#nms-modding
1 messages · Page 36 of 1
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 😅
How do you mod nms
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Ty
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.
Beats me, I don't really know what's causing this. There's no mods installed on this
It'd be such a great April Fool's prank, lol
What is modded like
like it's different in some parts
It can be more or it can be less, depends on the mods you use.
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.
Using mods is very simple. If you need help, just let us know what is confusing you.
!faq-modding 1st link
1st link
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
so I found some multiverse framework for NMS which is like skse for skyrim https://www.nexusmods.com/nomanssky/mods/2118
any professional modder opinions on potential of this thing?
If you want professional opinion, you can ask directly on the modding server
!moddinglink
It has a channel dedicated to various API projects, including this one
APIs like that p much just their own thing and most modders don't really interact with them
either because of prolonged lack of availability, interest and skill
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
but how long will it take for HG to break it with updates?
you can prolly ask the dev in the mod page
If anything like all the other mods, every major update it'll need a fixup.
So, about every two months or so.
well, if it won't get abandoned I think NMS modding has a huge potential
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.
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
the latter
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
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
every few months and then every few days
which doesn't change the fact that modders will tell you to install manually
So its sorta a crapshoot
ye
How about Mod organizer 2?
doesn't matter
if you want to reduce hassle use the mods' lua scripts with AMUMSS
but you will be recommended to install manually eventually if using a mod manager\
Is there a reliable way to remove core tech on ships? Like the photon cannon on solar ships?
yeah by installing the mod correctly
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
I've already responded in the modding server
Is this a download for AMUMSS?
you can check this page to see how to install mods manually https://nomanssky.fandom.com/wiki/Mods#Installing_Mods
Oh right sorry didn't see that I'll try it out when I get home thanks
#nms-modding message the guide should have a link but if not just google AMUMSS
it's just about the only thing that has that acronym]
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
White and gold S class solar ship for 9 mil only
The under water kind of reminds me of gtas ocean
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
Is there a mod that makes it so extractors actually pull at the stated rate per hour instead of having the 1-hour cycle?
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
any mods to get old styled menu back?
like here https://i.redd.it/6kg7c1tboog31.png
I found a mod that turns background back to blue
but not overall style
Bro i had no idea you could mod nms
@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.
You're in the modding channel. lol
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st link
Much appreciated 🙏
you'll have better chance asking for a mod that changes the wording itself to reflect the reality
and the answer will still be no
That's a preview of his v2 of his own terrain mod
Scroll up to see more
Looks like it will be very nice
Are there any mods that automatically pull from storage or inventory the ingredients needed to build something?
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
yeah the crafting system in this game gets doodooer the more items it's got
@fresh arch sorry for ping but I have a problem with project apollo
I can't craft temporal scanner
recipe is just not here
In what inventory are you trying to craft it?
What's your progress on the Lost in Time quest?
very beginning, I tried to create it in multitool inventory
I'll try restarting quest
you get the recipe from Iteration: Hesperus over at Space Anomaly
After the ship communicator scene you go talk to them and obtain that blueprint
Potentially a mod conflict with any mod targeting REWARDTABLE.MBIN
deadly is more of an overhaul, so will conflict with tons of stuff.
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
so that means I can merge them and use them together?
I havent tried to merge Apollo with anything so I dont know how these two mods will play out together
But in general, to utilize two (or more) conflicting mods, you have to merge them
You know... I just noticed it looks like a hammer and sickle lol
Does using AMUMSS instead of just using paks cause less crashing? I have like 4 mods and I crash
AMUMSS is used to create paks
The pak is the end result which is the mod you use.
You can have conflicting mods, which cause a crash and you can use AMUMSS to try to combine them to stop a crash.
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.
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 🤞
Actually, it may or may not, depending on the nature of the issue. When Luas are run through AMUMSS, fresh copies of the game files are grabbed from the players game install as the base for the mod changes. So, the mod .pak is updated to latest.
Right. I completely bypassed that part lol.
Note to everyone: Do not listen to me for tools advice. 😅
I mean it’s sad really because that’s the main original purpose of AMUMSS. My brain has receded.
Nah, just helping to fill in a gap of information. We all need that assist every so often.
I get an error crashing my game saying potential mod confliction, I only have one mod
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.
Look at when the mod was last updated.
Which mod?
Fast actions
I’m pretty sure I got the most recent one since I downloaded it 2 days ago
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.
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.
communism in NMS?
actually vy'keens being communist would feel right for me, idk why
alright thanks, I'll try that when I'll get home
ive never modded before, if I mod the game can I still play with vanilla players?
