#nms-modding
1 messages · Page 39 of 1
RewardTable
With a few more variables you could have a pretty simple quest building system in these json files. Too bad doing it the real way is such a pita
ok, game moved, files unpacked. Now, what the hell was I doing, lol.
oof, looks like the expedition Mission id's aren't in the mission table
Ah, it was in the SEASONALBESPOKEMISSIONTABLESEASONALMISSIONTABLE
Made an nms EXML to JSON converter because I'm insane
Huh, I was looking at the mission id's in all the expedition json files and there are actually MORE unique missions there than exist in SEASONALMISSIONTABLE.EXML. I'm seeing references to MissonId's in SEASONALBESPOKEMISSIONTABLE.JSON and TUTORIALMISSIONTABLE.EXML as well (so far). Guess that could mean if it's any mission in nms it can be used as a mission in an expedition. Neat.
Make Starbirth appear in expedition lol
I feel like that would be possible. I could give a void egg to the player when the expedition starts, then I could make one milestone the last step of the void egg process. It seems to have some sort of understanding of prerequisites so I think it would say "finish whatever first"
And enjoy your like week long expedition, heh
Told you they were all the same structure. 🙂
Probably, but I had no context whenever that was
BUT, you would probably have to build out an entire "GcGenericMissionSequence.xml", not just call individual sections of different missions. Would mess up stage progression horribly.
Well, for the example above, the egg would start the quest I assume. Then like I said there is some sort of prerequisite checking in expedition quests, so I think that would be similar if you required a quest that is late in a chain
I could check right now if I had any idea what the egg quests were
is there a way to edit planets with say a save editor
But basically you can't do the quest if there are prerequisites, and it'll tell you what to do first
Edit planets as in what exactly?
Thx Guntie
Planets aren't really stored in your save data
This isn't Minecraft where every smallest terrain change would get saved forever
like sky color and storm frequency
cause the sky color on this planet im building on is horrendous lol
and theres soooo many storms
Nope
damn
That's all part of procedural generation
Planets with all their features and characteristics are generated from a seed value
That is not available to us in save editor
alr
but ive seen mods change out the sky colors
is there a way to replace the color value as a mod to change it
Check out Duds Sky Colours or Exosolar's Stratos mods
They can change colours of the skies on planets
But not in a way you'd have control over
ill try them and see if they change it for the better
Not both at once, btw, as they would conflict. I always suggest to try one, for a few days, then the other, for a few days. Then decide which to stick with. FYI, full disclosure, I'm the Stratos author.
All very much eye of the beholder. So, one is not necessarily better than the other. Just different.
What's interesting is there seems to be some flags in the expedition json that let you override aspects of systems and planets. I assume it just forces you to see them, and if someone got there on a non-expedition they would see the default system/planets
Things like
"BlockAggressiveSentinelsInStartSystem": true,
"ForceStartSystemTernary": false,
"ForceStartSystemAbandoned": false,
"StartPlanetRareSubstanceOverride": "^TOXIC",
stratos looks very nice. the default sky is insanely bright and almost hurts to look at, ill give stratos a try. thank you
It's an explansion of the default color palettes available. ~2000 more for day and ~1700 for night, give or take.
well now its bright pink, not much better 😅 ill try duds
both mods make it bright pink...
Both green blue ish and pink are horrendous sky colors why did i build my base here💀
To anyone experiencing the "Helios mission blocker" bug when you first enter the anomaly on a new save, there is now a mod fix: https://www.nexusmods.com/nomanssky/mods/2998/
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Yeah, make HG aware modders are fixing issues they can't be bothered with
I've sent HG so many mods... I think they fixed 1 of them (the one with the acidic blood creature in one of the last few expeditions)
I wasn't specifically referring to you in case it came across that way. Just wanted to mention it with the post, so others who are pointed to it, will likely see it
Too busy remaking Valheim or whatever to accept your free labor, sorry.
Oops, I meant labour.
Helllo hello, for save editing how do I do it without breaking my game and risking having to restart my entire save
Make a backup, so you can mess up all you want?
!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).
There are no full tutorials out there. Most of the basics are easy to understand. Either save editor does have info with it (GitHub/Nexus Mods)
NomNom has a full wiki even I believe
Both have GUIs. Those portions are fairly self explanatory
Ok what save editor is safer as a software and as a, I won’t fuck something up and absolutely break my save
Both are pretty reliable, but that is never a certainty, hence why I always suggest to at least start with making a full backup of saves. Both Save Editors also create backups upon making changes. Check the install folder once you got started
That choice is yours to make. It certainly has more features. NMSSE (goatfungus) is more basic, but often sufficient. A matter of preference. NomNom also has a community with a Discord, which might be extra helpful
Which one is more user friendly? As in like better for a newbie
To be more specific: friendlier UI not just like numbers and stuff
NMSSE requires Java 8 (64-bit), NomNom requires .NET6+. Both are user friendly for the basic functions, just NomNom maybe more overwhelming due to the amount of options?
Ok so then NMMSE is probably better
I just want to change some textures(colors) and maybe give myself some items
It has been around for a long time, with NomNom being newer in comparison.
When it comes to textures/colours, this is not going to be a basic feature, and depending on what you aim to accomplish, may actually require modding. It would at least require Raw JSON editing, which is more advanced.
Both are updated, although for the latest Xbox/Game Pass version NMSSE may need another update, while NomNom has got that covered currently. Some other features with NomNom are still being worked on and some updates planned.
Ok so nom nom
If you are unsure which to use, just give both a try.
I can ditch colours for now
When I’m making a backup can I just copy the file or is there more to it?
I would just make a copy of one of the main folders before you reach the actual individual save files
Unpacked binary translation file: 5.2MB
Converted to EXML: 33.9MB
Converted to JSON: 1MB
🤔
Main folder? As in the file that contains my saves?
Folder not file
Yes, like the HelloGames folder before you get to the folder that directly contains your saves
Once you have a backup, you can just launch the save editor and start messing around. If anything gets messed up, you can restore from backup.
Alright got it
Knowing myself I’m going to tell myself: don’t fuck around too much and then I’m going to get curious and fuck around too much
Just know you can not make edits while the game save is running. Best to exit the game, or at least be in the main menu prior to launching a save.
