#nms-modding
1 messages · Page 42 of 1
I had this mod installed and then it disappeared in my game, so I deleted the file on my steam deck and redownloaded it since on nexus it said update ready I have it installed again and I extracted the sub folder it had and it’s literally my only mod on it and it says mod conflict
not updated for experimental
wait a few days
any mods that add the ability to "build" npcs in your base? like what apparently Eucli-EA does but without the hundreds of other things
Ultra base building UBB
For said mod that needs updates could someone let me know when it’s useable
After duplicating hecka amounts of x class upgrades I think my numbers are good
Is there a mod that doesn't add other random base parts? I just want npcs
no
you're free to edit the luas yourself
or may your own if you can learn how
Sad
Not sad, nor happy. Way it is.
Is there a mod to increase capacity for refiners?
I just tried playing for the first time in a while and my game was super laggy and then crashed. I did update all of mods but is there a way for me to post a certain file or something here for someone to see if they can figure out what the issue is?
Search NexusMods for refiner. That's what there is. Be aware and y mod .pak you use should by updated for latest game version, Orbitals (4.6x). Else great risk of crashes or odd bugs.
I searched, the names of them weren't clear on if they did what I wanted
Unfortunately, NMS logs nothing. Could take a screenshot of the contents of your MODS folder. Also, are you on Public NMS or Experimental?
Yeah, from there need to read the description page for each to get details.
Are there any mods that add autopilot back in?
No
I'm not seeing one that increases capacity. May be hardcoded.
Much in NMS is
I really hope that at the end of its life - at this rate, a decade from now - NMS gets the source released. I wonder what sort of things we could create
Very much dependent on if Light No Fire is based on the NMS engine. From released videos and screenshots, looks to be. If this is the case, then they'd still have a vested interest in protecting the IP
For awareness of mod users: As of the Experimental NMS builds released on Friday, HG made major changes to all game files. This has broken much of the tooling used to make and update mods temporarily. Everything is being worked on, but will take some time. Highly recommended that if you are a player, who likes to use mods, that you switch back to using Public NMS builds for now. If you want to stay on Experimental NMS builds, expect to play vanilla for a bit. 🙂
anyone has a working everything is free mod (or the alternative will do)?
Can't you do that with difficulty option settings now?
Alternative it is then
any way to change the model of my freighter?
so basically, randomly generate and pray?
does anyone have a clan i can join ?
maybe try #nms-lfg-or-trades
There is a server where people post seeds of starships, multi tools, freighters, etc. You can copy and paste the seed to have that exact looking thing you want
You could just randomize seeds, but it's not suggested lol
I doubt anyone has it, but thanks for the info
What are you looking for?
!creativehublink
This server has the seeds you mean
Yes, I just didn't want to send a link or anything. Some servers don't like "promoting" so just wanted to be safe by not going into specifics
guess the freighter i'm looking for really is unseen by anything, even the bot couldn't find it
Is this something you saw somewhere?
There's two skinning mods, which add non-vanilla freighter models. gFreighter Custom Freighters and Armada Rearmed
In vanilla, there's a limited set of models. Beyond that, the differences are coloration.
Exactly
Do you have a picture of what you want?
How do I go about using AMUMSS to update a mod?
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
2nd link for a guide on how to use AMUMSS
The mod in question seems to not have come with a .lua file, nor is there one available to download on Nexus
Which mod is that
It's the cheesy one that's mean to Remove RNG Max Stats Upgrades
It wasn't made with LUA in the 1st place so it can't be simply updated with AMUMSS
Try using this one instead: https://www.nexusmods.com/nomanssky/mods/2518?tab=files
it has a LUA available
That one broke my stuff XD
Hmm.. though I didn't try updating it
Well yeah
Assume all mods break with game updates
And need to be updated to be compatible with new versions of the game
Running outdated mods is asking for all kinds of issues
Hm.. so you recommend I do that with all my mods?
This is why tools like AMUMSS exist, 5 minutes and you have certainty the mod is updated

Amumss seems pretty sophisticated.. kinda wish Minecraft had an "update my mod" tool
Well it kinda is
But for majority of users, all they need to do is: get the LUA script - copy into ModScript - run BuildMod - tell info when prompted - wait - done
When you combine two or more mods.. does it update them at the same time?
Yes, AMUMSS pulls current game files from your game installation directory, unpacks them, modifies them according to the provided scripts (one or multiple)
That way you end up with mods that are compatible with current version
That makes me veri happi..
If two mods not only alter the same file, but the exact same line of code within the file, how does AMUMSS determine which one to use? Or does it have some method of using both anyway??
If the exact same code, which is not too common, last processed wins
Ah, thank you
No problem.
I suppose there's no way to update this mod?
I don't see a .lua
and it hasn't been updated in 8 years..
Zero chance. Works completely different now.
This is veri sad.. thank you
Np. Not much point in perusing mods from the early years, unless they are TEXTURE only. Too many difference (properties changed, removed, or added). AMUMSS\Lua disn't come online until 2019
Dang..
Don't suppose you know any mods that change the look of interstellar travel?
Dud's sky colors has a pak to change warps
Oooh, okay, ty!
If you need, I can post a link in a few hours. At work, atm
Thanks alright ^ ^
I should be able to find it with the name you provided.
Appreciate!
..is there a mod that removes the completely obnoxious hitbox of Oxygen plants?
Like, you can waltz right through sodium plants, but oxygen plants must be made of concrete or something..
Hello! So I was wondering. Since this is an online game, how do mods that alter the game in various ways work?
Like, if somebody were to use a worldgen mod that modifies the planets, can he still play with other people? Can they see the fancy worldgen, if so?
In my experience, there aren't any mods that prevent you from interacting with people on the anomaly..
But some mods seem to prevent multiplayer among friends. (Like client-side vs server-side mods, if that's how it works, not sure.)
I have no idea how a terrain modifier would work with other people.. I'd test it!
Even today, there are a lot of desync issues with the game, but, if possible, it'd probably be more stable if you all had the same mods installed
I believe with terrain mods the other person won't see the difference, so you may end up appearing to walk in the air or in the ground or something to the other player
I see I see, that makes sense. Alright! Was just wondering how things worked. Seems so bizarre to me that players with all sorts of different settings and mods and stuff can play in the same stage.
Mods are local
Nope, but I can add to my list to look at
Oooh, thank chu!
Yus, I just meant like. Mods that affect the actual world. Like terrain gen mods.
And how they would affect multiplayer
I.e. If the non-modded player would even see the same world as his modded buddy if they’re standing on a new world
“Local” means they only affect the experience of the person that has the mod installed. If you have terrain mod installed and friend doesn’t, you will see modded terrain, friend won’t. If both you and friend have mod installed, you will both see the same modded terrain.
I am going to bring the sign back
Oh neat! :o That’s awesome. I can see how that would make for some wonky multiplayer if modded and non-modded players mix.
It’s amazing that this game allows that and doesn’t just break
I mean it's still on Nexus
you just can't use it without crashing the game
so you technically can still download it
no it says its hidden
sucks its gone it would be so neat if they at least added it in a future update
what the mod did
@lofty granite There's less than zero chance of running any mod not updated within past few months. Ones from early years, less than that. Exceptions being TEXTURE only mods, which are good since the beginning and model replacments, which can be good more than a couple of months.