It’s not when you download it, it’s when it was updated that counts. You can download mods that haven’t been updated for 5 years
Also @alpine orchid see
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Mods do not impede on playing with other players
And make sure you run only mods that were updated for the current game version
(with some exceptions but general rule of thumb: pick mods from recently updated or new releases)
yes, but if you will use terrain mods player positions will be messed
It's a question of what kind of data gets synced between players and what kind is not
Terrain is generated only locally, terrain shape is not send to other players, but player position is
The 3rd link in guide I posted should cover this question
NMS multiplayer implementation is most unique one I've ever seen, its singleplayer and multiplayer at the same time
or should I say the way they utilized it? regardless of any mods you will be able to play multiplayer
doesn't matter, still old mod
post MODS folder or the page you downloaded it from
I just did that, everything seems to work fine except textures, am I supposed to place them into other folder than modscripts?
Assuming you're still talking about Apollo - per installation instructions on the mod page
oh okay
If it's Lo2ks, not old and updated.
ModScript\GlobalMEFTI
it's old until actual evidence shows otherwise
it's what a crash most likely indicates and that is more trustworthy than any other claims
Guilty until proven innocent. I like it. Also a great basis for a justice system.
Or you can go with innocent until proven innocent like Seattle, Portland, San Francisco, New York, Chicago, Detroit, ........ and then you get free meth.
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?
... what
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.
No mods to deal with inputs
And you dont have to use the mouse
I think you confirm the selection with F key
Well, thanks. That's good to know.
New mod released: gCharacter Chest Light Colors v448a:
https://www.nexusmods.com/nomanssky/mods/2962/
Does anyone know how to create creatures using the save editor?
I checked my version and it is outdated but I can’t seem to find how to update it
Maybe you have updating turned off. Is this Steam, GoG, or GamePass?
What build version is it showing at the lower right of the screen?
With Steam, go to the game, right-click and choose properties
Then in Updates, try these settings:
Then exit steam
and restart the client, which'll force a recheck for updates
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.
I figured it out I just had to verify game files for it to update
Nice, glad you got it fixed. Guessing, now that you're updated to latest, that Fast Actions is no longer crashing the game.
Can I use both .rar and .pak mods at the same time
Nvm I forgot rar files are just fancy zip files
7zip files are fancy zip files. Rar is just crap.
A small preview of the Project Apollo: Lost in Time mod. A new update is currently in playtesting phase and will be released soon (TM). The video shows a small side quest and some new additions to the mod.
New mod or backpack camera light colors:
https://www.nexusmods.com/nomanssky/mods/2963/
Anyone using ReShade on Steam Deck? Niche question I know
this is looking amazing
vanilla planet generation honestly doesn't give you feeling of huge terrain, but this mod, damn
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.
oof, try doing graphics programming, it's taught me more linear algebra than my lectures ever did 😅
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
Because of the psychosis we all share.
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.
did someone say changing the player model
think one other person tried it
last year I think
Oh yeah, forgot about this one. 🙂
Still, had its' issues
what the most mods you can slam into 1 pak file?
got 29 workin so far
No limit
"snap into a slim jim jack"
Pretty much anything from this list: https://www.nexusmods.com/nomanssky/mods/880
But be sure to check out Lenni, Gumsk, 1Monk for various improvements and bug fixes as well
Huge ty
Sean
no...not yet at least
Sean Sean's Sean?
One more Sean than Sean Sean
This gets 5 schmeckles.
Project Apollo is getting an update soon (TM), here's a little sneak peak of the new content
can someone save edit this spider as a pet
looks interesting, ||will both choices give you different stuff? or it's just for different dialogue?||
|| There is only one correct answer and the others will bring you back again to this screen ||
I didnt feel like making complicated dialogues for side quests so I made them simple
Sean Sean Sean: Sean Sean
Not possible
why
i mean, im not a modding expert, im curious why
since i saw people mod sentiel walker as a pet
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. 😅
you can have a chair for a pet but that will make you unable to play multiplayer
same with anything not a creature
ooh.
can you mod a gigant worm? or not possible
you can mod any model into a pet but if it doesn't have the pet data it breaks mp
and basically only pets have the pet data
Oh okay
Can people without mods see peoples moddded vechiles, pets and etc
No, but they can see save edited pets, such as a dragon with two heads and wings
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
Griefing
I wouldn't say it is to deter griefing. It's more just that the data isn't there so the network syncing doesn't know what to do, so it craps out
https://www.nexusmods.com/nomanssky/mods/2062
https://www.nexusmods.com/nomanssky/mods/1960
Maintained mods for expeditions stuff @mortal pike @haughty moss
Consumerism is the one I was going to suggest
funny, can't emote in vr for the second one :D
VR doesn't have the emote section of the Quick Menu?
no
Interesting
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
@solid hawk you might wanna take a look at it and add a disclaimer
Nope
There's nothing to look at, there is no emote menu in VR, this is an HG thing.