I will actively be fucking around and finding out
Well, with how powerful a save editor is, it may be tempting ... but hey, all yours
Well I don’t want to go overboard like: I don’t want to give my infraknife 8 million damage or something like that COUGH COUGH
Hey, do whatever, but I can imagine quickly losing interest
If that is your backup, it is not going to be what it says to be, as that will actually be done in the original location
I get your point though 😉
ok no So i copied the original file folder
into that folder
with ctrl+ c ctrl + v
in the process of getting nom nom installed
Yes, but editing works on the actual original files, while your backup is what should remain unchanged
yes
that is my backup
in the fuck around and find out folder
in a seperate file location
so that nothing gets changed
confusing i know
but its how my brain works
Ahuh, I understand ... lol
Either way, have fun, but do let us know if you have further questions
and you will also be hearing if i have issues
i doubt i will
im pretty good at stuff like this
but if i can avoid it id rather not mess something up and have to dive into the code
ok so
just one more confirmation
if i install net 6
it wont mess anything up that is currently on my computer correct?
like its not going to replace anything?
No, that will all be fine.
alright cool
love it when my computer decides to take 5 minutes to install something that is 127mb
An installer can be quite small indeed
👍
gekhappy plus thumbs up is the best combination i couldve ever found
shut up windows defender!
you dont know shit about how my pc is protectioning!
totally!
is there any way to undo a misclick?
also
is there a max amount of quicksilver?
also: Do i need to save the edits or once i put them in are they already considered saved
Yes, although I'd have to check the exact limit.
is 40,000 over that limit?
No, that is fine
The limit is either signed integer limit or unsigned ... which is 2B+ or 4B+
every time i click on something i feel like ive broken it
If you see a big red car, you have
big red CAR?
oh yeah i dont see that yet
ok had to redo stuff because xbox decided to sync from my other pc
here we go
moment of truth
the game is working
uhhhhhhhhhhhh
the edits didnt apply
well crap
load backup?
i mean
the game itself is fine
its just nom nom
The red car belongs to nomNom, yes
how do i actually apply the edits i make?
By saving, then after that it requires to sync of course. This is usually done as soon when you login to the account
In the editor
how.
You make changes, then you save. File option > Save
NomNom does not have to be closed
ok
here goes
can i change multitool color with nom nom/ i feel like i asked this before but i cant remember
Colour is based on seed value
IT WORKED
ah ok so id have to change it yeah?
weird
the expedition rewards didnt claim
Yes, but the value required can not be directly linked to a colour.
like they didnt become available
Where did you add those rewards?
quicksilver synthesis compainion
I mean in the editor
"collect expedition rewards"
oh wait theres another dialouge option isnt there
im dumb
they just say "previously collected"
Did you add it by editing the save, ot by editing the account
You should do it on the account
so should i relock them?
Not sure how NomNom has adjusted to this, as I have not used it in a while
I would just uncheck for the save (and save it), then switch to the account and edit it there to unlock. You should then be able to redeem them account wide on any save by visitng the Anomaly QS shop
ok i have all the items that are like cosmetic
ok im going to do that really qucik
closing game
well im just that good i guess
alright
i got it to work i think
im going to try it and see what happens
uh oh
im so glad ive got a backup cus i dont know what the fucks about to happen
everything is still previously collected
ima try again
That is what happens when they are claimed on the save, as you can only get them once. That is why the account works best, making sure they are not on the save
i relocked them with save editor
id love to confirm if its locked or not
but you know
i cant do that for some reason
Let me know how it goes, we can always try fix it again in the Raw JSON editor
Not sure, I just launched it as well and it seems slow at times, doing a lot in the background
and it just crashed when i tried to lock the items
maybe they were already locked
i now will try to unlock them via account
Ah ok, I now understand why you call it 'locked'
I have no idea, but no context either
sorry to bother you so muchj
It's ok
i think i may just have to get the sceptre and golden vector via other methods
no it shows previously collected still
So it says you have them already, but you do not actually have them
correcto
Ok, so that means it is saved as if you collected the rewards, while you never did
right
Let us move to #964865106334875698 and I will guide you through fixing this in Raw JSON
and it gave me all the cosmetic ones
id rather not troubleshoot it
i can just spawn the sceptor and ship in through the save editor
which i will do later
i was mainly gunning for the cosmetics
Ok, fine with me as well.
Both just got marked as claimed on the save, without you actually claiming them first. This easily happens when you make changes in the editor to the rewards on the save instead of doing it on the account.
I do believe zencq (the creator of NomNom) had this sorted by unclaiming them on the save again.
the multitool customizer doesnt have staves
I'd suggest getting one from the Creative & Sharing Discord
!creativehublink
They even have a bot to deliver one (if implemented already), also a tool to generate one I think, or ask around
dude some modder is using a mod or something next to me and making a sick beat with ship noises
yeah!
its like a chainsaw
but for my ears
I do not recognise it
Nah, it's just missing a nice melody
another thing
can i like
add items into my inventory and stuff with nom nom
or like install tech
because its very unclear
nvm
Oh yes, just select your ship or suit or otherwise, select a slot, then right-click and check the options
The stats of a slot or the tech in the slot?
the stats of the tech in the slot
You have switched to the Tech section?
yes
Crafted Tech basically has fixed stats, but the tech modules are based on a seed value. So to change the stats, you have to change the seed. Again though, you have to know what seed value to use
(else you'd be trying for ages and possibly still getting no luck drawing the best)
ok so i cant for example
change the damage of my boltcaster
because its already installed?
The boltcaster itself is the main tech, which just comes with specific base stats. It would take modding to alter it's value. Alternatively you can change some of the general base stats available on the left. However, be careful to not get too large a value or you may end up running into issues. Too large a 'Shield' or 'Damage' value can for example cause MP issues where no players will appear anymore, or all being frozen when you enter the Anomaly. Too large 'maneuverability' can cause your ship to spiral out of control. I suggest to stick with valid values, even better just use known seed values that match best stats for the class. Again the above Discord I linked is a good place for these things
yeah im not even gonna mess with that
if it can cause issues im not gonna mess with it
By the way, for upgrade modules, the seed value is shown by checking the 'details' of the specific module itself.
Scale has some limits, but it should do as advertised. If you really want to dive in deep, you can always take a peek at the Raw JSON, which is your full save data. Just be careful, keep your backups safe and get them updated regularly
By the way, Raw JSON editing requires you to enable advanced mode
For now, I suggest to focus on the initial few things you had planned to change, then play some more as you come up with new ideas. Trust me it can be really tempting to do more than planned by just looking around
is there a way you can increase pet speed?
Probably, maybe ... ?
how
Modding will work, but not sure there is a value you can access using save editor
Not seeing a value you can edit for speed, so this would require modding
Damn
Is there a file I can edit to change the game's difficulty if I accidentally locked it? I'm 20+ hours into a Survival save but the refiner stack caps are grinding my gears into dust...
I think there's a flag for it in the save file
You'd prolly need to do raw JSON edit to reset it
Can someone give me an egg of deep sea horror (the big angler fish)?
