was like that. I'm going to chalk it up to NMS being quirky.
It happened only the first time I tested the mod. On second and subsequent tests the half-burial didn't happen.
Are there any mods that make riding pets a bit less glitchy
they keep just randomly teleporting into the sky while i ride them
Glad to hear it only happened the one time
There are a couple spread across different authors, this is what I cherry picked
Gumsk:
https://www.nexusmods.com/nomanssky/mods/2875
Lenni:
https://www.nexusmods.com/nomanssky/mods/2755
1Monk:
https://www.nexusmods.com/nomanssky/mods/1536
https://www.nexusmods.com/nomanssky/mods/1915
https://www.nexusmods.com/nomanssky/mods/2257
https://www.nexusmods.com/nomanssky/mods/2866
Exosolar:
https://www.nexusmods.com/nomanssky/mods/1600 (not a fix per se but come on, indoor lighting sucks in this game)
Howard:
https://www.nexusmods.com/nomanssky/mods/2255
And some shameless self promotion at the end:
https://www.nexusmods.com/nomanssky/mods/2756
https://www.nexusmods.com/nomanssky/mods/2842
https://www.nexusmods.com/nomanssky/mods/2858
Thank you!
already installed lumen but IMO it probably counts considering that the indoor lighting in this game is just objectively bad and there's no reason why it would be the intended player experience
Yeah I think that is the consensus
unless someone at Hello Games just REALLY hates the idea of well-lit rooms
I noticed that the DUD'S SKY exocraft module fixes the Minotaur's first-person view- are there any mods that do that but without all the other exocraft changes?
Dunno, gotta look yourself using the search function
I did not mention Duds Sky because it's more of an overhaul / QoL package
yeah i only installed a few from dud's sky
there's one that fixes lights on robotic companions
is ShipHeadlightsPlus compatible with the other ship fix mods? it says it has
Many (too many to list) vanilla NMS ship model bug fixes.
Ship model fixes include fixes to: wings, missing model parts, cockpit location, engine glow location, engine flare location, engine trail location, etc.
You have to figure it out yourself
If the mod description pages list the modified fiiles, compare those lists for overlaps
If not, use AMUMSS to check for mod conflicts
!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 Ā»
⢠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.
got it
My save editor isn't working
When I select the file, it just shows blank options
And I believe I am selecting the correct file
Sounds like an issue often experienced with Game Pass. You'll have to select the path manually, but for Game Pass, go a folder deeper into it with a very long alphanumerical name. You should see a file containers.index at the correct location. Do not select any files, but just click 'open' when in this location.
!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).
Once it has the correct path, the dropdown will show your save slots to select from
Thank you!
does anyone know of a mod that displays hidden stats like multitool/ship % bonuses ?
No such thing exists, see this explanation: #nms-modding message
so i'd be forced to look at my save data if i want to know what bonuses my multitool has ?
i was looking at the atlantids listed on the wiki, to snag one for myself, but was wondering if there was a way to know which one had the best mining bonus, or if i had to go visit each system
unless someone made a tool to look at multitool stats with the location and reload point ?
@nimble crown Stripped to Runic Lens, not SC'ed, the Damage Potential for top tier Dmg + Mining bonuses will be 405.7
(at S Class)
@fallow meadow Update, I manually put the exact path, and it still shows a blank drop down
In the wgs folder, there is a big alpha-numeric file name, and one file named 't' which is empty, in the other one, it shows 3 more files
I've tried all 3 of them
still shows a blank drop down
at A class, what would be the maximum damage, and what would be considered rare ?
I assume you are using NMSSE (goatfungus), correct? You have to select the correct location using the save editor itself.
- Launch NMSSE
- select 'File' at the top left
- select 'Open File/Path'
- In the window that opens, you browse to the 'wgs' folder as you have shown above
- You then go a bit further and open the folder with the long name
- You should see something like the images I included here.