Yeah I get that, I just didnt knew that was a thing
And I would assume most of players dont know either
I wouldn't have known if I wasn't told by a VR player. I can't afford VR.
Doesn't come up all that often, as the numbers of VR players are relatively low, due to the high cost of entry. 🙂
no man's sky is the best vr game I have
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.
Nothing modders can do
how about putting the emotes somewhere else? there's 2 commands in the pet menu that are basically emotes
Modding NMS is fairly limited, we don't have access to many core functionalities and that includes Quick Menu options
All we can do is push more stuff into the emote section
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
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.
the emote menu is so flexible that they flexed it out of vr
Use vr hand commands mod logic
do you know if it's possible with a mod to adjust weapon position?
in vr, you hold the staff like an rpg with invisible grip
https://www.reddit.com/r/NoMansSkyTheGame/comments/1659gcp/im_a_little_disappointed_that_this_is_how_we_hold/
Yep
Maybe, but as I do not have VR myself, wouldn't even be able to start
oh that's a mod thing, I thought they were talking about gestures and general vr stuff
Yes
I think since all multitools are same on screen, and you see what it does with staff, if you manage to manipulate non-vr, it should affect both
None of the current prolific modders, myself, JasonDude, Lo2k, Gumsk, FriendlyFire, lmonk, etc have VR. We're all poor
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
Long story short: all what mods do is change values of existing parameters that are stored in game files as encoded text
We can't add new functionalities or new data types, we can only shuffle around what the game already provides
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
Both modders and VR players are a tiny percentage of the playerbase, now find someone who fits both of these sets
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
post MODS folder
unless you've only used luas with AMUMSS then run them through AMUMSS again, and then post ModScript folder
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
I had been hoping if I kept it simple enough I wouldn't need to figure out the ins and outs of merging
(I just came from making FO4 mods for a few months straight and I'm a bit burnt out)
What FriendlyFire said above. There's nothing in the game files to adjust or change the rest of the Quick Menu, hence it's coming from within the .exe and we can't make changes to those.
Clean Analysis is completely out of date and does make changes to UI files, not just TEXTURES. That one needs to be jettisoned for sure.
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.
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).
Also has optional colored background for the data views to make them easier to see during the day and on brighter or snowy planets.
Full disclosure, the above is one of mine.
How would one go looking for such values? All I can think of is cheat engine
Oh, the irony - I ignored how old it was because the description said it wasn't version-sensitive because it only changed the textures and models folders.
You will need to decompile the game files and manually look for the values you might wanna change in those decompiled files
Here's a tutorial to get you started: https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics
Also it's advised to get some proper text editor with support with syntax highlighting, like Notepad++ or Visual Studio Code
sorry if it's annoying or just dumb question, but how much you need to do to finish this mod?
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?
It's because of the structure of the game files and where does HG put different stuff
Mods work by providing copies of files used for vanilla game in their entirety with the desired changes
And HG has a tendency to house lots of seeminngly unrelated data in the same files
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.
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.
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.
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.
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.
Wow
So its game engine paired together with shitty update changes + not enough mod tools to help modders
Its ridiculous how 5 bug fixes brake 5 mods because why thats why
I wouldn't say it's an issue of the engine, more like an approach of handling / distributing data across the files
Maybe HG could have opted to have dedicated files for: exosuit tech, starship tech, exocraft tech, etc.
So they can actually make this better if they want?
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
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)
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
I'd wager it's at least half a full time job's worth of time
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 ^^
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
the joints are hardcoded?
no sorry I forgor people don't normally know how in game files work
I read what was written here
joints are parts of the rig inside a scene which is a manifest of the model geometry
only stuff I can find can be modded, no touchy the exe
this explains the basic scene elements https://stepmodifications.org/wiki/NoMansSky:Reference_Guides/SCENE_Files
and here's how to unpack your game so you can get started https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics
I've seen the Rick Sanchez mod, model can be changed, what I'm getting form that is I might be able to just change the rig orientation
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
you reminded me of when I was making a few vrchat avatars, animations not only work like you described, they can occasionally actually OVERWRITE the default state in unity :D
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
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
I don't know anyone who currently has nms installed, would anyone wanna test how it looks in multiplayer a bit later?