Anything which touches METADATA or GLOBAL files would need to be updated since late March, for the most part.
Really, not much point in looking at the really old ones. They are not useable or updateable, unless you want to run old legacy version of NMS, where any mods newer than the version you're running will crash the game.
does anyone know the base stats of Max C rank frigates?
There needs to be a Daft Punk Korvax mod
Go for it
hello, i'm new to nms and i wanted to know if it is possible to install mod on the native arm64 macos version of nms, thanks you !
Anyone willing to help out @loud wharf if possible to edit UBB to include/enable 'power requirements', so they can create something with Bytebeat and Switches/logic?
Continued discussion from here: #1086862597971791952 message
thank you
!moddinglink
And if it is possible enable terrain editing when placing pieces
@loud wharf I suggest you check the above Discord as well, and maybe post on the nexus page, if you get no response here
Good luck, happy building!
thank you for your help, I really appreciate it!!!!
@loud wharf Ah, actually just came across this post with same/similar request/question:
https://www.nexusmods.com/nomanssky/mods/1214?tab=posts (latest post below the sticky)
The Discord above has a channel for AMUMSS as well, in case you need further assistance beyond the doc
Have you tried this one: https://www.nexusmods.com/nomanssky/mods/2333?
It's updated and works great. Make certain you do NOT have any mod conflicts.
thank you
Is there a mod to give more ship slots?
Amount of ships you can have is fixed, but you can backup/restore ships with a save editor. There is also a mod that does something similar, for pretty much everything you can collect:
https://www.nexusmods.com/nomanssky/mods/1879
Bula!
@dapper hamlet make sure to back up your saves before testing any of this tho 
Hey, hey hey
Is there a mod out there
Which allows you to “transplant” flora?
Like, finding a really cool plant somewhere
And then being able to “build” it for decorative purposes?
I dont think such a mod can exist in the 1st place
First of all, do you really need such a mod? There are lots of buildable plants and minerals available in QS shop
If you don't find them there, check out the Eucli-ea mod
That’s fair! I just thought it would be neat to be able to gather sample from other worlds. There’s a lot of epic plants that this game generates, and rocks too hehe
It’d be a lot of fun to go exploring and find unique flora and minerals, as opposed to just purchasing them c: build an exotic alien arboretum using plants from all over the galaxy
Kinda has a story to it you know
Out of curiosity, what would the technical challenges of a mod like that be, that make it implausible?
I've recommended that to hello games.
Flora is one of the remaining procedural items we can't physically collect and reuse (like ships and creatures).
Yeah! I was just saying in another server how it seems like kind of a missing feature haha. I’m brand new to the game, but seeing that you’re able to get a functionally infinite variety of skins on ships, multitools, pets, freighters etc, I hoped that you’d be able to do something with the infinite variety of plants and rocks.
Maybe they don’t add it because eventually that could be thousands and thousands of objects in the player’s build menu? But I imagine they could just add an “add to build menu” button in the player’s discovery book thing, so the player only has to sort through the ones they have ‘pinned’. And then a list which they could use to remove them from the build menu.
there's wonder projector which does a similar thing for planets/fauna
if you wanna look into it you'd wanna have a read at its entity file/any related tables
because more likely than not noone else would
We can't add new functionality. Or logic We can change values for existing properties in static game files. No API. No visibility into functions in the exe. No runtime processing.
You can take a look at Ultra Base Building, which adds plants and trees to the build menu
What you're asking for here would need to be able to generate listings for objects in half a dozen game files AND force reload those files, which the game isn't designed to do. Even if you could write in those listings, the files reloading, on the fly, would probably cause the exe to crash.
Makes sense! I was just wondering, like I said c: wasn’t aware of the game’s limitations, and was curious about them. Sounds like NMS modding has pretty tight restrictions
Thanks y’all for the mod suggestions, and also for telling me about the Wonder Projector. It seems super good
im on xbox-
bruh someone help there aint no pirate dreadnaughts spawning
try #nms-questions
since no mods on xbox
oh wrong channel
How do I unlock the 'Atlas Whisper' title with a save editor?
Im unfamiliar with that and have not used one
and can it be permanently unlocked + shown to other players?
Very self-explanatory. Yes permanently unlocked and shown. HG doesn't really care about such thing...nor do other players, for the most part.
thanks Babscoole
yeah i know, which i love about the community
my character is themed after the atlas, so are all my builds. it crushed me to learn i skipped getting an atlas themed titled
i mean i have the other one that says 'atlas' but that ones better
Ah, yeah, simple thing. Find it in the list, then put a tick in the box. When you try to move out of the Account tab, it'll prompt you to save.
checking everything in there wouldnt cause a problem with something right?
it would just unlock whatever was checked?
i have a majority of the stuff anyway but
Correct
If concerned, can always add in small batches, checking in-game, between each batch
yeah i dont want to unlock something i shouldnt have so thats a good idea
thank you
You're welcome. Enjoy.
Public Service Announcement:
With the release of 4.65 update, consider all mods to be incompatible with the game due to some deep level changes HG made to the files. Do not use mods that were compiled before the 4.65 update. Wait for mod authors to update their mods or use tools like AMUMSS or NMS Mod Builder with a new version of MBIN Compiler to generate an up-to-date version of the mods yourself.
With the sole exception of pure TEXTURE mods. Those will be fine, but anything with an MBIN file, the above will apply.

Outstanding.
Does this also apply to the save editors?
No idea, prolly not but don't take it for granted
Update 4.65 PSA
With the release of today's 4.65 update, consider all mods to be incompatible with the game due to some deep level changes HG made to the files. Do not use mods that were compiled before the 4.65 update. Wait for mod authors to update their mods or use tools like AMUMSS or NMS Mod Builder with a new version of MBIN Compiler to generate an up-to-date version of the mods yourself.
With the sole exception of pure TEXTURE mods. Those will be fine, but anything with an MBIN file, the above will apply.
Note: Save editors are not affected.
Src, see comments above: #nms-modding message
friendlyfirepl, babscoole
No
Save editors don't use the MBIN format. 🙂
Ouuu noo a new update, mods are broken or its not that bad with this update?
It's literally the worst case ever
Read the above PSA. 🙂
With the release of today's 4.65 update, consider all mods to be incompatible with the game due to some deep level changes HG made to the files. Do not use mods that were compiled before the 4.65 update. Wait for mod authors to update their mods or use tools like AMUMSS or NMS Mod Builder with a new version of MBIN Compiler to generate an up-to-date version of the mods yourself.
With the sole exception of pure TEXTURE mods. Those will be fine, but anything with an MBIN file, the above will apply.
fck
I only use this ones
I keep reducing the number of mods with each update after update
I'll need you to recompile this ASAP
pretty-please
So its safe to say NMS got the Fallout 4 treatment with this latest update?
