#nms-modding

1 messages Β· Page 41 of 1

sharp rock
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oh ok cool, I probably average like 100 fps ish on max settings which seems low to me but i dont really have a reference tbh. but theres stutters here and there but at this point i figure those are just kind of unfixable on client side.

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maybe more like 80 actually now that i think about it

fresh arch
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Stutters are mostly result of CPU doing some heavy number crunching and loading new assets as needed

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The game is build upon procedural generation, so planets and objects on them are generated as you go

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It's not like other games where you load a fixed map with mostly static geometry once and you're done

sharp rock
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Right yeah i can see how that could cause hitches. Ive got a 10900k and it was a suprise to me that it might actually be bottlenecking my GPU. May need to look into an upgrade eventually even though its still a fairly new CPU

stuck venture
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I am trying to save edit but for some reason I only see 3 saves even tough I have 4

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The 2nd one doesnt show up

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Any way to fix this?

hearty wasp
stuck venture
hearty wasp
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rip

stuck venture
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windows update fixed it for some reason, though it gets displayed as "normal" instead of custom for some reason

neon nova
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Anyone have a list or suggestions of mods that make the game feel a little more realistic? So far I have the black space mod, the HD clouds mod and the rotating atmosphere mod just to add those little tweaks but struggling to find more along that same vein

hearty wasp
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Sean

fresh arch
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Truth is you have the wrong assumption you can turn NMS into a realistic space game

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Modding is far too limited to change the core aspects of the game

neon nova
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Oh no, I actually really enjoy the core aspects of the game. I just like that realistic coat of paint over the top if that makes sense?

novel jungle
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new to modding is there a mod that increases the max cap of ownable starships? i like collecting them lol

fresh arch
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Nope

novel jungle
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damn

solid hawk
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Hardcoded

quasi mason
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@dreamy tulip sorry for ping but what version of NMS will work with rayrod overhaul?

quasi mason
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somewhere in 2018

solid hawk
quasi mason
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newest files in archive are dated by 2018-01-26

quasi mason
solid hawk
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Looks like it'd fall into the 1.4x or 1.5x range

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The joys of running legacy

charred sparrow
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I've heard it's possible to change your ships colors using a save editor. Can anyone educate me further?

fresh arch
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Feeling like it's time to share a bit of my ongoing modding project

dreamy tulip
lucid fractal
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is it a bad idea to just add a bunch of s class frigates to a fleet with a save editor?

solid hawk
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Won't hurt anything, just cheaty. If you're good with it, that's all that matters

lucid fractal
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good to know, thanks ive already farmed for the rest of my stuff i dont feel like doing 20x more frigate hunting lol

iron breach
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Besides utopia and rayrod multiverse... Are there any other huge overhaul type mods?

iron breach
solid hawk
solid hawk
# iron breach Besides utopia and rayrod multiverse... Are there any other huge overhaul type m...

Multiverse is a framework, the overhaul components are yet to come, in coming months. Overhauls are pretty much all Redmas does. Don't think Utopia exists anymore though, not on NexusMods. Only one I see is Fantasy Legacies, rest either out of date or removed. Most people more prefer to pick and choose individual mods from all over, to change specific things, to suit their particular style, wants, and needs.

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That way you get the game how YOU want, not how someone else does.

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That's why an overhaul mod MIGHT get a few dozen downloads, but most other popular mods get hundreds to thousands.

iron breach
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Agreed. my thing with overhauls / collections / modlist is that it saves me the time of putting tha together and vetting things and working out compatability. So usually i find an overhaul/collection/list and play.

solid hawk
solid hawk
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Hopefully you saw the other thing I posted to you, about ships on freighters

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If you missed it, scroll up a bit

iron breach
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Yes i saw it. 9 with that mod. Pretty cool. Ill check it out!!

iron breach
solid hawk
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1

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Can't count Multiverse, not out yet in the form useable as a mod. Still a work in progress.

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Never been more than a handful going at once though, most by Red.

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Yep, takes dedication. Many have lasted one update then thrown in the towel. Depending what has changed in a given manjor NMS update, can be like a complete re-do fixing a broken mod.

iron breach
vale iron
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Also gEpic is a collection

cold jungle
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how do i know if a mod is up to date on Nexus?

vale iron
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Unfortunately, you don't really. If it was updated since the last game update, that's a pretty good sign, but some mods don't need updates

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Check the comments is a good step

solid hawk
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But, most (exceptions being pure TEXTURE mods and to an extent model replacement mods) require updating for major NMS updates, like Orbitals. So, taking into account the exceptions listed, you'd want to use mods that are new or updated since 27 March 2024. https://www.nexusmods.com/nomanssky/mods/newrecently

iron breach
quasi mason
dreamy tulip
# quasi mason oh, I thought multiverse is only a framework, but it's also a total conversion m...

Yeah, it's a massive project (currently 7 years into this journey).

On one hand there is the framework (similar to SKSE from Skyrim) which provides the ability to load modular .dll mod plugins that get released; which are capable of introducing new programmed functionality to the game... features beyond the scope of traditional .mbin modding (eg. new animations, rewriting the games asm instructions, function hooking, real-time modding, perceptual uniform color transitions using the CIELAB color space, a dear ImGui based dev tool which renders in-game with a hotkey; that allows you to re-design the in-game universe with precision in real-time. It saves a lot of time with live analysis, reverse engineering, & mod or .dll plugin development). An SDK will be provided at some point.

and on the other hand there's a separate fan project (for those who just want to play & not tinker) centered around unleashing the engine's potential in a manner that is cohesive in terms of artistry & gameplay (by fleshing out the engine's already existing capabilities and also by programming entirely new systems from scratch outside the scope of what's normally possible).

I spent several years developing the framework... in order to have the tools needed to make possible what's planned, as I re-design numerous aspects of the game from the ground up and re-write some of the game's backend code.

The fan project will make use of the framework with a) .dll plugins and b) .pak mod resources which will store textures, custom shaders, procedural rigs I'm sculpting, audio files, etc... but the majority of things will be handled through the modular .dll files written in C++.

Since a lot of it is modular, that means a lot of it will be customizable on the user's behalf.

The main things that won't be customizable, are things that need to be a certain way to prevent the game from breaking.

fathom crypt
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What is also really cool is that now most of the plugin mods won't be affected by the updates, meaning you don't worry about any of them get broken

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It will be quite useful when someone want to create a sfx mod

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The framework can just replacing whatever you want.

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Doing them traditionally will takes up huge amount of time and ends up setting your own script system to unpacking, replacing and repacking almost every patches

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Due to how often HG changes the sfx bank file

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And another cool feature is that you don't really have to mind the conflict issues between mods

Traditionally our modders are only editing raw mbin files, which will cause a huge issue if both of two mods are editing the same file at the same time. And you have to download the script files and compile them by yourself, which will be quite annoying.

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Although the features above may sounds quite overwhelming, but it will brings up huge amount of advantages for the future of the nms mods.

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For the user sides, it's basically drags and drops experiences. Just like what we do when installing the mod right now.

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Installing the framework be like:
1 ) Drag and drop everything in the compressed file you got into the game's root.
2 ) Same goes to the plugins and pak files

quasi mason
dreamy tulip
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Hey, @fathom crypt!
Thanks for sharing your input.

I'd just like to mention that the installation has been further simplified since the previous public release.

With the next version, after downloading, all you gotta do is drag & drop the 'Multiverse Framework' folder from the Multiverse Framework.zip into your No Man's Sky Binaries folder & run the game as normal.

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& all modular plugin files that get released still go into Binaries/Multiverse Framework/Plugins

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Sometimes a plugin might make use of a separate mod .pak file for resources (eg. for models or textures), and those will just go into the normal mods folder everyone uses GAMEDATA/PCBANKS/MODS.

dreamy tulip
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Every solar system being generated uniquely on the fly through newly programmed algorithms (while still being seed-based).

fathom crypt
dreamy tulip
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Terrain shifting on planets as you explore it

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An algorithm (inspired by a pre-release concept) which makes the universe more strange the closer you get to the center of the galaxy

fathom crypt
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We just lost so much thing within the times

quasi mason
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it's an infinite potential, that would be basically a game with everything, evey genre combined into one game

fathom crypt
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Also @dreamy tulip is there a feature which can import any dll or machine codes into the game as well?