I dont think a change like this will be visible in multiplayer for other people
don't know until you try
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
exactly, my thought was that my game uses my files to find where I'm firing the multitool, then sends the impacts to multiplayer
does anyone wanna take credit for uploading the mod or something when I'm done?
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)
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
You can do some serious geometry transforms on a napkin with a calculator like I did for realigning parts on spaceships.
I saw a few lines of code in the file describing finger positions, it could be completely customised, but that was not my focus
it works extremely well for no reason :D don't underestimate no man's sky I guess :3
Nicely done
Weeks, months, as long as it takes. 🙂
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.
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.
damn
I actually didn't even think about testing
probably increases exploration factor by 100 with lack of debugging tools
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.
I know you told me most modders don't care about VR, but do you know anyone with VR who might appreciate this?
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
among
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
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
RotY90 should be 90deg right or up, depends on whether syntax is around the axis or relative to face.
@simple crane i found someone who may have toys you wanna play wit
@simple crane
No gifs in this channel please
Sounds cool to me
The axis location in this case is most likely bound to a series of transforms before the actual node. Rotating Y +90 will rotate the node 90 on the vertical axis but the relative position and direction of that axis is based on the transforms it is a child to.
Ahh, so which is the one node to rule them all on staves?
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
I get it, that node connecting player to staff is the "master node" - I was asking which part is oriented first, determining the orientations of the rest - thanks!
I believe we are on the same page haha 👍
If we're not, I cant prove it, so youre safe. 😂
#nms-modding message
I already did everything, changed 0 to 45, it's the exact angle of the controller
Z is forward, Y is up, X is left
Positive X rotation made it aim 45° up instead of forward
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
Lol, youre right, I could, but while Im curious about positioning nodes, I dont care to get into manipulating em while im still playing ps4
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
Lol, I'm good. i know how, I just dont want to yet. 😉
Thank you for the offer!
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
Think of it like base objects - their position/rotation is always dependent on base origin.
By the same concept, where Staff connects to Arm is its origin.
That makes sense.
I kinda feel like positioning my multitool in between my guy's legs
Maybe get a staff and scale it
Toss in a headless snake to make it all the WRONG!!! 🤣
Are you trying to get me into bed
I'm offended you think it'd require effort on my part. 😛
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
Mining beam or other laser?
@weary grail
https://www.nexusmods.com/nomanssky/mods/2486
Oh nice, thanks
@round sinew Do you think this is still valid or a lot has changed? https://github.com/1pwny/Optimal-Upgrades its 2 years ago
not sure, there's also !component bot command, but iirc there's some module types that haven't been updated e.g. neutron cannon
I didnt play 2 years ago so i have no idea if the updates between that time and now have changed
!component
@ocean prairie Specify a category:
Exosuit
Starship
LivingShip
Multitool
Exocraft
Minotaur
Nautilon
Freighter
Artefacts
!component Exosuit
@ocean prairie Specify a component for Exosuit:
LifeSupport
Movement
Shield
Sentinel
HazardProtection
ColdProtection
HeatProtection
RadiationProtection
ToxicProtection
UnderwaterProtection
in #bot-spam
sorry what does it do though?
provided example in #bot-spam
How can I go to ghost/phantom stars?
Those which do not show up on the galaxy map
Like likholu
Dont go to Likholu. And by save editing, getting taxied, or using the Service Bot.
For every Visible star, there exist ~7 Phantom ones, pick any of the other QUADRILLION or so other Phantoms, lol.
Why not likholu
Does a space demon live there or some?
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. 🤷♂️ 🤣
So yep it's sort of a space demon
Got it
@night adder if I visit it on a different save, will that affect my main save
Nope, go ahead and see, and then get bored, and then never visit a phantom again because Likholu was so disappointing, rather than join the exciting group of players who want to discover the entire core void. 😛
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?
That's explorable???
Console players need a lift to a Phantom to get started, but if you start at star #1 (
), 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.
How do i change my freighter crew (i assume this is only the bridge?)
I see, thank you for the help!
In raw JSON, PlayerStateData\ Current FreighterCrew (unsure of precise wording, but freighter and crew are in it), there's a long filepath, containing either NPCKORVAX, NPCGEK, or NPCVYKEEN - pick the one you want and swap it in.