Raw JSON edit required when using a save editor. Look for:
BaseContext > PlayerStateData > DifficultyState > Settings > SettingsLocked
Change the value from true to false
Thank
Does anyone have good documentation of the MBIN (MBIN.PC) file structure? I don't need MBINCompiler, I want to figure out how to parse this format.
Uhm, what are you trying to do exactly?
MBIN files are encoded XML files
Dont know what you can do with them without decoding them
xml file are readable at least 😅
Yeah that's my point
We use MBINCompiler to turn MBIN files into XML we can actually understand
And you start with "I dont need MBINC"
https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics - see this article, goes over basics of decompiling game files
I want to create my own tool to view and edit game assets. That's why i need to understand those file under the hood.
And i am not C# programmer, i am far away from it.
That's nice and all, but to view and edit those files you need to unpack them first
PAK files i already figure out.
Either have them unpacked on your disk beforehand or do it in runtime of your app
And you will need MBIN Compiler for that purpose
Or at least the library it uses, libMBIN.dll
Maybe you can take some inspiration from existing tools like NMS Mod Builder: https://www.nexusmods.com/nomanssky/mods/2032
It can be used to visualize some of the game assets
Okay, I guess it all comes to fact that the information about structure of these files is incredibly secret and I have to use existing tools, right? 😅
There's nothing secret about decompiling game assets
We literally have tools for that
I think what's happening is you're having an assumption you can somehow read MBIN files as they are
Where pretty much all attempts at modding deal with files in XML format
No, i want to know an encoding of MBIN to decode it to xml.
Im no programmer or coder myself, but unless you've got some idea that all the clever folks missed from game release up until now then good luck
you mean you wanna know what mbincompiler literally does
innit open source on github and you can just read the code
Right.
Already did but C# code is so unreadable for me. If cannot find any documentation, that the only option i guess.
if I understand correctly it just reads what struct the mbin is using (they are just plain string in the files) and parse it according to the structure of the struct entry
but yeah just read the code
each struct is just its own file in the compiler github and you can also just read em individually
For now i only figure out some header with versions and mystery data begins at 0x58.
you're free to join the modding discord and ask more in depth in the mbin compiler channel
!moddinglink
but otherwise everyone just use the compiler or libmbin with extra steps to do what they want
Okay, thanks.
mbin files are binary files, they are not encrypted and they are not xml. the structures the various mbin files use is reverse engineered from the nms.exe using tools like ida and ghirda. the results of that effort is maintained in source code at https://github.com/monkeyman192/MBINCompiler. this can be considered the canonic reference for anything mbin related.
when people say mbin are encoded xml it is a result of how the data was historically stored, but now it's just binary data. mbincompiler.exe can be used to convert the binary mbin to|from exml format, this is a conversion not a unpacking or decoding. you could also convert the binary data to any other format you wanted, which is what nmsmb does (convert mbin to|from it's ebin text format).
if you want to figure out the mbin structures yourself you will have to go through a similar process as the mbincompiler dev's e.g. use ida or ghirda like apps to search and extract the structure definitions.
Thanks for the throughout explanation @rapid sandal
you can create an app that links to libmbin.dll (.NET dll provided on the mbincompiler github). libmbin.dll contains the same code as mbincompiler.exe. that is what nmsmb does to convert mbin's to it's ebin format and to display the enums, classes, and fields used in the mbin files.
it's not that it's secret, it's that Hello Games hasn't published the structures. it has to be extracted from nms.exe, which is not a trivial thing to do.
No point in reinventing the wheel
Thanks for all this information! I'm interested in encoding algorithms, you can take this as just curiosity.
if you're interested in encoding you should take a look at bytebeats instead
that's a proper clusterfuck
New mod released: https://www.nexusmods.com/nomanssky/mods/2999
You can scrap ships at any inhabited space station
Using the ship outfitting terminal
Can I do it so I have no ship?
Why would you want that?
To be trapped forever.
I think there's a good reason why game doesn't let players scrap the only ship they got left in collection and lets keep it that way
If you wanna be stranded for whatever reason, you could try breaking all the core techs on your ship
And just don't bother repairing them
Resist the temptation to fly
Doesn't actually make it so there isn't a ship, makes it ridiculously far away though.
Hello modders, is there anyway to turn/toggle off or make transparent these mouse-overs in Menus???? I liked them at first, but now i really hate them!!!
Similar to the "no starter ship" challenge above, you could start an offline Cartographers expedition using this: https://cwmonkey.github.io/nms-expeditions/
You'll be able to start your ship very far away (click "General" in the customization step to find the option), your ship starts very busted, you can't buy or restore a new ship, and one of the quests gives you an omni-crafting station so you don't need those dorks on the Anomaly. One thing that may block you from getting that crafting station is if getting to your ship is a prerequisite, but you can make a small change to the json to make that not an issue.
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Thanks to you and @austere totem this will help with my no ship challenge. ❤️
Damit i didnt finish the expedition, well fully, how do i get teh ship via save editor?
With Goatfungus you will need to go into the Account tab and check the box near the EXPD_SHIP12 in Season Rewards section
Dunno about NomNom
Thanks i think i missed it
Anyone know how to make pets here ?
Have creature pellets. Give to an animal to capture its' attention. From the E interaction menu choose make pet.
No I mean like throught the editor
Someone selling some cool animals for units in game?
Don't know why, you can get backups of pets to import over on the C & S Discord, for free
does anyone know how to change the ships cockpit/colors in the json file?
nvm i got it
Is amomss necessary?
To get started with modding, AMUMSS is not necessary
It's used when you want to update mods on your own based on provided LUA scripts
Or when you want to try making your own mods
@lofty granite basically, you'll need a save editor, that's how you'll access you saves json code, and where there will be the base layout codes as well <#nms-modding message>
is nomnom good?
i'm not familiar with it, but afaik yes
The single most important usage, for the player, is to combine\merge mods that would conflict with each other. By default, if using more than one mod that makes changes to the same game file, only one will work, last loaded.4
it doesnt seem to work for me, is this one better?
Neither is better than the other. Different, written by different people. Both work for me.
If you're using PC gamepass / Xbox save you will need the NomNom one
NomNom has its' own Disocrd. If having issues, ought to try there
Since it was updated for a PC gamepass / Xbox specific change, Goatfungus was not
how do i set the file path for the game though? im really not sure what to do here, sry for being stupid lol
File>Settings>Save Location
if i wanted to move a base, could i just copy the base data and apply it to another base computer?