Yesn't, because you can't downgrade NMS and launch it via an external launcher without everything catching fire
Wont be able to do it now, got some chores to take care of
And Im still gonna wait for new MBIN Compiler version to hit public
The LUA should still work
So you can do it yourself even now if you select the Experimental version of MBINC in AMUMSS
Well nevermind
Public just rolled so we gucci

Works like a charm 👍🏼 tyvm!
https://www.nexusmods.com/nomanssky/mods/2789?tab=files need to get this working again, ship looks like a mess rn 
Has an lua. Run through amumss to get updated .pak
has nomnom updated to orbital yet?
Most of my mods have been updated for 4.65, except for 2: Project Apollo and Proc Coloured Rare Crystals
Those mods needs some reworks to move from hardcoded sections to utilize the vanilla files and AMUMSS instructions to generate needed bits
https://next.nexusmods.com/profile/WinderTP/mods?sortBy=updatedAt
https://www.nexusmods.com/nomanssky/mods/771
Hello everyone! My mods are crushing the game. But I have never worked with AMUMSS. who can help me with it?
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
second link
How do you install AMUMSS? the installation instructions are not clear about it
describe which step is not clear
I already did
it should have instructions on how to install
then you should see this in the pdf
can you tell me which step is unclear?
it helps the writer improve it if you can
does this include seedeyes?
one sec, I had to restart the computer. I am reading this PDF now, I was talking about the txt file that is on the Nexus under AMUMSS when you search it.
the txt file has the link to download AMUMSS inside
it's done because Nexus' virus scan is kinda doodoo
seeds are not mods
no but theres a mod that allows you to see the seed of an object
I see,
I downloaded the AMUMSS zip file and unzipped it in a new folder. now I am reading the PDF
if it is mbin-based/in a pak format then yes
ok ill check
literally all mbin data structure has been changed
so unless it's a texture it's broke
if i uninstall it as soon as i install the update will my game be irreversibly broken
if you find any other issues keep asking here, I'm gonna go but someone will answer eventually so patience will do fine
99% of the time the answer is no
it asked me to install net 5 , I already have net 6, shall I skip it?
ok
if it's explicitly asked then you should install whatever AMUMSS asks for because it's needed for it to run
ok
usually they're from microsoft
run BUILDMOD repeatedly until it stops updating and asks for new input
ok
at which point you can refer to the pdf
ok
how many times do I run it? I get this window that looks the same but it doesn't look like the one in PDF
that's because you have no lua files inside ModScript folder
I have two
In any case, I need all of them, what if one of the mods was already altered, and I don't have the LUA file for it?
what do I do next?
are you running BUILDMOD or _Check_CONFLICTS_in_MODS
the screenshot says _Check_CONFLICTS_in_MODS
which only checks for conflicts in mods, as the name suggests
you run BUILDMOD to build mods
anyway you should go through the pdf from section 2 onwards again to do it step by step so it's easier to follow
I don't see ModScript folder
Seems you are skipping around the pdf, not actually reading what it is saying. You won't get here anything different than is in the pdf. You need to run BUILDMOD.bat. The ModScript folder will not exist until you do. Pick up from step 4.1 of the install procedures, which seems to be where you went astray. Don't guess, don't wander to other files, just follow the steps and you'll be good to go in minutes. Skip stuff and you'll be spending a lot more time backtracking.
I know I’m in the minority here. But as a general rule. Do regular mods have a decent chance of working for VR?
Or guaranteed to only even work with specific VR mods
I'd guess most mods will work with VR, just depends on what they are changing
UI and some graphics related changes won't work, but gameplay and model type stuff should work
Unfortunately, most of the modders can't afford VR to write or test it
I am running only three mods that were updated last night and my game still crashing...
(this problem is being solved on modding discord)
Problem seemed to be an old version of a mod, not sure where it came from, but fixed with a fresh download
You mean this mod ? I'll check if this needs a update. It's a engine hack mod and doesn't depend on mbins but nms updates can still break it from time to time: https://www.nexusmods.com/nomanssky/mods/2674/?tab=description
Mostly updated. About 93 out of about 100 updated. Rest will come this weekend.
https://www.nexusmods.com/nomanssky/mods/1541
All my mods should be updated now, just pushed the update to Project Apollo: Lost in Time
Updated Alternative Vehicle Control to Orbital 4.65
https://www.nexusmods.com/nomanssky/mods/2848
I'll have to check the mods I had, had to move my mods into a separate folder beings Idk what's working and what's not working
Miss my mods 😔
Nothing is working. All mods need update for 4.65
Ah, yup, with any mods installed, there is a high risk of crashing at the moment.
cause the update just rolled in?
Exactly
but a simple visual mod should not cause that much of a problem
@vernal thicket See pin in this channel: #nms-modding message
Do let us know if the issue persists though
it is ok, just tested everything. landing in freighter, in station, lifting of, walking around the freighter. all looks to be in order
ofc
better planet generation please update 🙏
it'll most likely get updated when it's done
in the mean time you should be patient
Updated:
https://www.nexusmods.com/nomanssky/mods/2200
https://www.nexusmods.com/nomanssky/mods/1891
Adds multiple new capital freighters while preserving vanilla freighters.
So it will be updated once it's completed that makes sense thank you
is there a mod, that shows coordinates on planets in 3rd person camera
when you sit in your ship
Question: Which base building mods are compatible with multiplayer?
BPG is the largest mod, by far, in NMS land. Tens of thousands of files. Usually takes Woody a few weeks after a major NMS update to get a new version out.
Might be earlier, but keep expectations realistic. Takes awhile to update 30000+ mod files.
Nope
NMS mods are local, so unless VERY poorly coded, you can play multiplayer with any mods, BUT......
especially with base building, biome, and terrain mods, others will NOT see what you do unless they are using the same mod.
So, if you use a mod that adds new base building parts, only those with that same mod can see those parts. Others will just see spaces where those parts are. That data is not synced.
Can you recommend base building mods that use only existing assets? Also, is it possible to use multiple base building mods at once?
BBB, Beyond Base Building
You can, but it depends what they modify as to whether they will conflict
If they conflict, you would have to use something like AMUMSS to merge them
What exactly are you wanting?
gBase Boundaries
Thats wild. So no man sky could release another update the day after woody fixes it and then he has to fix it all over again
I'd just let it be broke at that point
Somewhat how it works, can be a moving target for him.
Part of why older mods were abandoned so much. Luas and c# scripts have allowed us to maintain most mods relatively easily
Is there a way to like
Look in save editor and translate a ship's seed code into something usable. I wanna keep the location of my main living ship handy
Cause I forgor where I got him
!creativehublink
dunno if you need to join their patreon do get that done tho
Ill check it
👀 oh my, 3k 
had no idea it could go up to that many for a mod or even a suite of mods
wait lol, there's hundreds of thousands of files if not approaching a million already
but still, that dedication is impressive to me
Nope, Thirty K
ooo, misread 😅
Actually somewhere around 32, 000, but rounding. 🙂
ate a zero there, i was hungry 😁
haha
hey btw, it has come to my attention that you wrote luas for jason's DSC (and more, stuff that doesn't have a lua in short) - just wanted to say thanks for that, @solid hawk
...and a few hundred others. No problem. 🙂 Always something new in https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole . haha
i'm pretty patient though 🙂
@frozen wadi you unlock what you want to unlock; here, check this post <#nms-modding message>
Just what i wanted to hear lol. Thanks!
