#nms-modding

1 messages · Page 36 of 1

obsidian tree
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mods like that are only starting to be possible recently with the advent of a few new tools which are being developed. None are what you would call "production ready" for purposes like this, but over time hopefully we'll start seeing more 🙂

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like for example, the video I posted above of the planets moving is currently only possible on an old fractals build of the game due to technical reasons. It will be possible on newer versions, it just requires more work I haven't done yet 😅

pseudo saddle
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How do you mod nms

fresh arch
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!faq-modding

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

pseudo saddle
simple crane
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I was testing Xbox cloud blackholes. For some reason they didn't show, but really warped my game. After summoning about 7-8 blackholes and entering the anomaly my game started breaking down.

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Beats me, I don't really know what's causing this. There's no mods installed on this

night adder
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It'd be such a great April Fool's prank, lol

steel crypt
lime mesa
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What is modded like

hearty wasp
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like it's different in some parts

solid hawk
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It can be more or it can be less, depends on the mods you use.

simple crane
# lime mesa What is modded like

It's like witch craft to me, don't know how to mod but the people who do are pretty smart, at least compared to someone like me.

vale iron
hardy auroraBOT
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1st link
discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

quasi mason
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any professional modder opinions on potential of this thing?

fresh arch
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If you want professional opinion, you can ask directly on the modding server

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!moddinglink

hardy auroraBOT
fresh arch
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It has a channel dedicated to various API projects, including this one

hearty wasp
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APIs like that p much just their own thing and most modders don't really interact with them

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either because of prolonged lack of availability, interest and skill

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it's been a "new front" for the better half of the decade and you're encouraged to dive into it as much as you're encouraged to dive into any other aspects of modding

quasi mason
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but how long will it take for HG to break it with updates?

hearty wasp
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you can prolly ask the dev in the mod page

solid hawk
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So, about every two months or so.

quasi mason
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well, if it won't get abandoned I think NMS modding has a huge potential

solid hawk
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Ray has been working on this thing, in one form or another, for 5-6 years, so don't think there's any threat of it going away.

alpine orchid
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Is it best to use a mod manager or just installing mods directly, and is nexus where I get them/where are they primarily posted

hearty wasp
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you can do the former for convenience but when you encounter an issue and mention using one modders will likely tell you to install manually

alpine orchid
# hearty wasp the latter

I have used one when I play stardew valley, but how often does NMS get updated cuz then mods need to be updated as well

hearty wasp
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every few months and then every few days

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which doesn't change the fact that modders will tell you to install manually

alpine orchid
hearty wasp
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ye

alpine orchid
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How about Mod organizer 2?

hearty wasp
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doesn't matter

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if you want to reduce hassle use the mods' lua scripts with AMUMSS

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but you will be recommended to install manually eventually if using a mod manager\

quick river
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Is there a reliable way to remove core tech on ships? Like the photon cannon on solar ships?

hearty wasp
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yeah by installing the mod correctly

quick river
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Sorry I'm quite new to this field can you give me a few instructions like putting which file in which? Putting the pak in the MODS folder doesn't seem to be enough

hearty wasp
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I've already responded in the modding server

alpine orchid
hearty wasp
quick river
hearty wasp
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it's just about the only thing that has that acronym]

quick river
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I was just standing in a trading post looking for anything that's better than my flying washing machine when the sexiest thing I've ever seen flew in. It was perfect aside from the photon cannon

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White and gold S class solar ship for 9 mil only

steel crypt
simple crane
fresh arch
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Misc Text Fixes updated to version 4.48.1: https://www.nexusmods.com/nomanssky/mods/2756

LUA script: further optimizations and adding support for generating translation
LANG module: changed subtitles of many base components' blueprints
LANG module: changed text elements related to the Exploration Guide secondary mission
LANG module: various smaller fixes (return to Nexus tooltip, attack a freighter tooltips, Trade Rocket description)
CRAFT module: changes subtitles for selected resource farming blueprints
CARGOPOD module: added new module

Nexus Mods :: No Man's Sky

Somebody's gotta do it, right?

sterile pivot
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Is there a mod that makes it so extractors actually pull at the stated rate per hour instead of having the 1-hour cycle?

solid hawk
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Some that can speed up. May or may not be out of date for the .paks, but several have lua scripts to make an updated .pak. search nexusmods for extractor

quasi mason
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any mods to get old styled menu back?

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I found a mod that turns background back to blue

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but not overall style

wary ether
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Bro i had no idea you could mod nms

solid hawk
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@quasi mason There is not. If you want that menu style back, you'd be better off playing legacy version of the game. From a mod making perspective, would be virtually impossible to do.

solid hawk
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!faq-modding

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

solid hawk
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1st link

wary ether
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Much appreciated 🙏

hearty wasp
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and the answer will still be no

steel crypt
quasi mason
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damn amazing screenshot

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what world gen mods do you use?

vale iron
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That's a preview of his v2 of his own terrain mod

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Scroll up to see more

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Looks like it will be very nice

mossy coral
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Are there any mods that automatically pull from storage or inventory the ingredients needed to build something?

mossy coral
# hearty wasp can't

Thanks, just hoping. It's such a pain to try and make something only to find you need something else to make something for the first something. lmao

hearty wasp
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yeah the crafting system in this game gets doodooer the more items it's got

quasi mason
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@fresh arch sorry for ping but I have a problem with project apollo

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I can't craft temporal scanner

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recipe is just not here

fresh arch
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In what inventory are you trying to craft it?

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What's your progress on the Lost in Time quest?

quasi mason
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very beginning, I tried to create it in multitool inventory

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I'll try restarting quest

fresh arch
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you get the recipe from Iteration: Hesperus over at Space Anomaly

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After the ship communicator scene you go talk to them and obtain that blueprint

quasi mason
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weird, I can't open menu of exotic tech

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I think I know why

fresh arch
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Potentially a mod conflict with any mod targeting REWARDTABLE.MBIN

quasi mason
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yeah, as I expected

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deadly mod is uncompatible with project apollo

solid hawk
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deadly is more of an overhaul, so will conflict with tons of stuff.

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Use AMUMSS to do a conflicts check, then can also use to combine/merge conflicting mods using Lua scripts. Both deadly and Apollo have luas

quasi mason
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so that means I can merge them and use them together?

fresh arch
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I havent tried to merge Apollo with anything so I dont know how these two mods will play out together

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But in general, to utilize two (or more) conflicting mods, you have to merge them

steel crypt
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You know... I just noticed it looks like a hammer and sickle lol

alpine orchid
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Does using AMUMSS instead of just using paks cause less crashing? I have like 4 mods and I crash

steel crypt
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AMUMSS is used to create paks

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The pak is the end result which is the mod you use.

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You can have conflicting mods, which cause a crash and you can use AMUMSS to try to combine them to stop a crash.

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Before doing that, I would make sure the mods are up-to-date. Defunct mods will cause crashes and AMUMSS combining won't stop the crash.

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Terra Firma v2 will probably include a fix to remove this vanilla voxelgen bug:
(These broken islands should not even exist. They are not intended to be there, are caused by a bug + poor method choice, and can cause other issues such as FPS drop while the engine tries to handle the broke-ness)
Still in testing, but fix is seemingly working as planned 🤞

solid hawk
steel crypt
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Right. I completely bypassed that part lol.
Note to everyone: Do not listen to me for tools advice. 😅

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I mean it’s sad really because that’s the main original purpose of AMUMSS. My brain has receded.

solid hawk
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Nah, just helping to fill in a gap of information. We all need that assist every so often.

alpine orchid
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I get an error crashing my game saying potential mod confliction, I only have one mod

steel crypt
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That error screen has nothing to do with mods. It’s just a general error screen. It says that so you try to remove mods because they are probably the most likely cause of a crash. If you only have one mod, I can almost guarantee it’s outdated.

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Look at when the mod was last updated.

alpine orchid
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Fast actions

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I’m pretty sure I got the most recent one since I downloaded it 2 days ago

solid hawk
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That was going to be my next question. You downloaded from NexusMods, right? Also, are you running latest version of NMS (4.48) or a legacy version? See the number in the lower right of the screenshot (115437), that is the latest version of NMS.

