#nms-modding
1 messages · Page 43 of 1
Also, if planning to publish, be prepared to post source code on Github and link in the description. Last person to post a standalone exe, claiming to do X with saves, with no source, the Nexus moderators ripped it down within hours. Too high of a risk that it could contain malware or do bad things.
I think the terrain edits are being stored externally and they are bypassing the read and write checks to the save file, redirecting to the external data
I can understand a redirect or some way to actively modify the terrain edits. Fixed length lists are something else though, which requires additional hacks elsewhere to bypass for as far as I am aware.
For example, think adding over 16k base parts, which does not care about redirection or anything, just a hard limit.
There are actually issues once you reach the terrain edit limits, especially when they are all protected. See image for example, where you get TM issues, not allowing any new at all, nor removal of some that exist, and glitched verts as part of them
Mostly just curious, especially when MP gets thrown into the mix
Appreciate the heads up, I was unaware.
be aware I am preparing a much better presentation also currently testing mp presence in various ways.
On to the juicy stuffs, there may be limitations, but more like a limit on a cache more than base parts, but you can adjust that.
The game just deletes and overwrites this stuff.
The external has no limits and can't be checked/corrected/edited by the game (so I don't lose the data when exceeding)
it functions w aio (to avoid abortion) synchronously so as to avoid abrupt errors due to timing/loop issues (it also grants time to the external to complete processing). When active it bypasses the standard data transfer all together, using a parse process to actively rt translate/redirect the data that would be stored there to the external.
Then by actively injecting a fetch cmd into the natural save I can use the external data as if it was stored & checked in the natural file, but this only works when the mod is active. The game will self correct otherwise and continue as normal.
The real issue is passing the limit, we need the game to complete certian tasks at abt the same time that data is. Or it does cause nasty problems.
So you can self define your limits with this mod, but the game will become more laggy and eventually crash due to failure to process the continously operation of the mod.
So the self defined limits are at the mercy of your processing power.
Other players can watch you do this but are limited themselves you see. Entering a system or joining the sesh in any other way other than actively being present ='s a failure to recognize the edits all together but this is how it always worked im sure. I'm not sure how i can fix that part of it ngl.
I Will (try to/)be adding in active location features to reduce the current lag/crash issues. By only loading data from the external based on location.
What a wonderful idea, and thanks for that. @fallow meadow

Considering it stores terrain edits you made anywhere, there is not really a point loading the data from systems you are not currently in. Rebuilding the array correctly to leave out that data is required of course. You will have to limit the max edits per system though, or you will be forced to overwrite existing data to build the fixed length array.
I still wonder how you are going to actually tackle that. From what I understand, you are creating an ever growing external set of data to not lose anything, but the game still requires it reduced to max 30k
not actually even a max, as it is always 30k entries
Forced entry, courtesy of py, C, & Ruby. Can't stop the external from processing its data.
With forced entry, you mean you always rebuild the array to 30k?
🤔What? No! You've got the concept now. I'm not going to completely explain everything before i can release this. Bc theres nothing stopping anyone from stealing this b-rill. I'm bypassing protections in several ways. My attack method was somewhat detailed above.
It is easier to do when you're in the loop that's what I will tell you. "Forced entry" was a loose but accurate term for what could be considered an unethical attack process, but it causes no harm, exposes nothing, steals nothing so is safe imo. I'm sorry I'm j not willing to give you everything at this moment. You literally have 90%. The only way I'm even willing, is if you're assisting w development, I gotta add location features, and stop functions. if you wanna help with that? Bc it's gonna take hours and I don't have enough time to no life it. Is that something you're interested in?
No, never mind, not sure what you're thinking, but it's all good, have fun with it.
the terrain edit thing sounds cool on the surface, but makes mew wonder...is there detailed documentation on what causes base stuff to poof? like...a cohesive list
why'd you need a list when it's basically just rollover and culling the earliest entries to make room
more interested in how it applies and whether there is groupiing; IE: terrain doing its own stuff, base doing its own stuff, but them not applying to each other
is that a thing or is it just a "edit any thing period" limit?
terrain edits is just one single "big" list in the save
right, so terrain is its own group, separate from the base parts?
ye
right, and the other thing...are there limits to base parts? trying to figure out if the pieces vanishing yesterday was "exceeded range" or "ran out of part capacity"
joy -.-
think anything limit-wise and just assume the answer is "yes"
the questions should be "how high"
You're probably aware already, but you should be able to parse the location by galaxy, sector, then system
Is the NMS raytracing mod worth it ?
have you read the comments section of the mod
usually the first thing you should do
that’s a very good point , I’ll check 😅
It hasn't worked in at least several months. It was always just a reshade anyway, so just look for good reshade presets or add-ons in general
I see
Thanks !