Anyone know if eucla ea mod is updated yet?
It looks like you recently downloaded it, is it working for you??
It's installed and doesn't crash the game. Haven't checked the build menu or object placement yet
Cool been waiting for a month or two for it to come back as it was my only mod I actually used, I built great stuff with that mod and considered the game unplayable without it,
I keep getting an error warning for mine…. Albeit it’s the older version and since your version is newer and it works for you…. Just probably means I got to upgrade mine right?
It was broken for less than 24 hours in public branch
Issue's prolly on your end
👍 I will try and fix my own issue then
Yep, update to latest
HG changed the header data in MBINS this update, so no mod with MBINs (99% of them) that hasn't been updated for 4.65 will work.
i heard of a mod a while back called crescent worlds. are there any mods that achieve anything similar to what it did?
can't
The no splash/logo startup screen doesn’t work anymore for me since last patch. There is no .lua to update it. It crashes the game at launch
Anybody knows about that?
Please please please 
if mod no work, either be patient or update it yourself
it's just how it is sometimes
but afaik disabling splash is not an mbin thing
so not something that can be put into lua
actually
there's a lua in this one https://www.nexusmods.com/nomanssky/mods/1167?tab=files
I guess it is an mbin thing
The crew have a party, with cake. Nothing else.
I "think" FriendlyFire did up a personal mod to skip the logo this past week. Maybe he'd be willing to share
I remember providing some previous mods to do that, as a guideline, but can't find the conversation now.
Found it, was FF
Asked if he'd drop the .pak here. Up to him.
AMUMSS 4.5.0.0 is now live
Forever loading screens with mods first time it has ever happened and mods are all updated work with each other
What is the date range you are considering as updated? With the release of NMS 4.65 on 1 May 2024, HelloGames made changes to the header data for the MBIN format. Any mod with MBINS, that is most of them, compiled before that date will not work.
So, mods last updated for 4.60-4.64 are out of date and no longer valid.
If you can post a screenshot of the contents of your MODS folder, including date column, would help to see if any stand out.
Else, you'd need to start pulling mods until the issue goes away.
Ok. I will send a screen shot
Been modding for years and this has never happened and yeah like you mentioned, before May 1st, I never had this issue lol
What they're saying/asking is if your mods are from before May 1st. CUZ THOSE ARE BROKE
Is there a mod that lets me mute a certain animal? something is screeching but idk what
Sorry, new to game. Is there somewhere I can look for a list of mods?
I know. And even if they're updated? Sorry late reply, it's 2 am here
Are there any mods that add more enemies? Or make the existing ones harder?
Yeah most of the conventional mods are hosted on Nexus Mods
But because of what Babscoole said earlier, pick only mods that were updated or released past May 1st
Anything from earlier will straight up prevent your game from launching
As for difficulty mods, there are a couple
Like this one: https://www.nexusmods.com/nomanssky/mods/2225 or various diff. related mods by Gumsk: https://www.nexusmods.com/nomanssky/mods/1541
A balance overhaul to achieve 5 things: improve difficulty (mostly optional now), balance rewards away from passive options towards a variety of active playstyles, make the choice between weapons/star
....and may seem a bit out there, but actually makes creatures harder to target, lol https://www.nexusmods.com/nomanssky/mods/3036
Mildly aggressive answer for no reason understandable to me. (I’m not native English speaker so maybe I wrote something wrong, in that case I’m sorry)
I was asking for help after failing to update it myself. Thought this was a modding channel where people would help each other?
And I thank you
for providing help just after with the link to .lua
Will try update later with AMUMSS 👍
Reporting: this one works, thanks!
I wasn't trying to be aggressive, but the first two options are the reality of what you can do in your ability 90% of the time
"we help, not serve" is the phrase I usually use when someone asks for a short term solution that can break easily i.e. asking for paks
the last time the splashes/intros variable got moved I went and figured out how to make my own version 🐱 did they break it again?
Please understand that while many are happy to help, many others would be happier to make you learn to do it yourself or be patient trying
All mbin data structures got reshuffled in 4.65 so ye
Doesn't no lag have a DIY option
Don't wait, make it yourself
what bout clean analysis visor that has been with me through like 2 years lol
true
If it's this then it's safe, since it's only texture based
ok thanks i removed it last night i will put it back in
thanks guys lol yeeting those worked lol
Does modding make it so you can't summon the space anomaly? Cuz I added amid that took away the lag from leaving planets and I couldn't summon the space anomaly from the quick menu
Use the DIY option also linked above
I used nexus mod loader is that the problem?
Do I need to just put the mods in the mod folder?
What is happening lol
@timid burrow
@main owl (zennrako9.) muted for 1 day.
Is there a mod that takes away the lag from leaving planets?
No issue.
Is there a mod that adds more lag when leaving planets? 🤪
Seems a good chance to take a break and stretch ones legs.
Is that a request?
Might not require to be a mod specific to NMS either.
(I am sure I can make something that works for most PC players)
Thx
It’s called “cheaper graphics card”
Right when you get to the edge of the atmosphere, reach over and unplug/plug computer rapidly.
yeah my 1660 super lol
Knew people would have fun with that
DUD'S SKY updated v4.65
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v4.65
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY - TERRA FIRMA updated v4.65
https://www.nexusmods.com/nomanssky/mods/2022
Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v4.65
Extensive modular collection of color and visual effects mods that can be used together. Compatible with NMS v4.65
@round sinew
:)) tysm jason
Tyvm for the quick update 
🙏
If I play with mods in singleplayer will affect my character when I join my friends on multiplayer?
❤️
Hello everyone!
I am using this mod: https://www.nexusmods.com/nomanssky/mods/1214?tab=files
But I disabled its unlimited power supply option. But the mod doesn't allow me to extend the base beyond the 300u mark. I can't build anything electric beyond this point. It gives me the error. Any advice?
There's no setting in UBB to extend range, that would be gBase Boundary
Hi everyone can anyone Help me
I want use save Editor and dont know how to give me Ships can anyone Help me?
@dim sequoia What is the ship you want to give yourself and which Save Editor are you using?
☝️
I was about to fix that, but that works too, thanks
The Ship is Star Born and i doesnt have a save Editor now can you Tell me what is a good one?
Sorry Star Born Runner
It'd be easier for you to use the service bot and request the delivery of the Runner
I'll drop the link later, on mobile rn
Check for it here: #nms-modding message
It is a reward from Omega, which should be available on the Account tab
After you unlock it on the Account, visit the Anomaly and claim it from the Quicksilver Shop
Oh ty
i tryed to use this and it didn't work, the bot entered my game but the ship never showed up?
You need to be in the anomaly with no menus open. A exchange screen will pop up if you use the 0x1 seed. For other seeds a npc will spawn that can give you the ship.
https://www.nexusmods.com/nomanssky/mods/1093
https://www.nexusmods.com/nomanssky/mods/1633
https://www.nexusmods.com/nomanssky/mods/1471
Is anyone experiencing frequent crashes when running these mods?