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Reason I ask about NMS version, mods are neither forward (use old version of mod with newer NMS) nor backward (use new version of mod with old version of NMS) compatible.

quasi mason
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actually vy'keens being communist would feel right for me, idk why

quasi mason
cursive raft
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ive never modded before, if I mod the game can I still play with vanilla players?

keen trail
fresh arch
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!faq-modding

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

fresh arch
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Mods do not impede on playing with other players

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And make sure you run only mods that were updated for the current game version

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(with some exceptions but general rule of thumb: pick mods from recently updated or new releases)

quasi mason
fresh arch
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It's a question of what kind of data gets synced between players and what kind is not

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Terrain is generated only locally, terrain shape is not send to other players, but player position is

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The 3rd link in guide I posted should cover this question

quasi mason
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NMS multiplayer implementation is most unique one I've ever seen, its singleplayer and multiplayer at the same time

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or should I say the way they utilized it? regardless of any mods you will be able to play multiplayer

hearty wasp
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post MODS folder or the page you downloaded it from

quasi mason
fresh arch
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Assuming you're still talking about Apollo - per installation instructions on the mod page

quasi mason
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oh okay

solid hawk
hearty wasp
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it's what a crash most likely indicates and that is more trustworthy than any other claims

solid hawk
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Guilty until proven innocent. I like it. Also a great basis for a justice system.

steel crypt
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Or you can go with innocent until proven innocent like Seattle, Portland, San Francisco, New York, Chicago, Detroit, ........ and then you get free meth.

mossy coral
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Any mods to work around this awkward 'hit X with one hand, the directional keys with the other hand and hit the left mouse button with the third hand' action?

fresh arch
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... what

mossy coral
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OK. When I want to do something that requires me to hit the X key such as change spaceship or change multitool, I have to do the following: (1) press the X key, (2) press the left or right direction key, and (3) press the Left Mouse Button. And sometimes if you hesitate and don't do step 2 quick enough you have to start all over. Just seems like awful lot of hand and arm movement that a few quick keys might eliminate.

fresh arch
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No mods to deal with inputs

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And you dont have to use the mouse

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I think you confirm the selection with F key

hearty wasp
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I've never used the arrow keys

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scroll wheel works as well

mossy coral
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Well, thanks. That's good to know.

vale iron
rich star
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Does anyone know how to create creatures using the save editor?

quasi mason
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you need to edit creature seed somehow

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I think

alpine orchid
solid hawk
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What build version is it showing at the lower right of the screen?

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With Steam, go to the game, right-click and choose properties

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Then in Updates, try these settings:

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Then exit steam

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and restart the client, which'll force a recheck for updates

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GoG (in the Galaxy client) and GamePass should have similar sort of settings. I've seen it happen a few times where updating stops until the client is restarted, for whatever reason. I reboot my computer a couple of times a week, so haven't experienced this myself.

alpine orchid
solid hawk
alpine orchid
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Can I use both .rar and .pak mods at the same time

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Nvm I forgot rar files are just fancy zip files

steel crypt
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7zip files are fancy zip files. Rar is just crap.

fresh arch
vale iron
eternal warren
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Anyone using ReShade on Steam Deck? Niche question I know

steel crypt
quasi mason
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vanilla planet generation honestly doesn't give you feeling of huge terrain, but this mod, damn

steel crypt
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Honestly, I think I’ve learned more about calculus and geometry doing terrain than I ever learned in school. Dudes at HG might not be so good at some things, but they know some math.

dusty lagoon
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oof, try doing graphics programming, it's taught me more linear algebra than my lectures ever did 😅

long stirrup
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I feel like changing the player model out for a character from Murder Drones lmao
i wouldn't even be able to use the mod why do I want to do this

steel crypt
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Because of the psychosis we all share.

solid hawk
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The head, is semi-manageable. The rest would come with a multitude of issues. NMS uses it's own proprietary model file system. EVERYTHING dealing with the player character is in one file. Different races, each helmet, cape, pack, etc, all in one. We've no capable tools to do anything with animations. This is why there's no player character replacement mods on NexusMods. If the rest were surmountable, the final hurdle would be NMS mods are local. Nobody else would see your custom character, unless they had the same mod installed.

hearty wasp
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did someone say changing the player model

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think one other person tried it

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last year I think

solid hawk
solid hawk
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Still, had its' issues

stray raven
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what the most mods you can slam into 1 pak file?
got 29 workin so far

marsh eagle
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No limit

stray raven
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kinda what I thought but I wanted to be sure

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any fun or QOL mod recommendations?

stray raven
fresh arch
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But be sure to check out Lenni, Gumsk, 1Monk for various improvements and bug fixes as well

hearty wasp
stray raven
quasi mason
solid hawk
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One more Sean than Sean Sean

lime mesa
fresh arch
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Project Apollo is getting an update soon (TM), here's a little sneak peak of the new content

restive heath
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can someone save edit this spider as a pet

quasi mason
fresh arch
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|| There is only one correct answer and the others will bring you back again to this screen ||

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I didnt feel like making complicated dialogues for side quests so I made them simple

robust spruce
night adder
restive heath
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i mean, im not a modding expert, im curious why

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since i saw people mod sentiel walker as a pet

night adder
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Because pre-Sentinels, all mobs were coded in the same way as Fauna. But pretty much anything since then has not followed suit - it is possible to mod them into useability, but as a PS4 player, Im not the one to ask about that part. 😅

restive heath
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ooooh

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sad

hearty wasp
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same with anything not a creature

restive heath
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ooh.

restive heath
hearty wasp
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you can mod any model into a pet but if it doesn't have the pet data it breaks mp

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and basically only pets have the pet data

restive heath
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Oh okay

obsidian wing
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Can people without mods see peoples moddded vechiles, pets and etc

sleek sapphire
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No, but they can see save edited pets, such as a dragon with two heads and wings

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Or any pet in general for most part that’s unobtainable except for a few ones that will brick multiplayer once spawned to detour possible grieving like the walker

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Griefing

solid hawk
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With NMS, mods are local

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Most data, like modded changes to game files are not synced

vale iron
steel crypt
fresh arch
mortal pike
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Consumerism is the one I was going to suggest

haughty moss
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funny, can't emote in vr for the second one :D

fresh arch
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VR doesn't have the emote section of the Quick Menu?

haughty moss
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no

fresh arch
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Interesting

haughty moss
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you have to emote manually :p I got confirmation from a player yesterday that 1. voice chat worked and 2. they saw my movements and weird staff holding

fresh arch
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@solid hawk you might wanna take a look at it and add a disclaimer

solid hawk
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There's nothing to look at, there is no emote menu in VR, this is an HG thing.

fresh arch
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Yeah I get that, I just didnt knew that was a thing

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And I would assume most of players dont know either

solid hawk
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I wouldn't have known if I wasn't told by a VR player. I can't afford VR.

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Doesn't come up all that often, as the numbers of VR players are relatively low, due to the high cost of entry. 🙂

haughty moss
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no man's sky is the best vr game I have

solid hawk
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Unfortunately any mod that affects the emote menu, maybe a dozen total, aren't useable in VR. Nothing modders can do, it's a design decision by HelloGames.

haughty moss
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Nothing modders can do
how about putting the emotes somewhere else? there's 2 commands in the pet menu that are basically emotes

fresh arch
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Modding NMS is fairly limited, we don't have access to many core functionalities and that includes Quick Menu options

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All we can do is push more stuff into the emote section

haughty moss
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I mean, any vr user IS a non-vr user (unless they make a quest-native no man's sky lol) so it's all good, just thinking a bit

solid hawk
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Yep, emote menu is only place in the Quick Menu we can touch, because it's controlled by the game files. The rest of the Quick Menu is controlled by the exe.

haughty moss
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the emote menu is so flexible that they flexed it out of vr

marsh eagle
haughty moss
solid hawk
solid hawk
haughty moss
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oh that's a mod thing, I thought they were talking about gestures and general vr stuff

haughty moss
solid hawk
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None of the current prolific modders, myself, JasonDude, Lo2k, Gumsk, FriendlyFire, lmonk, etc have VR. We're all poor

haughty moss
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I don't wanna bother if there's no interest, just curious is all
don't know the first thing about modding, you told me everything except emotes in the quick menu is hardcoded, how do you know that? using that same way, could you find out if doing anything with the multitool would be possible? like imagine how aimbots work, I bet that could be used to make it shoot "up" instead of forward, but no idea about the viewmodel

fresh arch
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Long story short: all what mods do is change values of existing parameters that are stored in game files as encoded text

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We can't add new functionalities or new data types, we can only shuffle around what the game already provides

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There might exist some values that define the offset and orientation of staff Multi-tool in VR mode but prolly noone has looked for them because we don't do VR

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Both modders and VR players are a tiny percentage of the playerbase, now find someone who fits both of these sets

cinder cave
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Hey all - I'm just dipping my toes into the modding waters. Right now I only have a handful installed -
Clean Analysis Visor
Instant Text Display
Better Ship Teleport Module Range
Better Ship Transfer Range
Fast Actions

And it didn't start right away, but lately I've been running into some really weird problems, like the tractor in a space station just plain not working and blowing me up a few times, or softlocks when initiating dialogue. Not reproducibly, but enough weird stuff often enough that something is awry, and obviously my first thought is mods.