- Once you see the
containers.indexfile, you are in the correct location - Now just click the
Openbutton without selecting anything. - Your saves should then be available with the dropdown, as I show in the last image
Thank you! It works now!
Great, happy to know. Enjoy š„³
Like Sentinel and Royal MTs, the upgrade from A to S Class is the determinative one - nearly all Atlantid MTs will read 388 Dmg stripped to Runic @ A Class; a "light" model that hits 388 @ A will literally get zero added Damage at S. "Dark" models aren't guaranteed to hit 405.7, from what I've seen, I estimate 67-75% of dark Atlantids hit max.
man, what a bummer, my S class has 388 damage and not 405
@silver torrent thanks for bringing the issue with pirate faction medal tip thingy, will be added to the next version of my Misc Text Fixes mod
Also shoutout to @round sinew for helping me come up with the proper guidelines
anytime
Updated Misc Text Fixes to version 4.47:
changed description of selected resources (Ionized Cobalt, Platinum, Emeril)
changed selected UI and tutorial messages (space station proximity, Heart of the Sun recipe, updated number of pets)
added missing description for milestone guidance for pirate missions medal
reuploaded the mod files as separate packages for easier maintenance
Wow.. So getting negative standing with the people you do missions for is intentional..
Seems pretty odd to me.
Some randomizer mod could be intresting in nms. It could randomize materials that you need to craft things, repair things, stuff in shops to buy etc.
That used to be in the game unti Waypoint streamed it because it sucked pretty bad.
Yiu'd constantly need stuff you dont have to repair something or you'd receive random secondary elements you didn't need when mining.
I don't think randomization was in the game per se, more like bigger variety of components / resources combinations
Since pretty much every charging, maintenance, reward, cost interaction is stored in a static list
Maybe, I just know that it used to be nonsensical and upredictable what raw secondary resource you'd get, or what you'd need to repair something.
Not possible with game file modding. Can't add logic.
This would need to come in the form of API/DLL injection.
Ah ok
Is there a mod that adds helments for traveller race?
I mean having an astronaut helmet on top of the allien heads
I dont think there is such a mod
You can try Winder's Getting Head, but I don't know if that's what you mean. That's the only mod I know of that has anything to do with heads.
Does Winder's SACS https://www.nexusmods.com/nomanssky/mods/2215?tab=description work in the current game version?
if there are no comments in the comments section complaining it's broke then it's working
same for all lua-based mods
Thinking of getting a new pc. What are some of the best mods?
Mostly thinking in terms of generation
Redmas's mods look good but I can't find much footage of them
Relative. It's more about what will and won't work. With NMS, requires that mods be update to close to current version to work, except for TEXTURE and MODEL replacement mods. This page sorts from most recently updated/added to oldest. https://www.nexusmods.com/nomanssky/mods/newrecently#
Should be safe with anything updated since late August. Much older than that, alot of mods will start causing crashes.
If you are asking about biome generation, the gold standard would be Better Planet Generation.
Obligatory "Sean" comment
Parallel Universe also has a biome gen mod .pak
I'll definitely give that a try! Is it currently up to date?
If you want terrain generation, three main choices. BPG, mentioned above, has an add-on .pak called Alien Terrain, PU has one called Strangeterrain, and there's DUD's TerraFirma
All of these mentioned have been updated since NMS 4.4x, so should work
For biome and terrain mods, can only use one of each at a time, so can try them all, one at a time and see which you prefer to stick with. When swapping out terrain mods, recommended to be saved on a space station or the Nexus, when you add/remove/swap these. They can drastically change elevation on planets.
First step can be a doozy. š
As far as Redmas stuff. Good modder and good mods. He does game overhauls. Although lately, he's published a bazillion different things, which appear to be close to the same, with minor variation (Mod X has .paks 1,2,3,4, Mod Y has .paks 1,2,4,5, Mod Z has 1,2,3,5, etc, But instead of 4 .paks each, there's dozens). I find it confusing to track and follow.