Or is there any other mod/ workaround to solve dark interiors on planets? I need to put so many lights to see anything
Relight
It's a combination of crappy light settings by HG and some material reflectivity issues
You probably want a combination of a mod to fix the lights and a reshade rtx add-on
I'm looking for a reshade 6.1 addon now
A reshade by itself won't do anything to fix the light output
I’ll try that, thanks !
Are there any mods that improve the game's graphics?
Vast majority of mod .paks (exception being mods which are only TEXTURE) last updated before 1 May 2024 will not work.
@vale iron, sorry if you'd rather not be pinged or people pinged you about that many times, but this mod seems to partially broken as of now
the light isn't showing up at all
the rest is fine
Trying to, it appears to be not as simple as that.
Yo, I apologize fam I was j frustrated plz forgive me.
I'm posting the best description I can as I've learnt it so far.
Forgive my terrible handwriting.
What I can't figure out is why the base dat is stored over the Mt dat occasionally. Or updated by.
It in fact works like this. It's frustrating bc nothing else is rlly required I don't understand your arguments tbh.
The external cache of sorts becomes the index when active, I have no limits thus.
Give me a couple days and I'll have a demonstration that displays this, I will be demonstrating usage in single player & mp. And displaying various issues & uses as well.
The lags and crashes are caused by the updating data on the external index. A Seperate process has to bei ran to correct the tick dat on terrain objects, as data will phase out regardless otherwise. And that adds to the issue. Failure to properly update or correct it causes many other issues of many forms. This is my biggest hurdle atm, that and proper location svc/fn for the mod.
So please be patient with me while I work these out.
Don't worry about it, you're fine. I can most likely help you with some of the mechanics and functions, as I have done loads of research into this in the past as well as more recently. It has helped others create tools to at least be able to understand the linked fixed arrays, their meaning, the data values, and more. I do actually assume you have most of my research available already, considering some of the names you mentioned earlier. My intention is merely to help out, not to get involved with code/tool creation as much, and certainly not to interfere/steal.
I tried to apologize in dm's my behavior was uncalled for. I could definitely use an expert, I'm trying to understand why the base terrain edits are occasionally stored on the Mt data and why they updated each other, though they're Seperate entries.
I have a couple other questions if you don't mind or can help?
And tbh I was working with Dharhan, he had given me data from those users
So I wanted them to have the credit
Lastly I was extracting mod information for max values like fire rate. Csv stuffs
Not sure, but I somewhat doubt it. Not sure I understand correctly, but I assume you refer to looks? Creation of fauna is procedural (seeded) and probably hard to mess with, other than changing up some textures that get applied. Have you done a search on Nexus Mods?
I'll send you a friend request, as my settings are quite strict.
Appreciated, completely understandable.
Sorry I should have specified
I mean like more parts, heads, legs, tails, ect
can't
Didn't think so
does anyone know of a mod that would allow me to untrack missions?
Mods wouldn't be able to do that. Can be done with a save editor, by digging through raw JSON, but very non-trivial.
any mods that make freighter colors free?
Adjust your difficulty settings to purchase for free, which makes Units/Nanites purchases redundant. Paint for freighter customisation has a Nanite cost
Can the name of your freighter's pilot be changed with a save editor
No, the name is the result of the seeded pilot 'NPCResource'
I mean, you can not give a custom name. Of course changing the seed will change pilot and name, but I doubt that is what you wish to do
I guess I shouldve found out the seed in my original freighter before leaving it
Probably, but also the race, as it takes a model and then seeds it
Yeah I just wanted to get my old freighter crew back
Guess I'll have to find my old freighter again
Not sure if you ever kept backups, which would be very useful
With backups, would I be able to load back into the present save?
Yes, you can just put it back in place and load into it again. Could also look into it with a Save Editor and get the info you look for, maybe edit things around a bit. Backups never hurt much anyway, a wise thing to do.
Of course when replacing save files, understand the files required and ways to do so, depending on platform. Always make sure you have a backup before attempting anything. Save Editors do keep backups when making changes. I personally prefer to keep my own
is it possible to check the data of a freighter that you don't own?
aka if the freighter just spawned in the system youre in
No, such data is not present in the save data. There will only be some data when it is a player owned freighter.
You could have a look in another Discord though, where finding seeds and specific ships are more commonly discussed. Even information about various NPC models/seeds can be found.