Is this sort of stuff a typical "go recompile them using AMUMSS" scenario? Version mismatch stuff? Or do mod failures manifest differently in NMS? A lot of the weirdness is seemingly unrelated to the aspects those mods touch, besides the dialogue softlocking

hearty wasp
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unless you've only used luas with AMUMSS then run them through AMUMSS again, and then post ModScript folder

cinder cave
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I've just been dropping the pak files in, most are by the same author and they have a compatability masterlist that I checked them against, so I wasn't expecting that I'd need to recompile them

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I had been hoping if I kept it simple enough I wouldn't need to figure out the ins and outs of merging

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(I just came from making FO4 mods for a few months straight and I'm a bit burnt out)

solid hawk
solid hawk
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1st rule of most NMS Mods (more latitude for Mods that only change game files in TEXTURES or MODELS folders) is they need to updated to at least latest current major version of NMS. In this case, we're talking late August/early September 2023. Anything older will at best be lacking newer properties and bug fix value adjustments. At worst will crash the game.

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Current suggestions are to look for a visor/binoc mod that's been updated in the past few months and may want to run a game file verification to make certain you don't have corruption in your game files (be aware, this will recreate PCBANKS\DISABLEMODS.txt).

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Also has optional colored background for the data views to make them easier to see during the day and on brighter or snowy planets.

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Full disclosure, the above is one of mine.

haughty moss
cinder cave
fresh arch
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Also it's advised to get some proper text editor with support with syntax highlighting, like Notepad++ or Visual Studio Code

quasi mason
# steel crypt

sorry if it's annoying or just dumb question, but how much you need to do to finish this mod?

ocean prairie
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Why do big updates or medium even though they might not change a lot of stuff still brake mods? Is it how the game engine is build or what?

fresh arch
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It's because of the structure of the game files and where does HG put different stuff

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Mods work by providing copies of files used for vanilla game in their entirety with the desired changes

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And HG has a tendency to house lots of seeminngly unrelated data in the same files

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Ex. lets say I make myself a mod that increases the damage of Photon Cannon by 10%. What I need to do is to take the whole METADATA\\REALITY\\TABLES\\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN file, find the entry for Photon Cannon, find its section for stats and modify the base damage value there. Then I pack that file into a format the game can recognize and load it as a mod.

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Now imagine a scenario: 2 days later HG pushes a patch with change like that: "now all exocrafts feature automatic engine recharging by default". The problem here is, the NMS_REALITY_GCTECHNOLOGYTABLE.MBIN hosts all technology modules found in the game - for exosuit, starships, mutil-tools, exocrafts, freighters and even objects you prolly had no idea are considered technology items. So HG also modifies that file, releases a new version of it and game loads it.

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When I try to run my old mod with the new patch, what happens is: my mod provides an older version of NMS_REALITY_GCTECHNOLOGYTABLE.MBIN file, a version that does not come with the changes to exocrafts. So when I load the game, that functionality will not be present, only my buffed Photon Cannon damage will. So the keep both the vanilla game update and my change, I need to get the new version of NMS_REALITY_GCTECHNOLOGYTABLE.MBIN file, rework it like before and pack it into a mod again.

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Another potential problem is HG adding brand new data types / structures to existing files. Lets say I made a mod that changes the animations used for the warping effects: from Galaxy Map, from portals, black holes, any kind of warping in general. As it so happens, the "links" pointing to those effects are housed in file called GCSIMULATIONGLOBALS.GLOBAL.MBIN. I made my changes to this file and I pack it as a mod.

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Some time later HG releases the Echoes update which adds the new Atlas / Atlantid MTs. And they put the references to them also in the GCSIMULATIONGLOBALS.GLOBAL.MBIN file. Why in this file specifically? Noone knows prolly not even folks at HG. So game gets this update and it expects to pull that sweet MT data from that file, where my mod provides an older version of said file with those sections not present. So when the game tries to reach for that data, it can't find it, gets all 404 panic mode and crashes.

ocean prairie
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Wow

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So its game engine paired together with shitty update changes + not enough mod tools to help modders

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Its ridiculous how 5 bug fixes brake 5 mods because why thats why

fresh arch
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I wouldn't say it's an issue of the engine, more like an approach of handling / distributing data across the files

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Maybe HG could have opted to have dedicated files for: exosuit tech, starship tech, exocraft tech, etc.

ocean prairie
fresh arch
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Only they can tell

#

And if you got a production codebase running for 7 years, the last thing you wanna do is to refactor it

ocean prairie
# fresh arch Maybe HG could have opted to have dedicated files for: exosuit tech, starship te...

Hopefully for the new game they will, but somebody is gona have to write them every day of the week before the game is actually made so somebody on the team will go " hey this guy is right this will help out modders tremendously" its not just the braking of mods a lot of mods edit the same files so you cannot even use some mods together even though they do different thing (the common user)

#

@fresh arch Anyways thank for clarifying , i actually was looking into how to make mods but i dont think i will for this game

#

Great job to everyone else who does! You are the real heroes (in homelanders voice)

fresh arch
#

There is nothing to be gained for HG from reworking the game files, only potentially fucking stuff up in a catastrophical way

#

And yes, mods conflict is a whole other issue, but that's nothing what we can do about it

#

If two mods are modifying the same file, only one can come on top, providing its own version of the vanilla files, so all changes from other mod are lost

#

We have means of creating merged mods using tools like AMUMSS or NMSMB

hearty wasp
haughty moss
# fresh arch There might exist some values that define the offset and orientation of staff Mu...

I just thought about this a bit, there are pistols, rifles, adn staves, the length is different, and couple times, when I had the nexus mission to destroy hostile flora, sometimes they spawned inside the indestructible tree things
and here's the thing, if I just move close enough, then move in real life and stick my hand in the tree, the multitool can hit the plant inside it
and it's easiest with the staff because it's so long, so there definitely is at least some offset variable ^^

hearty wasp
#

there are joints at the end of multitools so those may be controlling where the projectile comes out

#

but to answer the other question, we know what's hardcoded because there exist nothing in the files that controls them

#

you're free to dive into the files yourself if you want to start making changes that you think can benefit you

hearty wasp
#

no sorry I forgor people don't normally know how in game files work

haughty moss
#

I read what was written here

hearty wasp
#

joints are parts of the rig inside a scene which is a manifest of the model geometry

haughty moss
#

only stuff I can find can be modded, no touchy the exe

hearty wasp
haughty moss
hearty wasp
#

yeah a big may

#

animations always override whatever changes you make to a static scene rig

#

so unless you change every animation file related to the scene you wanna change it's p tough titties

#

and anim files are not really editable just from the sheer amount of data

#

not discounting any math savant but most of us ain't one

haughty moss
haughty moss
#

I have found staffmultitool.scene and comparing it with sentinelmultitool.scene and others, I can already see the staves were designed to be held upright by default as the idle animation suggests, there is literally <Property name="RotY" value="90" /> for staves

haughty moss
#

actually, it's there a lot, for each staff head separately, and some other values, one even has -90
I feel like I'm very close, I changed them all, this will be funny

#

I appear to have found the viewmodel stuff, I can't see it (testing without vr now)

#

I have certainly done... something
it was kinda obvious, but the first person model changes don't affect vr

fresh arch
#

i have done something

#

NMS modding in a nutshell lol

haughty moss
#

I don't know anyone who currently has nms installed, would anyone wanna test how it looks in multiplayer a bit later?

fresh arch
#

I dont think a change like this will be visible in multiplayer for other people

haughty moss
#

don't know until you try

fresh arch
#

Mods affect game files only on your machine

#

And in MP there's lots of data synced between players, but not all of it

#

Stuff like player position, damage numbers will be visible, changes to player model - rather not

haughty moss
haughty moss
#

does anyone wanna take credit for uploading the mod or something when I'm done?

haughty moss
#

I uh... kinda missed one of the first values, it was ridiculously easy, just turned a single 0 to 45 (and -0.078362 to -0.05 to move it a few cm to prevent clipping into the hand)

fresh arch
#

Nice, but you could check how it looks with other hand models in game as well

#

Maybe the clipping you saw happened only for the bigger robot hands

steel crypt
#

You can do some serious geometry transforms on a napkin with a calculator like I did for realigning parts on spaceships.

haughty moss
haughty moss
fresh arch
#

Nicely done

solid hawk
#

Can't put a timeline on perfection

#

Jason won't release until 100% happy with the results. Tons and tons of checking in-game and adjusting. Very time consuming process.

steel crypt
# quasi mason sorry if it's annoying or just dumb question, but how much you need to do to fin...

That’s hard to say. Terrain is complex. For most changes, I need to load, check some area/feature (which means checking how it layers with others….which can mean checking a lot of area). Then I have to reload check another planet. Then check how it works with some layers like underwater and continents. Then load another planet. After about 30-40 planets or so I can usually tell how it’s going to work out. That’s for 1 change.

While doing this, I might notice how a change affects another layer and have to change that and repeat process. This can cascade through many layers.