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Like a bms player

dreamy tulip
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Since the project is heavily inspired by prerelease and the more strange scifi from 1902 - the late 1990's... there's so much to explore in terms of variety πŸ™‚

quasi mason
fathom crypt
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Imagine you accidentally import the gameplay mechanics from any other games

dreamy tulip
fathom crypt
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cool

quasi mason
dreamy tulip
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The MultiverseGui could be turned into a music player or into a 3D modeling software or whatever

quasi mason
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or quake movement

dreamy tulip
fathom crypt
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well bms player is just a open soursed rhythm game emulator

dreamy tulip
quasi mason
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pros of open source code

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and years of fans making stuff

dreamy tulip
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Absolutely. I lost track of all the doom fan games or total conversions that i've seen! There's a lot of talented people out there. Am a big fan of SRB2

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and GzDoomVR

quasi mason
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I love how even without usage of ultra advanced engine like gzdoom people still can make masterpieces, eviternity 2 as example

dreamy tulip
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This is the first time I'm hearing about it πŸ€”
Will have to check it out!

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If you look up the Total Chaos mod

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it's pretty wild, like it's unrecognizable from doom

quasi mason
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it's insane how this came from doom

dreamy tulip
quasi mason
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unique planets, better combat, better first person mode, more stuff to do on planets, being able to do something on space station other than just walking and buying something, more sandbox elements overall

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also more unique quests rather than just random quest to get something

fathom crypt
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How about some cave overhuals to make caving more fun?

dreamy tulip
dreamy tulip
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There are currently 11 unused superformulas for terrain

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and dormant superformula related things throughout the game's files

quasi mason
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maybe even layers of caves, aka biomes kind of like in terraria, but I feel like it's too much now

fathom crypt
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Yeah speaking of caves, the abandoned freighters in space looks bad

dreamy tulip
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For those who aren't aware, there was a GDC conference, alongside several articles (from before launch) detailing what that was about. It's pretty cool.

Essentially, creatures and flora were meant to be manipulated in real-time into unique variances... rather than solely relying on a pre-existing combination of 3D modeled parts.

fathom crypt
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Would be cool if the interiors are much bigger and you have to use a bit of jetpacks in it

dreamy tulip
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The Diplos on Oria V (from the PS3 gameplay trailer) were actually procedurally generated (contrary to popular perception throughout the years) -- https://youtu.be/nLtmEjqzg7M

https://www.playstation.com/games/no-mans-sky/

No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe.

Developed by Hello Games, the indie studio behind PS3 hit Joe Danger, No Man's Sky is a science-fiction game without limits. If you see a mountain, you can trek there. If you see a...

β–Ά Play video
quasi mason
dreamy tulip
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It was assumed that they were static models, but they were generated based off of bone structure making use of superformula logic

quasi mason
dreamy tulip
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Speaking of cave terrain, considering how it could be improved... that came to mind. Because the superformula was used beyond the scope of flora and fauna... but also for terrain

fathom crypt
quasi mason
dreamy tulip
# quasi mason if you are enhancing flora and fauna diversity, how are you doing that? more ref...

In so many ways, really. This topic is a bit of a rabbit hole.

Modeling/Sculpting new proc rigs & writing algorithms to further amplify in-game variety is one way.

However, I'd like to emphasize that no new content needs to be added to dramatically improve variety in ways that has not been publicly demonstrated before.

I estimate that from the time of this game's launch all the way to now (with all the wonderful content updates that we have freely received)... the engine makes use of less than 2% of it's true potential and that practically every system could be pushed significantly further (as it was designed to be) w/o performance impact, without loss of quality.

If someone were to take the time to pour out a huge attention to detail & flesh out the existing systems this game has... even if from the very first build... it could transform this game in ways that has not been seen before.

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Throughout the years many people have considered prerelease NMS to be the gold standard in terms of variety & artistic cohesiveness, esp. in terms of terrain gen:

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However, in actuality, even prerelease NMS used very little of the engine's potential.

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No Man's Sky to this day is still using many of the same systems that we can see being used in old gameplay demos, trailers, screenshots etc... but it's being handled differently.

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Furthermore, since the time of this game's launch (until not too long ago)... modders have had access to roughly 5% of the engine.

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The majority of the other half consists of internal classes in the exe (which can be incredibly powerful to utilize) --- but you need the framework or some other api to make use of that.

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With regard to amplifying variety for flora and fauna --- there are dormant systems and there are innumerable practical applications to using the existing systems in different ways (or in ways that they once were shown to be used, contrary to right now).

fathom crypt
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Yeah we can only edit the external part of the game

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For 7.5 years

dreamy tulip
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In terms of traditional .mbin modding... (there's so much that can be done as well) with creativity & out of the box thinking, w/o the need for more sophisticated tools.

quasi mason
quasi mason
dreamy tulip
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SeaLevel is hardcoded

fathom crypt
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Yeah project apollo is pretty neat

dreamy tulip
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The exe determines the SeaLevel for each individual planet (for it's given seed) in a solar system when at the time that you are warping in

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So, if someone were to make a .mbin based terrain mod...

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Whatever changes they make to that class member would get overidden

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SeaLevel never exceeds the value of 120 in vanilla NMS

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It is possible to have interstellar type water worlds

quasi mason
dreamy tulip
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or shallow lakes / rivers

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or water worlds

dreamy tulip
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so a plugin needs to do it

quasi mason
dreamy tulip
dreamy tulip
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It could be utilized in far more ways (and it once was) --- there are prerelease gameplay demos showing smaller and larger bodies of water

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Alongside Eclipses, Multiple styles of crescent planets, planetary rotation, orbital mechanics, water w/ tides & waves, etc...

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Tidal locked planets

quasi mason
dreamy tulip
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Yeah. I developed a solarsystem and planetary designer... so I can design the Multiverse fan project with it (for precise results)

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Being able to instantly see the changes you make to the game at runtime saves the need to reboot a gazillion times

quasi mason
dreamy tulip
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With .mbin modding, you have to reboot the game to see every change you make

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Also, regarding manipulating colors... it's very difficult to determine if a color you select is going to look 1:1 in game

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There are shader nuances that will typically cause the colors you selected in a color picker for a mod to have brighter color value

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Being able to design colors & repaint the universe allows you to do so with precision, since you can see the changes

dreamy tulip
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There's a few clips where you can see it in action, pre-launch (at exactly 1:00 in the Infinite Worlds trailer) and some other clip I don't remember offhand

quasi mason
dreamy tulip
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Regarding 'filters' being used for visual variety... I think they can be 'useful'... but are being overused as a substitute for the creative ways visual variety could exist with current systems.

fresh arch
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Shaders as in components used in actual rendering I think

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Experienced this issue myself when I was working on the exotic fabricator mod

dreamy tulip
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Yeah that's it ^

fresh arch
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This is how an exotic starship looks like when you try to assign pure pitch black texture to it

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Not colour option, but a fixed texture, like the blue / yellow / red ones found in vanilla

dreamy tulip
quasi mason
dreamy tulip
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but they can also be useful in other ways, like for visual variety

fresh arch
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Had to shift it into purple territory to get it to show up black

dreamy tulip
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...but if every planet uses them (which most do) it gets old quick

fresh arch
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No, game can render proper black

dreamy tulip
fresh arch
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Space station

dreamy tulip
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Ah okay, yeah the space station uses a filter

fresh arch
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Even outside of the station it was green

dreamy tulip
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Another thing:
Space can use filters too --- but in vanilla it is set not to

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It's hardcoded in the exe

quasi mason
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it can be seen though

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sometimes I've seen it fade away in space randomly after warping

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or after loading a save that was made while you're in space

dreamy tulip
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Yeah. The game interpolates the filter usage of a planet when you exit the atmosphere too into the default filter for space. I think that might be a visual bug. Or perhaps some sort of fade in effect.

quasi mason
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probably visual bug

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maybe at some point they were supposed to work in space but that was scrapped

dreamy tulip
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Yeah, maybe

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I won't 'overdue it', but I'd like to make use of it's capabilities for the upcoming plugin I'm working on

fathom crypt
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You might noticed that the GUI can have some different skins

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Or themes specifically

dreamy tulip
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Oh yeah!