!creativehublink
im looking for my specific crew. im willing to re-buy my original freighter (once I can find it again)
Certainly worth having a look above, if only to understand somewhat better, or find seed values that could match
Hello, is it ok to install the reshade version with Addons for NMS? or should I stick with the normal 6.1.1 ?
nvm i went with the normal one
are there any mods that improve optimization? like make the game run better idk
One trick pony: only solves lag leaving planet https://www.nexusmods.com/nomanssky/mods/2812
Although I haven't tried it: https://www.nexusmods.com/nomanssky/mods/3033?tab=files
Will need to use the Lua to remake the mod .pak for 4.65 as the downloadable .pak hasn't been updated
Besides these, can try dialing down the game graphics settings
To use Lua scripts to update\regenerate a mod, see the pdf at https://www.nexusmods.com/nomanssky/mods/2626
is save editing still a thing?
considering editing to complete the story , so that there is no co-op issues with my or my buddy when playing
Yes, two main editors. Goatfungus NMS Save Editor and NomNom
if we dont carea about lore would it be a smart idea to edit the story complete to avoid the multiplayer glitches
Editing missions is a pain in the ass. I wouldn't ever recommend trying to edit them unless you already have a problem you need to fix
The only issue missions and multiplayer have is sometimes when you try to do the main missions while in a group, things can get problematic
gotcha
looking online
people were saying , with playing story missions with freinds
he key blueprints in the early game are the Hermetic Seal, Antimatter, and Warp Cell. If you have those you're probably safe.
aswell getting to the Anomaly / Nexus. Any blueprints that might get screwed up beyond that point in the story can simply be purchased from the kiosks
that sound abour right?
Yeah thats what ive herd but me and my bro really don't love the fact we "cant" do co-op story
You can try doing it together and then fix it after the fact, if you want
Yeah, those are definitely necessary. Unlocking the Nexus can be done relatively easy
So its fixable if something gets messed up?
Almost always
For multiplayer story missions, I can't think of anything that wouldn't be fixable with a save editor
Somone mentioned a rather nasty glitch that like changed the "skin" of your ship
Like made your good ship look like the shitty ship
Yeah it has been , many years ago
yeah I don't really think that's save-related is all
texture loading related
is it possible just to story skip to avoid all the issue? if so how hard would it be? somone said hard but how hard lol
There's another version related to quickly buying or scrapping ships I think
Just go into the save editor raw JSON and look at the quests and you'll see
Rebuilt gCam.
Rewrote Lua for better formatting
Fixed missing ship types in free look angle expansion
Added GUIFs to allow customization
Added fix for large freighters in warp tunnels (mainly for gFreighter Custom Freighters)
Added fix for large ships in warp tunnels (mainly for gShip Custom Ships)
Removed aerial pull-back zooms
Removed collision detection in build cameras
Fixed some inconsistent camera settings
Decreased collision detection radius for photomode camera
Reduced camera roll speed for build cameras```
https://www.nexusmods.com/nomanssky/mods/1436
see what sorry?
Basically see just how non-trivial this will be
so its difficult ?
Very. The main problem being that nothing is labelled easily to be able to determine which entry is the mission you want to make changes to and how.
The in-game names for missions are not what they're called in the save file.
Not impossible, but not low-hanging fruit either
And every 'quest' is divided into several or dozens of discrete steps, each having a complete entry, labeled by number, so you have to figure out what quest name, then what quest step number, then exactly what to change, and do that for every minor change in quest status
Does anyone have the ability to create custom ships?
I had a specific living ship idea I wanted created as my main starship
Sounds like a job for the customizer bot
nms.center
But if you have specific colours in mind, you will need either to become a Patreon supporter or rank up in their server to unlock colour options for search
!creativehublink
whenever i enter my save file i lose standing with the Vy'keen, today though i got this message
mods i play with
if i find out what mod causes this, i'll post about it
to view info below, enable embeds
• [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.
just so you're aware, when you install using Vortex you are highly likely install multiple editions of the same mod
have you had issues with this before too?
no but it's the first thing others will tell you to do as well
vortex is known to cause issues for NMS
Read the description page of DUD’S SKY. Specifically the dynamic standing mod.
dynamic... standing mod?
ohh
hey wait its kinda cool
and here i thought it was a bug
now i should just keep in contact with the alien races then
Of course it's cool. By Jasondude. 🙂
If you're not aware, using multiple mods in NMS quickly gets troublesome, and many players don't want to learn how to use AMUMSS to merge mods. This leads to a lot of picking and choosing what you want, debugging conflicts, etc. As such, I've started working with prolific modders to build a One Ring for NMS - all QoL, non-cheaty tweaks, graphics...
I know steam is suboptimal, but I don't want to paste wall of text everywhere. You can give feedback here rather than there.
any reason why the game doesn't load when i try to launch it with special k enabled?
i want to use it to help my fps because it's still not consistent but it completely stalls and does not open
Launch it with what?
If it's a mod with PAK file, make sure it was updated / released past May 1st
See pinned messages for details
Special K is a graphics modifying 3rd party app that usually gets involved in the pipeline. I have no idea if it's compatible with NMS. The best I can offer is make sure you're using Vulkan
It's not listed in the known compatible games
Looks like there was a patch note about a year ago mentioning NMS, so it must have some sort of compatibility
are there any mods for helping fix the lag when leaving planets?
i looked on nexus mods and there is one but it hasn't been updated since november of 2022
nvm found one
it's glorious
the thought was that running the game with the mbin's that could cause the lag to either be unpacked or repacked without compression could reduce the lag. some claim to have seem improvements some claim it made no difference. regardless, you will likely need a script or pak that has been built recently as there were a lot of breaking changes in the last release.
searched for the last 30 days and found one that works pretty well
Use this tool to generate your own mod after each game update: https://www.nexusmods.com/nomanssky/mods/2812
hmm i'll take a look at this in the morning when i'm more awake
It possible to save edit , to change color of a ship but not model/stats?