It took me 2 years to do my first terrain mod. Mostly due to wanting to make sure it’s “good to go” because you DON’T want to change a terrain mod after release. I’m probably close to 90% if I had to guess but who knows how long the last 10% will take.

quasi mason
#

damn

#

I actually didn't even think about testing

#

probably increases exploration factor by 100 with lack of debugging tools

steel crypt
#

Yeah haha
Well actually if I were able to do adjustments in real time in game, it would help with some things but not much. If you want variety in terrain it’s a 2 edged sword. You can’t look how something happens on one planet and think that’s how it’s going to look because with same functions, it will be vastly different on another planet. So load load load load load load load…..looking good….load load oh crap, that’s not going to work right. Try again.

#

Like a simple adjustment to the roof of caves can destroy most layers of terrain. And it’s hard to nail it. Because there can be millions of iterations and I have to judge based on 50. It’s going well though and I’m not getting stuck on much.

haughty moss
vale iron
#

It's not so much that we don't care, just that 99% of us don't have vr so we can't develop, test, or fix for later updates

honest pagoda
#

among

solid hawk
# haughty moss I know you told me most modders don't care about VR, but do you know anyone with...

What Gumsk said. The core mod author group for the game is a bit on the "older" side. Reality is that we have family obligations, which has precedence when it comes to money. Can't speak for anybody else, but I cannot justify spending the monthly grocery budget, to feed my kids, on a VR setup. If you're a multi-millionaire and want to buy mod authors VR, feel free. lol. Without that, we've no means to test and adjust as necessary.

#

I actually publish a small number of VR mods for NMS, which were handmedowns. Some I had to fix from a completely broken state. Not a lot of fun, when you can't see what you're doing. Like being a blind race car driver. Going to hit a wall eventually. One of which, which is still broken, I tried fixing several times with volunteer VR enabled testers. I would try a fix, with only code visibility, they would try it out and report back. Issues involving timely response and quality of the responses made me call it quits on that one. Ask somebody to check something, don't hear back for a month and the response is "broken". haha

fresh arch
#

Project Apollo - Lost in Time has been officially released! With bunch of improvements, new bobbleheads and new side quests it is a substantial update to the beta release! Get yours now before HG breaks it with a game update: https://www.nexusmods.com/nomanssky/mods/2864

Nexus Mods :: No Man's Sky

People assume that time is a strict progression of cause to effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y whimey... stuff.

night adder
#

@simple crane i found someone who may have toys you wanna play wit

hardy auroraBOT
#

@simple crane

No gifs in this channel please

simple crane
#

Sounds cool to me

steel crypt
night adder
steel crypt
#

I don’t understand that haha

So there is a stave model right, and if you had that model alone then rotating it 90 Y would simply rotate the vertical axis of the model. So like spinning a top.

However, the model is attached to the player model. Where that node (attachment point) for the stave model is, has an orientation and position based on how the player model pieces are put together and where it is attached to the player model.

So if it is a child then it’s starting orientation isn’t ….zero…. it’s more like this stave model starts pointing to the right at 47.2 deg and rotated on x axis 22.5 deg etc. before you affect its position and rotation directly.

This is so hard for me to explain. Like a list of things attached to other things attached to other things all of them having rotation and position changes that affect everything that is attached. (Cascading affect)

#

@night adder haha read that long ass mess

night adder
steel crypt
#

I believe we are on the same page haha 👍

night adder
haughty moss
haughty moss
# night adder If we're not, I **cant** prove it, so youre safe. 😂

You can prove it, what I did, was change the origin, one of the first sets of transformations
Anything you change affects: non VR view model, VR model, and menu model in both crafting and inventory, the staff is pointing down, which means it's first turned +45° along X (up), like I intended, then some child of the origin is turned 180° along Y for the inventory and assembly view (the hologram with no parts selected stays the same, so it looks pretty goofy when assembling)

Anyway uh, rant over, what I wanted to say, if you do anything to any of the values, you should see a change no matter if you have VR or not
But some specific changes get negated in non VR third person, because the animation overrides them

night adder
haughty moss
#

OH, yea that does sound like a problem :D

#

If you wanna play around, I could send you some files, let you play around with them, then show you what you did

night adder
#

Thank you for the offer!

simple crane
#

I'm kinda confused lol, I could understand the vertical rotation making it an extension of the arm, but I'm guessing that's not what's happening.

#

Maybe I should try changing the rotation by -90 and -45 or 45 as well

night adder
simple crane
#

That makes sense.

#

I kinda feel like positioning my multitool in between my guy's legs

#

Maybe get a staff and scale it

night adder
simple crane
night adder
simple crane
#

Alright all I have to do is find my coordinates for my guys waste and put them in

#

If anyone knows how to texture that'd be great, I need to change a laser texture to something white, preferably the terrain manipulator one

steel crypt
weary grail
#

Oh nice, thanks

ocean prairie
round sinew
ocean prairie
#

I didnt play 2 years ago so i have no idea if the updates between that time and now have changed

#

!component

hardy auroraBOT
#

@ocean prairie Specify a category:

Exosuit
Starship
LivingShip
Multitool
Exocraft
Minotaur
Nautilon
Freighter
Artefacts

ocean prairie
#

!component Exosuit

hardy auroraBOT
#

@ocean prairie Specify a component for Exosuit:

LifeSupport
Movement
Shield
Sentinel
HazardProtection
ColdProtection
HeatProtection
RadiationProtection
ToxicProtection
UnderwaterProtection

round sinew
#

in #bot-spam

ocean prairie
#

sorry what does it do though?

round sinew
#

provided example in #bot-spam

bronze ore
#

How can I go to ghost/phantom stars?

#

Those which do not show up on the galaxy map

#

Like likholu

night adder
night adder
bronze ore
#

Does a space demon live there or some?

night adder
# bronze ore Why not likholu

Because its where the actual assets from the Anomaly are hosted - youre not gonna do any damage there, but your Freighter base will get automatically reset the moment you arrive, and if you stick around too long, you'll eventually corrupt your save.

#

I mean, if you think that sounds fun, go for it I suppose. 🤷‍♂️ 🤣

bronze ore
#

Got it

#

@night adder if I visit it on a different save, will that affect my main save

night adder
night adder
# bronze ore Core void?

The 2087 regions empty of visible stars at the Core of each galaxy? Aka, the well of 2,087 x 4095 Phantom Stars everyone just blows right past on their way to the next galaxy?

night adder
#

Console players need a lift to a Phantom to get started, but if you start at star #1 ( portal1 portal0 portal0 portal1 ), you can Emergency Warp all the way to star 4096 within a Region.

#

@bronze ore

#

You need to drop Base Computers if you want to go backwards, but forwards is just E-Warping stars in numerical order.

ocean prairie
#

How do i change my freighter crew (i assume this is only the bridge?)

bronze ore
night adder
heavy merlin
#

No, raw JSON, from the menu at the top

ocean prairie
heavy merlin
#

IIRC that affects the colours

ocean prairie
# heavy merlin IIRC that affects the colours

So model = frigate look and home seed = colours, ok and how do i get the crew to change explain to me what i need to do, i need to do it, i mean i already have the type of crew i want the race at least, but they are wearing ridiculous colours

#

i just wana change the colour 😦

heavy merlin
night adder
ocean prairie
#

@night adder@heavy merlin This guys, i wana change their colour i want them to be VYKEEN. its fine but it dislike the colour

#

Also why is my freighter without marking and stuff when it actually has markings?

#

Here it looks good on the costumize screen

simple crane
night adder
#

The Inventory screen models predate decals

ocean prairie
ocean prairie
hearty wasp
ocean prairie
ocean prairie
hearty wasp
#

I think as long as it's within 16 bytes you can punch in whateverthefuck you want

ocean prairie
#

Is it normal or its fucked up?

hearty wasp
hearty wasp
#

it's the same for everyone

ocean prairie
hearty wasp
#

see what

#

the way the seed affects how the scene is generated?

#

I don't understand what verification you need to understand that

ocean prairie
#

Inventory screen and costumizer screen, reason why i ask is because i got the colours for my ship from a venator colour ship not a normal system freighter ship it was not a "normal" seed

hearty wasp
#

if you want the NPCs to have a different appearance, change the seed

#

oh you mean that

#

my freighter is old enough to not have anything

#

but the way it's generated is all the same

ocean prairie
#

@hearty waspThe thing is, if i change the home seed of the freighter it will change the colour, and if i change the model it will well change the model, so i am trying to find a way to just change the crew...

#

I mean if you know of a white+black(bridge) seed colour tell me

night adder
#

The crew colours are pulled from the same seed as the model colour, and you asked for red

#

So the bridge should be darker red than that, white secondary

ocean prairie
#

thank you, so that is the only way i guess

#

fuck

night adder
#

The closest anything gets is charcoal, at best

ocean prairie
night adder
ocean prairie
#

This seed is that 0x820007646D39

#

The home seed

night adder
ocean prairie
#

Weird right? See that is why i think i messed something up because i took Venator seed colour and applied it to my system freighter, do you think that is the reason or that doesn't metter?

night adder
ocean prairie
#

But why does that metter? should i make a different save and load there and then load back to my main?

night adder
# ocean prairie But why does that metter? should i make a different save and load there and then...