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InvalidCode designed a bunch of themes for it πŸ™‚

quasi mason
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always good to have some personalization, nice

dreamy tulip
quasi mason
dreamy tulip
quasi mason
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game uses texture to make a "skybox" for space, how much of these skyboxes game has?

dreamy tulip
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I recently discovered that prerelease did in part make use of a texture for space, very subtly.

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I believe it was used to add some pretty details to help space feel less flat.

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That texture isn't currently used, but it is this one:

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I've seen stuff like this render into systems

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in old gameplay demos

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At first I thought it might've been the galaxy map blending with the solar system

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Knowing that stars in no man's sky used to be physical some updates back

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The stars seen in systems were relative to their actual positioning in the galaxy map

quasi mason
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stars as in those that are in skybox or that are in center of solar systems?

dreamy tulip
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i.e, the stars that are in the galaxy map (in their positions) used to be visibly observable in solar systems

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so say for example...

quasi mason
dreamy tulip
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so say there was a spiral formation in the galaxy map

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you would see that formation

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in the solar system

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so for eg, this spiral I made:

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you could see it on planet

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prior to the changes they made some time back :/

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They replaced the physical star based rendering with what we see now

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which isn't necesarrily bad

quasi mason
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I don't understand why they removed that, map is rendered outside of view anyway

dreamy tulip
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but

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what I don't prefer is that now every system has the same star density

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and it feels a bit more fake to me, knowing that there was an underlying sense of 'depth' knowing the rendering was indicative of the map positioning

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it felt more like a physical universe to me

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me neither

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I'm assuming to overhaul the look

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the new stars pop out at you more

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and I think they can be nice, but would be nice if it varied from system to system.

quasi mason
# dreamy tulip

that actually would've been amazing if we could see this instead of just randomly placed stars, would make scenery even better

dreamy tulip
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I've been drawing inspiration from prerelease images, for some of the space skies I've been designing lately

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Space systems prerelease were a lot cleaner, but they had a stylish elegance to them

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Just a dif fstyle

dreamy tulip
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Is something I'm looking into it still

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I did write some shader code for space skies and stars recently

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But I'm not sure if the old rendering relied on certain backend properties in the exe

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Plus working with shaders on current nms is tedious, since it's closed source & obfuscated

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That won't stop me tho

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I would like to restore the fog blending that can be seen in the prerelease image

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another example of what I mean:

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πŸ˜‹

fresh arch
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Yeah haven't seen that blend anywhere

quasi mason
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will you make moons spin around planets? while planets rotating around suns would confuse player, I think moons rotating around planets will be fine

dreamy tulip
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Perhaps one day, but isn't currently of interest to me. I know it's possible. Considering that monkeyman made something to do that some time back. πŸ™‚

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If I ever did it, I would want to do it in my own way

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It will involve working with internal classes

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One thing I can say is...

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Planets in the Multiverse will range from the size of Asteroids, all the way to super planets:

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^^ Look at the size of that space station compared to the planet

fresh arch
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Damn World of Goo 2 looks lit

dreamy tulip
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Also, don't mind the muddy (vanilla) atmosphere texture

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I wrote a plugin recently that introduces dynamic planet sizes for all planets in a system

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Dynamic Planet Sizes:

Planets can range from the size of asteroids, all the way to super planets!

WARNING:

This plugin will reboot the universe, be aware of the following:
- Any base builds created without this plugin will be out of place.
- It is advised to either save in your nexus station or start with a fresh save slot when using this plugin.
- It is also recommended to backup your 'Hello Games' save folder in %Appdata% before using this.```
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This makes use of seeding

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So every system will have unique planet sizes

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It took like 2 minutes to drive around the asteroid sized planet

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Planetary size also affects terrain gen and oceans πŸ™‚

quasi mason
dreamy tulip
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and it can create some pretty planetary views

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bear in mind this is a vanilla shot

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with a diff planet size

quasi mason
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can you edit cloud properties?

dreamy tulip
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Once I start working on planets again... it's been years (these screenshots are years old & were extremely bare bones) I am really curious to see how the planetary size differences will affect the visual variety

dreamy tulip
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There will be dynamic and shifting weather

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and entirely new weather types

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including galaxy map weather --- example of that here: https://youtu.be/WQccy70ECR0

I programmed new logic for No Man's Sky, which allows 'static' data to be animated.
In doing so, I was able to create this animated effect for the new galaxy map that I'm working on.

If you look closely, you can also see the colors transitioning subtly...
being the result of perceptual color interpolation.

Lots of other things going on, under...

β–Ά Play video
quasi mason
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will planets have several biomes? and will weather be local or same on the entire planet?

dreamy tulip
quasi mason
dreamy tulip
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However, I have ideas & plans for that yeah

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Regarding weather --- I have a lot mapped out and planned (just from prev experience working on custom weather)

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I did once restrict fireflies to specific regions of a planet

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but I haven't explored much of that

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yet

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if it can be localized in a way that would be cohesive, I'll be sure to let ya know

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when I get back into that

dreamy tulip
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What that clip is demonstrating is an easing algorithm

upper quarry
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@dreamy tulip is this a mod you work on?

dreamy tulip
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@quasi mason Are you familiar with easing equations?

dreamy tulip
# upper quarry <@211338706903236609> is this a mod you work on?

Hello, @upper quarry!

It's a large fan project that consists of multiple components.

One component of it provides utilities for people to do all sorts of cool stuff to the game (not previously possible)

and another component is a fan project centered around fleshing out the potential of Hello Games' Skyscraper engine.

upper quarry
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sheesh, thats a big project

dreamy tulip
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In short, Easing Equations are essential to game development.

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At easings dot net

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you can see different easing equations in use

quasi mason
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oh, those, I get it

dreamy tulip
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yeah

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Now, this here... (having support for that in the framework) opens doors to all kinds of wild stuff

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It can be used to simulate live actions with data in real-time

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So, an easing equation was essentially manipulating the galaxy map to simulate a weather effect in a plugin.

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It can be used to transition art styles & color schemes to other art style color schemes in real-time in a perceptually uniform manner (in a way that looks natural to human perception)

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For eg

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Here's a non uniform transition from source color to target color

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Top left -> Bottom Right

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Here was the first attempt at a smoother transition (not perfect)

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Attempt 3:

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And here was the final successful attempt:

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It's so smooth that it's as if the color transition is a solid gradient

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So, what this means is..

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You might be on a special alien planet

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but then perhaps because of some sort of event

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or whatever idea one might come up with

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The color scheme & style of the sky might transition from style a to style b smoothly likened to how smooth the transition in that clip is

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And this isn't merely good for linear transitions

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you can simulate many other effects, like a bounce effect, or slingshot effect

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it can be used for gameplay too

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was able to create a drifting effect when boosting in the galaxy map

quasi mason
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speaking of galaxy map, if it can be visible in game, is it possible to make warping possible without galaxy map? it would be almost impossible to go back to previous system, but I wonder if it's possible

dreamy tulip
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Yeah it is

fresh arch
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emergency warp unit says hello

dreamy tulip
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There are in-game mechanics that allow for this, and iirc, some systems that .mbin mods can make use of allow for some sort of event handling (unsure of the limitations of it)

quasi mason
dreamy tulip
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if you were to do it with a plugin, you could call a function to warp to another system

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HG's have this feature in a developer build

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I'm pretty sure that function just warps you to a random system

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warping to specified coordinates should be possible too, since portals can already do that

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In an old gameplay demo, it was cool to see Sean point at a planet or star and warp/zoom/jump right to it

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I don't know if it's possible to recreate that

quasi mason
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I think it is possible to warp into specific star, use raycasting to get a star and get its coordinates

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maybe you can use and should something better than raycasting considering the sizes of the systems, but that's just what came to my mind first

fresh arch
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There is a Quick Warp mission stage but it only accepts targets from scan events

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Currently used only for frigate fleet interventions

dreamy tulip
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Dunno if that information for the star pixel you're pointing at is exposed in the solar system

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esp on the current game

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since the stars in systems are now just shader generated and the same density, in each system

#

which isn't physical

#

meaning it seems to have no relation to the galaxy map anymore

quasi mason
#

kinda out of current topic, but is there a way to fix that? I downgraded to 1.38 to use your old overhaul mod

dreamy tulip
#

Yeah, that old thing had stability issues sadly

#

The cause of that is related to biome object fade ranges & density

#

the biome would need to be remade

#

I no longer work on the overhaul since 2017 (since the mv will be better in everyway & not share the same issues)