It's possible, not particularly easy, and only shows for you, not in multiplayer
Ah
The authors list is currently at: Gumsk, Lo2k, Babscoole, WinderTP, and Jasondude. Going from memory (not at home right now), the mod inclusions tentatively are:
Beyond Base Building / gBase Items
gBase Boundaries
gGUI Parallax
Fast Actions
Small Cursor
Small Panels
Dud's Sky Colors
Quick Damaged Machinery
Quick Crates
gSquad Damage x5 (might tweak that some)
gCam
gGame (modified to remove some cheaty stuff)
HD 2k Clouds
True Black
ReLight
Grass Fix
gMech Movement (tweaked for less cheaty)
gWeather Safe Buildings
gWeather Heater Extender
gDoor
gTech (tweaked for less cheaty)
gFreighter No Sentinel Antennae Collisions
gEnviro Safe Space (part of gEpic, can't decide if it's cheaty)
gLight Always On
gLight Better Ship Lighting
Windrex
Extra Networked Emotes
gVehicle Lights Brighter (unreleased)
gVehicle Movement (part of gEpic)
gBobble Chibi
gSwitch
Better Planet Rings
BAAA (Winder's black hole)
Integrated Planets
Short Shop Dialogs
Short Arrival Messages
Quick Milestone Notifications
Clean Ship Space Map
gShip Flight PC (part of gEpic, tweaked to be less cheaty)
gSentinel Laylaps Less Annoying (unreleased)
Definitely will add more, might remove or tweak some. Let me know what people think.
that's not a very good way to talk about my hole
Many people love your black hole
I introduced myself to your black hole ||mod||
no mods for switch or what
consoles can't use mods...... unless you really really want to.
womp : (
With Nintendo, I would put an extra "really" on it. So actually it's really really really
WDYM!
Basically you can mod anything. Just depends on what you're willing to do. With consoles, you're talking about hardware modding, loss of online, RE-ing, etc. On top of that Nintendo really don't like that stuff. Without being certain, I'll bet they made it extra hard.
Damn the torpedoes!
Do you have solder?
New mod released: https://www.nexusmods.com/nomanssky/mods/3054
no
I just made a set of new prefabs for the NMS Base building App, available in the App discord server.
"The most advanced fall prevention technology : Guardrails ! Ready to deploy ! " 😅
Would it be possible to create a mod that let us "swap" some in-game models with custom models that are still made from in-game assets . for example in the screenshot a medium refiner : Original vs Kit-bashed one.
Or even better, to have new user-customizable tech-trees ?
I know that we can customize and import stuffs using the save editor and NMS blender app but the importing part is tedious
I think it would be possible to swap model into a single existing model
If you wanted a mix of models you'd prolly need to create a new scene with those elements embedded
User customizable tech trees that change during gameplay? No
Custom static tech / item research trees? Yes
I've done it for my mod Project Apollo
Yeah, it sounds like what you're wanting will need a custom SCENE as FF says
ohh custom static tech tree would still be great, I have no idea what Scene / FF means, never did any modding, but i'll investigate, thanks !
Scene is a type of file that creates the actual model of the thing you see in game
The player model, the exotic starship you fly, the tree in distance, the blob animal jumping around, the space station - every of these models is defined by a scene file
It's dimensions, structure, collision boxes, the "physical properties"
It links other properties as well, such as entity file (what does the thing do, how it behaves, what functionality it offers), geometry file (the 3d mesh of the object), the material file (how the thing looks, how are different textures applied to it)
At least that's how I see it but anyone with actual brain cells on that matter is free to correct me
I see, thanks for the explanation 🙏
FF is my shorthand for FriendlyFire
ahhh yes , very important modding technical term 😅 🙏
make a hole in the middle of your kitbashed machine and plonk a scaled down version of the refiner inside it
scenecraft especially w/ kitbashing may not be the best baby's first mod
Winder with the voice of reason and straightforward solutions
The end times are upon us
I mean hey if they wanna learn how to put references inside a scene and proper entity attachment all in exml they're welcome to ask
who am I to judge if they like to live dangerously
yup that's already what I did, then I place it with the save editor, I'm just wondering if it would be possible to get that last step more user friendly
yes for sure 😂 for now I’ll just focus on the kit-bashing part
doesn't the base building app have prefabs you can save
Yes it does, and it's awesome to build stuffs within the App.