No, I was checking an edge case possibility. I suggest loading up with the home seed I gave you - if it doesnt match your crew, hand me screenshots with the colours for both and I'll see whether I can figure it out.
I have a sneaking suspicion that the crew may be coloured via a derivative of the home seed. If so, controlling both their outfit and your bridge colour will be no bueno, itll be 1 of the 2

steel crypt
ocean prairie
#

Can somebody with S tier frigates, go into save editor and tell me the cost per warp, of combat, diplomacy, trade ships?

fresh arch
#

With Project Apollo being released, Im happy to announce Im working on a new mod idea already. And here's a little sneak peak of me breaking another boundary

glass lake
mossy perch
#

where to install the folder TEXTURE mods?

fresh arch
#

Nowhere, because mods for NMS need to be packed in an archive with PAK extension

mossy perch
fresh arch
#

Sounds like you downloaded a package with LUA scripts and other assets to be used with AMUMSS

#

So either find the download for the PAK archive of mod in question or get AMUMSS to compile the assets

#

!faq-modding

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

fresh arch
#

2nd link

latent oyster
#

Could someone pls tell me what launch argument to input in order to prevent the game from pausing when alt-tabbed, using GOG Galaxy, not Steam.

mossy perch
#

noted

#

thanks

fresh arch
#

Quick Google doesnt bring up any commands other than launching game in VR mode

mossy perch
#

how about this, my good sir? @fresh arch

#

it contains these

fresh arch
#

No idea, where did you get it from

mossy perch
fresh arch
#

I understand it was impossible to just link the mod page itself

#

It has PAK files, pick one and install it manually

#

See the 1st link from the guide I linked earlier

mossy perch
#

i got that one

#

how about the fomod folder?

#

just ignore it? or should I place it somewhere\

fresh arch
#

Disregard it

#

You only need the PAK file

mossy perch
#

i see

#

thanks

vale iron
latent oyster
hearty wasp
latent oyster
#

It worked for the person that needed it for steam, according to his answer.

fresh arch
#

And where do you get that info from?

#

Cause Steam DB does not list any command line parameters other than the VR mode

#

Game stopping when alt-tabbed is a problem since I can member and I think if there was an easy solution like that, it would spread like wildfire by now

dusty cedar
#

where can i download the latest NMS save editor and how?

dusty cedar
hearty wasp
#

the middle section of the message should explain that they are tools you want

dusty cedar
#

Yeah got it working first try thanks

ebon cosmos
#

Hello there
So, I just reached my construction limit again and I heard there is a way to remove it
My questions would be: how? And what consequences may it have on my game?

vale iron
#

There is no way to remove global construction limits, if that's what you mean

ebon cosmos
vale iron
#

Correct

ebon cosmos
steel crypt
night adder
fresh arch
#

Nice, @latent oyster maybe you could try this method

night adder
#

And please lmk if you do! 🙂

fresh arch
#

Doesnt seem like it's dependant on the platform

night adder
#

I have plans that could use this, but I'm a ways away from needing it yet, so I wasnt worried about testing.... but if it solves a problem at the same time, sure I'd love some feedback! 😄

fresh arch
steep lily
steep lily
hot latch
#

Hey all, I've scrolled back a bit, and used Discord's search function, but haven't found what I'm looking for. I've been streaming NMS for years, and I'm sick and tired to the artifacting that happens during pulse drive. I've seen mods out there that completely remove it. Is there a mod out there that just reduces it to a level that won't cause my encoder to hate life, rather than eliminate it completely?

fresh arch
hot latch
#

Glorious, thank you!

hot latch
#

Holy crap, that was a breeze to install and it works flawlessly!

#

does streaming happy dance

steep lily
#

Yeah I have that and black space mod and it makes pulse nice

#

Anyone use exosolar building mod

dark osprey
#

im gonna play wioth the pverhauled planet generation

#

looks like fun

dark osprey
#

When installing ammuss, do you just run buildmod.bat

#

or is there smthn else to install it

fresh arch
#

!faq-modding

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

fresh arch
#

See the guide from 2nd link, has install instructions

fossil robin
#

now this might be kinda weird but if i was to 3D model some stuff that i think the community would like to see in game and posted said models in here, is that allowed?

steel crypt
#

I think it’s fine as long as it’s related directly to NMS and it’s not some kind of self promotion thing (trying to sell something)

fossil robin
#

dude i have not nearly enough modeling skill to sell it lol

hot cipher
#

what is the real reality on editing a ship I own or making it pop up as one I desire?

#

color stlye etc

ocean prairie
#

Do you guys know if there is any way via mod or editing to increase the LOD of the game? I feel things i spawning slow, i have game on SSD with all settings high but still i hate that i cant see stuff in the distance that much, i am using this atm https://www.nexusmods.com/nomanssky/mods/1316?tab=images but i still feel things pop up very close to me

Nexus Mods :: No Man's Sky

Ground textures fix + water level fix + spawn delay reduction + farther LOD switch

dark osprey
ocean prairie
#

Actually i am not 100% sure about grass and small things, maybe you are talking about them and you might be right i dont know

steel crypt
#

If possible (not really sure), extending render distance past ultra would require a lot of things to happen. For instance, that terrain you see in the distance isn’t at the stage where objects can be placed. You would first have to make terrain render much further before messing with objects. It would be a heavy mod with a LOT of changes to a LOT of files. Most PCs couldn’t handle this.

ocean prairie
jaunty ivy
#

could a mod change the way terrain is generated underneath a building?

solid hawk
#

Buildings are just spawned on top of existing terrain, so yes, possibly. Terrain mods. Some do have their own buffer areas, such as clear space around.

night adder
#

@solid hawk Hey, you happen to know what version # GOG saves currently display on saves?

#

I know ps is 4658, and XB 5170(?), but wanna confirm which gog falls on

solid hawk
#

Like, the build? GoG should be 115196. If this is something different, I'm not sure. May want to check with Jason, as he uses GoG and can check for you. 🙂

night adder
#

Jason who?

solid hawk
#

jasondude7116

#

The DUD's mod guy. 🙂

night adder
steel crypt
#

115196

night adder
steel crypt
#

For public branch 4.48

night adder
#

For custom modes

steel crypt
#

Hmm okay never done this gimme minute

solid hawk
#

Here (this is steam)

night adder
solid hawk
#

Fire up goatfungus, pick a save, go to Edit>EditRAW JSON

#

Or Edit RAW Jason, if you prefer. 🤪

night adder
#

Right now XBox is using an old Creative mode version # from pre Waypoint, unless HG fixed it

#

5170 iirc

#

Thats whats been screwing with people joining cross platform

steel crypt
#

Assuming I’m looking at the right thing…think I am it’s 4658

night adder
#

Thank you kindly! 🙂

steel crypt
#

Yeah no sweat.

night adder
#

I think hg may have already pushed that fix

solid hawk
#

Party time

night adder
# steel crypt Yeah no sweat.

Actually sorry, I didnt understand my friend's request.
He wants to know what it says for the value like these, on GoG

Win|Final```
#

He's working on a tool that manipulates savedata, and he wants to make sure it's coded properly to handle saves from all platforms - sounded like a good idea to me, hence poking people here lol.

steel escarp
#

@round sinew you said to move here so here I have moved :3

Upon loading the save after setting the progress value to 40, i now have the coordinates for a fallen host and am being told to imprint upon it and that it may choose to accompany me. Going to check the marker now

#

WELL
That is indeed a living ship
I guess that fixes all of it then

steel escarp
#

Thanks for spending like an hour and a half helping me lol

round sinew
#

through all of it, that was the best outcome possible

round sinew
steel escarp
#

I was just going to check the other channel to see which username that was lul

#

(thanks to you too @fallow meadow)

steel crypt
night adder
steel crypt
#

Lol lucky guess I guess.

solid hawk
#

What if it says Win|UnderConstruction?

night adder
#

@round sinew Can I assume that on both Linux and Mac, it'll be
Win|Final
As well? And do you know where I can get the answer if not?

night adder
solid hawk
#

Fin Mac and Linux, you'd be best off asking for users on those platforms in a general discussion or OT type channel. Mac users wouldn't hang in a modding channel, as mods don't work with Mac.

round sinew
solid hawk
#

You may have to help baby step them through JRE install and Goatfungus install and usage though.

night adder
#

Okay, one he really wants, how goes the GoG savedata structure get handled re: multiple users? Because it uses the path UserDefault, and he's asking what the next distinct user's save folder will be named?

#

@steel crypt I swear, last time for tonight lol

steel crypt
#

I don’t know. I am one user.