I'm using these three in tandem but it crashes my game after a while
don't think they conflict with each other from what I'm reading
game don't crash without any one of em?
may wanna verify game integrity on steam just in case
that's assuming you are on steam and on the latest version i.e. steam didn't shit itself and not update the game
for the main duds sky colors, is there a way to disable just the planetary ring colors but keep everything else?
How long should seeds be
After the game verification, you'll need to delete or rename DISABLEMODS.txt agin in PCBANKS. It'll be re-created
Not via the mod .pak
You can take the Lua, comment or take out the PlanetRing section, then process through AMUMSS to make a custom .pak
Here
No planet ring color changes
thank you!
You're welcome. 🙂
Might I interest you in https://www.nexusmods.com/nomanssky/mods/2919. Will need to combine in AMUMSS using the Luas
it looks cool, however, I prefer the base game ring colors. I feel like all the colorful rings are just a bit too much for me. thanks for the recommendation though
No problem. 🙂
Seeing as how I've been playing for a few months now and I was under the impression they ran through all the expeditions yearly but still have not had one since I started, id like to find a way to add some of the expedition award cosmetics to my account. Don't really want any of the ships but the outfit stuff and maybe the atlas scepter would be nice. Without breaking my game, is there a way to accomplish this?
Consumerism
Or season reward unlocker
Or editing your save
Consumerism?
Or not at all if on PS5
I'm PC
Yeah search it on Nexus Mods
Ok
Man, dude that wrote that got some real hate for the work he did lol and capitalism of all things. The description almost makes you not want to use it
FYI Quintessential Prof here is the author of that mod, that's just their style 🤣
Yea after digging around the page a bit I thought I recognized the image for the pfp.
Crazy to see the mod community is actually active on the forum. Other games I've seen, the meta mods are typically developed by people in the shadows
Debating if I want to go this route or just save edit it all. On one hand, consumerism unlocks everything I need but still gives me the incentive to grind QS for all of it. The other hand thinks Nexus missions are bullshit, not very fun and would still take months of grinding things I didn't enjoy to actually earn the QS. Decisions decisions.
Been trying to avoid save editor at all costs
Most of the time modders don't play the game too much, possible reasons include "did it all already" or "have no time due to IRL stuff"
We sit over at the modding discord and await updates that break our stuff
Lol damn. Makes sense though
Do we not have a mod that just adds nanites and quicksilver to the galactic trade terminal? I suppose I could add that for cases like this
Pls make that
Although at insane prices so it isn't like cheating? Maybe for a different version?
would that even work
are there reward products in vanilla shops?
There has to be a way somehow, either through the galactic trade terminal or as a reward option from a different NPC
I am way behind on grading, but if I have time I'll look later today. If not, this weekend
I'm not sure which to use. This is save editor
I only have 2 "saves" in the game
A normal character and a permadeath
each save slot has 2 saves
in order of save start time
so 1/2 is save 1 and 3/4 is save 2
So save one is my most recent save?
save 1 is the first save you made
typically ever
if you wanna know which is the one you saved most recently
just sort by time in explorer instead
3 and 4 are the same game, one auto and one manual.
Is there a good graphics mod that doesn't mess with too much, but reduces the overwhelming color saturation that permeates every ship in the game and makes hunting nearly impossible without a flashlight?
Why would you want to hinder your self?
sounds like you just want a reshade
search reshade on nexus and you should see some presets
I had one once but I think it started causing issues
And I don't think it necessarily helped this issue but it was so early in my time with the game I can't really remember
But after a good few hours I was having stuttering issues. Like in space or walking around, when I panned the camera slowly it would stutter
well if you really want it I guess you can try to make your own reshade preset because that's the best chance of getting anything similar to what you're asking for
Kept getting worse till I had to uninstall
haven't really heard of reshade having memory leak issues tho
Idk. I fresh wiped and haven't had the issue since. No idea if that was even the cause
But I thought reshades just changed tones
Versus actually reducing the amount of saturation from ambient light
post processing can do all kinds of stuff
doing a luma to sat adjustment is pretty standard stuff
That's above my pay grade
I'm a consumer on that stuff. Not a producer lol I tweaked with my reshade settings in DCS to get some really good looking visuals but that's where my knowledge ends
Does anybody know of a mod that lets you input coords and it puts a marker on that point
I tried a couple of the more popular shader mods, and installed them the same way I did previously with my other mods. But now I get an error as soon as I try to start the game right after I select the save saying something about mod compatibility issue and the game is now going to end
More popular? There is only one valid shader mod anymore. ArghWater. Been like that for years....
Or are you talking about reshade? Shader mod and reshade presets completely different things.
Well shit...
No this was off Nexus mods
I just picked a few of the most downloaded
When using Most Downloaded or Most Endorsed list....tread carefully.
Any mod containing MBIN files in the .pak older than 1 May 2024 will crash the current game.
You know those game that have mods which are good forever.....NMS is not one of those.
With the exception of mods that contain ONLY TEXTURE files, other mods need to be updated to current.
Many in the most downloaded or endorsed list are from the early years, then abandoned.
You have to look at the date of the last update for the mod.
It's nice to get a ballpark idea from the MOSTS lists, but have to make certain the are current and not abandoned
This is a good page to find what's current: https://www.nexusmods.com/nomanssky/mods/newrecently
Sounds about right
Ok thank you. I'll try that one that was suggested
Mods can't add new functionality like that
🐱 NMS itself definitely has memory leak issues, i've noticed...doesnt have to be reshade's fault. performance steadily degrading the longer you play and things getting more buggy >.<
While performance degrading and things getting "buggy" can indicated a memory leak, it can also mean a lot of other things. NMS currently has no memory leaks on windows systems.
fog ._.
yeah but they did say it's only happening with reshade on lol
but then it may not be actually mem leak it can be just one of the other million other things
Is there a mod that takes away the wires on sentinel ships?
Try this one, but you will need to generate an updated version with AMUMSS: https://www.nexusmods.com/nomanssky/mods/2789
May also be interested in https://www.nexusmods.com/nomanssky/mods/2860
oh thx
Anyone know of any mods that don’t clash with Eucli-ea mod? Looking to expand on modding horizon
basically any mod when you use AMUMSS
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
2nd link for a guide
Note it's not a fully automatic process, as you need to put the LUA scripts of the mods in question in specific folder
And launch the BUILDMOD script yourself
thx so much

Someone was saying yesterday that the only working reshader right now is arghwater or something. Is that really true? No visual mods to make things look a little more realistic?
The vibrance is killing me
Looked up arghwater and it's just a water texture mod. That would be sad if that's all that existed
arghwater is not a texture mod or a "reshader". It's a shader mod, which means it modifies shader files. This is a completely different thing than Reshade which is an external LUT layer.
If you are looking to make all of NMS look more gritty or less vibrant, you kinda have 3 options:
Either use Reshade (external program), make a LUT mod for NMS (this is nowhere near trivial), or mod all the assets in NMS while making thousands of changes to thousands of files unrelated to assets.
So what were all those graphics mods listed on Nexus? Authors just abandoned them and nobody has taken up the mantle?
I don't know what mods you're referring to. If they are shader mods, no one will be making them because modding shaders is so far from practical and in 90% of cases very near impossible now that the shaders are Vulkan obfuscated.