Enjoy. š
Thanks! I'll definitely try better planet generation and some of the duds sky stuff first
Thanks again for the pointers
Sean is the best, afterall
Each user account has a different UID/LID and each platform is different as well
But for all I know, for the specific user account on a platform both will have the same value.
Better question: do you actually need the LID for gamepass?
No clue, never tried to see what happens without. I assume this is about bases or possibly converting saves to another platform. Best to make sure all goes well by providing both correctly?
I've manually converted saves between platforms for others in 3 simple steps, with zero issues reported.
- Delete all discoveries
- Blank the userdata on all owned bases
- Export JSON and use it to overwrite an existing save on new platform
*Depending on platforms involved, editing platform at the start of savedata would also be necessary
While I get that in programming, omissions arent a good idea, savedata isnt really the same thing as functional code - in a lot of cases, there are error handlers that allow for some sloppiness
Well, the point is to keep your discoveries, to keep your bases and allow making changes. Copying over save data without any such account/user info to a different platform, sounds like asking for issues
You can make changes to bases with my method, and with a little extra effort, retaining discoveries is entirely doable - you'd basically just need to delete any Enqueued, and run Find and Replace on Available.
The first time you make changes to a base and save em, the game just fills in the blanks for you.
Contrary to what you clearly believe, this isn't a matter of gambling that could result in damage, I'm telling you that the game's error-handling code can be relied upon to correct for the missing data.
It will provide missing required data to still function, but it may not fill in the blanks as you expect. It is a gamble to copy over save data to a different platform without user data provided.
not sure, the LID the save editor automatically put in seemed weird to me but was apparently correct when i looked through the code
š š„
Hey NomNom isnt letting me copy and paste multiple Normandy SR1 frigates like I normally can? Any solutions?
Try changing the model seed on yours before adding more
is it better to use the base building Blender plugin or the standalone app?
Suppose it depends on how much you know Blender, but up to you. Personal preference.
Same author, both have the exact same feature set.
So, to directly answer the original question, which is better, would be both if you're a glass half full person, neither if glass half empty. š
Standalone app has less requirements and I don't have to download an old blender version so i'll use that
huh it doesnt appear to be loading colours properly?
oh it looks like it doesnt support color glitching?
Author has his own discord. Link in the description on the NexusMods page.
Best to ask there, since the author does not come here.
is it bad to compile a bunch of mods into one pak with amumss?
just compiled 17 mods into one
hopefully this works
17 conflicting mods?
Cause there is no benefit in combining mods that do not conflict
i think there was some kind of mod conflict because No Auto Ladders wasn't working
and now it does
guys, can I ask you for what are the mods you would recommend everyone to use? I want to improve the game without changing the whole experience. ATM I have these mods installed. Any other you would add? thanks in advance!
faster scanning 1s+no delay
no lag leaving planet_redux
atmo hover only
exo's grass fix
beyond base building
fast actions 6.0
mod-dud (various mods that improve colors from different stuff)
Go to Nexus Mods, sort by new releases or recently updated, pick what sounds interesting to you
Mods are subjective matter, there is no set list of recommendations
Though most folks will recommend you getting stuff like ArghWater or Duds Sky which you already have
I wish Nexus had a "sort by most downloaded that has been updated after [insert date]" search
Even that wouldn't be a guarantee, as some mods very rarely need to be updated, like texture replacements
Unfortunately, there's not much of a way to get a reliable list of working mods, other than sticking to recently updated, authors you trust, and/or just checking the comments
Oh actually I have a question specifically for you - I'm trying to use AMUMSS to get your Add Missing Ship Trails, Fix Explorer Engine Glow and Utopia Speeder Engine Colour mods to work together by extracting the LUA files and then recompiling them together.