#

I don’t feel like I’m understanding but wouldn’t it use the same path?

solid hawk
#

I think what he wants is if you create another user account on the computer, run the game and take a new save for that user. Where would that save be generated?

fresh arch
steel crypt
# night adder <@254041934459437057> I swear, last time for tonight lol

I would figure it out for you but…. I don’t want to add another user to my PC to test. I’ve had all kinds of issues adding removing user accounts before.
However, it should be the same as Steam. So far, NMS has been identical on Steam and GOG so if there is a Steam user with multiple accounts, they could probably tell you.

haughty moss
#

someone made a post about a hilly settlement with inaccessible overseer and construction terminals
my idea? scale them up... I uh... kinda just scaled every part of the model by 10 to test... some parts that were attached to others grew exponentially :D

opaque horizon
#

Hi, looking for mod to remove grey/color change filter from Chromatic Biome planets, I just hate it, is there one, or I can do this easily myself?

fresh arch
#

See the Planetary Filter mod from this collection

#

It removes some of the yucky greyscale filters

opaque horizon
#

Thanks

opaque horizon
#

Sadly did not work, any way to find out which specific filter is being used, like console command or something??? There are like a hundred filters for this game....

hearty wasp
#

usually we just extrapolate from internal names

#

as in from in game files

opaque horizon
#

ok, one of the "weirdX.dds" lut files, I've never worked with DDS files, it would help immensely if I could just apply color grading as dds to an image and preview, preferably in GIMP...

#

I think I'll edit out all of those and see if that helps.

#

Seemed to work, ay

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Thank you for pointing in the right direction

hearty wasp
#

nah kudos to you for immediately going for it

#

most people don't even get past the reading names part

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but it never hurts to ask if you have questions in the future

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not physically, at least

opaque horizon
#

:D, ok I can get back to actually playing again, I had to build a base there, and it was depressing playing with that awful filter...

fallow meadow
#

Expedition Rewards - 4.50

solid hawk
night adder
night adder
#

@steel crypt Can you think of what my next question is?
Anyone you can think of that might be able to help? I admit, it's gonna be funny if you say no because if you do I intend to ask everyone ALL AT ONCE!!!

steel crypt
vale iron
#

I know mm has gog

night adder
steel crypt
#

I've done a couple "everyone"s before. Do it and run for cover 🙂

night adder
#

Dont you think it sounds fun? Because it sounds fun to me. 🤷‍♂️

steel crypt
#

The most flashing emoji I have seen

night adder
steel crypt
#

Wait, I have a question.

vale iron
#

I don't even know what you're trying to do :p

night adder
vale iron
#

That's a great way to get answers 😉

steel crypt
#

The folder structure for a single GOG user is:
C:\Users\DUD\AppData\Roaming\HelloGames\NMS\DefaultUser

night adder
steel crypt
#

Wouldn't a second user just be in a diff main folder under "Users"?

#

I'm missing something here haha

night adder
#

Basically I'm never not gonna need this answer until I get it, so I may as well just ask everyone I can at the same time, see?

steel crypt
#

I mean that's how windows normally works right?
Say the new user is named "Timmy"
Win would make a folder structure: C:\Users\Timmy\AppData\Roaming\HelloGames\NMS\DefaultUser right?

night adder
#

And what would someone logged into the same PC user account, different gog user account, have for theirs? I know exactly what question Im asking lol

steel crypt
#

One sec checking something

#

I don't know.
There is no way in Galaxy (GOG client) to set anything related to save game location.
This is an edge case and I have no idea who would be in this situation of having two GOG accounts to test.

solid hawk
#

If your partner wants to know the answer to this so badly, that person needs to buy two GoG accounts. 🙂

steel crypt
#

IMO it’s such an edge case that I wouldn’t worry about it unless someone had a bug report. At that point you have a person who can test/help maybe.

#

If you just absolutely need to know this obscure thing then I would personally ask GOG and see what they say.

rapid sandal
#

It's up to the dev where to save things. The fact that HG named the GOG save folder DefaultUser suggests to me that they don't support multiple GOG accounts. Likewise GOG seems to only support a current user, none of their config data supports a list of accounts like Steam, so I would expect that if you logged into GOG using a different account then played NMS the saves would still go in DefaultUser. I think most that want mult GOG or Epic Game accounts create dummy window accounts to host them.

steel crypt
#

Well said. I was noticing the same thing with galaxy files. I came to the same conclusion.

night adder
steel crypt
#

From below:

#

From above:

hearty wasp
#

HI, WINDERTP HERE FOR CONSUMERISM™️ 1.1.9

ARE YOU ON AN EXPEDITION TO PLAY THROUGH THE EXPEDITION BUT DON'T WANT TO KEEP EXPEDITING THE EXPEDITION JUST TO GET THE EXPEDITION REWARDS?

DO YOU WANT THE SPIKY HELMET BECAUSE YOU WANT TO COSPLAY AS LOW POLY SONIC THE HEDGEHOG?

IS YOUR LIFE A FLEETING STREAM OF TIME AND YOU CANNOT WAIT TO SPEND YOUR TIME WITH YOUR LOVED ONES (THE NEW JETPACK) INSTEAD OF ACTUALLY PLAYING THE GAME?

WELL, WHY DON'T YOU BUY, BUY, BUY THE NEW EXPEDITION REWARDS?

BUY NOW AND GET SOME TIME YOU'D'VE WASTED, ABSOLUTELY FREE
https://www.nexusmods.com/nomanssky/mods/2062

Nexus Mods :: No Man's Sky

Unlocks Expedition, Twitch, and Community Rewards for purchase in the Quicksilver shop

vale iron
#

Quick test:

solid hawk
violet lynx
#

Hey does anyone have a mod to disable overcharged of technologies for the experimental version ?

fallow meadow
fresh arch
#

The globals file required for this mod was decompiled for experimental branch

#

But I guess nobody updated the mods for tech overload yet

violet lynx
#

Ok thanks

vale iron
#

I'll upload it when I get up in the morning

solid hawk
# violet lynx Hey does anyone have a mod to disable overcharged of technologies for the experi...

Almost nobody updates mods for experimental NMS builds on Nexus Mods. Reasons:

  1. Mod .paks for experimental would crash the game if used on public builds and vice versa
  2. Normally, only a small percentage of players run experimental builds
  3. Experimental builds can be updated frequently, even several times a day. Each new game build might require a mod to be updated as well, depending on the game files used by the mod and what game files are changed in each NMS experimental build.

Just not worth the hassle and potential harm.

night adder
#

Anyone care to help a brother out? My buddy wants people to run this expression on as many different operating systems as possible, something or other about validations and pathing. So would anyone mind running it and telling me if it doesnt work?
https://regex101.com/r/dfgYYP/2

regex101

Regular expression tester with syntax highlighting, explanation, cheat sheet for PHP/PCRE, Python, GO, JavaScript, Java, C#/.NET, Rust.

heavy merlin
#

I thought those "or"s looked wrong, and the site seems to agree.

sour halo
#

It is matching a single character

#

Backslash escapes the character so it represents as the literal character

vale iron
vale iron
#

Blue-Purple gradient with lighter white test

vale iron
#

Though it came out more magenta-purple gradient

night adder
night adder
heavy merlin
#

Uh, any. " or " isn't regex anywhere. But I'm not sure what is meant to be tested, as just using the site would work the same way anywhere too

sour halo
#

Cause the site works for me when I plug-in a path

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Explanation on the site seems pretty straight forward as well

heavy merlin
#

Matches a space, an o, or an r, which isn't likely to be what is wanted

#

Deleting all the ors works just as well. There are also other strange things like {1} {2} that don't do anything useful. I'm not entirely sure what is meant to be doing but I think it may be coming from the wrong direction, as in Windows at least, any character can be used in a path except for a few certain things

sour halo
#

As for the or if u check the explanation on how it's working its not checking itself for viable characters in the string, things from the A-Za-z

heavy merlin
#

c:\börk

sour halo
#

As for brackets numbers they limit the number of instances of occurrence

sour halo
heavy merlin
#

Liming it to one instance isn't sensible as you can just not put any kind of repeat on it. And the {2} are inside of [ ] so don't actually do that at all

#

Oops, c:\foo\börk

sour halo
#

The limitter checks r from my own testing to avoid the path separator and the drive indicator from being double stacked or in a placement it shouldn't b

#

That way something like c:\foo\\bar doesn't happen

heavy merlin
#

Except it does accept that

sour halo
#

At some point ig in my tweaking of the string I messed that up

sour halo
#

But this gives me a good place today to start tweaking it more

heavy merlin
sour halo
#

Got any other pattern types that fail the check? I see I need to expand the character check as well as Crack down on the pathing structure for separators ...I hadn't touched regex before yesterday so I'm sure what I wrote also isn't the most efficient, I just pieced together the documentation on the site to get that to work

sour halo
#

Tbh I'm curious to see what happens to that path if I force it into ascii since rn that's what I'm doing to force carriage returns and newline characters to b visible in the outputs

sour halo
lunar garnet
#

question wat would i search for to find out why a mod is causing nms to crash on startup

hearty wasp
#

just don't use it if you can't make a mod yourself

lunar garnet
#

huh?