I've only done that once and used https://www.nexusmods.com/nomanssky/mods/1879 to do so. Backup one base and restored to another
Others have done so with NomNom. Someone will come along with NomNom specific steps.
under PlayerStateData, you'll find PersistentPlayerbases
each of those numbers is a base
in short, you build and claim a base computer on the new planet
then come back to the save editor
goto the original base, copy the entire Objects table
except base flag
does NomNom not have base export/import?
cos ik NMSSE has it and that should be easier
NMSC may also have it but I haven't used it
it does? where
nvm babs mentioned it above
ah
oh i thought that was only to move the base comp object, not the entire base
dammit it doesnt work
my base is more than half of the hard coded piece limit so i cant make a duplicate
not sure what "doesn't work" mean but if it shits out any error you're free to report it on the github page
well i know why the error is there and what it is
my base is like 12k parts so i cant make two
because that would be 24k/16k
aren't you just going to delete the original base?
yeah i could do that but id wanna make a backup first
ill just do that rn
backup, go in game, delete base, copy base code over from backup to current
now, keep in mind that it would be best to move the base up, instead of digging it up
i think that the easiest way to do that and get the updated base code is going to be using the base build blender plugin or the standalone app
you could use/manip vectors directly, but i don't feel at ease explaining
it was built on a slope, so some parts are above ground and some below, so moving it up/down wouldnt really make a difference
but thanks tho
when one says up, one could say to a side
don't know if it's a concern, but just be mindful of terrain edit limits
Are you saying there is an app for moving a base?
I understand the blender thing. Referring to the other thing you mentioned.
theres limits to those too? 💀
yeah, this one https://www.nexusmods.com/nomanssky/mods/2598
for editing a base, selecting all parts, moving them all up by x for example, would work
Interesting. Thanks for info 👍
@round sinew FYI I looked into the glowy grass thing. Each glowy object is set up as glowy object. Anything created to be glowy would have to be a ground up build from textures, materials, scenes. So an object is glowy or not, versus being able to glow sometimes. Then object needs to be an option to be called in a biome file. This is the tricky part because as soon as you change the list, you affect all objects in that biome. This will affect all discoveries and Jack with the discovery system. Which I try to avoid.
Woody Montana’s Better Planet Generation does this.
I try not to ever affect discoveries or collectibles etc.
thanks for the explanation - all good anyway, was mostly curiosity 🙂
One small thing @dusky linden found while we were trying to fix their Discoveries after Omega was that NomNom seems to garble stored X tech modules (confirmed as a bug in the Discord), but NMSSE seems to handle them correctly. I can't figure out the right way to decode those things. They seem to be ascii characters in the 127-166 range.
DUD'S SKY updated v452-B
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v452-C
https://www.nexusmods.com/nomanssky/mods/968
@round sinew
woot an update :)) tysm
Hey I’m thinking of save editing. What’s the best thing to use to save edit and how would I install it (I play on Xbox and wanna save edit my save on pc)
Look up the NomNom save editor on Github
There are 2 main save editors available (other being GoatFungus SE), but only NomNom was updated for a Xbox / Gamepass specific thing
How would I install that?
Okay thank you
How would I save it?
File>Save
save zip, extract it to folder of choice
Ah, I though he meant saving changes made with the editor
It is what I meant but I figured it out
How would I add/find mods?
Does anyone even look at this channel
Nope
Yes
🙂
To install mods for NMS:
Go to your NMS install. In the PCBANKS folder, create a new folder called MODS and delete or rename the file called DISABLEMODS.txt.
Put the .pak mod files your download from NexusMods into the MODS folder you created.
You are late
-1 cool points
FYI, due to the way modding is implemented for NMS, mods have to be updated anytime the file(s) they are changing get updated by HelloGames. So, the majority of mods (main exception being TEXTURE mods that only replace .DDS graphics files. Some MODEL replacement mods can go longer as well, but a matter of months, NOT years) need have been updated, at least, since the last major NMS update, 4.50. Anything new or updated since 14 February 2024 should be fine to use. Anything older than that and you're taking a risk that an outdated mod will cause the game to crash.
I am later
-2 cool points
Fashionably so
I can never remember the Gunter commands, so usually just freehand the answers
+10 cool points. 🤪
It's just slow now. Cyclical. Expedition has ended, been 6 week since the last update hit. People have played and are checking out other games. Next content add update will hit soon, then things will go back into full swing again.
What types of mods are there?
I play using game pass so does that change anything
Wait never mind
I found pc banks
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
After you do the steps, have a .pak in PCBANKS\MODS, and start the game, should then see a click through modding disclaimer page. You see this, it tells you that NMS has seen and loaded the mod .pak. 🙂
Would it work if I went to play on Xbox with the files installed on my pc?
Mods don't work on Xbox, only PC
Correct
What do I do if it keeps making my game crash because “incompatible mods”
I’ve removed most of them and it still happens
remove the rest
incompatible mods means a file(s) in a pak(s) out of date the majority of the time.
Mods last updated prior to 14 Feb 2024 are going to be the potential culprits.
Guessing you may have gone to most endorsed or most downloaded and started picking some mods. These lists are problematic with NMS, because some of them have been abandoned a long time and will not work anymore.
Do note that afaik NomNom still has a read/save issue where it cannot handle packaged/de-installed tech modules. It's fine if you don't have any or don't care, but if you have a lot of uninstalled modules like packrat me here, it will lose them all. Otherwisee I do prefer it's interface slightly over NMSSE, and I can run NomNom on my gaming pc (I won't install the JRE on it as I keep it lean). NMSSE runs just fine on my mac, however.
I seriously need to go through an inventory cleanup; I am a tech hoarder.
Is there a way to copy items (currently in my inventory) to another slot with nomnom
Another inventory slot, sure. Left click hold, drag to the slot you want to move the thing to, release the left click.
By copy I literally mean duplicate a item
Just tried. Doesn't look like it, but can right-click on an empty inventory slot and choose Add\Replace Items to add what you wish.
Yeah I know that but there’s things I have that I want to dupe and it’s equipment
You can do so manually via JSON editing. Doesn't look like there's a way through the GUI. Can always ask for a feature request on the NomNom Discord.
Wait there’s a discord for it?
Hey I can’t claim certain things from the expedition rewards even though it says I can claim them. What do I do to fix this?
I’m using NomNom and can’t figure out how to fix it
Did you earn the rewards by completing the expedition or did you go the save editing route?
Also, here are instructions pinned in this channel for save editing expedition rewards in case any of the info helps: #nms-modding message
I went the save edit route and have tried everything and nothing has worked
It shows the reward and I can claim one of the things (infinitely for some reason) but the rest (like the eggs and starships) I can’t claim
Got ya. Did you happen to check / follow those instructions pinned, I linked above? #nms-modding message
I’m not smart enough to understand it fully but I sorta get the idea (I’m new to save editing and still figuring out stuff)
I understand. Hopefully you made backups before save editing...? Just in case it's easier to start from scratch. Either way, if the info in the pin is not clear enough, when @fallow meadow is on, maybe she can try to help troubleshoot the issue you're experiencing. Perhaps show screenshots showing what you're seeing when you go to the QS vendor. And provide other info like what save editor you used, and what steps you followed, etc. 