Question 1: Do I even need to do this? Or are they compatible and I'm just being stupid
Question 2: Do you have any idea why AMUMSS is giving me a bunch warnings with Utopia Speeder Engine Colour specifically? I put the GUMSK and MODELS folders in GlobalMEFTI, was I not meant to do that?
help would be appreciated
Q1: easiest way to check is just get the PAKs for each mod, put them in game's MODS folder, then run a conflict check from AMUMSS
If there are no conflicts reported, there is no need to merge these mods
good point idk why i didnt try that
yeah they do conflict
oh the conflict isnt with utopia speeder engine colors though
so i can just use that as a pak
ok i think this should work
maybe
Yeah the first two alter positions of things in the models, while the third is a texture replacements. The first two you need to merge, should just be a straight Lua combine
i think i did it right?
game loaded fine, only warnings i got were from galaxy s flight ultra
Is there any way to get increased grass LOD without setting planet quality to Ultra?
Anyone know the base damage for Fighters? I know what bonuses can be applied via different classes, but I'm looking for the base damage.
base damage for all starships is between 52.7-56.7
You can only actually view that ingame for Explorer types
Happy modding New Years to all. See how I kept that on-topic. š
Hi all, just wondering if VOrtex works with NMS for installing mods? DO I need to create a mods folder first and can they screw up saved games
Question - what would happen if one modded the value for force generating planets to >6? (Line 17)
https://github.com/Lenni009/nms-archive/blob/main/4.47-ECHOES-14.December.2023/GCSOLARGENERATIONGLOBALS.GLOBAL.EXML
It does work, but is wholly unnecessary, more liable to cause issues than make it easier
so download collections singly?
TBH vortex has never downloaded a collection properly for me on any game
You literally just toss mod files in your PCBANKS folder iirc, whichever one contains DISABLEMODS.TXT, which you move, rename, or delete to enable mods.
the file in my main directory is actually called enablemods.txt
It doesnt need to be
Then something has already renamed it and you're good to go.
So um
Which planet generation mod would you guys recommend?
Depends how heavily you want to modify planet generation
Better Planet Generation changes EVERYTHING
Terra Firma just improves terrain
I've been looking at better planet gen but it hasn't been updated in a bit so i was hesitant
None tbh. Your base may float in mid air forever when the mod breaks and doesn't receive a update.
...that is a very valid point
Personally I'd recommend to not bother with planet generation mods
They are a pain in the ass to maintain so with every game update you will ask yourself whether the mod can be still used with the current version of the game
Also, more descriptive not to use planet generation mods. There's biome mods and terrain mods.
There isn't one with both done in the same .pak.
If itās a voxelgen only mod like Terra Firma, the odds of it needing an update are extremely slim. That file will only change if HG changes terrain. This hasnāt happened since they added prime planets. (Years ago)
Terra Firma hasnāt needed an update since it was made.
Use BPG lite if you don't want terrain generation to change.
It was made for that reason.
I have a question about ReShade on the game
Would it effect gpu performance? I have an nvidia gtx 1650 with a 13th gen i3 cpu
see where appropriate I guess https://www.google.com/search?q=reshade+gpu+usage&oq=reshade+gpu
prolly depends on the reshade
I use a 1060m and didn't see any real performance hit on most settings
Okay dope, thank you both
Also, @vale iron the download on the site has two options, Download, and download with full add-on support, what does the ladder mean?
nvm I figured it out
evening.. question. When I dload a mod and it has a PAK file and a LUA file - do i put both in the MODS folder?
Only the PAK file
LUA files are used to generate / compile a mod using program called AMUMSS
'thx
Do any of you know of a mod that increases the max amount of multitools/ships I can keep at once? I can't seem to find any, is it not feasible?
yes
to the second question, not the first
Aw that's a bummer, thanks for replying tho
You can just export mts and ships, though - it may not be ideal, but it is doable
Hmm I haven't really messed around with that so I'm not sure how to go about it
Can backup/restore export/import with either save editor or https://www.nexusmods.com/nomanssky/mods/1879
does anyone know why this doesnt seem to be working https://www.nexusmods.com/nomanssky/mods/2740?tab=description
i used the lua and merged it with a bunch of other mods
there were no conflicts
is it just out of date?
oh nvm it was a conflict with dud's exocraft mechanics
Mods not working almost always due to conflicts
wait you can get mods on nms??