It's the integration in the game that I think have a margin/potiential of development.
But custom tech-tress would be next level in term of immersion.
It would also be much easier to share/use
Further down the road maybe it could be even linked to NPCs with custom quests,
each prefab could have it's own "building cost", etc.
Would be cool I think, but yeah it's probably a LOT of work and I'm not here to ask anyone to do it and I don't have the skills to make it.
It's just nice to think/brainstorm the idea.
NPCs with custom quests
Someone has big dreams lol
Yeah I wouldn't recommend diving into quests just yet, there's only a handful of mods that do that on Nexus and I made 2 of them
Shit's getting convoluted really fast there
For custom tech trees you can check out this mod: https://www.nexusmods.com/nomanssky/mods/2589
It adds stuff to vanilla research trees so would be a good starting point to learn how to make your own
You can pull the modified METADATA/REALITY/TABLES/UNLOCKABLEITEMTREES.MBIN file out of it and compare it to the vanilla one to see what changes have been made
DUD'S SKY updated v465-B
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v465-B
New LushColors mod!
https://www.nexusmods.com/nomanssky/mods/968
@round sinew
Hmm, tried installing some mods, now game is corrupted and won't install again. Interesting
disk write error looks like out of space/no permissions over install folder
woot woot :))) tysm for the ping, much appreciated as well
My user has full control over both the Steam folder in program files, as well as the steam library folder in my drive, and I have ~300GB free space on the drive
Also tried 2 different videos' troubleshooting steps but nothing worked, so have no idea currently what it is
clear download cache on steam, then try again
That's awesome, i'll look into it, thank you !
Something would have had to go really sideways for mods to mess up your game files, considering they don't touch them.
Maybe they got a mod from totallynotatrojan dot com and had to run an exe to install the mods
is it possible to save-edit expedition/twitch rewards back to the QuickSilver companion after scrapping them (accidentally, and afteroverwriting the save)?
Dunno about save editing, I'd recommend using the Seasonal Reward Unlocker mod
Emoting doesn't have any limits as far as I know
Well I wouldn't be so sure about that
The mod prolly does not care about your save having a flag for "already redeemed this reward"
actually, it's worth a try, if only for documentation purposes :)
I have no idea what circumstance "back to" is implying
Do you mean you'd redeemed em but they are now gone from the save or had you not unlocked and redeemed them
Cos there's a switch that gets turned on indicating its redeem status for each save
And that's different to the switch for the unlock status which is account wide
hm, poor phrasing indeed: i have a permadeath save on which i unlocked twitch/expedition rewards. redeemed the multitools (alien looking one, atlas staff) and scrapped them. then continued playing. then i realised that i shouldn't have scrapped them, and i want them back.
i'm now looking through the save editor, which imo looks a lot better than the last time i used it (quite a while ago)
I still believe using mods would be the easier option
and indeed i see the "unlock" status, which i can toggle
What toggle do you see, can you post a screenshot here?
That's the account data, so flag for the whole account, not individual save
Like QP said, there is another one that stores info "the reward has been redeemed on this particular save"
!creativehublink
Ppl specialise in save editing over there you'd have a better chance of getting an answer
Hence my suggestion of using a mod that triggers the reward action without looking at anything really
oh, definitely, and appreciated
it's just that i'm familiar with the save editor, and i was wondering if it was within its range of abilities
also, i don't fear raw json editing :)
ok, i found BaseContext > PlayerStateData > RedeemedSeasonRewards > [..]
but that doesn't show any flags for redeemed :)
however, i wouldn't be surprised that that /is/ the flag
so if i delete the entry for the staff
i should see it again in the QS companion list
raw json editing: 8 seconds. finding how the twitch multitool drop was called: eternity
curious
the staff itself shows up as "available", but like the Normandy, when i click it, it's not showing me the multitool screen
i noticed that with other twitch rewards like posters as well, if i already had them unlocked with quicksilver, they show as available, yet I cannot claim them as reward, e.g. not a second time
and that reminds me of a previous (non)issue that i noticed, after waypoint 4.0 there were some changes in the game that lead to the dosimeter and normandy being "available" again and they remained visible like that even after claiming them, also on other saves
i should be able to "fix" that by adding the respective entries in the same section, no?
disregard that, it's already there, but keeps showing in the list nonetheless
and that's 1
i still haven't found how to claim this one again, though
For Twitch rewards make sure to be offline
ow that could be it, indeed
the staff also needed to be deleted from BaseContext > PlayerStateData > KnownSpecials
change savefile, turn off network, redeem twitch stuff, and reconnect network? or do i first need to save ingame and shutdown the game?
dunno, never did that myself
Just heard the Twitch rewards are checked against Twitch servers
will test later and report back
Besides scaling it down, Is it possible to « hide » a 3D model in the game , while still maintaining functionality / interaction UI ?