Is it this one ?
No, raw JSON, from the menu at the top
Noooo, i dont know how to do that, what is home seed for then?
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 😦
If you already have the race you want, this ^ isn't what you need, you could try changing that home seed
To what?
@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
Forgot nms had that
change the seed
To what colours?
The Inventory screen models predate decals
What seed mate?
I dont know , red, white is fine also
What do you mean by this, my question is why dont i have this screen in the inventory but only in the costumizer, when i fly i do see decails its only the inventory screen that is messed up
Ok, what am i changing here to what?
to another random seed
I think as long as it's within 16 bytes you can punch in whateverthefuck you want
The model seed or home seed? And also why is my inventory screen of my freighter like this mate, just gray...
Is it normal or its fucked up?
Moo already answered the former #nms-modding message
and like dharhan said, the model on the inventory screen is prolly a different model to the one in world
Its the same for you?
it's the same for everyone
Can i see?
see what
the way the seed affects how the scene is generated?
I don't understand what verification you need to understand that
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
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
@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
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
awwwwwwwwwww
thank you, so that is the only way i guess
fuck
Black doesnt exist on the natural paint palettes anyways
The closest anything gets is charcoal, at best
Ye true, so that seed you gave me, is it gona look like this or?
Primary dark red, trim light red, decals white I believe
But why isnt the crew i have atm white+black(charcoal), there was no purple or green anywhere on my ship
This seed is that 0x820007646D39
The home seed
Reset custom colours? I thought that crew used home seed for colour
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?
Shouldnt matter, provided youve loaded into a different save at least once since then
No i never loaded into a different save
But why does that metter? should i make a different save and load there and then load back to my main?
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
Ok i will test it out
Can somebody with S tier frigates, go into save editor and tell me the cost per warp, of combat, diplomacy, trade ships?
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
Hey there
where to install the folder TEXTURE mods?
Nowhere, because mods for NMS need to be packed in an archive with PAK extension
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
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
2nd link
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.
I dont think there is such a command
Quick Google doesnt bring up any commands other than launching game in VR mode
No idea, where did you get it from
AtmoHover-PulseSpeed_v4.46.0-688-4-46-0-1702099552
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
i got that one
how about the fomod folder?
just ignore it? or should I place it somewhere\
Needs a mod. There are no command line or in game settings for that
For steam I've seen launch arguments, but galaxy doesn't work with those
which is irrelevant because last time we checked there is no arguments that do that period
It worked for the person that needed it for steam, according to his answer.
And where do you get that info from?
Cause Steam DB does not list any command line parameters other than the VR mode
And I like to think these commands are only available to engines that support them and Steam in general, per this article: https://developer.valvesoftware.com/wiki/Command_line_options
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
where can i download the latest NMS save editor and how?
whats the mod exactly called? it just brings me to the nexus page
the latter 2 links
the middle section of the message should explain that they are tools you want
Yeah got it working first try thanks
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?
There is no way to remove global construction limits, if that's what you mean
So I'm limited to those X parts per save file and there is no way around that
Correct
Oh well, thank you
I guess it's time to purge some bases
I'll grab you a link, because I've seen a post written by someone talking about AutoHotKey for setting up scripts for repetitive tasks, and iirc it claimed to have a viable solution to that problem
@fresh arch Afaik this seems reasonable, but I cant test it myself. 🤷♂️ https://www.reddit.com/r/NoMansSkyMods/s/EoGSwuBoeD
Nice, @latent oyster maybe you could try this method
And please lmk if you do! 🙂
Doesnt seem like it's dependant on the platform
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! 😄
New mod published: https://www.nexusmods.com/nomanssky/mods/2967/
I'd build a base under there
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?
https://www.nexusmods.com/nomanssky/mods/2339 - this one maybe
Glorious, thank you!
Holy crap, that was a breeze to install and it works flawlessly!
does streaming happy dance
Yeah I have that and black space mod and it makes pulse nice
Anyone use exosolar building mod
When installing ammuss, do you just run buildmod.bat
or is there smthn else to install it
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
See the guide from 2nd link, has install instructions
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?
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)
dude i have not nearly enough modeling skill to sell it lol
what is the real reality on editing a ship I own or making it pop up as one I desire?
color stlye etc
This probably explains it best without me wasting too many words here https://youtu.be/Aqlx8BAYZFE
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
Afaik, the game cannot know what to render past a certain distance from ur character. This is because the game procedurally generates the world like as you're walking.