"graphics mods" can be other things besides shaders mods though. There are a lot of mods on Nexus that got abandoned because the grind of constantly updating them every NMS update does not appeal to some people and they find out after they make a mod.
There are visual mods, but nothing like what you are describing that I can think of.
Having messed with a lot of stuff like this in NMS, I think probably what you're looking for is using Reshade or making a LUT mod for NMS. If you are looking for things like hi-def textures or model changes etc., those don't really exist.
I guess I thought the mods I was looking at were reshades
Yeah, as jasondude said, you have to clarify types of graphics mods. There are reshades (not really mods, but plugins for a third-party app), shader mods (nigh impossible edits to Vulkan shader files in the game), LUT mods (edited files that do similar to reshades, but affect game files), retextures (usually easy change of the texture files in the game), remodels (not very easy change of the model files in the game), material mods (change the material files that define how a surface behaves visually), probably more I'm forgetting.
More than 4 years (and thousands of hours) in development and testing...😅 😜
TERRA FIRMA 2 is released!
https://www.nexusmods.com/nomanssky/mods/2022
@round sinew
Things you might see while using TERRA FIRMA 2:
Deeper oceans.
Rivers.
River deltas.
Huge beaches.
Cave systems that go for miles.
Huge caves.
Huge, lonely areas of planets with little to no points of interest (Buildings, crashed freighters, etc.).
Huge areas of planets that have different terrain than the rest of the planet.
Mountainous areas that stretch for many miles along with flat/flatter terrain that stretches for many miles. All on the same planet!
Bizarre and alien land/rock formations.
Large shallow water swamps.
Mostly flat terrain planets.
Mostly mountainous planets.
Small and very large craters.
Planets can have very different terrain many miles from where you are. DO NOT assume what you're seeing at one location is all of the terrain variety on the planet.
Things you will not see:
Broken islands caused by a few bugs and terrain calculation issues in vanilla/default NMS!
Is there a mod where you can access the galactic map no matter what?
Part of Meta Mod: https://www.nexusmods.com/nomanssky/mods/1810
Thx
Is there a way to disable only some parts of meta mod?
Yes, since it provides a LUA script that can be edited
Then you can recompile the mod with your changes
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
2nd link for AMUMSS guide
But it will not cover how to work with LUA files
For that you'd be better asking for support over at the modding discord
!moddinglink
Yes, at the top of the lua is a table of the functions. You can comment out (two preceding dashes '--' ) the lines for any you don't want.
Then have to run the modified script through amumss to make the custom .pak
How hard is it to install ammums on steam deck, I’m unsure on how to install it
definitely making a save just for terra firma 2 🥳
New mod released: https://www.nexusmods.com/nomanssky/mods/3044
when we say mod, how far can we go mod wise with no mans sky?
didnt know multiplayer games like that could be modded
legally anyway
one of my mods literally just doesn't exist anymore, there are no newer versions 😭
verify game integrity on Steam
and then temporary remove all your mods and run your game a few times before reinstalling
I know what the problem mod is, I uninstalled it
the issue is that there are no new versions of the mod and it has been wiped from the face of this planet
oh I thought you mean your game's crashing with the mod yote
uhh
what are some mods that let me resize any part + let me place any part anywhere (freighter stuff on planets, planet stuff on freighters, stuff like that)
We can modify existing property values, if said property isn't deprecated. Cannot really add new functionality or logic, so limited to what HG allows.
Beyond Base Building
Not all features are enabled by default. Some, less commonly used one are configured via true\false at the top of the Lua script, others you are prompted when the script is run. Lua scripts are processed with AMUMSS, to generate .paks. For install and usage, see https://www.nexusmods.com/nomanssky/mods/2626
What was the name of the mod?
From the gBase changelog
huh
I was looking at Beyond Base Building and it says it excludes some things that gbase items had
such as building planetary teleporters on freighters
and resizing prefabs
By default, maybe, but that's why I mentioned configuration options. More flexibility for users to modify to their style. Everybody doesn't want the same things. No one size fits all.
You would have AMUMSS on a PC, to run Luas and generate .paks, then can move those to your Steam Deck.
Use the how to I linked above. Covers some install steps that tend to be "gotchas" if skipped. It is very short, step by step, screenshots where applicable.
👍
Hard won info, gleaned by helping literally hundreds of others who ran into issues
If you run into problems or have questions just ask. Can be here or the dedicated amumss-lua channel on the NMS Modding Discord
Which one, or did you figure it out? I know the UnBlock in properties bit can be difficult to get.
I did figure it out
Cool. 🙂
I was able to (hopefully) get beyond base building to work
and now I just gotta wait for the other mod to hopefully update
Yay.
Same stuff as in gBase Items, plus a lot more. BBB already had most of the functionality of gBase Items. Gumsk wanted to ease his workload a little, so we can of with the scheme of moving that 10% differentiation over.
there was no option to uh
be able to scale prefabs and stuff I don't think
oh nope
it's just that it doesnt count as a "prefab"
so I can't scale stuff like landing pads and geobays like I could with gbase items 😔
yeah I can scale stuff like the domes
well, guess I'll just live with that
not being able to resize landing pads or geobays
and i dunno what else
I mean, they worked fine when scaled..
I see
You know how to comment in Lua?
Two preceding dashes, like this....
commenting is telling the script to ignore....
Comment these lines for GeoBays
I see
The mod is much bigger in scope than gBaseItems. Built up over years the mod has existed.
Next version I'll either just let landing pads and geobays be scaleable or give them their own configuration toggles. 🙂
TBD
I see, thanks for your help
No problem. Thanks for the input. I don't get to actually play much anymore, like all of the prolific modders, so didn't realize issues with scaling landingpad and geobays had gotten better.
Now my computer is screaming at me to reboot for an update. Enjoy. 🙂
It must know my wife. Same tone and demeanor. lol
Did anyone try to DistantThings mod to increase draw distance ?
The comments section of this mod has been hidden, which is not a good reassuring thing to me 😄
Maybe an oversight, I'll let him know.
Also since it recreates the vanilla biomes, I wonder if it will change all the planet generation
I'll talk with Babs about any differences
no way
oops, sorry for ping
Ah thank you for the explanation. Makes sense
are there any mods that disable the pausing in photo mode? like when multiple people are in the system and you use photo mode? I'm trying to do a little NMS mini movie and that would be sooo helpful
is the mod that removes lag when leaving planets updated for the latest version?
Use this tool to generate it yourself
I used it but it didn't work and I still had lag when leaving planets
I don't wanna say "works for me" but it works for me
I picked the exe version, I placed it on my drive, I run it after every update
So far it worked every time
Do you need to place it on your drive for it to work?
And also PSARC I think it was called did nothing when I clicked it
I need you to point me to the instructions that say "double click on psarc.exe"
It came in the folder so I clicked on it
if you aren't following the instructions that comes with the mod I don't think you can expect it to work
im confused, is AMUMSS able to update mods to work in the latest version?