Yes, but theyāre almost entirely QoL mods
NMS is a very difficult game to mod, although Iām not a modder myself, Iāve only heard it from others
There's others besides QoL. It's really not all that difficult, but limited as to what can be modded and by how much, due to hardcoding in the exe.
where can I find telamons voice lines?
in the AUDIO folder prolly
are you gonna tell me where that folder is?
in your unpack
read "Unpacking the Game Assets"
or you can use NMSPE which comes with AMUMSS
thank yooo :>
how to open .wem files? :<
you convert em to mp3/wav/ogg
if you google "wem to mp3" it should be the first few results
Any way to use the save editor to edit which galaxy I'm in, I just realised it's gonna be extremely tedious reaching the 256th galaxy. If yes, how?
I'm tired and would rather not explain, so here's the easy solution:
https://nomansapp.com/?service=taxi&glyphs=202A09000000&galaxy=255
The bot is pre-set to drop you just above the Core of 256, ~3400LY as the crow cannot fly to the the center.
Tysm!
Are mods allowed in this game especially when playing in multiplayer?
!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 Ā»
⢠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.
See 3rd link
Thanks
All, any advice on combining Kibble n bits with eucli? I know I need Asmmus etc but wondered if there was a guide. As I may want to add even more asssets at some point
See the guide 2 posts above, 2nd link is a guide for using AMUMSS
w did I not See THAT!!
Thanks
With both of those, after generating the combined .pak from the Luas, unlike usual combines, you'll need both the new combined .pak AND the original .paks from Kibbles and Eucli in your MODS folder.
Reason being, the Luas generate the METADATA, which is what's conflicting between them, but do not generate the MODEL data. So, the combined METADATA will come from the combined .pak and the custom models data will come from the original Eucli and Kibbles .paks. š
Does the game penalise you at all for having a modified save state? You know things like āyou can never reach 100% in gta if you use at least one cheatā
I was just looking to move my Xbox pc save into Steam, so Iām not really going to modify the resources, but the system will probably detect itās a modified save š
I dont think any such measures are in place
NMS is not a type of game to be grinded to 100%
For all gameplay purposes it's an infinite universe for players to discover
Yep, agree on this, but they could still implement some sort of limitation. Anyway glad to hear, thank you š
Not only does it not, save editing can circumvent a few things, ie. one could play a save til reaching the core, then use save editing to switch the mode to Permadeath to grab that achievement, or edit Extreme Survival progress.
This is how some players do it easily
The 1st PD save I ever created was shortly after Expedition 1, when I realized that I could combine the Nexus Slingshot and the Golden Vector into the 2 final trophies I'd never bothered to unlock up til then.... I wasnt the only one who figured it out, but it became the fastest speedrun in NMS history, time to Hilbert through the Core after gaining control of one's character measurable in seconds. (2min and change is the lowest time I vaguely recall seeing back when it was a thing)
DM it to me, I can do it faster for you than teach you how, but for a cabbie, I'll happily oblige either request.
@versed dagger
Sweet, give me a bit
ofc, hmu whenever you get around to it, try to isolate the specific save you wanna xfer, but dont stress about not being able to untangle any mess, just archive it all to send to me - I'll give you a gmail address if it exceeds discord limits. (~8MB, no issue if you can isolate 1 save but including any of the folder structure tends to bloat it with padding past that)
I will Dm you the details of what I am think
Yep, we'll sort it out, I dont need to figure out how to relate to ya š
any good mods for space battles? primarily to make your freighter/frigate/squadron relevant and not just collisions?
gSquad will increase squad damage
Gents, any views on the best base building mod that adds assets that can be seen in multiplayer? I have had no luck combining Kibbles n bits with eucli etc but I love the assets in kibbles from the anomaly and they are all current assets in the game
I tried that method, apparently its a conflict at the page level - ie the different pages of assets - I did include Rectum in the mix as that was supposed to sort it out. Unfortunately not. Hafve spent a good 3 to 4 hours trying to get it to work.