#

i updated mods and even tho i updated them one mod still says its needing updated

hearty wasp
#

yeah

#

that means it's old and broken

#

and you should not use it

#

you should check if the file description specifically say it's updated to the specific build you're playing on

#

your game's build number can be seen at the lower right corner in the mode select screen

#

but if a mod crashes your game consistantly

#

it's broke

vale iron
#

It will help if you provide the mod name

hearty wasp
#

and you should not use it

hearty wasp
fresh arch
#

After the proper release of my Project Apollo - Lost in Time mod, I started working on a new idea. I feel like I'm ready to share some information about it and in the same time I'm looking for some feedback.

Liminal Opportunities is a mod based on the idea of custom Nexus mission revolving around exploring a derelict freighter. I always thought the idea of giving 1 free Emergency Signal Scanner from specific NPC per week was kinda weird, considering there already exists a proper framework allowing people to embark on such an adventure both solo and in group in form of Nexus missions. So I got my fat ass to work and the result can be seen in the attached video.

Obligatory disclaimer first: this mod will NOT allow players to do these missions together. I have 0 knowledge about the MP and network aspects of the mission structures, so consider this only an addition for the single player experience. The whole idea is still very much WIP and every aspect of it is still subject to change.

Video showcase (around 6 minutes): https://streamable.com/s4gtdn

Watch "nexus mission derelict test" on Streamable.

▶ Play video
neat hedge
fallow meadow
#

The .pb3 file is specific to NMSSE (base backup)

neat hedge
#

like, it's just an input system? no way to get the base opened in a 3d program?

fallow meadow
#

<@&590975379678953522> Can we get rid of the above?

#

Thank you

#

@neat hedge Well, yes and no. Let me try explain. The .pb3 file is easy to use with NMSSE for its backup/restore functionality. But this means basically only really useful to NMSSE itself. The data it actually contains is the JSON but in a protocol buffer format (proto3) I assume. These files are not useful for other tools, unless specifically made to work with them.

When it comes to making Blender bases, you really just want the plain JSON. So you will use the Save Editors Raw JSON editor to copy the part that contains the Basae data, which can then be imported into the NMS Blender plugin

#

I'll not get into detail on the .pb3 file format, it makes sense to NMSSE and having JSON exported or backed up.
Have a look here: https://www.nexusmods.com/nomanssky/mods/984
It has a video as well, which will show you how to work with making those bases and using NMSSE to get the data required

neat hedge
#

thanks for the help there! tried to search some info about the pb3 format itself and couldn't find much, this explains many things for me

neat hedge
fallow meadow
neat hedge
fallow meadow
# neat hedge nah all i really want is opening the file itself, to see the model of the base x...

Exactly, so use either save editor and open the Raw JSON editor for your save. Look for the PersistentPlayerBases and make sure to open the base you want, to then copy the full raw JSON data for that base, which can be used within the Blender plugin to import (can be done straight from a clipboard copy). I usually use a text editor in between the save editor and blender. The other way around, you can export and paste it back into the save data, overwriting existing base data

#

The standalone app works pretty much the same way

neat hedge
terse current
#

Remind me again but are there anyway to get outlaw flag and cape, maybe crimson engine colors from past exditions?

fresh arch
#

Using mods / save editor / service bot

terse current
#

How do I go to steam apps?

#

In folder?

#

@unborn urchin

Next is renaming it to disablemod.txt or something?

#

Or just leave it?

unborn urchin
#

No, you leave the .pak as it is, but you rename the DISALBEMODS file

terse current
#

To what?

unborn urchin
#

And if you ever start the game again and don't see the mod working in game, check the folder to see if the game replaced the DISABLEMODS thing

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Anything, I usually go with DISABLEMODS_

terse current
unborn urchin
#

It just needs a different name so the game can't read it and thinks it's not there

terse current
#

Ahh

unborn urchin
#

The file is there as an easy way to troubleshoot in case players run into issues on modded games. If it has its normal name, all mods are disabled and you can test if things work on Vanilla

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

fresh arch
#

1st link

terse current
#

Wait I don’t see MOD folder in the PCBANKS, do I need to create one?

#

@fresh arch

fresh arch
terse current
#

Of course, gotcha

#

Then I add .Pak into mod folder? @fresh arch

fresh arch
#

Do I have to copy the same text again with another line highlighted?

terse current
#

I… don’t know, it’s why I’m asking

fresh arch
#

Put the PAK files inside the MODS folder you just created

terse current
#

That’s what I’m asking so the answer is yes

#

IT WORKED

unborn urchin
#

Now go to the Anomaly and check out the bazillion new items in the QS store 😄

#

It takes a while to scroll through all of them now

terse current
#

Yar yar yaaaaar!

#

@fresh arch My apologies for asking a lot from you. Computer is like a MASSIVE maze to me

#

So thank you for supports!

unborn urchin
#

And get ready to do a LOT of MP missions, but only the ones that give Quicksilver (which is one new one per day, up to three accumulated)

magic lava
#

That's not for this channel

potent reef
#

Is there a mod that for an enhanced filter system for the galaxy map?

I want something where i can do something like "show only systems that are either 3* or outlaw that are vy'keen"

I tried to search for filter on nexus mods and couldn´t find anything. The only filters there are some that change visual filters while playing on planets

fresh arch
#

No such thing exists

#

Mods can't add new functionality to the game

potent reef
#

very sad

solid hawk
#

HelloGames themselves are the ones who would need to implement such a thing. There's no existing game properties to allow for this.

solid hawk
# fresh arch Mods can't add new functionality to the game

Technically, we can add new properties, with only two minor caveats...1) Will do nothing because there would be no functions in the exe to use them, 2) Game would crash every time, because the exe would not recognize the new properties. lol

restive heath
#

question - if someone gives me an egg of a "rare underwater" creature, can i interact with it normally?

solid hawk
#

If it is not a creature type than can be a pet in vanilla, then maybe\maybe not. Depends on what code is missing. If it is a creature type that can be a pet in vanilla, then should be alright.

unreal hollow
#

Hello everyone, what are the best no man's sky mods that deserve to exist? I might give them a try.

vale iron
#

I'll beat Winder: Sean

#

Arghwater

#

But mostly it really depends on you. What do you want?

night adder
vale iron
#

You mean move it in the mbin or in the exe? I think moving in the mbin would make no difference, but would need to try it

rapid sandal
# night adder So, I have a dumb question I wanna learn from. What would happen if you simply *...

"reinserted prior to the code handling race distribution" you generally can't just insert code into an exe. you would need to find enough bytes before the race distribution code that you could rewrite to include a jump to the code to detect economy tier, without disrupting whatever functionality those hijacked bytes were doing. one way would be to take those bytes and copy them somewhere else as a callable function, then you'd first call the moved bytes function, then the code to detect economy tier, then the code handling race distribution. you'd also have to no-op out the old place where the code to detect economy tier was being called. if the code to detect economy tier and the code handling race distribution are two function calls that are already 'together' then you may be able to just swap the calls ... but you'd be lucky if that was the case.

night adder
night adder
#

Awesome, thanks! 🫡

rapid sandal
#

yeah, swapping the calls is more than just swapping two call pointers, theres also the code before the calls that pushes the function parameters on the stack or puts in registers, and any call after that uses any return value. so if the functions have different number and types of parameters or return types then it's a bit more work.

ocean prairie
#

Oh i hope mods wont brake

vale iron
#

They will

#

Almost all

#

Some of us will get updates up quickly, though

#

It helped a ton that they gave us the experimental early

fresh arch
#

FRIENDLY REMINDER: do not attempt to run old mods with the new version of the game (4.50, Omega update)

#

HG changed a whole lot of files and moved some data structures around, making most of the existing mods incompatible!

#

Make sure to use only mods that have been updated to the last version of the game!

potent reef
#

Do mods break on new updates?

#

damn ty

fresh arch
#

FRIENDLY REMINDER NUMERO DUO: save editors such as Goatfungus or NomNom may not function correctly due to structural changes in save file data!

#

Wait for your save editor to get updated to be compatible with the latest version of the game!

charred isle
#

yeah seems like they updated a crapload of stuff lol

fresh arch
#

Yeah they did

#

I need to update almost all of my mods

#

Anything more complicated than a simple texture replacement will need to be updated

#

Some mod authors are already working on that so please be patient

charred isle
#

i dont have any installed so im safe thankfully

rapid sandal
hearty wasp
#

nearly forgor to continue the tradition

#

increasingly demented updated writing

vale iron
#

My mods will be updated within 2 hours. Just woke up and kicked up the update process

vale iron
#

All common mods updated. Will look into uncommon mods later.

solid hawk
#

FRIENDLY REMINDER NUMERO TRES: Related to the first one by FriendlyFire above. If you are a GamePass or GoG user, who do not yet have access to the NMS 4.50 update, Do NOT use any of the updated mod .paks being uploaded to NexusMods from today until you get access to NMS 4.50. The updated mod .paks will crash your game. Not only are NMS mods not forward compatible, they are not backward compatible either.