I'm not sure if there's a way to increase the rendering radius, but my guess is (unless u have a beast pc) that it's just too taxxing on the hardware for the average person and for consoles
I know it generates it, but everything it generatas in a way its there, if a player finds settelment then the other player also finds the settelment
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
Read the mod description. You say your settings are “high”. Mod requires ultra for LOD switch changes.
LOD switches have nothing to do with render distance directly.
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.
I should have typed highest instead of high but i meant was i playing on ultra
could a mod change the way terrain is generated underneath a building?
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.
@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
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. 🙂
Jason who?
@steel crypt fine I'll ping him lol. #nms-modding message little help please?
115196
No, not the build, the version number displayed at the start of json savedata
For public branch 4.48
For custom modes
Hmm okay never done this gimme minute
Here (this is steam)
Perfect, thanks! GoG is the version I really need but confirmation of Steam good too 🙂
Fire up goatfungus, pick a save, go to Edit>EditRAW JSON
Or Edit RAW Jason, if you prefer. 🤪
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
Assuming I’m looking at the right thing…think I am it’s 4658
Thank you kindly! 🙂
Yeah no sweat.
I think hg may have already pushed that fix
Party time
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.
@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
perfect 🙂
Thanks for spending like an hour and a half helping me lol
through all of it, that was the best outcome possible
pixy helped a bunch too, at the needed times 🙂
I was just going to check the other channel to see which username that was lul
(thanks to you too @fallow meadow)
I don’t know what you mean.
Mine is Win|Final
Version 4658
For someone who doesnt know what I mean, youre doing suspiciously well when it comes to giving me exactly what I ask for. 😛 Thanks again!
Lol lucky guess I guess.
What if it says Win|UnderConstruction?
@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?
Then I guess an unlucky player is gonna be delayed in moving into a new save - because they obviously haven't finished the structure!!! 😅😂🤣
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.
linux uses windows build, so it will say Win|Final, mac probably says something else (assume Mac|Final)
You may have to help baby step them through JRE install and Goatfungus install and usage though.
Appreciated, shouldnt be necessary, our plans don't require it, my partner just decided that he wanted to see how fast I can find other answers he wants. 😅
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
I don’t know. I am one user.
I don’t feel like I’m understanding but wouldn’t it use the same path?
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?
👀
ty imma study and do this!
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.
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
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?
See the Planetary Filter mod from this collection
It removes some of the yucky greyscale filters
Thanks
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....
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
Thank you for pointing in the right direction
nah kudos to you for immediately going for it
most people don't even get past the reading names part
but it never hurts to ask if you have questions in the future
not physically, at least
: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...
Expedition Rewards - 4.50
There is no console or API for current NMS
Yeah but the problem is that Steam sorts it by steam ID, and what we dont know is what comes after \DefaultUser
^ With Steam this subfolder is an ID#, so we have no way of knowing what comes next here. 🤷♂️
It's not likely to be a problem often, if at all, but we're trying to build tools for everyone, and we mean it to be for as everyone it can be, ya know? 😄
@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!!!
I don't know haha
Maybe try asking on the csdiscord? They do a lot of save editing stuff.
I will ask around the modders and see if anyone else is GOG and might be able to help.
I know mm has gog
I appreciate it, and let me know, but I think I'm gonna take that as a No because I really want to ask EVERYBODY - and I wanna see how close to "all at once" I can swing, too. 🤣
I've done a couple "everyone"s before. Do it and run for cover 🙂
Dont you think it sounds fun? Because it sounds fun to me. 🤷♂️
The most flashing emoji I have seen
Oh, sorry, did you not know who youre talking to? Screw "run for cover" - I wanna tell everyone everywhere I can at the same time and then see how fast we get🤌some 🤌**answers!!**🤌 😅
Wait, I have a question.
I don't even know what you're trying to do :p
You dont need to 😛
That's a great way to get answers 😉
The folder structure for a single GOG user is:
C:\Users\DUD\AppData\Roaming\HelloGames\NMS\DefaultUser
I never said you couldnt ask 🙂
Wouldn't a second user just be in a diff main folder under "Users"?
I'm missing something here haha
I need yes, not maybe
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?
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?
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
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.
If your partner wants to know the answer to this so badly, that person needs to buy two GoG accounts. 🙂
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.
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.
Well said. I was noticing the same thing with galaxy files. I came to the same conclusion.
That is a very useful answer. Thank you both! I appreciate it. 😄 @steel crypt
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
Quick test:
What about from a 23.762 degree angle?