@stark junco Both Kibbles and Eucli have custom base parts, which will not work with multiplayer/upload. You will have to stick with actual default base parts (legacy, planet base, or freighterbase parts). Two other base building mods which only provide specifically those parts, are GBase (Gumsk) and Beyond Base Building (Exosolar), linked below:
https://www.nexusmods.com/nomanssky/mods/1369
https://www.nexusmods.com/nomanssky/mods/1096
Custom base object IDs get uploaded, the vanilla client just don't see it because they don't have the entries in their game
Only makes a difference to modded players but there is a distinction
Ah ok, I was actually not aware of custom parts (IDs) being uploaded regardless
I don't know if it was not during the time I fucked off but yeah at 2019 and 2022-now it works
Thanks for specifying that difference, as it does change things and at least properly allows MP with other players having the same mod(s) installed (cc: @stark junco )
A good test site is Project Facade: Tatooine cos I reuploaded my portion of that one in 2022
Tho the other ones should still be visible per comments I've got
Wow, had not seen that project mentioned in years ... it's been like 5 years already or so?
Ye think so
Rushmore?
Don't think I bothered with a reupload with that
That was when we discovered live building modded objects in an mp session can crash vanilla games I think
Not sure if that still happens but uploaded bases don't crash anything so maybe I should upload it again
hehe... (always good to have an excuse to point fingers at)
Should test the live building one of these days too tbh
Should be good, but do let us know if not
Misc Text Fixes updated to version 4.48: https://www.nexusmods.com/nomanssky/mods/2756
removed fake counters from tooltips for Awakenings tutorial mission
reworked multiple tutorial messages for various game mechanics (space stations, Terrain Manipulator, technology upgrades, freighters, etc.)
changed the outlaw station tooltip into a proper tutorial message (MISSION module)
fixed a typo in tooltips for Nexus missions regarding corrupted Sentinels
Hey guys, is there a way to copy or move all my existing modules from one multitool to another using save editor? I'll probably end up doing it in-game if not
Do it the other way around: Exchange the multitool seeds so you don't need to touch inventories.
Ah yeah, good idea
That solves the moving part of it, what if I wanted to copy it over so both keep the modules tho
Duplicate ? Export and import multitool for overwrite.
!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/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
I tried this and when I try to import this keeps popping up
@night adder gonna move here for the answer
The Rewards section calls 4 different reward objects and all of them are getting activated in game.
The AND / OR "logic" is declared in each reward object separately using the RewardChoice property
So in simple case of the Vile Spawn drop: the reward object has a list of just 1 entry, that entry gives a product of ID WORMPROD which is Vile Spawn and it randomizes the amount between 1 and 1. The value GiveAll forces the game to give all possible rewards from this list. But since the whole list is just 1 object, in the end player obtains 1 Vile Spawn from this action
Other example of determining the reward is the choice of SelectAlways. This is the reward object for interacting with the wheelbarrows found in Harmonic Camps. They can reward player lots of objects, each of them has a dedicated entry in the list and a different weight declared. Here the Void Motes (BUI_SCRAP) has a weight of 35, a proc gen tech module also 35, exosuit storage aug has 20, nanites has 50, etc. These are not percentages (despite the property being called PercentageChance so they don't have to add up to 100.
So in case of SelectAlways game rolls 1 entry from all the possible listed rewards given their respective weights / probabilities
Okay, because I like to do things backwards, I think I followed all of that provided you answer 1 question. With zero information other than this section, would you have been able to provide that answer? (Basically, did you need those supporting screenshots because the syntax specifically points you to them?)