Example : with short range teleporter, to maintain all its interactions, to connect it / use it in building mode (like the wires) , but then in normal mode the model is invisible so we can place a holodoor or build a full custom teleporter « skin » on its location .
Or for example extractors, instead of having 100 , hide the models and just make 1 gigantic one, and save loading time ?
no
Ah, okidokey !
well clicking the normandy shouldnt be showing you the multitool screen so that's a good thing that it's not
my brain intended my hands to type "details screen" or "claim frigate screen" for the normandy, and the "claim/swap screen" for the multitool. i claimed those at my save, and the normandy still shows as "available" despite that i already have it. when i click it, it won't let me claim it again. on another save, i have the same issue with the golden vector, which implies that either did not get flagged as "redeemed"
but, in the savefile it is already listed in the redeemedseasonrewards as redeemed
so i'm not sure if it's a bug and/or where the issue comes in and similarly, how to reverse it so i can claim it again after deleting it
i will play around a bit with one of my old expedition saves to see if there's a reproducable way to get it done-- if this can all be done from the save editor, there is no need to install an additional mod
and perhaps it is of use for the people maintaining the savefile editor to add another coliumn after the rewards to "unredeem" it in the savefile
what do you mean by "after deleting it"?
Like deleting it manually in the save file?
I don't understand what actual problem you're having, other than the ship doesn't get greyed out in the list. Other than that everything is working as expected right?
I think they claimed the multitools then scrapped them at the vendor
New mod released: https://www.nexusmods.com/nomanssky/mods/3055
my original problem:
- earn multitool from twitch/expedition
- redeem on QS companion
- destroy MTs after some time
- continue playing, overwrite saves
- Multitool gone, can not re-redeem from QS companion (obviously)
my current solution (worked for Exp reward, didn't try Twitch yet)
- open save editor
- edit raw JSON
- find MT tool entry both
BaseContext > PlayerStateData > RedeemedSeasonRewards > [..]
BaseContext > PlayerStateData > KnownSpecials > [..]- delete entry (name found in account/rewards tab from Save Editor)
- go to QS companion, redeem multitool again 👍
I also noticed a ?bug? that I already have for a longer period of time, but never investigated. I need to reproduce with a new save (probably the upcoming expedition) if this is still the case:
- start new save
- play until you own a freighter, fleet command room
- redeem the Normandy and the Leviathan
- after re-opening the QS companion expedition reward tab, the Normandy still shows as "avaiable", but clicking does nothing
this lead me to search yesterday in the same way i was looking to redeem my multitool again, but the entry for the normandy was already in the RedeemSeasonRewards array of the raw json.
I intend to remove the normandy from the quicksilver companion by marking it as redeemed, reversing the steps i took to redeem my multitool for a second time, but that did not work
@candid salmon You may find these useful
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- Image Season 1 » | Drops One » NMS 🔗
- Image Season 2 » | Drops Two » NMS 🔗
- Image Season 3 » | Drops Three » NMS 🔗
- Image Season 4 » | Drops Four » NMS 🔗
- Image Season 5 » | Drops Five » NMS 🔗
- Image Season 6 » | Drops Six » NMS 🔗
- Image Season 7 » | Drops Seven » NMS 🔗
- Image Season 8 » | Drops Eight » NMS 🔗
Shared by: @fallow meadow
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- Image Quicksilver Items Shops 1 - 6 »
- Image Quicksilver Items Shops 7 - 25 »
- Image Quicksilver Items Shops 26 - 42 »
- Image Quicksilver Items Shops 43 - 57 »
- Image Quicksilver Items Shops 58 - 76 »
- Image Quicksilver Items Shops 78 - 91 »
Shared by: @fallow meadow
thanks, although i already correlated the names to their code
I figured as much, but realised it would not hurt having them all at hand
yeah, it would really have helped yesterday, browsing through twitch pages to find how that darn thing was called again 😅
and it'll be useful when i go testcasing around to see what's reproducable 
Most common issue is with players editing the rewards on the save instead of the account. Account to then claim on Anomaly works best, as that then correctly handles the save side. The other way around you can end up having mixed results.
In general, removing the ID from KnownSpecials and its related Redeemed list, as well as Account save entry, should revert in full. Some very rare cases still make use of the user settings file
I think that's just some kind of exe bug because I have redeemed normandy and dosimiter (don't know if that's spelled right) on at least 2 saves and they still show available in QS shop. All other items in shop are greyed after I redeem.
@candid salmon
And the save data and account data seems to be right.
i'd like to point out that i had this ?bug? before i touched the save editor
Bugs in NMS? Heresy
Yes, I believe so. Sure there can be some additional checks in place with some items, these just have different behaviour for that matter.
^this is indeed what i'm trying to describe* as well
I think it's "normal" lol
In other words, not a save issue.
Yeah, no problem. I noticed it when normandy was introduced, and didn't really think much of it because all the save data seemed right. So, not like something got funky with that. Everything works as intended except the grey-out as far as I can tell.