Hey does anyone have a mod to disable overcharged of technologies for the experimental version ?
I'd suggest using a Save Editor, but those are currently broken for current Steam Experimental saves
The globals file required for this mod was decompiled for experimental branch
But I guess nobody updated the mods for tech overload yet
Ok thanks
I'll upload it when I get up in the morning
Almost nobody updates mods for experimental NMS builds on Nexus Mods. Reasons:
- Mod .paks for experimental would crash the game if used on public builds and vice versa
- Normally, only a small percentage of players run experimental builds
- 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.
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
I thought those "or"s looked wrong, and the site seems to agree.
It is matching a single character
Backslash escapes the character so it represents as the literal character
NOTE: It's for an interim experimental build. You need to update later when the game and mod update
Blue-Purple gradient with lighter white test
Though it came out more magenta-purple gradient
Okay what operating system?
I'm a caveman here, I dont get it I just know that all I need to get is that it didnt work and find out what operating system it didnt work with lol.
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
Isn't regex anywhere then what's this? Looks like documentation of exactly what the or does
Cause the site works for me when I plug-in a path
Explanation on the site seems pretty straight forward as well
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
Yea windows already been checked less u can show a windows path that doesn't match the query
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
c:\börk
As for brackets numbers they limit the number of instances of occurrence
Site still matched it
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
Thank u...been trying to refine the text pattern to check for all viable strings that match path formats on all platforms
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
Except it does accept that
At some point ig in my tweaking of the string I messed that up
Yea just double checked to make sure that value no linger pinged
But this gives me a good place today to start tweaking it more
https://regex101.com/r/dfgYYP/3 does the same as far as I can tell
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
Also again thank u for this example
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
'c:/foo/b\xf6rk'
...welp...idk what i expected but ig this makes sense
question wat would i search for to find out why a mod is causing nms to crash on startup
your mod is old and broken
just don't use it if you can't make a mod yourself
huh?
i updated mods and even tho i updated them one mod still says its needing updated
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
It will help if you provide the mod name
and you should not use it
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
hear me out...is there a way to open pb3 base files in a 3d model program? changing it's format, for example
Could you be a bit more specific as to what you are trying to accomplish? What is the format you are looking for?
The .pb3 file is specific to NMSSE (base backup)
any format really, i don't even know if pb3 files can be changed in format, all i really want is opening the files o- oooooh, then how do people make blender bases? don't those have to follow a similar format?
like, it's just an input system? no way to get the base opened in a 3d program?
<@&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
There is also a standalone app of this plugin, in case you prefer: https://www.nexusmods.com/nomanssky/mods/2598
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
understood the last part in some way
Considering NMSSE being Java, I think the technical info can be gotten from here: https://protobuf.dev/getting-started/javatutorial/ and https://protobuf.dev/programming-guides/proto3/#oneof
But as said not really useful to you when it comes to making bases with other tools, unless you want to create some sort of conversion to make it useful.
nah all i really want is opening the file itself, to see the model of the base xD
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
thanks for the info!
Remind me again but are there anyway to get outlaw flag and cape, maybe crimson engine colors from past exditions?
Using mods / save editor / service bot
How do I go to steam apps?
In folder?
@unborn urchin
Next is renaming it to disablemod.txt or something?
Or just leave it?
No, you leave the .pak as it is, but you rename the DISALBEMODS file
To what?
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
Anything, I usually go with DISABLEMODS_
Rename DISABLEMOD to what? That what I need to know
Yes, to whatever you want, for example with a _ at the end
It just needs a different name so the game can't read it and thinks it's not there
Ahh
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
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st link
Do I have to copy the same text again with another line highlighted?
I… don’t know, it’s why I’m asking
Put the PAK files inside the MODS folder you just created
Wohoo!!
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
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!
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)
That's not for this channel
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
very sad
HelloGames themselves are the ones who would need to implement such a thing. There's no existing game properties to allow for this.
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
question - if someone gives me an egg of a "rare underwater" creature, can i interact with it normally?
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.
Hello everyone, what are the best no man's sky mods that deserve to exist? I might give them a try.
I'll beat Winder: Sean
Arghwater
But mostly it really depends on you. What do you want?
So, I have a dumb question I wanna learn from. What would happen if you simply excised the code to detect economy tier...
And reinserted prior to the code handling race distribution?
(Iirc race is an .exe decision, but I'm more interested in the viability of a switcheroo than solving this problem now)
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
"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.
Thank you, that was a very concise answer, and I found it helpful - but was literally the answer to a question I tried NOT to ask 🤦♂️
Let me try and rephrase it, gimme a min.