The downside of being a layperson in programming is that its quite difficult to define the specific thing that's tripping me up, lol
The dialogue option calls all of the reward objects, so player gets all the rewards: Vile Spawn + Autophage standing up + Authopage word learned + dedicated reward for this specific dialogue
Ahhhh, awesome, that's what I needed. š
But depending on the nature of each individual reward object called, it is possible to get: different items, different amounts
I just needed to verify I understood it properly, thank you.
Yep, you did a good job of covering those cases, thats what the supporting screenshots were being used for.
I knew what I needed, it was just difficult to word the question in a way I was sure youd interpret correctly to give it to me.
Basically, I needed to find the right question to get the answer I was after.
is this safe to play?
It's called "gShip - Gumsk's Custom Ships" for anyone who doesn't trust the link.
Perfectly safe, and yes, all custom ship models you can use are applied as different seeds with the Golden Vector, so anyone else who isn't using the mod, will see the GV.
Splendid.
Thank you for help.
YW š
I'm not aware of any mods that are fully "multiplayer incompatible" but terrain mods cause some issues
you can still technically use them in multiplayer
but they significantly harm the experience
Terrain mods harm the experience or mods in general?
Just terrain mods as far as I know
because your terrain isnt the same as other players terrain which means they will be floating or underground
and bases will also be floating or underground
unless that player also uses the mod
I see, I see.
I am lookin' forward to have a Phantom from Halo that would be sick.
Luckily I don't even need mods that modify the planets nor the terrain.
But as I am reading, it's a bit complicated for me to use the mod I mentioned.
Looks like I have to download the save editor.
Basically, all mods in NMS are local. This is why using mods in NMS doesn't harm the ability to play in MP. Others may be able see symptoms or side effects of a mod you're using, but you will be having a different experience than those without that same mod. If you run the same mods as others you play with, the experience will be the same.
Got it, thank you šŖ
Does anyone know how to install the mods?
I downloaded the file and I don't even know where I have to place it lol
I usually know how to install mods but here I have struggles with this one
@solid hawk I'm sorry to bother you but could you lend me an hand?
it doesn't specify how I have to install it, it just says "Install the main Custom Ships mod"
In your NMS install\GAMEDATA\PCBANKS folder, 1) Delete or rename the DISABLEMODS.txt file 2) Create a folder called MODS. Mod .pak files go into the PCBANKS\MODS folder you just made. That's it. š
Thank you!
got it :))
Does anyone know if there is a seed for pirate frigates
no
it's most prolly a class of its own
I believe pirate frigates look the same
would anyone be willing to help me with some save editing stuff in the nearish future? i need some stuff from past expeditions that i had on my xbox and the legacy freighter rooms
the whole process feels super intimidating to me
willl they be visible to others?
There's one that just adds expedition rewards as Quicksilver store items, so you just buy them
No, mods are local only
iād rather save edit them in then if possible
And there's the other that hijacks the emote menu to give actions to add rewards
Rewards you add yourself will be visible to public, no matter which method you pick
I thought I needed to clarify that
yeah that had me confused, i may still need some help with this, iām fairly tech illiterate
the mods can be removed after the rewards are obtained without any error right?
Correct
good
If you posses the ultra advanced skills of 1) downloading a ZIP file from internet 2) unpacking it 3) copy pasting the contents into a specific folder
Then congrats, you are able to use mods
hah i think i should be able to manage without overthinking it
Here's how you get started: #nms-modding message
thanks so much
Then you pick which mod you wanna use:
Consumerism - adds expedition rewards to regular Quicksilver store
https://www.nexusmods.com/nomanssky/mods/2062
Seasonal Unlocker - adds expedition rewards to emote menu
https://www.nexusmods.com/nomanssky/mods/1960
Pick the one you think is better for you and install it. Make sure you download and copy only the PAK format file
if i use consumerism i can just unlock them and then uninstall and theyāll be listed as expedition rewards correctly, right?