The first build of the Better NMS (working title) project is available in mod-testing on the NMS Modding discord. There are currently 8 well-known authors involved, and will probably be more in the future. The goal of the project is to improve the game without significantly changing gameplay and without negatively impacting any game features, to provide one merged PAK that has most of the mods that most players would want. This is a very early test, so please leave comments with problems or recommendations. Everything is built with Luas, so if you know how, you can customize the pack to your liking. If you want to test it, go over to the modding discord and get the link.
I'm also on an amazing run of no sleep, so don't trust anything I say.
You have been warned.
I don't trust what you're saying, so believe you've gotten plenty of sleep.
Is it possible to use the NMS base building app to add a building to a preexisting base?
You mean to copy a building from another base into an existing base? The app can only import a single full base for as far as I am aware
There're prefabs you can load tho right
Yes, you can make it a prefab and then use that
Oh that works too
Is there a mod that allows more than 1 per base for storage containers?
I has the sads.
Yes, but they would all have the same inventory, as they are merely an access point to their respective inventory. It does not allow to store more
That's fine. I just want to have additional access to one. Want to put a scaled down version I store my cooking goods in next to my cookers.
I'm just going to move the one from storage hall to kitchen.
I know 'Beyond Base Building' mod will work to create multiple of the same. There are likely other building mods that allow this too. Alternatively it would work with a save editor and possibly even able to glitch build another duplicate
Yeah I misread that as "having access to more storage containers", my bad
Hey guys, I have a question. I know that i could use SaveEditor to unlock expedition rewards, but will it work with XBOX Gamepass for PC too?
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Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
I installed a couple visual mods and an anti-stutter mod, should I be worried that they may break the game in a future update?
Define "break the game"
I got a start-up pop-up saying that a modded version of the game is not officially supported, I am just asking to make sure if I'll be fine.
Nms gets updated, mods will need to be updated as well, in most cases
That's how it works with nms
The only mods I installed are from nexus using vortex, here is a screenshot:
I just need you to elaborate on what you envision the game being "broken" is
Bricked save, not loading, etc
Saves don't get touched
I assume you mean "not loading" by the game crashing which does happen when the mod's outdated but you can just yeet the mod
Usual symptom of outdated mod is game crash on load
With a message about incompatible mod
I just want to know if my game will be ok with the inclusion of these: #nms-modding message
Most actively maintained mods will get updated hours to a week after an nms update hits, if needed
Post MODS folder like this instead
We let you know the generalities of how it works, for specific mods, you'd need to check with those authors
You will be asked to manually install mods at the first sign of any issue because of how many mods are packaged to include multiple editions of the same mod in one zip file
Looos fine
You'll need to actually run the reg file to make that do anything
The mod's description page should have that written down
If an nms update comes out and your game crashes, you know one or more of the mods needs to be updated
ok
Do visual mods like that need to be updated though? From the mod manager, I noticed that they are all version 1.0 or something similar.
Most of them ye
Unless it's stated to be a texture mod i.e. only edits DDS files
You can also read that in the mod description pages
Each author versions as they wish
For mine, they are versioned with the nms version number
What if the mod descriptions are like this? Example: NPC Outfit Variety
Pressure mod author into adding actual info to the description
That's what the comments tab is for
POSTS
I don't know which technicalities have to be stated in the description, can someone provide a few examples?
Usually if the mod doesn't include a lua/cs file they are expected to include a list if modified files
Well, you have issues telling which game version this mod is for, right?
So that would be a start
And even if the mod does include said files they should also include that list as a courtesy
That's more suited for file descriptions tho
As an example, Lo2k provides info like that
Other thing I consider bare minumum is the list of files affected by each mod
So even if you don't use tools like AMUMSS, you can make an educated guess whether mods you wanna install are compatible or not
This is how I do it for my mods
Yeah I do it w/ a pastebin for some of mine but that's just because those modify like tens of files
And then there's Sean
Which after replacing almost all smoke and explosions are at like hundreds
I have concluded that I do not need those mods.
I personally wouldn’t mess with that reg based “mod”. It’s placebo and there are easier and much better ways to do what it claims to do that are native to windows.
Agreed. Don't run .reg files in most cases. If you really need to make a registry change, make sure you know what the change does and do it manually with regedit
Can anybody help me with modding? Im trying to create a mod that changes the sell value of Cobalt but i dont know where to find the file to change it.
You can check this pin: #nms-modding message
It links to a separate discord, specific to modding, and it has a link to a wiki that describes 'the modding process'
In short, unpack source files, decompile using MBINC, alter and re-compile to pack again, creating your mod. Various tools can be used for this along the way
I’m sure this question has been asked but is it possible to change the race of your freighter crew to the autophage and if so can you change the look of the different autophage
The autophage were never meant to be made crew, but it is possible to have various NPCs aboard the Freighter turned into autophage by changing the model reference used for freighter crew, pilots, terminals, etc. These models are using a seed, which in turn alters the looks.