#

expect a bunch of crashes and perhaps some other issues (like that one) on the old mod

#

I suspect the crashes are the result of mistype filepaths (with biome related stuff)

#

πŸ’€

#

whenever I look back to that old stuff (esp. that old hud) I cringe haha

quasi mason
#

same, especially when you look into code

dreamy tulip
#

here was a slightly newer version of the hud

#

there's a newer version from last year

#

lemme see if i can find it

#

could only find an unfinished shot

#

When I finish the newer version I'll release it

#

Haven't had time cuz of being preoccupied with a ton of diff stuff

#

This time around with the Multiverse the bar is much higher and it keeps being raised

#

Any bugs discovered will be ironed out

#

Until the experience is near perfect πŸ™‚

quasi mason
#

is multiverse like a successor of old overhaul mod? with all those inspirations from old video demos

dreamy tulip
#

I'm assuming you're on the version 10 overhaul mod

dreamy tulip
supple spruce
dreamy tulip
supple spruce
#

W photo

dreamy tulip
supple spruce
dreamy tulip
supple spruce
#

Cus the planet gives everything Greyscale

dreamy tulip
supple spruce
#

My guy is supposed to be bright purple

#

But he's grey

#

I think it's very cool

dreamy tulip
#

Yeah, the game has a filter that is used on some planets which washes out the colors πŸ™‚

supple spruce
#

😁

quasi mason
#

even overhaul mod is impressive, such a shame it has graphical bug

rugged relic
#

I've just updated my mods for orbital... And now my game is crashing on launch. ;-;

#

Here's my entire file, are any of these incompatible?

dreamy tulip
#

I plan to do progressive content releases

#

The project doesn't have to be in a finished state for an initial public build ofc

#

But it needs to be playable & not wonky (it isn't wonky right now at all)

#

However, there's a lot that I'm working on. I've been working fulltime on No Man's Sky since 2016.

#

After all these years of tool building, things are finally at the fun part... using the tools to progressively transform the user experience

rugged relic
dreamy tulip
#

You've got a lot of mods going there. πŸ™‚
My guess is that something there is outdated & causing a crash. I am completely out of the loop in terms of what's currently existent on Nexus Mods...
but seeing the file names, I can probably detail what files each of those mods are modding & some of them I'm seeing certainly would cause a crash if outdated

#

I would suggest creating a "DISABLED" folder

#

and placing mods in there bit by bit until it no longer crashes

#

perhaps you can deduce which one is the cause

#

it's not ideal, but it just is that way since .pak mods don't allow for error logging

rugged relic
#

When was Orbital released? Since I only have a few, I could go off the update dates in my download history.

dreamy tulip
#

It released 2 weeks ago

rugged relic
#

I need a date.

dreamy tulip
rugged relic
#

Thank you.

dreamy tulip
#

There have also been a few patches since then

#

I think the dates for those are only exposed on steam

#

Not sure if any of those 'newer' Orbital patches changed the structure of any of the files those mods use

#

if so, that would cause a crash too

rugged relic
#

When was the last patch released?

dreamy tulip
dreamy tulip
rugged relic
#

At this point I might as well just not play with mods at all. ;-;

dreamy tulip
#

Mods can work great.
But you might need to either try what I suggested or just only download ones that are updated for the latest patch

rugged relic
#

That's the thing, not all of them specify what patch they work with.

fresh arch
#

_464, _460

#

Am I a joke to you?

rugged relic
#

And it is not looking good right now. I've removed all but 3 and it's still crashing.

fresh arch
#

Get rid of all the LUA script files, those do nothing

#

Get rid of all files that weren't updated in the last 2 weeks

rugged relic
#

It ended up being the ONE mod I didn't want to get rid of. ;-;

dreamy tulip
#

Ah

#

So the debugoptions global caused it

#

if you want I could send you an updated mod

rugged relic
#

If it's the unofficial one on google drive I already found it.

dreamy tulip
#

dunno about that, but if there isn't an updated mod somewhere,
and you really want that... feel free to let me know! Is a simple mod to make.

fresh arch
#

oh we having official and unofficial mods now?

rugged relic
#

I wouldn't want to be a bother.

#

Someone updated this for Omega. Not the original creator which is why I call it unofficial.

dreamy tulip
#

Would be no trouble at all. So, you got it sorted already?

fresh arch
#

That's a moment having AMUMSS installed comes in handy

#

It allows you to generate up to date versions of mods yourself with couple of key presses

#

!faq-modding

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

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

β€’ [How to enable and install mods:](#nms-modding message) #nms-modding message

β€’ Learn how to use AMUMSS to compile mods

β€’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message

Info Always check the correct path and contents of the MODS folder! Example Image Β»

β€’ Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated

alert If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.

rugged relic
fresh arch
#

2nd link for guide, not strictly needed for modding but highly recommended

#

And the LUA script for mod in question

rugged relic
#

And more often than not, disaster follows when I mess with things I don't know anything about, such as when I swapped launchers on Minecraft and broke a whole modpack. That was fixed quickly, but I'm not always so lucky.

dreamy tulip
fresh arch
#

This is why we have guides and stuff

#

Also dedicated AMUMSS channel on

#

!moddinglink

hardy auroraBOT
fresh arch
#

But folks also provide support here if needed

quasi mason
dreamy tulip
#

looks like it could be a pipelines issue

#

there were several other overhaul mod releases back then (all still were unstable & w/ issues) but a diff one might work

#

I still recommend waiting for the MV (since that old stuff has too many issues imo)

fathom crypt
#

I think Ray could reboot the old overhaul mod somewhere in the future, to fixing some issues

#

IIRC MV itself supports multiple versions

dreamy tulip
#

yeah, I may revisit legacy nms

#

but I might target one of the earlier 2016 builds (since it currently interests me more than revisiting Atlas Rises)

steel crypt
fresh arch
#

@mortal pike so I don't clutter the help channel, quick comparison of the 4.52 and 4.64 versions of reward object for destroying a freighter entity

#

What was 3x Cargo Bulkhead got replaced with starship reactor cores in A and S class

mortal pike
#

Interesting. Good to know

#

That's a SFM? That value looks like a cargo bulkhead. Either way, good to know that you can get them there

fresh arch
#

Fuck

#

You're right, sorry

ebon bridge
#

do any mods exist that let you build anywhere on a freighter? as in, in the hangar and in the cockpit

hearty wasp
#

you'll have better chance editing your base in the base building app/blender plugin and moving your objects from your base boundary to the bridge

solid hawk
# ebon bridge do any mods exist that let you build anywhere on a freighter? as in, in the hang...

https://www.nexusmods.com/nomanssky/mods/2430?tab=description , lyr_freighterTweaks.lua. You'll want the extendedFreighterBase option. This will bring the freighter base build box into the bridge area. Building in the hangar isn't possible though.

Nexus Mods :: No Man's Sky

Remove glare from ship displays. Change position of tech and cargo inventories. Grow your plants faster or equalize their growth time. Make Mech great again. From QoL to gameplay changes, lots of twea

ebon bridge
#

also, are there any mods or any way to give myself the singularity engine for freighters?

#

like a mod or some way to unlock the recipe or something that just gives it to me

solid hawk
ebon bridge
#

thanks

ebon bridge
solid hawk
#

Give me a few minutes and I can make a .pak for you. Have to do something IRL first though

ebon bridge
#

oh I see

solid hawk
#

Sorry took a few. Had to drop back to NMS Public, I usually run experimental

#

This is for NMS 4.64

ebon bridge
#

thank you very much

solid hawk
#

One of the advantages of running AMUMSS\ Lua scripts yourself. Will always generate the .paks for the version of the game on your system. Other being you can combine mods which conflict with each other (make changes to the same game file(s)), so you can use conflicting mods together.