#

All Exosolar, Babscoole, Mjstral, Lowkie, and Reikokuu mods updated.

inner sapphire
#

I had a problem getting my mod to work with NMS 4.50 and I'm not sure what was going on. The part with the difficulty settings moving to their own file, that was the easy part. But the part which added the Emeril engine trail crashed the game.

I ended up combining two ModBuilder scripts into one, and that seemed to solve it.

vale iron
#

It would help if you mentioned the mods

night adder
odd crater
#

Probably for the same reason you would talk about it publicly.

fresh arch
#

Nah, everything is fine, just a small fuckup from my side

ocean prairie
#

aare mods broken with this update?

#

This are the ones i use

fresh arch
ocean prairie
fresh arch
#

There is a reason why mod authors are updating 90% of their mods since yesterday

#

And it's not for shits and giggles

#

There were some structural changes across most popular game files

vale iron
#

some of those might still work?

fresh arch
#

Consider ALL MODS to be outdated

#

And wait for mod authors to update them to be compatible with last game version

#

Some - maybe. More words rewards? Hell no

#

1 new line of text broke all "better reward" mods

vale iron
#

Definitely not

#

more words breaks every medium/major update

#

sometimes on small updates too

ocean prairie
fresh arch
#

shameless self promotion Public service announcement: all my mods expect for Project Apollo have been updated to be compatible with game version 4.50

#

For the time being, Project Apollo will be unavailable to download. Any older version of it will not be supported. The mod page will be brought back once the new version will be ready

hearty wasp
#

Except texture and model replacements

fresh arch
fallow meadow
#

Twitch Drops - Updated to include Season 8

fresh arch
#

Good job as usual @fallow meadow

meager shoal
#

Anyone have any good mods that give variety to the creatures and planet exploration?

merry wasp
blissful carbon
#

Would anybody have recommendations for general performance mods? I don't want to make the game super heavily modded, just QOL/improvement kinda stuff

hearty wasp
#

Sean

solid hawk
solid hawk
#

But there's a large smattering of them by other authors as well.

raven smelt
#

anyone know if theres a save editor that works rn? trying to get custom colors on my new ship

fresh arch
raven smelt
#

i saw that, i was talkin bout what people are using currently, somebody has something that works xD saw the new ship in bright pink earlier

fresh arch
#

New ship as in the Starborn Runner from expedition?

raven smelt
#

yeah

fresh arch
#

That was most likely a texture replacer, @vale iron here is working on this

raven smelt
#

ohhh

#

i thought it was a save edit using hex colors

vale iron
#

That's odd. I don't know anyone else that knows how to and is making reskins of the ship

#

And I haven't released it

fresh arch
#

cue X Files music

#

Maybe it was the standard texture but appeared pink in lighting conditions or photo mode?

vale iron
#

Yeah, more likely

#

Or a post edit

#

I wonder where the HG logo would be. Or I guess I can just steal it from their site

fresh arch
#

But if it's still in the game

#

Then could anyone access it given proc gen?

#

Dunno how that affects decals

#

Or is it just a node in the scene file for the Runner

#

Ah wait scratch that, forgot it's a fixed seed, nevermind

vale iron
fresh arch
#

Wait

#

Why is the middle glyph pink

vale iron
#

I'm changing things. My character was always green and pink

#

but I'm doing some tweaks now

#

Hmm, wasn't as straightforward as I'd hoped. Need to edit some more

#

Crap, I think the decal shape is baked into the model mesh. Why they would do that instead of use transparency...

#

Weird, not anything in the model that I can see

#

Oh, nm, me stupid

vale iron
#

Meh, got the decals replaced, but don't like it.

fresh arch
#

Yeah, the glyphs kinda turned into random dots

#

Maybe use some kind of square-based font?

vale iron
#

Or I could compress them down to just the black nose part

#

I think I'll kill this idea for now. Maybe make an optional file that modifies just the decals in different ways.

fresh arch
#

Decals are stored in separate texture as the metal bits?

vale iron
#

It really feels like too much. A minimal decal set would look better

#

yes

fresh arch
#

Yeah then make it an optional download maybe

#

Maybe what you could do

#

Have the nose decal be in form of multiple stripes going down the nose

#

And the middle stripe has a cut out for the glyphs

hearty wasp
#

for old time's sake

magic lava
strange narwhal
#

Hi, does the NMS save editor work with Omega?

fallow meadow
fresh arch
strange narwhal
#

Oh damn

fallow meadow
#

@strange narwhal Are you familiar with Python?

#

There are tools out there which allow you to decompress and compress your save files. You'd be able to edit in between that process. Only downside is the name mapping not being easy to read, but MBINC provides the mapping to compare against. So technically you could decompress the save, search for whatever you wish to edit, make the changes, compress again for use. I do advise to keep a backup of your saves prior to messing about.

tribal helm
#

what are nice mods to get for no man sky

fallow meadow
# tribal helm what are nice mods to get for no man sky

Plenty of nice mods, depends on what kind of mods you are looking for. With the current update, I'd suggest to browse Nexus Mods making sure you sort by 'last updated', because many mods have yet to update again to work. You can find a link to NMS Nexus Mods in one of the pins for this channel

tribal helm
#

oooooooh

#

okay

fresh arch
#

!faq-modding

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

<:NmsAtlas:972222451801010207> Helpful links and tips for Modding

• [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

Info 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

alert 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.

fresh arch
#

5th link for updated mods

tribal helm
#

ty

#

yeh htere are amnny updated to omega i see

#

i guess il wait

fresh arch
#

There are like 140 mods updated for current version of the game

#

Im on page 7 with 20 mods per page

#

Babscoole, Gumsk, Winder, Lo2k have their mods updated

#

Prolly the biggest names in the modding scene

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Hell even Better Planet Generation got updated

strange narwhal
tribal helm
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ah okay i checked it from latest

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and looked from 16 feb

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im not sure what i have to look for

fallow meadow
tribal helm
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oh okay so the mod page doenst sort correct for some reason

fallow meadow
strange narwhal
tribal helm
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oh i found out why its becouse i chose latest and not updated

fallow meadow
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Just a re-organisation within the save data

tribal helm
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when using mods does it let me play with players that dont hve mods?

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or do we both need it

fallow meadow
strange narwhal
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ooh okay

tribal helm
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is ther any mods for interact faster?

fallow meadow
# tribal helm or do we both need it

To both experience the same, you'd both need the mod(s) installed. You can however play with others regardless, but you will have a different experience depending on what the mod changes (it is client side changes only)

fresh arch
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No need for a mod for faster interactions since it's a feature in vanilla

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And HG has a tendency to improve the speed of various interactions with different updates

fallow meadow
tribal helm
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ty

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testing also better planet generation to see

modest kiln
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Goatfungus updated

timber plaza
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Dang that was fast

night adder
# timber plaza Dang that was fast

It's literally a matter of translating newly added section titles and accounting for the new order of savedata - not saying it wasn't quite quick, and I appreciate just as much, just pointing out it's not exactly rocket surgery, lol.

timber plaza
solid hawk
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Different games work in different ways

timber plaza
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Yeah, my standards are just slower than average

vale iron
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To be fair, it used to take a lot longer. Mod updates have sped up a TON the past two years

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The mbincompiler developers have that automated a lot, so it updates very quickly now. We have tools to batch process a ton of scripts in one go, and a few of us use batch processes to zip and name everything for upload

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Uploading to Nexus is honestly the slowest part now

glass gate
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is there a way to change which number a save file is assigned to? My main save is designated to #2, but I would like to assign it to #1

analog kettle
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Anyone with saveditor, is it possible to change the seed of my capital freighter to a pirate freighter like we can for any other freighter?

vale iron
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It's likely its own class, not a seed of capital

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I haven't gotten to look yet though

timber plaza
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I'm having this error with goat fungus, how do I fix it?

timber plaza
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Turns out my java was just old

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Another question, I seem to be having trouble finding my save files ( I am on PC Xbox game pass). Anyone know what to do with those for goat fungus?

fresh arch
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!faq-savefiles

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

<:nmsatlas:972222451801010207> **Save File Locations**

Steam Steam
%appdata%\HelloGames\NMS\st_<Steam64ID>\...

Game Pass GamePass
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...

GoG GOG
%appdata%\HelloGames\NMS\DefaultUser\...

Linux & Steam Deck Steam
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...

Mac Mac
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/

info 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).

timber plaza
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Thank you

wheat raven
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new update...

time to poke nms save editor thing about new stuff :v

fresh arch
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Make sure the save editors you wanna use were updated for the last game version