Ill be honest, I dont know
sorry if iām being bothersome, iām just anxious about this process
I played through all the expeds and got all the rewards so I didnt have to use this mod
Maybe author @hearty wasp will be kind enough to shed some light
that would be much appreciated
It doesn't get marked as unlocked reward because it's not a reward, it's a product you bought directly
But yeah you keep the thing
me and my partner are going to try save editing in the files, any advice there?
thank you very much for giving me your time on this
we did it!
Is there a mod to increase planetary render distance ?
It's just a tab in the save editor. You just put check marks next to what you want to unlock and then save. It's very easy.
Best if you ask in #nms-lfg-or-trades if nobody answers here š
anyone know if there's a mod for tweaking default basebuilding palettes?
define "tweaking"
specifically i'm looking to change the palettes that eucli-ea provides for the freighter tiles
use SACS
well.. maybe i'm looking for something that changes the tiles to use the base game's freighter palettes because they look ugly as sin otherwise
ooh i'll check that out, thanks
freighter palettes and basebuilding palettes are two completely different systems
you'll have better luck making your own set of palettes using SACS
much better, appreciated
cool
still think HG gating basebuilding palettes into specific groups is a weird design choice freedom-wise but hey more downloads for me
Everyone should have big WinderTP SACS
what does this give? (goatfungus companion editor)
New mod released: https://www.nexusmods.com/nomanssky/mods/2961/
best reshade preset/ mod for best visuals?
@vague ether since i started playing on pc, i've been playing with mods most of the time, and the most i had happen was my game, not my save, being all wacky/not wanting to load due to mod imcompatibilities (most of the times my fault, because i didn't wait for mod authors to update their mods after a game update)
Is there a way to change the control scheme for exocraft? I'd like to use WASD for driving with the mouse separated so I can look around/aim
š
WIP.
Visuals are a bit choppy because my computer is a bit of a potato.
Made using NMS.py (only for 4.13 currently...)
@fresh arch do you know which mod is used here to show ship trails from all exhausts?
ā #nms-questions message
Dudeeeee! Which mod? Your creation?
Pretty sure it's this one: https://www.nexusmods.com/nomanssky/mods/2870
Newton adds revolution to planets?
The planets don't rotate around their own axis (the maths to make that work I just couldn't be bothered to deal with, but it might be possible), instead the planets themselves move through space in elliptical orbits, and moons orbit planets.
Tbh, I'd love to add that and then somehow make it so that the sun is in a fixed position, but there are lots of other issues that come along with that...
what mod is this?
Yeah. Iāve had a mod called Terra Firma for some time now. (Itās voxelgen/land generation modā¦.not biomes or anything else). Iām working on a version 2 right now.
See above comment.
If you are interested, I would personally wait for V2. Itās a LOT of work and loading, but itās moving along nicely. Shouldnāt be that long.
kk ty
hello, I have one question, do you know how DNA mod works?
I mean how to buy stuff in their shop
do you have a link for that mod?
yup
did you see https://github.com/IzzyTheDreamingFox/FoxTech-DNA?
yeah, I've seen that
this isn't a mod; this is more like a companion app/save editor
I know that, thought it would be OK to ask on how to buy in it on #nms-modding
how to buy what?
like freighters upgrade parts
this is to organize and transfer stuff between saves, that you already have
oh
sorry then
or probably yeah, unlock stuff, as it's kinda like a save editor too
but to unlock that stuff i mean, there's a bunch of different ways to go about it
k
thx man
for example
you could simply edit save to add a few stacks of salvaged frigate modules
you could also do in game options/difficulty/purchases=free
Do you guys use nexus mods or where?
And how do I install the files once I get it done since mine is bugging every time I load up anything
don't use old mods
sort by last updated on Nexus
Bet thats where my issue was
So a friend of mine experimenting with mods/save editing somehow managed to combine the Anomaly with a Black Hole - as in, when they summon the Anomaly and try to land, the inner doors open and reveal a Black Hole that he gets sucked through. š
Lmao
This is "my friend"
And this is what'd you call a best friend
so how big are the mods? like do they add (example from above) spinning planets, or do they add entire new area to the game like fully buildable starships?