#

You're welcome

#

Enjoy. πŸ™‚

ebon bridge
#

now i can live out my dreams of being a full space trucker

solid hawk
#

haha

#

Sleeper cab

#

Keep your log book updated, haha

ebon bridge
#

oddly, I was able to build in the cockpit of my freind's freighter without having any such mod

#

just one base building mod for the freighter, but nothing that extended the build area

#

so I built them a little trade terminal / portable refiner up there

fresh arch
terse sierra
#

so hi i am kinda new to using mods in the game and i just want to know whether using mods in multiplayer session is a bannable offense or we can just use them, just dont wanna get banned thats why, i know its kinda dumb to ask this but i am new to the modding scenario so i have no idea how it works

fresh arch
#

You don't get banned by using mods / save editors or other trinkets for yourself

#

Only if you use those tools to deliberately fuck up with other players' experience

terse sierra
#

understood, thank you for enlightening me regarding thisπŸ™

quasi mason
quasi mason
#

were there any cases?

fresh arch
#

There were and people got banned

#

They used some methods to attack people in Space Anomaly

#

It was on Permadeath difficulty so people lost their whole progress

vale iron
#

I think one other was banned before that, a couple years before

iron breach
#

Is there a mod that makes pirate attacks on your base? perhapls damaging stuff?

iron breach
#

cant attack base or cant have attacks damage stuff

fresh arch
#

Basically to both

#

Can't add new functionality to the game

#

Only rehash existing ones

#

Pirate raids on planetary structures are a thing already

#

Just not sure if those include player bases

iron breach
#

I see. That helps. any mods that already enhance those or are they pretty much difficulty mods

fresh arch
neat lintel
#

can i mod on console

fresh arch
#

You can do save editing for Xbox, PS4 and maybe Switch

iron breach
#

is there mods to make planets more...civilizaied as opposed to barren / more animal popullation than alien

fresh arch
#
Nexus Mods :: No Man's Sky

ReCONSTRUCTS is a mod that introduces new, custom-made, originally-designed sci-fi themed building props across different planets. Improves upon the original CONSTRUCTS by introducing more colours

solid hawk
hearty wasp
solid hawk
#

For feeding its' young

quasi mason
# hearty wasp

it's possible to use as example hauler parts on fighters?

hearty wasp
#

what do you think you're looking at

quasi mason
#

just checked nms modding server, gonna try it when I'll get home

neon nova
#

Exciting stuff ngl

iron shard
#

Anyone know what the Atlandtid multi tools are under for types in goatfungus save editor?

iron shard
#

Thank you! That's what I thought, just wanted to be sure

lean prairie
#

no problem

mighty dirge
fresh arch
#

It mentions NomNom's save transfer feature so give that a try first

mighty dirge
#

ok i'll try it

#

ty

mighty dirge
fresh arch
#

No idea, never used it

#

Just remembered this guide exists

mighty dirge
#

i still need to know my uid etc. when using transfer, so sadly that doesnt work

fallow meadow
fallow meadow
#

@mighty dirge NomNom does not appear to grab the info automatically. Not even sure it will work with the changes to the saves with the recent updates. I'd normally suggest to look for the info manually in the JSON data for any Player Base you made yourself. For now, I strongly advise to first create a full backup of your save files, as I am not sure this feature currently still functions with NomNom.

#

!faq-savefiles

hardy auroraBOT
#

discorddev to view, enable Link Preview downarrow

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

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

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

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

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

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

info When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).

glass pike
#

is there a mod that makes my phase beam actually hit stuff? I can't ever aim it right. Granted, I'm quite bad at space fighting, but it seems like I should be able to move my lazer beam faster than it moves!

fallow meadow
#

@mighty dirge I have sent you a friend request

glass pike
#

hey @solid hawk, I was checking out your awesome anti-phobia mod. Thank you for adding the list of creatures! Is there any way I can make a global size mod? I have megalophobia, so it isn't so much the critters that freaks me out, it's super giant things. Like I saw a big ol dinosaur lookin guy on the prettiest planet and noped out of there. The giant worm guys freak me out, but I found your mod to get rid of them so now I can make a base on the pretty planet noir I found πŸ™‚

solid hawk
#

On line 1, change Multiplier = to "2"

#

Now, on the two lines with

#

["MATH_OPERATION"] = "*",

#

change to

#

["MATH_OPERATION"] = "/",

#

You've just turned the multiplier into a divisor.

#

Maximum size limit will be cut in half

#

Try that and see how it goes.

fresh arch
#

multiply them by 0 to make them disappear

solid hawk
#

If that isn't good enough, let me know and I'll do one to cut down both max and min sizes

glass pike
solid hawk
#

No problem sir. πŸ™‚

glass pike
solid hawk
#

Should be ok. Just run the script through AMUMSS. As long as you don't get errors. Warning may or may not be an issue, depending on the specifics. Notices can usually be ignored.

#

If issues, let us know

glass pike
#

I never know where to look for the warnings in the report log! It usually just lists two files but I don't know what part of it is troublesome. I will let you know how it works out!

solid hawk
#

Somewhat depends on what you use for viewing\editing the Luas, I happen to use Notepad++, most of the time. I open up report.lua and do a search for all warnings in the document.

glass pike
solid hawk
#

The only negative to size reduction, is that by default can't ride creatures below a size of 2 (two what, we've no idea, just some arbitrary scale). If we need to get more detailed with it, reduce some, but not others, that's feasible.

sharp grotto
fallow meadow
#

@fresh arch Save transfer all sorted. NomNom does not appear to fill in the info, but once you do this correctly manually, transfer appears to work. Also, apparently the >> icon is the button for transfer.

fresh arch
#

Hey, thanks for taking care of that

#

I didn't know the guide we had before was outdated

fallow meadow
# fresh arch I didn't know the guide we had before was outdated

Was not really a guide. More like an alternative albeit very tricky workaround using regex/replace, which I made long time ago to temporarily cover for a small issue with NomNom. Now with the Save Data having changed with Omega, I just can't trust it to still work. NomNom had that issue long fixed as well, so I'd rather see players try that instead of some hard to understand and error prone regex replace

shy grove
fallow meadow
shy grove
solid hawk
#

🦝 masked?

fallow meadow
#

😷

solid hawk
#

haha

shy grove
# fallow meadow 'masked'?

Never mind. Was thinking of a way to make it shorter. But it can be just wrapped in < > so no embed. A note that's something to this effect:

PS4 Save Wizard: a pay for app that helps extract your save file, so it can be edited on PC: https://www.savewizard.net/

shy grove
fallow meadow
#

You really want that link?

#

I have always tried to avoid even mentioning its name, let alone innclude a link

shy grove
#

I always make it extra clear they'd have to pay for it. I've zero knowledge or background on how the app works tho.

#

I just know PS4 folks ask about it.

white pawn
#

is it ok to post edited LUA's here? Someones interested in how I achieved my asteroids and I edited Exosolar astroid ribbons LUA. Easy to just share it.

#

@glass pike to get my asteroids like that I edited Exosolars asteroid ribbons to my liking.

solid hawk
#

You got a link to a screenshot of what you achieved?

shy grove
#

CS_hmm If you'd be sharing a file, although we get it's (likely) harmless, since it's a file that can then be downloaded and possibly partially viewed, we'd hate to take responsibility for any potential issues if said file(s) have not been properly vetted. Perhaps sending them to interested parties via DM would be best...? With obvious disclaimers.

solid hawk
#

That being said, I'm interested as well. Being author of asteroid ribbons. πŸ™‚

white pawn
#

#nms-photomode-gallery message @solid hawk I just made all the asteroids spawn closer together (but not so close that they disappear) and closer to the anomaly. I upped resources I get from them as well.

shy grove
white pawn
#

this is just copy paste of the file contents (figured it's safer this way?)

solid hawk
#

Lua script is just a text file. Non executable on its' own. Has to be processed through AMUMSS to do anything. πŸ™‚

white pawn
#

I'm not exactly sure what the faderange does as when I amped it up to 10-20k the asteroids disappeared XD

glass pike
shy grove
manic flame
#

Hello. Anyone got some experience with Nexus mods, and those two.
Can't get it to work

#

I want it to be, still multiplayer avaible. So i deleted all the 2x and 10x files. Like said in the discription. I did have a mod-warning at the start. But i'm not able to re-size everything.

hearty wasp
#

install manually

solid hawk
#

Probably mod conflict. More than one .pak which changes the same game file(s)

manic flame
#

Yes there is indeed different .pak files. But as i understand from the discription they all do different things.