I use nomnom and the only thing that is messed up is that when I press the claim button it just stays and doesn’t give me my item
While we hear back from Devilin or others (since I admit I'm not as well acquainted with Nomnom), maybe the Nomnom Discord can also be of help (I just noticed Gumsk shared it earlier above). I know Devilin can probably help figure out the root cause of your issue or resolve it. But we'll have to wait till she's around / available 
I’ve already asked in the nomnom discord and no one said anything (since I last checked). I’ll wait for them to be available and hopefully they can help fix it
@wintry dew Let me know when you've got some time, I am currently available.
I’m not gonna be available for about 7-8 hours… will you be available then?
You'll have to give it a try. I am in Europe, so that's going to be passed midnight.
@wintry dew I'll try explain in short here:
I assume you tried by using the 'Save > Edit' instead of the 'Account > Edit' on the left side. (see image)
- You have to revert what you changed on the 'Save' by selecting the 'Quicksilver Synthesis Companion' tab. Here you remove the checkmark(s) for all the reward(s) you tried adding earlier. After you have done so, make sure to save!
- Now make sure you select the 'Account' on the left side. Add checkmarks for the rewards you want. After you are done, make sure it gets saved! This should make the rewards available account-wide!
- Now go in-game and visit the Quicksilver Synthesis Companion to claim the rewards on any of the saves you wish (unless previously claimed).
If you still have issues with the rewards after the above, I will have to guide you through fixing this in the Raw JSON data.
I would appreciate the JSON data way
The regular way as described above does not work for you?
No because that’s the way I did it originally
You added the rewards through the Account?
Then I do suggest to report this issue with NomNom.
You have some time now?
I’m currently at school so I can’t really do anything
Also I reported it in the nomnom discord and they said I was lying
You're not the first to run into this though, so I do suspect there to be an issue again.
Just ping me when you have time.
Okay I think I will have time in about 3 hours
(no point trying to explain here, as I want to make sure it is done correctly)
Yeah makes sense
question to those who use saveeditor: is it a mod or an external program?
Save editors are external programs
if you think about it hard enough the game itself is also a save editor
cos you play it and then the save gets edited

Save editor with PAK support 
Hey @fallow meadow are are currently available or are you busy
I am here. Let us move to #964865106334875698
Which of this mods is still gona work and which needs update?
Assume none of these work and wait for mod authors to update the mods
Noooo come on
The update just dropped, we need to download it, check if existing tools can handle new files, if not - wait for these to get updated
Then get into the actual files and see what's changed
So you can either invent a time machine to travel to the future when all that's been done
Or listen to a person who is a proper mod author and tells you all that for a good reason
Is this the list? https://steamdb.info/depot/275851/
No it's not
Because it doesn't show the individual MBIN files the mods modify
Only the PAK archive files that those are shipped in
Hey! Moving from nms-help because i just discovered my save files are only 2 MB plus 18 MB cache. Can someone give me an overview of what kind of data structures allow HG to fit terrain edits in just a few MB?
Maybe arghwater, frigate lod fix, and hd clouds, but no guarantee
it's just numbers
the game does its magic from those numbers
That's cool, just saw it now as well 🙂
Is it like...a list of every blob that has been removed or added, along with its size?
Well, should be easy to see when you plot it against the coords of the base pieces - ok, I see, it is a little more complicated. Makes me curious to dig into it for a bit.
not an expert, but size, address, how long ago, if protected or not, yeah
Those will work? Ye i think so too
do this to find out https://www.nexusmods.com/nomanssky/articles/121
[b][u][size=6][center]BINARY SEARCH 101[/center][/size][/u][/b]
Thanks to FriendlyFirePL for converting the article from Fallout 4 to No Man's Sky use.
[quote]It's an algorith
if you don't know the files enough to read the file comparison list in the modding discord this is p much all you can do
Not an expert either, just had a quick look at the data structure. So, it seems you have a set of 256 buffers, each with a UA, an anchor position using the planetary coordinate system of that UA, a size, an age and a protection flag. But it is not evident how the buffer data is related to the list of Edits, which appears to be 30'000 pairs of values: The Data value has a range of 0...255, so it could be a Buffer index. But the count of Edits per Data value does not match the BufferSize at that index. The scalar Position value has a range of roughly -2.2E10 to 2.2E10. I still guess some more information of the TerrainEditData.Edits is derived from the cache, maybe it points to an index there?
a building mod i have still works on the new version but wont let me place any of the new items, is there a way to work around this by ex. editing the scripts?
you can wait for it to be updated or suffer the possible consequences
im in a rush to finish this build im doing and i have a backup of todays save
so ill suffer the consequences
long as you understand the risk it's all good to go
all i gotta do is figure out what to do with it to add them
@lime mesa https://www.youtube.com/watch?v=ciPMi571eHQ
00:00 INTRODUCTION
00:45 NMS NETWORK SETTINGS
01:20 SHIP CUSTOMIZER
02:36 ..... Base Textures
03:18 ..... Primary & Secondary Colors
04:27 ..... Undercoat Colors
04:44 ..... Probability
05:42 ..... Best Match
06:15 ..... Patron Seed Request / Delivery / Export
06:40 SHIP SEARCH
06:44 ..... Search Command
07:37 ..... Search Results
08:01 ..... C...
Quicksilver Shop Items
updated: March 27th, 2024
(in-game version Public: 120112 - Orbital 4.62)
ok, does anyone have a visual mod combatible with orbital?
be more specific
nevermind
cool
Redmas did an update on his Amumss version earlier.
Rgog, but updated some of his other one's also that's already compiled.
Mod for increased salvaged data. P L E A S E
I imagine it would be as easy as changing a 4 to a 12 somewhere but idk where
search salvage on Nexus
or salvaged
or any related keyword
I tried but they kinda didn’t work, this was a few months ago though
Fair
Is there a mod for better first person?
I tried looking at nexus mods and didn't really find one
Or maybe I'm looking for the wrong key words
not really
not sure how you'd want it enhanced either tbh
I don't think that's part of first person?
Feels weird to be just a floating camera walking around. Idk.
been using mods for like a year or two now but they dont work anymore. i use vortex. anyone else have similar issue recently?
Game update breaks mods
like literally all of them??
are you using all of them?
@steel crypt no but ive gone one by one and every single one gives me a pop up saying incompatibility detected and then the game force quits
Then that mod/mods is most likely outdated. The mod page should state what version it's compatible with.