Yes it is
AMUMSS itself didn't need an update, the MBIN Compiler that actually deals with MBIN files used by the game was in need of an update
and it's also completely unrelated to how this mod in particular functions
AMUMSS is more for the standard shit
MBINC was available the day the 4.65 patch dropped and we mod authors were able to use it to update our portfolio
Yeah if we still talking about No Lag mod then MBINC has nothing to do with it
im talking about just, any mod
Then yes, new version of MBINC was required for 99.99999% of mods out there
but im confused on how exactly to use it to update mods
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
2nd link for AMUMSS guide
TLDR install AMUMSS, get LUA script for mod you want to update, put it in ModScript folder, run BUILDMOD script, couple of key presses, done
oh I see, so basically the mod I tried to update just wasn't able to update lol
or at least, there was an error
Same
I have tried using AMUMSS but the mods I have tried to update with it never work
what a shame, since it's the only mod i've found that does this
What kind of mods did not work for you
if it doesn't have a lua it's not gonna be able to be run thru AMUMSS
Ik I put in the lua to the modscript folder and used buildmod
are you asking me or Fartwiffer
and it's always a good idea to at least comment the exact line of error if you can find it, in the mod's comments section
prolly both
well uh
it was a mod that extended the freighter base's size to include the bridge. why?
Mod that took away the wires in interceptors cockpit
sorry
https://www.nexusmods.com/nomanssky/mods/2430?tab=description
one of the luas included with this
freightertweaks to be specific
Yeah so you literally picked the most convoluted scripts in existence I think
oh
And yes, there were some issues with parts of it not playing nice with AMUMSS recently
@solid hawk Lyra's scripts fixed yet?
As for the red circuits in Sentinel mod, I will need to check in a moment
Both of the LUA scripts compile fine for me
(ignore the 2 conflicts bit, that's from another mods I use)
Can you send the .Paks so I can see if they work for me?
I could, but my intent is more to help you diagnose the problems you have with your installation of AMUMSS
So you can update the mods without help of other people moving on
It's just that the mods never do anything, like the wiring is still there even though I put it through AMUMSS
do you get the mod warning screen
Yes, fixed with 4.5.1.0w
Are the .paks in your NMS install\GAMEDATA\PCBANKS\MODS, NOT GAMEDATA\MODS?
Is there a file in PCBANKS called DISABLEMODS.txt? If so, need to delete or rename it.
In your AMUMSS folder, run _Check_CONFLICTS_in_MODS.bat. Detailed results will be in the file called REPORT.lua. Any other mods showing as conflicting with the wiring mod .pak?
Lol your the one who wrote the scripts for the mod
Also thx
Yes I did. 🙂 It can still conflict with another mod making changes to the same file(s) though. If you do find conflicts, the way to solve is to put the Luas for mods that conflict with each other, into Modscript, then run buildmod.bat, say Y to combine. This .pak will have the settings for all the mods being processed, in one. Conflict resolved. When you do this, make certain you go to your MODS folder (new combined .pak goes in here) and manually remove the original mod .paks for any mods which are now handled by the combined .pak.
No problem. 🙂
Thx
No problem
seems like i'm still getting an error when I try to turn it into a pak
I'm pretty sure I did it correctly (according to the mod's description)
Are you on latest AMUMSS, 4.5.1.0W? 4.5.0.0W did have problems with this specific script.
any good inventory mods? switch up how crafting stations sort as well hopefully?
Nothing that can change sorting in any way. There's Slotmaster, but only affects how many slots you have by default.
when i try to use the ENABLE-RUN-AS-ADMIN for seed display tool the cmd prompt says ERROR: Access is denied.
can some one help me?
Not really sure where to ask, but where would one accrue starship seeds?
Are you asking where to find seeds for your stuff?
Or where to find seeds for stuff you wanna have in your save?
Where to find seeds so I can use the service bot, I tried earlier but I'm unsure if I found the correct seed for the Golden Vector.
I'd save edit, but PS.. :/
For GV specifically you can use the following quick link
As for where to find seeds, you can check out
!creativehublink
They have dedicated channels to share seeds for different ship types, MTs, freighters
You can also use the customizer bot to find a seed for a given model of the starship
Ahh. Admittedly I looked at it and wasn't really too sure where to go in that discord. But thankyou, I appreciate. You've always been helpful. ^^
What would overriding internals do exactly? Is it strictly cosmetic? That'd be ideal. I'm just rather inquisitive of this.
No idea, never used the bot
I'd guess it copies the techs / stats from other ship types
So ex. you could get a fighter model with Sentinel tech modules
Okay, thankyou. 😄
Not here, you need to contact the author. Make a POST on the mod page at NexusMods you got it from.
Okie
Why can’t I collect twitch drops and expedition rewards for synthesis companion after selecting them in the save editor?
For Twitch drop rewards you need to be offline when loading up the game
The game talks to the Twitch servers to verify your account should have access to them
Since I'm doing some good progress on the Sentinel Fabricator mod, I thought I'd share some info on the upcoming stuff:1) When inputing resources in a slot, the game will now display the icon of the resource instead of leaving it blank (don't ask why this isn't in the current version already, I'm super pissed it was possible do achieve at all wi...
Hello, I am still playing Vanilla, but I wanted to check a list of mods in case I will play modded in the future
Where can I check it?
!faq-modding
to view, enable Link Preview 
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
5th link for Nexus Mods
Sort by recently updated or newly released
Do not pick mods older than May 1st, those will crash your game on launch
Thank you, I was trying to find anything on pinned, but they were only about save editors and simikar
Is there a mod pack I can install that just has a ton of qol mods and graphics mods?
No, modpacks for NMS are not a thing
Because of how game files are packed, multiple mods end up affecting the same file and conflicting with each other
Instead of using modpacks, find the mods you want to use and merge / patch them as necessary with AMUMSS
!faq-modding
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• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Sometimes you don't
Only mods that were compiled using AMUMSS have the LUA file packed inside them
or provided as a separate file / download
There are other tools that can be used to create mods and those will not have LUAs available
gEpic is a modpack/overhaul (not a collection - those are what don't really work in NMS). There are a couple of others, but just depends on what you are looking for.
gEpic and PTSd are about the only two. At least ones worth a damn. 🙂
Okie thx
gEpic is by Gumsk with all Gumsk Mods in it. PTSd is by Xen0rex, does include others mods, but all with written permission. The rules and system surrounding others usage of existing mods doesn't lend itself well to NMS, so those who wish to make them, get denied permission and those who make the mods others want to put into mod .paks say nope.
Are there specific mods you can't find the Luas for?
Some don't need them and others aren't available with the mod downloads, but can usually find a link for them in the POSTS tab on the NexusMods mod page.
I need to expand gEpic. Maybe make a list and split DP with people to include their stuff
IF they agree. Can't trust a person with a JD. lol
Got agreement from the GOAT, so should be good 😄
Maybe I can save some time :>
Does anyone know the mod for customization of freightors and frigates I believe the same did stripes and such as well.
Could you explain more? I don't understand what you're describing
I think I know the guy he's referring to. Dropped away and hid all his mods, when they started breaking. Luas in the repo, other-authors folder. All begin with _hf
Hard to check, on phone
I'll look
Looks like almost all retextures
Still need to know what the desired effect is to be able to recreate it
Sentinel Starship Fabricator mod updated - more wing variants, new customization slots and resources preview available: https://www.nexusmods.com/nomanssky/mods/3044
Is anybody working on Terrain modification rn? Where is that saved?