#

I'm lost.

manic flame
solid hawk
#

I can check, but it'll be a couple hours before I get back home

manic flame
#

So i pick the .pak files i want from this list and just copy paste them. Whats the .lua files doing ?

hearty wasp
#

if you don't know what they do, ignore them

manic flame
hearty wasp
#

drag pak to MODS folder

#

done

#

also read mod description page to understand what the different versions are

manic flame
hearty wasp
#

I think the page described it pretty well

manic flame
#

Yeah, i think it did as well. I do think the language barrier is screwing me over here

hearty wasp
manic flame
#

And one "Boundary" is a .pak file ?

#

oh

#

never mind

#

So there is different boundary options in the meaning of base boundary's ( 300u/1000u)

#

And that was, what i was mixing ?

hearty wasp
#

you installed all versions of the mod when you use vortex

#

when you should simply choose one pak to install out of each zip you downloaded

#

"file" means file within the zip

#

as mentioned in the file description as well

#

you wouldn't need to only choose one zip when there's only one zip file per download

manic flame
#

Allright, now i just need to find what ones to pick, and put them manually in the folder. I'm sorry you have to explain me like i'm a 5 year old

tight relic
#

any of Yall use WeMod for No mans Sky?

hearty wasp
tight relic
#

i was hoping to talk to someone who does

#

There is a bug and I wanna know if anyone else has it

hearty wasp
#

does wemod not have a forum of their own

solid hawk
#

Nope. We mod, don't need trainer. πŸ™‚

tight relic
#

they do I just wanna talk to someone and see if they have the same problem, not to seek support

hearty wasp
#

if there's a bug for it then surely there's a way to just report the bug to wemod lol

tight relic
#

i only reallyt use it for Easy Craft and Easy Deployable Tech

manic flame
#

Isn't that avaible in the game settings ?

#

Without the need of WEMOD

hearty wasp
#

for the former yeah I think

#

but that's for making everything free right

tight relic
#

it might be, I cant find out how to get to that option its been a hot min

hearty wasp
#

difficulty settings should be in the pause menu

tight relic
#

im probably blind XD

manic flame
#

Yeah there might be some extra's in the We-mod (trainer) ,But i think the most you discribed can be done withing game settings

tight relic
#

whats so damn odd is the bug in question causes the Sentinel Companion to spawn whenever an option is enabled. And it wont go away until you turn the trainer off lol

#

that thing is annoying

#

idk if i have done trace of metal yet

manic flame
#

I do have We-mod installed. But never used it for NMS

#

Can't tell if i have the same, and i'm currently having a brain fart. Cause i don't know what files to pick from the list now.

hearty wasp
#

or maybe just misaligned even if it's updated

manic flame
tight relic
#

Both times it has happened when up to date

manic flame
tight relic
#

Both

#

It’s not the most inconvenient thing. Just weird lol

manic flame
#

Check when wemod nms update was last happend, if it was before release of the new NMS update. Maybe wait a bit, till they release a new NMS trainer update on WE-mod

tight relic
#

That could be. But after reviewing the difficulty settings I found the option I so dearly needed. Thanks all ^_^

manic flame
#

Yeah

#

Glad you found it

#

Sad, you hi-jacked the chat though. I still don't know what files I need haha

tight relic
#

It was gonna be for like units and stuff but I found some supremely OP scanner upgrades that stack and give me HELLA units for scanning new fauna and plants

#

One alone gives + 11,000 % lmfao

#

That stacked with a few more gives me 450k units per scan of some creatures. It’s wild.

manic flame
#

Yeah money isn't a problem in NMS

#

You'll get more money you can spend soon enough

tight relic
#

Just ship/multi tool hunting and exploring now.

manic flame
hearty wasp
# hearty wasp

if you don't want anything else then you'd prolly just want the most basic version

#

I'm p sure the headings refer to the file names

manic flame
#

Yeah some are, obvious. Other i have absolutely no clue

#

Anyways, i have seen the creator of the mod is pretty responsive, in the nexus website. I'll just ask him, what files i actually need now. Cause the ones i am looking for doesn't seem to have reference to the file-name

solid hawk
#

Just so you're aware, once you get it figured out, re-sizing = broken snapping, so get used to free placement.

solid hawk
manic flame
solid hawk
#

Gumsk is good at replying to POSTS on his mod pages. He should be waking up shortly.

manic flame
#

Yeah i have seen, this is what i asked

vale iron
#

Just woke up. Replied in Nexus, but here it is, too:
gBase Items Basic 464a.pak
gBase Boundary 2k 464a.pak

manic flame
vale iron
#

Far away, in Korea πŸ™‚

#

sleep well

solid hawk
#

He's one of Kim Jong Uns' top generals

glass pike
vale iron
#

I'm smarter than that. Stopped at colonel, enough to get food and internet, but not enough to get executed with an anti-aircraft gun

solid hawk
#

Well played sir.

lean prairie
#

Living it up

solid hawk
#

haha

left needle
#

Just curious. Are there any mods that make finding Curious Deposits easier to find? Or even just rare resources like that in general easier to find? Been searching for hours on one planet and I've yet to find even a single 3 star resource

fresh arch
left needle
#

Gotcha. Thanks GekHappy

thin wind
#

other than legacy parts, which other parts do i need to get using save editor?

neon nova
#

Any unlocker for the starborn runner? Running on steam deck so can't use save editor

hearty wasp
#

But also Consumerism/Season Reward Unlocker

marsh eagle
solid hawk
#

On steam deck, the bot is your best bet, I think

fresh arch
#

Steam Deck can make use of mods

#

Since it runs the same build of the game as PC Steam does through Proton

#

I setup all my mods on PC, then copy the MODS folder onto a microSD card, pop it into the Deck, login into desktop there and copy-paste the folder

low moth
#

I'd like to request a mod. In space, during flight, I often hear this annoying clunking metal-on-metal sound that's just about like a loose lugnut rattling around in a hubcap. Would anyone take on the job to fix that? Thanks in advance.

solid hawk
#

That's the flux capacitor readjusting.

solid hawk
# low moth I'd like to request a mod. In space, during flight, I often hear this annoying ...

About the only sound removal mods going are https://www.nexusmods.com/nomanssky/mods/2548 and https://www.nexusmods.com/nomanssky/mods/1448 Check if either of those kills the sound you're looking for, if not, can request in POSTS on the mod pages.

Nexus Mods :: No Man's Sky

Silent Sounds (Fractals): Freighter Ambient, Jetpack, 0-9 Storage boxes, Ship warp ins, Freighter Hanger doors, Suit Customizer, Refines, Solar Extractor, Solar Sail & Ship Mechanics, Crop Harvest

Nexus Mods :: No Man's Sky

Silences annoying ambient sounds

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To be realistic, nobody is going to make a one-off to kill one noise. Sound remediation is very time consuming to do, due to how the game deals with its' sound files, so few mess with it.

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To an extent, can be very hit and miss. Listening to hundreds of sounds until you find the one you want, because there's no labelling or index.

low moth
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Thanks, Babscoole.

low moth
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Just found that, if it helps anyone.

solid hawk
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You're welcome. Glad you found it. πŸ™‚

solid hawk
low moth
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You're THE MAN!

slow meadow
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@fresh arch https://www.nexusmods.com/nomanssky/mods/1220 and https://www.nexusmods.com/nomanssky/mods/2770 seemed to increase the amount of mods purchasable? but are defunct currently

Nexus Mods :: No Man's Sky

Changes the number of modules sold by vendors to a value between 3 and 6 or 25-50.