An update can cause 1% or 99% of mods to need an update. Just depends.
whats the oldest update that ill be compatible? like what date should i aim for as baseline
today
damn lol
Some mod authors don't even have the update yet.
Tools for mod creation need to be updated.
Mods need to be updated after that.
Some authors wait until the patching chills so they don't have to update again the next day.
Each mod/mod author will be different.
yea i get that i just wasnt sure when most recent update was. havent played game in a while
updated mods but most just be the last update from before this one
...and like me, just got home from work, so mine will be updated over the course of the evening
plus updates dont usually break all my mods, just a few
tried with only mods updated today and still had the same issue
assume so until you tested them, like using this method #nms-modding message
they have all been updated today but only one works rip
cool
Is there a way to check version compatibility on nexus?
It will be up to the mod author to put that information on their mod page.
Dang
i wish they had something similar to forge where there is just like a list of compatible versions
NMS has way more versions than MC
imagine if every MC modder make updates for snapshots
that's how NMS is
understandable
whats the rules in terms of mods in nms?
and what works or doesnt work anymore after adding mods?
none
elaborate
well how does it work with modding and coop 4 excample
or online content in general
in terms of mods like "auto replenishing shields" and stuff
well, if i think of it, you play with others even when you play creative xD
❤️
anyone familiar with nomnom know where the XO helmet is located to add to my account? (cant get goatfungas to work)
Anyone know how to duplicate items with nomnom (possibly json if they know how)
New mod released: https://www.nexusmods.com/nomanssky/mods/3004
New mod released: https://www.nexusmods.com/nomanssky/mods/3005
now i just need someone to make a mod where ship parts arent required for fabrication
and to add black to the color schemes
yes, whats up with that anyway
its like HG doesnt want us to have black for some dumb ass reason
if you want real black on your character, gotta have TrueBlack mod
now apparently if you want black on your ship, gotta wait for somebody to make another mod
hey guys can you reccomend me some mods yto play with? i just installed the game
might wanna go vanilla for ur first time around before u jump into modding, no?
however id go for these two i guess
https://www.nexusmods.com/nomanssky/mods/797
https://www.nexusmods.com/nomanssky/mods/968
first is self explanatory, second is visual. offers a wider array of visuals than vanilla
oh no, not my first nms game, sorry if i was unclear
those two are must haves for me, as for the rest i guess just browse the nexus and see what you like
make sure those mods are compatible with the current version though
how do i?
by making sure they've been updated today or yesterday, but a lot of mods also works from the previous update so i guess make sure theyre updated at least since Feb 2024
read the descriptions and posts to see if there are any posts about its current compatibility
😫
I don't think BPG and Dud's are updated yet
Great mods, but take a while to update
If a visual/texture mod, usually work through updates. Most others require updating
DUD's is updated on the 24th, I'm not sure if it actually works or not but I got it in my folder
That update was for Omega, sadly
He updated right before the NMS update dropped
Some of his will still work, others might not
I'm just glad TrueBlack seems to work fine without needing update, some people reported some visual glitches but it works fine for me
He does updates manually, so takes a while longer. BPG has a ton of changes, so also takes a long time
TrueBlack is a palette change, I think, so should work through most updates. They did update one palette and add a few others I think, but should still work
Idk which mod is causing it but those new holograms in space stations, the white ones at the ship outfitters etc
They glow blindingly bright, cover the entire screen
DUD's Sky definitely works on some level though cause without it space stations are bright
That shouldn't be a palette issue
I haven't had much time in game yet since the update. Had to sleep, update mods, then teach
My quick glance at a station wasn't blinding though
yeah.. my dumb ass already wrote "needs updating" on like 4 of your small mods without realizing i havent re-deleted DISABLEMODS
Oh, that was you? hehe
No worries, I figured when it was on several mods it was the DISABLEMODS
your colored life support ring mod is a total must-have for me
i loved the piece but i hated that its blue
as someone who sports black & red exclusively
Let me know if you see other pieces that need coloring options. Maybe I can update the base models to take the customization options, rather than a mod to retexture
I should have just done that probably
the only thing i can think of is the back of the Blazing Orbit helmet, it has triangular tubes that flow with this energy and they're kind of blue-ish
Hmm, interesting
i use that mod that colors the backpack's camera dot red as well, which also seems to make other parts of other clothing glow red
Yeah, it hits a few different parts
like front part of blazing orbit helmet, it has tiny diodes that glow red thanks to it
looks super cool
very cool
oh btw @vale iron when i use one of your custom jetpack trails, what does it look like for others? does it default to the starting trail, or is there no trail at all
Looks like default trail, most likely
yeah figured as much
I want the save editors to update so I can see how they are storing the new custom ship stuff. Might be able to use that to make more multi-player visible stuff
all except 3 or 4 mods i use are yours lmfao
yeah im waiting for it to update too
idk where i got my current one from, its the goatfungus one, updated for OMEGA, but his github page says last updated for Interceptor
still dont understand why they didnt add black to the starship fabricator. its like they dont want us to have black
i have zero reason to create ships if they cant be black
The colored vectors still has uppercase G, need to fix that 😛
This weekend I'm going to look at making the unique ships procedurally colored with a custom pallete, instead of having to pick a mod, you pick a seed with the colors you want
I haven't looked at files, but if 1 palette was changed then all were changed. Meaning anything that uses a palette might not crash NMS but will definitely not be right and will not color things correctly/as intended.
the mods that recolor starborn and vectors to black work perfectly for me
trueblack does as well
so idk
idk about your Sky color mod, but it works at least to an extent
without it, the space stations are bright inside, with it, they're much darker and lit up only by actual lights
but some lights seem to be exaggerated in their potency
Those are not palette mods.
oh, i thought if they edit colors, they're palette mods
well as u can see my knowledge on the matter is rudimentary at best 
so then your Sky mod is a palette mod, right?
Yeah, anything in DUD’S SKY - COLORS that’s a “color” mod is a palette mod. I think lol I have to look at the list.
The starborn runner color mods are texture mods. I'm editing the image files, not palettes
ah gotcha
I haven't actually done any palette mods yet, only texture mods. All my recolors are either texture hue shifts or material file value changes
I'm thinking of diving into palettes for the first time this weekend
its funny cause every miniscule recolor mod that i thought "damn thatd be great to have" i found under your user files 
Orrrrr, play cyberpunk
Yeah, HG uses textures a lot for coloring, unfortunately
particularly on unique things like the custom ships
They shouldn't do it that way, but it makes it easy for me to change
Does anyone have the seed for the Nintendo Switch themed multi tool called "Infinite Neon Mark XXII"?
Pretty sure it's not a seed; it's a scene
Sean
so how difficult was this
5
Out of 76?