Oh, well that's unfortunate explains why I can't find it also.
do you mean mods or the vanilla terrain tool
Mostly in METADATA\SIMULATION\SOLARSYSTEM\VOXELGENERATORSETTINGS.MBIN
The actual location, I'm trying to see how the game manages the Terrain edits
Thank you. I'll start here
If you want kocation data, that would be in the save files. The file I referenced above is what's used to generate terrain
I was wondering 🤔
I still have no idea if they're talking about modding terrain or the terrain manipulator
Modding terrain, I need to know how that data is handled I'm trying to make a permanent terrain editor.
I don't think I understand what you mean by "terrain editor"
as in you wanna make an exe that edits terrain?
You use the Terrain thingy and modify the earth, it stays for quite a while sometimes, but Ultimately resets, I am personally defining this interaction Terrain editing because you editing Terrain:)
yeah ok that's not what we mean by "modding terrain" I think that's where the misunderstanding come from
we mod directly the generation of the terrain
so you are actually talking about how the terrain manipulator works
or what it does, rather
How the data is handled once edited yea
yeah that's in the save
Path?
I swear there was a pin that lists the save locations
but if you're not on gamepass saves should be under %appdata%/HelloGames/NMS
I got it
C:\Users\Darth_Gator\A
ppData\Roaming\HelloGames\NMS
you'd best use a save editor anyway and those should just start there
cos you can't read the json without translating the param names
Shoutout @ICE @Monkeyman @darkwalker @marsh eagle @ChristianE @hearty wasp @Dlotus @Dh @710 I appreciate all the help.
hmm I don't think I can see terrain edits inside the base data so it may be just TerrainEditData
no wonder they disappear after rollover
Not anymore :> this coming soon!
yeah good luck thinking up a way to make that not happen
Appreciated
I have the mod stats and updated csv lists too that Dharhan had left me with and have those Maximum values for mods if still wanted also. I just been busy for so long now 😦
Will be sending the appropriate information to all partied members ofc. Is available upon request otherwise.
The clearing of terrain edits is going to be handled by a function in the exe
I might be missing something, but the data is culled by exe. So, no matter what you do to a save, it will still cull it. Would have to modify exe to stop culling…. to then find out what the result of doing that is.
or they can just continously override the block of data
Yeah I guess so.
I just don’t know nearly enough about the save system.
Pretty sure the terrain edits are a fixed length, so the culling just happens when the list fills up. Unless you can change both the exe and the save file structure to increase the length of that list, it won't work
Is there a mod that stops the regen of terrain?
Are you trolling?
Please god, say yes.
Look through the first three pages, back to 1 May 2024. Those are the mods there are, which can work with NMS 4.65. With the exception of TEXTURE only mods, and there aren't a massive number of those, any from before 1 May are toast.
3 pages, will take you 2 minutes, at most, to look through
This way won't have to ask if there's a mod that does X, you'll know. 🙂
In answer to your question, no there is not. Was just discussed above.
Terrain regen is not based on time
"4 hours of mining" no regen for terrain, still working.
Mod- Will provide Unlimited terrain Manipulation while guaranteeing that no regen will occur. No proc Manipulation
will it save after reloading?
What's your edit count in the save file?
I'm using a parse injection process, w a proto loop. By creating an external cache of sorts it's possible to translate and store information outside the game, (synchronously too) by injecting a fetch cmd I can modify the save to fetch data from the external source basically. So yes as long as the mod is active, everything is saved.
But what if you let's say teleport to another system and back to where you were digging
I think there is only a limited amount of terrain edit entries that can be loaded at once and no amount of cache is gonna change that
Ya, there's allot of terrain too for what it is. You will most definitely encounter lag/crash if you was seriously modifying terrain w this
But if you wanted to preserve something special then this is perfect. You won't lose the edit
Idk how other players might perceive this, & is my current testing process. Everything else checks out so far.
Thanks for the details. I understand better now what you are doing
For multiplayer it's probably going to depend on who the host is. If the 'modded' player is the host, it might transfer all of the data, which could be problematic, both intentionally and unintentionally
If the vanilla player is host, the vanilla player will likely only see what happens while in vicinity
But then again, Mjstral is cooking up something regarding bases, which I would assume would require a ton of data being sent over
Sooo maybe it's doable?
You are correct
Only if you are in the presence of the modifier (player w mod) can you see the modifications, and only as they are made in your presence. if you was to join the modifier all previous edits remain invisible/solid to you.
This seems to be static, and atm I don't have a solution for this.
You can totally warp to another galaxy in fact and return after saving, quitting, & restating the actual system. Edits remain, no regen
Damn, colour me impressed then
Your concerns have reached me regarding the lag/crash capacity this mod could present. So I'll be adding in a hockey cmd that stops the recording process of the mod. For ease of use and so that you only save what you want to.
It wasn't meant to be a cornern regarding your idea
More like
Try to find a modder that had an idea and didn't have to cut corners, to rework / limit it in some cases
Just becase the game would not allow them to do a certain thing
Like take a look at Nexus Mods, you will see me and other modder by the name of BomberBoi pushed mods that add new ship types to the fabricator machines
I did exotics and interceptors, BB did shuttles and solars
You will notice that each of these mods adds only 1 spot next to the 3 basic types of ships
You would think "well it's weird that modders were able to just add 1 new type at the time instead of adding multiple"
Because we are working with the limits imposed by HG themselves
They made a "library" for this assembly mechanic and HARDCODED only 5 supported thing types in it
Staves multitools, fighters, explorers, haulers and shuttles which they disabled from gameplay
We all would love to just have a list of 10 things with empty spots we could fill and have a gentlemen's agreement
Like "alright I take spots 6 and 7, you take 8 and 9" and we work them out
But instead we're all hijacking the only slot we have that would not disrupt the vanilla functionality - the disabled shuttle slot
And after you release a couple of mods, you will learn you can have all the ideas in the world, but inevitably you will be limited by what we are allowed to do given limitations in the game files we have access to
So seeing someone trying out a new thing and having it work in the capacity they wanted, yeah, kinda shocking
I don't really mod though I just wanted this one bad, and someone inadvertently told me I couldn't do it. But you're still right, if you was to over time mine half a world and that data was running synchronized w game at all times, yep
Gon crash, and keep doing j that
I don't have the experience or knowledge regarding save editting or terrain edits to say "this straight up won't work"
I think most of longer-time players have just learned "terrain edits will not persist" and work around them instead of working on fixing them
Then there's the whole issue of MP sync which I will not even pretend I know stuff about
I'm familiar with midi controllers but only bc I produce as a hobby
Music by yours truly ._.
There will always be latency though, I find direct synthesis on daws is far more effective anyways. I can't stand hitting a key and half a second later hear it 😦
-Throws my rythm off-
The way it was described above sounds like it could work for single player. Multiplayer terrain edits were always problematic on vanilla anyway.
I got you, finally something technical you can hear 
The sound qaulity is slightly ducked bc I'm still working:3
This is an excellent example of what MPC Sync can render, not a tutorial at all just how I use it (when I do anyways) 