Nexus Mods :: No Man's Sky

Ever wanted space station technology vendors to sell more modules? This is the mod for you! Less time spent reloading the save and more time getting the modules you actually want!

stoic osprey
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Did anyone used solar fabricator mod?

fresh arch
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The 2nd mod you linked has a LUA script linked in Posts tab

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You can grab that and use AMUMSS to compile it for latest game version for yourself

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!faq-modding

hardy auroraBOT
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discorddev to view, enable Link Preview downarrow

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

β€’ [How to enable and install mods:](#nms-modding message) #nms-modding message

β€’ Learn how to use AMUMSS to compile mods

β€’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message

Info Always check the correct path and contents of the MODS folder! Example Image Β»

β€’ Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated

alert If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.

fresh arch
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That said, that mod will not accomplish what you asked for originally

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What it does is adding more tech modules to the overall stock of the vendor

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Increasing the chances of buying the same module multiple times

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It will not make it so that you can select one module and purchase let's say 3 copies of it with 1 transaction

sharp grotto
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is there an "easy" way to replace my freighter base with another ones base? πŸ˜›

fallow meadow
solid hawk
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There's others, just seach NexusMods for freighter base

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I use the one I gave the link for. Have gotten lost, it's so massive. πŸ™‚

fallow meadow
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The above does not describe the process itself in detail though

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But yeah, main thing is to get the data first, for a freighter base, or actually even a planet side base if you really wish @sharp grotto. If you need further assistance, let us know.

sharp grotto
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ive got a text file of an base, and it says to overwrite text i side a .json, but i dont knowe which json and what exactly HAHA

fallow meadow
sharp grotto
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sure πŸ™‚

fallow meadow
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Alright

olive sierra
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I've been trying my best to follow along with the AMUMSS guide, but I'm struggling..
I have two mods that are conflicting, I checked both their files and only one of them has a .lua
I'm not really sure what to do from here

fresh arch
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Well you got two options now

olive sierra
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Also, I am very new to this, Layman's terms would be greatly appreciated

fresh arch
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First option is to put both the PAK file of that jetpack mod and LUA script of movement mod together into the ModScript folder

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AMUMSS will know what to do, it will create a patched PAK file carrying the changes from the LUA script in it

olive sierra
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Oh, so that just works?

fresh arch
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The second option would be looking on Nexus Mods page for that mod if the LUA is provided elsewhere

olive sierra
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Well, I did see something, hold on-

fresh arch
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Grabbing it and combining the two LUA scripts like detailed in the guide

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Sometimes the LUA is provided as a separate download or some kind souls make one from scratch and post in in Posts tab

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So it's worth checking there as well

olive sierra
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That is for the Jetpack

fresh arch
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Yup, looks like it

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Download that and put the LUAs for both this mod and the other movement mod together in ModScript

olive sierra
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Ooh, so I put the Faster movement lua and this lua into the modscript folder.. okay, I'll try that, thank you

fresh arch
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Yup, then pick the option to generate a combined PAK when AMUMSS asks you

olive sierra
fresh arch
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AMUMSS should place the generated PAK file in the MODS folder automatically

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Also you should know most of mod authors recommend not to bother with mod managers like Vortex

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Since they don't really add anything, you won't be able to see conflicts between different mods with Vortex

olive sierra
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I hate Vortex, if there's another one that doesn't shit the bed, I'd happily use that instead

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But.. I don't like managing mods myself

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Cause I get lazy

fresh arch
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The general recommendation is using no mod manager at all

olive sierra
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:c

fresh arch
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Just manually copy-pasting stuff in file explorer

olive sierra
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..I do like being able to enable/disable mods just by clicking a button

olive sierra
fresh arch
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None

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MODS folder added to Quick Access in Windows Explorer, yeeting stuff out when needed to desktop

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And this is not me hating on the idea of using a mod manager

olive sierra
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That makes so much mess tho

fresh arch
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Since I come from modding Fallout 4, had used Vortex, moved to MO2

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I know what these apps are capable of, aside from enabling / disabling mods and notifying you of updates these will do nothing for NMS

olive sierra
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πŸ˜”

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I suppose

olive sierra
fresh arch
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With creating a patched PAK you will prolly need to have both the original PAK file and patched PAK file in the MODS folder

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2nd option would be better since it creates 1 PAK file carrying modifications from both LUA scripts

olive sierra
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Hm..

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But for that sencond option to work, all mods must have an assoceated .lua file?

fresh arch
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All the mods you want to combine, yes

olive sierra
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Hmm, I will do some digging

olive sierra
fresh arch
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No, why?

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No errors, no warnings reported is usually a good sign

olive sierra
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Oh.. it says it still has 1 conflict "CONFLICTS will prevent the mods involved from expressing their full effect."

fresh arch
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Now run the Check Conflicts script and see the report.lua to learn which mods might be still conflicting

olive sierra
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Okay.
Oh, I found the 3 lua files and used them to try and create a .pak

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..that's a lot more than the initial 3 it started with

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Why did creating the pak make so many..

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Okay, that looks better after deleting the original paks..

fresh arch
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You still have the original standalone mod PAKs in the MODS folder

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And you created the combined version

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So yeah those will show up as conflicts on each file they target

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Just remove the original standalone PAKs

olive sierra
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I just don't know why the CREATEMOD.bat said there was a conflict when.. I assume its goal was to remove the conflict..

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Or was that because I left the original .paks in before I created the mod?

fresh arch
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Yes, that's why

olive sierra
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Alrighty.. well, assuming there's no more to do, hopefully this works.
I really appreciate your time and help

manic flame
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Quick question, couple days ago i istalled vortex to mod NMS. But it didn't work out like i wanted. And i was told here to instal the mods manually. So, to start with a clean sheet, i uninstalled Vortex mod manager. To instal my mods manually. Now without any mods installed. NMS still gives me the "mod-warning" at the start of the game. And i don't know if i should do some extra steps. To make sure there is no conflicts. Or can i just ignore that warning. And install the .pak files manually without any problems ?

fallow meadow
manic flame
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Allright

hearty wasp
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do it like this

manic flame
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Allright, gimme sec

manic flame
hearty wasp
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so you have the mod warning

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because you have mods installed

manic flame
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Yep

hearty wasp
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I don't understand where the problem lies

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but yeah just yeet all of em and you should be clean

manic flame
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There is no problem anymore. I thought mods where in injected by vortex and unistalling vortex would give me a clean sheet. Apparently it didn't. I'm kinda new to all this. So sorry for the stupid questions

fallow meadow
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What stupid questions?

manic flame
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Well yeah, after seeing what i was told to look at, it was defintely something i could have checked first πŸ˜„

vale iron
crimson basin
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Is there a mod / way to get 3rd person view for exocraft in VR? Driving is violent as hell… watching 3rd person driving looks glorious

vale iron
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Hence why I don't test updates to existing mods; let players find and report errors :p

manic flame
fallow meadow
manic flame
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Yes

fallow meadow
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What does it show when using your visor to check growth status?

manic flame
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Good question, let me check

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"infinite"

fallow meadow
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@manic flame That does not seem right. Does it show the same when you plant a new one?

manic flame
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Yep, just planted a new one. And still stays the same

fallow meadow
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Any other mods installed? Have you changed system time?

manic flame
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Nope, i don't even know how i can change the system time ?

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these are the only ones installed

fallow meadow
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@manic flame When you select the NipNip to place, is it showing the correct base name you are editing?

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This will only show while in build mode, as you are about to place the item

manic flame
fallow meadow
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Not quite sure what could be wrong. Must be something to do with the so called 'UserData' value it receives when placed. Have you tried to see if NipNip works the regular way, and possibly after disabling your mods temporarily?

fallow meadow
manic flame
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Yeah, i'll do an new upload for my base again. Wait 4hours if i'm not mistaken for Nip Nip. If that doesn't work. I will remove the mods from the folder. See if they grown after that. If they don't. I will come back and look for answers

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And already a big thanks for helping me out herez

vale iron
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I've seen that before, where the plants aren't getting power, but I thought I fixed that. I'll try to take a look tomorrow

fallow meadow
fallow meadow
manic flame
fallow meadow
manic flame
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Yep will do πŸ™‚ Not now, but i will re-test it ass well. Maybe if i delete and re-plant it fixes. And its a rare bug that just liked the smell of my nip nip buds... πŸ™‚ Not now, don't feel like deleting all my buds i squuezed all arround. Thats going to take at least 2 hours πŸ˜„

obsidian tree
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Just a heads up, there was a decent change to the internal structure of the structs which are used by the game in terms of fields being reordered. If this change stays, then there may potentially be some slight down-time with some modding tools because of it. I think MBINCompiler/libMBIN will be fine, but I won't know until the tests have been run on it which may not happen until tomorrow since I need to go to sleep.
Anyway, we'll see how this unfolds over the coming few days...

obsidian tree
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MBINCompiler/libmbin is not fine πŸ˜…
More work required, there will be longer delays than usual people

fallow meadow
odd falcon
fresh arch
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I did a bunch of different mods that I felt like doing