5 years taken off my lifespan
Fair
Nice, does that ship sync in multiplayer? Can you test that ?
No because Im stupid
I wish my students were this forthright
WIP, possible only thanks to lmonk's royal palette mod
(disregard colour options, these do not work)
no, you just have to apply yourself 🤓 ☝️
The mod is balanced around not using the initial free freighter. The best workaround I know so far is to just do it on the "honor system": either continually reject the free freighter offers until you buy your own, or accept the initial free freighter, rename it to "No Man's Freighter" or something, and then never interact with or set foot on it until you are able to purchase a new freighter of your own
that's never getting cracked, is it?
Is there a mod that just makes the base lights not shit
and will it mess with online functionality
like does it exist as just a client side mod or something
every mod is client side
check ReLight; most mods never affect other player's experiences when in multiplayer
about messing with discoveries, please see <#nms-modding message>
Hello! Does anyone know how to unlock the XO suit (Xbox preorder helmet) using nomnom? Couldn't get goatfungas working on my PC unfortunately:(
Did you install java run time? its necessary for goatfungus to work. i never used nomnom so idk, but with goatfungus its simple
So basically mods don't affect discovery except for the one that REALLY shouldn't
that's.... annoying
ive been using better planet generation for a while and my discoveries are intact
it will reset them if you uninstall it i think
because the planet generation will change
Yeah I got it to run but I can't find my save. It always just shows a default user folder with no save. Nom nom just finds it automatically.
thats odd, goatfungus finds my saves automatically for me
Might be closer to what you're looking for: https://www.nexusmods.com/nomanssky/mods/1600
I am on PC game pass if that makes a difference
and its there
oh, it might then cause your save path is different
than steams
just open it manually then?
at the top File -> Open
find your save file
I'm not very "pc" centric so I'm not quite sure who's to find it
give me a moment
And it shouldn't mess with online functionality?
@tiny linden
hit WIN + R
input %localappdata% hit enter
then follow the path above
Thanks!
once you got it, hit account tab and just check it all
With NMS, mods are local. Changes are made to copies of the game files on your system, these aren't synced.
to claim twitch rewards, be in offline mode or they wont show up
Nope
So wait what happens if I go to someone's base that has modded parts and i don't have the mods installed?
u wont see em
Correct
unless those parts are modded vanilla parts, in which case youll see vanilla parts
That's the vast majority of NMS mods
ye i figured itd be easier to edit a vanilla part than to create a whole new one
didnt get any base part mods so i wasnt sure
Same with mods that add "new" parts to the build menu. Only those with that same mod installed can see.
So items you unlock with save editors only show up in offline mode correct? So say your online runs are safe from corruption after too much tampering?
no no no
twitch rewards only show up when offline
the rest works online
Oooo gotcha
goes without saying close the game first
so question about twitch drops and offline mode... how exactly does offline mode work? does disabling multiplayer count as offline mode or is there something im missing?
oh gotcha, so if i were to go back to online mode after claiming the twitch drops, would i still have them or would they just vanish?
youll have what you claimed
that wont disappear
but they wont show up at the anomaly terminal for rewards
while youre online
ok, thanks for the answer 👍
only goes for twitch rewards though, if you unlock expedition rewards with save editor, you can claim those online, once per save
just like you would without save editing
as for offline mode -
yeah i know, i just wanted to make sure of what i was supposed to do instead of blindly fumbling around and (probably) breaking things
yeah bottom line is, left column can be claimed online
right column offline
some of those things in right column are items you can buy normally for quicksilver, i think they're in twitch rewards cause they didnt cost any quicksilver as part of the twitch drops
Do I put the .pak file or the .lua file in the MODS folder or both?
.pak only
the luas are scripts that you can compile to solve conflicts between mods
there's a tool for it, @solid hawk knows more about that more than i do, i never used it
there's a whole nexus page that gives a detailed tutorial
i just pick mods i know wont conflict cause it looks like a pain in the ass 
yeah theres a lot
New mod released: https://www.nexusmods.com/nomanssky/mods/3007
idk i discard that shit
ah whatever to my ships massive cargo they go
@timid burrow quick question, where is save data JSON is the section for ship custmization / colour palettes?
It should be almost at the bottom of the list: Has a name resembling customization data or something (can’t remember exactly) @pallid obsidian
AMUMSS. https://www.nexusmods.com/nomanssky/mods/2626 Not that bad, once you get the hand of it and can use multiple mods that make changes to the same files, check for conflicts, and self-update (not have to wait for mod author).
?
would it be possible to alter the game code to bypass the 16k build limit
Only if you want save corruption
That change would need to come from HG
that change would need to come soon because we need more giant builds in this game
Problem is game can't even load the existing giant assets like planetary archives at once
people'd need to update their PS4 for that to happen
imagine the PS4 loading more than 3k
There is no point of increasing the limits on base building if our machines can't render these bigger bases
It ain't magic
great grill material
The same bases should render properly for people on all different types of hardware
well giant builds cant be uploaded anyway so i guess it would be limited by your computer power
True, but we're circling back to hardware issue - your machine needs to be able to render all those extra parts first
Keep hope alive. Only been almost 8 years. 🙂
does anyone have an good save editor, and can explain it a littlebit? 😛
Here's a pin with info about the save editors available for NMS to get you started: #nms-modding message
Disclaimer: during updates, save editors and game mods usually go through a period of potentially being out of date. also, i was told that goatfungus needed an update to work with xbox / gamepass files since the last update so tread with caution.
I don't think either save editor has updated yet
I tried NOMNOM a few days befor the update, but most options where grayed out...
they're yet to add the ship bits and bobs across all editors so just bear that in mind. you *can * however fill their stacks
Hello any working mod that removes trade routes in space? The one I used has not been updated since aug 2019 and doesn’t work
https://www.nexusmods.com/nomanssky/mods/1150 - get LUA for this mod, run it though AMUMSS to generate a version for current game
!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 for guide on how to use AMUMSS
Thanks. I did that but doesn’t seem to work. Will try again
Maybe I found what’s weird: the lines are gone only in photo mode and if your ship is out of the picture. Is that how it works?
Nope
Can you see the difference?
The 1st image has this slight red-ish line going diagonal
And you can see 2 lines on the top of this planet
Since you're using AMUMSS already, run the script to check for conflicts
Make sure you dont have some other mod overwriting the same file, effectively removing the changes from No Trade Routes
TradeRouteColours is in GCAISPACESHIPGLOBALS.GLOBAL.MBIN, so if you have a conflict on that mbin that may be the issue.
Thanks. I guess that must be the issue. It’s part of a combined pak so I thought it would help but apparently not
it'd only help if the pak has priority over the one obstructing proper function
add more tildes at the beginning of the combined pak's filename
iykyk
New mod released: https://www.nexusmods.com/nomanssky/mods/3013
I haven't updated to Orbital yet, does anybody know if goatfungus' save editor works with Omega?