Sorry wait - the end covered exactly what I asked
Awesome, thanks! 🫡
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.
Oh i hope mods wont brake
They will
Almost all
Some of us will get updates up quickly, though
It helped a ton that they gave us the experimental early
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!
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!
yeah seems like they updated a crapload of stuff lol
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
i dont have any installed so im safe thankfully
The latest NMSMB release 4.50.0.0 has a save file viewer and can mod save files via query scripts ... for those brave enough :). It works with the latest pub and exp game releases.
My mods will be updated within 2 hours. Just woke up and kicked up the update process
All common mods updated. Will look into uncommon mods later.
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.
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.
It would help if you mentioned the mods
Question: Why do you not want me to be able to talk to you in private any longer?
Probably for the same reason you would talk about it publicly.
Nah, everything is fine, just a small fuckup from my side
Yes: #nms-modding message
Please no, some has to work right? like the more words translated and similar shit?
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
some of those might still work?
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
Definitely not
more words breaks every medium/major update
sometimes on small updates too
nOOOOOOOOOOOOOOO
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
You are free to test them one by one if you don't have the knowledge on in-game files and how to check against the hash change list but like others said just consider everything to be broken
Except texture and model replacements
As is tradition: https://www.nexusmods.com/nomanssky/mods/2970
Twitch Drops - Updated to include Season 8
Good job as usual @fallow meadow
Anyone have any good mods that give variety to the creatures and planet exploration?
updated
Would anybody have recommendations for general performance mods? I don't want to make the game super heavily modded, just QOL/improvement kinda stuff
Sean
Nothing gives more variety to the creatures, as we can't add new. As far as planet exploration, can look at terrain, biome, and various color mods (water, sky, plants, ground, etc)
For QoL, the main author to look at is Lo2k.
But there's a large smattering of them by other authors as well.
anyone know if theres a save editor that works rn? trying to get custom colors on my new ship
See this post: #nms-modding message, maybe try contacting CMK to get more info
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
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
New ship as in the Starborn Runner from expedition?
yeah
That was most likely a texture replacer, @vale iron here is working on this
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
cue X Files music
Maybe it was the standard texture but appeared pink in lighting conditions or photo mode?
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
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
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
Meh, got the decals replaced, but don't like it.
Yeah, the glyphs kinda turned into random dots
Maybe use some kind of square-based font?
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.
Decals are stored in separate texture as the metal bits?
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
put in a harambe
for old time's sake
Why hello
Hi, does the NMS save editor work with Omega?
No, neither Save Editor currently works with new Omega saves (NomNom/NMSSE)
There is this post: #nms-modding message but you'd need to test it for yourself
Oh damn
@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.
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
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
5th link for updated mods
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
Hell even Better Planet Generation got updated
Yes I'm an advanced python user but I highly prefer a GUI. I came back to the game after a year and am wanting to redo the story 😄 but without the horrible grinding
ah okay i checked it from latest
and looked from 16 feb
im not sure what i have to look for
I'll give you a link. It is not the best option, but it works. Normally the Save Editors are pretty reliable though. Just this update got some unexpected changes
oh okay so the mod page doenst sort correct for some reason
Oh and @strange narwhal MBINC of course to grab the mapping from. https://github.com/monkeyman192/MBINCompiler/releases
Oh thats interesting. Unexpected changes as in?
oh i found out why its becouse i chose latest and not updated
Just a re-organisation within the save data
when using mods does it let me play with players that dont hve mods?
or do we both need it
Nothing all that major, but neither save editor survived it, they should be back up in order soon again
ooh okay
is ther any mods for interact faster?
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)
No need for a mod for faster interactions since it's a feature in vanilla
And HG has a tendency to improve the speed of various interactions with different updates
There is this one though, and updated: https://www.nexusmods.com/nomanssky/mods/1081
Goatfungus updated
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.
Yeah but comparing it to halo mcc mods speed which all you have to do is transfer the mod to the new patch, it's very fast
Different games work in different ways
Yeah, my standards are just slower than average
To be fair, it used to take a lot longer. Mod updates have sped up a TON the past two years
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
Uploading to Nexus is honestly the slowest part now
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
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?
I'm having this error with goat fungus, how do I fix it?
Turns out my java was just old
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?
!faq-savefiles
to view, enable Link Preview 
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Thank you
new update...
time to poke nms save editor thing about new stuff :v
Make sure the save editors you wanna use were updated for the last game version