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Lately I made the banger that is Exotic Starship Fabricator

charred sparrow
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Flamethrower my guy? Damn

fresh arch
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I made some quest related mods, you won't find much of them on Nexus, like Project Apollo: Lost in Time and smaller scale Liminal Opportunities, a custom Nexus mission

charred sparrow
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Ooooo. Missions sound fun

fresh arch
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And lots of other trinkets, from update splash logos, to glowing crystals mod, to some UI tweaks and minor bug fixes

charred sparrow
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As a DCS player I'm used to having aimless goals that users themselves have to create and share. I've seen some cool stuff

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I typically keep my mods to UI stuff and graphical tweaks in games. Don't usually do much in the way of tweaking gameplay or drop rates or things like that cuz I like to keep my experience vanilla

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The modded ships though, can other players see them?

fresh arch
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That's actually a good question lol

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I assume not

charred sparrow
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In other games stuff like that will like, use other assets so when you see isn't what they see

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Like you said, you used shuttle stuff. So I'm wondering if that exotic looks like a trash ass shuttle to everyone else when you strut into the anomaly 🀣

timid tangle
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If I’m trying to give myself an overpower staff how would I do that?

fresh arch
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Use save editor to set all slots as supercharged

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In Goatfungus SE it's a matter of right clicking the multitool inventory screen and selecting the option

fallow meadow
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Once you are back to how it was, please try to explain what you are actually trying to accomplish

odd falcon
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i've just restored back to the save file where i tried tampering with the save file.

so i've just comleted the last mission 'the purge' and i was given the two options:
reset simulation
or
refuse the atlas

i clicked on refuse the atlas as i thought more text would appear and i could know a little more about it but that didnt happen and i ended up with that ending. I would like to edit my save so that i am at a point where i can decide the ending again and reset the simulation

timid tangle
fallow meadow
fresh arch
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This is not a mod, this is a save editor

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You can find links to them in pinned messages here

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They are hosted on github and there you will find installation instructions

fallow meadow
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That being said, @odd falcon , whatever choice you made should not make much of a difference when it comes to the game.

odd falcon
fresh arch
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I was talking to Lil Tardie, they pinged me

odd falcon
odd falcon
fallow meadow
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@odd falcon I am currently not familiar enough with the changes that have been made to the Atlas Path in recent updates. So I am not able to properly help you out as it stands.

fallow meadow
odd falcon
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ah right, ah well i give up haha, thanks you anyway

odd falcon
neon nova
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I've messed about with JSON editing before the game to delete a base so I'm assuming it technically possible to share a base right?

Would it mess up the game at all to have two players with the exact same base?

hearty wasp
timid tangle
neon nova
hearty wasp
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you can just have 2 bases close to each other instead

ebon bridge
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is there a mod that lets me spawn my companion in my freighter?

ebon bridge
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sad

solid hawk
# neon nova Ah that's a shame, thought I'd figured out a way around the bases not really bei...

NOT a shame. HG used to have a setting which would allow multiple player freighters in a system at the same time. Disabled by default, but modders would enable. End effect was everybody with that enabled with a freighter in the same system would have their saves corrupted, due to freighter base data from all the freighter bases being mashed together. Bad mojo. You do not want to figure out a way around that, as the end effect would be corrupted saves.

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The save files just aren't designed or arranged for shared bases.

solid hawk
timid tangle
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i downloaded and nothin its just in my vortet thing

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do you have like pictures or video i can see?

timid tangle
solid hawk
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Which save editor?

timid tangle
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what do you mean which save editor sorry im a bot

solid hawk
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Which save editor are you using?

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Goatfungus NMSSE or NomNom?

timid tangle
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goatfungus!

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is vortex not a save editor?

solid hawk
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Ok, select your save, like you normally would, then...

timid tangle
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okay

solid hawk
timid tangle
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okay!

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what do i delete and what do i copy?

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@solid hawk

solid hawk
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Sorry, give me 30 minutes please. Dealing with an IRL thing. Will be back as soon as I can

timid tangle
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okay thank you

solid hawk
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Sorry about that. Starting path should be BaseContext>PlayerStateData....HG recently rearranged the save data, so I'm trying to find where they moved the base data too. Used to be a section called PersistentPlayerBase (or close to that). I'm not one of the usual Save gurus, just a guy who's done this a couple of times. Give me a few to hunt down where this is now......

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ok, still there, I just kept scrolling past it

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You'll have multiple listings...

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You have to look in each one and scroll down a little, until you find one that has "ObjectID":"^AIRLCKCONNECTOR",

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That one will be your freighter base

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Now, go back to the epic freighter base page on NexusMods

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Do the manual download

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Open up or extract the .zip, then open this file

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The text one

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before we go any further, go to your save folder and backup the files now, before we make changes. πŸ™‚

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Now, in the text editor, where you have the 2024 Epic Freighter Base.txt open, Do a CTRL+A, this will select all....

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Now do a CTRL+C, which will copy the file contents to the clipboard

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Switch back to the JSON Editor, where we left off, in your freighter base....

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Left click somewhere in the right panel. CTRL+A, then DELETE key. Now CTRL+V to paste in the data for the new freighter base layout.

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Close the Json Edit, should be prompted to save the changes.

timid tangle
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Okay I’m gonna try that thank you so much for your help !β€οΈπŸ™πŸΌ let me try it real quick

solid hawk
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Just in case though, go to the main tab and click the save changes button.

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No problem. Go slow and take your time. There's no rush and you want to get this right, else you'll have a messed up save.....hence backing up your save before any changes are made.

timid tangle
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Wait so where do I past it

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"ObjectID":"^AIRLCKCONNECTOR"

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on this?

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wait i did it i think

solid hawk
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Go back and re-read. You are looking for the numbered entry that contains AIRLCKCONNECTOR, near the beginning

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In my case it's in [0], but your's could be different

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I wrote the above step by step, in order, as I walked through it myself. πŸ™‚

timid tangle
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it worked thank you so much

solid hawk
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Very cool, glad you're fixed up. Have fun getting lost in that monster, like I do. lol

timid tangle
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yeah there is like little things that need to be fix like power and some blocks coming out the ground

solid hawk
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As far as power, think there's a toggle in Difficulty Settings for always power in bases, or something to that effect.

glass pike
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you can toggle your base always having power on the base computer, left hand side, there is a disabled button, click it and blam no need for power!

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working on a reshade but people made the travolta meme at my first attemps (idk what that means). i think the menu screencapture gets the point across, though. Left side is with reshade on. look at the specular lighting on the armor, bounce lighting reflecting the color of the light source, the helmet casts a better shadow

glass pike
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(left: reshade, right: game) its really noticable with a strong, colorful light source like the neon green station lighting. Now the white lights are making the weird green glow that exists in the station as the light source instead of the light just existing. The reflection on the floor matches the lightning in the station better as well as surfaces reflecting in a physically correct way. the whole point here isnt to change the colors, its to make the colors come from the actual lights

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(left: reshade, right: game) and no more picture spam from me! but does it look close enough in lighting levels and color values?

vale iron
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I need to get to my PC to look better. Hard to tell on my phone

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I can see clearly the difference now. Lighting levels look about right. Might be a tad darker, but I think that's what you want

vale iron
glass pike
vale iron
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Oh yeah, that looks much better

manic flame
vale iron
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Just anything that will be powered. I think It had a 100u limit. I'll check

vale iron
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Anything more than that started causing crashes on some overly populated bases

tacit tide
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Anyone else having trouble logging into Nexus Mods today?

fresh arch
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Tried just now, works fine for me

hearty wasp
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I wouldn't worry about it

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most mods are broken for now SeanMindblown

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unless you're on public I guess

tacit tide
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I was actually going to look for another game, but this is my go-to community, and it overlapped πŸ˜„

hearty wasp
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that's fair

fresh arch
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Ya jinxed it 😜

glass pike
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well how am i supposed to play my games now? unmodded??? Gross!

solid hawk
hearty wasp
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think they mean they can't get mods because Nexus is broke

solid hawk
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Or, if referencing the NexusMods issue, give it time and it'll get resolved. Just a network issue of some sort.

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I was getting there. πŸ™‚

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Always the issue with popping in to find a bunch of new posts

nova forge
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What is your best number 1 recommended mod for NMS?

hearty wasp
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Sean

half tulip
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Is there a biome mod that’s on nexus that’s compatible? It is clear to me the devs arnt making bioms

hearty wasp
half tulip
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Okay πŸ‘ thanks

vague yacht
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are there any mods that make glitch building easier?

hearty wasp
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tesseraction does snapping but you can also just use the base builing app