Are you on Xbox / PC Gamepass?
If so then you shoul use NomNom instead
It was updated to deal with Xbox / PCG specific thing while Goatfungus was not
GoG got the Orbital update
Yes but I haven't installed it yet.
I'm waiting for the wave of hotfixes to end, then I'll update, probably.
If you're on GoG and on Omega version of the game then any save editor should work fine
So, am I trippin' or wasn't there supposed to be a mod out there that made it so you would quickly exit your ships? It's taking me like... 2 seconds to exit my ship between the canopy opening and my character hopping out of it... I get that it's supposed to make it feel immersive, but... my gawd.
I know I'm only nitpicking over 2 seconds, but I just... I remember playing the game and it being an instant exit from my ship.
Can you elaborate? You mean the exit animation took less time?
I mean, there was no animation.
It was just you exit the ship, and you're immediately outside your ship without the canopy even opening.
If I'm just buggin' out, any chance this could be made INTO a mod?
I don't know enough about coding to do it myself, but it FEELS like it'd be a simple thing...
If you can't do it yourself, then it becomes not simple
Try this. Tested fine with one ship. Let me know how it goes for you. Try with all the different ship types, if so desired. 🙂
I'm still obediently waiting for DSC and BPG orbital updates 
DSC?
Is BPG crashing? If there's no crash, other major bug, or changes he wants to make, Woody won't always update BPG for every major game update. He'll skip them, if he can get away with it. Even if he does update, can often times take weeks. There is an Lua package for BPG. Link Stickied in posts on the mod page at NexusMods. Be aware, the additional files to generate the mod (the 34,000 custom ones that don't exist in vanilla) will take up 2.5 GB after extraction. Can delete once the new .pak is generated.
Go In third person
I play in third person and I don’t get that
Only when I play in first person I do
Well, the new holograms by starship upgrade terminal and multitool upgrade terminal are blindingly bright, like 300000 lumen
THat's the only thing with BPG i noticed
And Dud's Sky Colors
the new space stations need to be updated for it, the lighting is all off and so are the colors
Not sure if BPG has anything to do with that. I could be wrong, but don't recall it touching either terminals files.
I assumed it does because I saw two posts mentioning it on its page
It could also be DSC for all I know, I didn't try disabling one or the other to test it
It's not that big of a deal
Please remind me which the acronym DSC is for.
Dud's Sky - Colors
Ah, thanks
but yeah it seems to work perfectly everywhere but the space stations, obviously, since the last update was 4 days before Orbital
space stations are way darker than vanilla now with weird colors, it looks kinda cool but you can tell it's not the intended look lmao
Yeah, I saw they did add some new Hologram properties to certain files, if missing, when needed, might cause odd side-effects.
Yeah I only assumed its BPG cause I've seen people commenting on it about it, but it makes more sense to me that DSC would be the cause
DSC and BPG mess with color palettes. These will be broken.
DSC seems to work fine except for the new space stations obviously
I haven't noticed any jankiness outside of them, but it could be subtle, idk
Please update 
I didn't think of that, if using non updated .pak files, would be missing some of the new station specific palettes
Is there a way to change exocraft wheels to be cylindrical instead of being spherical
Suppose it depends how good you are at Blender
Hey guys! I'm having an issue with the default sky textures/lighting effects, specifically on star auras being weirdly cut off in a square bounding box. Seems its a bug on HG's end. Anyway, until that's fixed, I was looking at mods that would overhaul/replace the default night sky appearance, and basically do nothing else (Small lighting tweaks otherwise--totally okay)
Anyone know of such a mod, especially one that's been updated for Orbital (Or seems active?)
DUD's Sky - Colors, no Orbital update yet, but it works, only the lighting inside Space Stations is a bit iffy, but it's really not bad at all
Appreciated! While the sky is... distracting, to say the least, the game is still fully playable in the meantime while I wait for an update
There's a description to every .pak file on the mod page, you can choose and peruse what you wanna use, I went with everything except water .paks cause I got a separate mod for it.
I dare say that after using DSC, you'll never go back to vanilla.
DSC just offers much more variability in every aspect
I'm basically a complete newbie to NMS mods (Though not modding in general). DSC have any noticible performance hit associated with it?
Zero, zilch
Woo!
I actually should have opened with, I play in VR. I have a fairly beefy rig, but I'm sensitive to performance right now to say the least haha
Well to backtrack a little, I don't /know/ if there is a performance hit but I sincerely doubt it, it's not like a ReShade or anything
I haven't noticed a single frame drop by getting it
And if you say you have a beefy rig, you probably have a better one than I do with a 4060 & i5-13500H
So you should be fine
7600x and 4070 super
Yeah I can't speak to your current performance in VR but I very much doubt you'll notice a decrease
Good to know, thank you so much for the help. I look forward to the day the night sky stops being so... square
Haha no problem, enjoy. There are installation instructions at the bottom of the page, modding NMS is simple, it's just drag&drop (exceptions being conflicting mods where you have to use a certain tool to merge them but I didnt have to use it yet)
does anyone know if there is a way to use JSON to learn all words instead of just normal NomNom
@lean prairie @rigid gust DSC does not negatively affect performance. With most DSC mods, performance will match vanilla. A few will have better performance than vanilla.
FYI I will update as soon as I can. Life is busy right now.
I figured as much, but good to have a confirmation from the man himself 👍
And yeah no problem at all, life naturally comes first
No rush! Like Gus said, life comes first. Just knowing it's an option in the future is enough for me!
how would you extract the files though
https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics - extracting and decompiling files
how to use save editor?
why I select save path but see "save path (none)"?
i dont understand this? where can i find mods to install in the first place
ty
#nms-modding message first link
You are on PC Gamepass / Xbox, right?
Goatfungus' save editor was not updated to deal with PCG / Xbox specific issue
Use NomNom SE instead
well I was directed here because I asked for a way to skip the timegates in the starbirth quest
so what mods do I need for it?
search "timer" on Nexus
Do not check LabelLocID for shuttle cockpits, worst mistake of my life
Now i can't stop laughing
Wait till you see the reward object for scrapping a ship fuselage
SHUTT
"Because HG"
New version of Exotic Starship Fabricator is in the works. This time featuring functional colour picker option!
Also yes, the 5 fixed vanilla colour options for guppy exotics will also be available
Request for Freighter Fabricator
I don't want to hear about problems, just solutions
I dont recall you being my project manager 

Can you save edit ps5 nms?
following idea for a Freighter Fabricator: just have the Freighter be Fabricated in deep space