Ah ok Ty
I have personally messed with this in the past, using a Save Editor. Results may vary though. A good place for more info on this is likely the NMS creative and sharing hub
!creativehublink
I don’t know if it still works but I found this answer in the save game edit channel of this server
In Save Data:
BaseContext > PlayerStateData > CurrentFreighterNPC
Results in the main freighter NPCs turned spider robot
That looks correct
Tysm
Mind you, that includes the Freighter Captain, the Fleet Commander, the one up on top at the railing, and I believe two more NPCs present in the Bridge. Important to check if interaction still functions correctly (captain and commander)
You can technically use any model reference, but in most cases it will break functionality, which may not be wished for.
Ty again
And as said, there are other locations where you could 'try' something similar if you wish. Squadron Pilots for example, which also roam around aboard the Freighter, as well as some of the NPC terminals you can build rooms for. (NPCWorkers if I recall correctly)
can someone help get the seed from this ship?
and no i dont have an pc so save editors arend in my options
pls
euclid
i want it cuz i cant get an ball ship
its locked behind an paywall on the service bot sadly
Im honestly confused about what you are trying to accomplish here
i want the seed of this guppy
for?
getting it fast
btw, seed is legit
when you try to analyse the seed, it literally changes to a different seed
and it turns into an squid
oh thx
that "squid" has an entirely different seed
Im curious what are you going to do now
you said you don't have a pc?
or sth
i was muted on the dc i still can use the bot that uses seeds as imput to controll what ship u want
thats why i needed that seed
ok
thanks for the seed btw
problem solved, you are welcome
0x396053BD6BF0D19F
Got the ship its also my first exotic that uses sentinel stuff cut of an bug
lol
When i try to instal the normal types of the sentinel mods they dissapear after reload is there a way to fix that?
cuz its an oppotunity to make an god ship rn
looks like this btw
found out why it happened i selected reskin instead of buy from npc
!faq-modding @raven coral
@raven coral
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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.
thank you!!
You're welcome
If you have further questions, feel free to ask.
@alpine vigil This is the pin about save editing: #nms-modding message
About specific game mods, feel free to ask in this channel...
Are mods working on the Mac version?
And doubtful they will be. The part of the exe that checks the MODS folder isn't active on Mac
I believe that's what the problem is
Okay, if I play the game via Steam will my PC save carry over to my Mac Steam version? All mods will be off but I can still play my save in “vanillla” mode ?
(And later on come back to the modded PC version)
Nice ❤️
Let's say someone wanted to transfer their data from one nms game to another, as in they pirated the game but decided to buy it and now want to move their save, would that be allowed to discuss?
I already posted this in the general channel but I'm hoping I can get some more help here
shouldn't save transfer automatically this way
It hasn't
Two games exist in the same device and both have seperate functioning files
So I did find a file with steam which says "no man's Sky" And it has two folders named "binaries" And "GAMEDATA"
Am I in the right place
Ughhh
!faq-savefiles
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Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
You might just be able to copy the save from one location to the other and have it just work
Otherwise there will be some IDs that need to be adjusted, would be my guess
@zinc pier
GUYS I DID IT
New mod released: https://www.nexusmods.com/nomanssky/mods/3057
Another mod released: https://www.nexusmods.com/nomanssky/mods/3058
make it cover the whole screen
With updates coming out so fast i dont even know why i bother with mods...
Did this update brake tons of mods?
Updated: Expedition Rewards - 4.70 (Adrift)
all of them do
but yeah if you feel waiting for mods to update is hassle it's always reasonable to not use them
I just want nms updates to not brake mods...thats all
do you have the LUAs of the mods you had?
and I want to become Joe Biden
i can update them for you real quick
not all our wishes come true, unfortunately
Thank you Joan but its fine, no worries, go build awesome stuff that you build
You won't be able to update all mods from LUAs
XD As you wish
some of them work
because HG messed with files again, a new build of MBIN Compiler is needed
my building mod works
yeah unless you have the compiler build from PR downloaded
Some constitute like 50% of mods
nope
experimental
a lotta them are gonna get fucked
Joan with all due respect
Yes this is what i mean, why so much file changing? I mean i play almost all my games with mods, no other games brakes mods this much as nms
most of them can still be used if you update the mod as an experimental file
Trust us when we say wait for the new MBINC
i mean.
ain't gonna get corrupted ,or someth-
you obviously never played Project Zomboid. King of breaking mods!
as long as it's not corruption
the only thing i need is my building mod really xD
oh for fucks sake
Don't make me write another PSA and put some really mean words in it
Recommended option: wait for mod authors to update their mods
Alternative option: wait for a new release of MBIN Compiler and recompile the mods from their respective LUA / C# scripts using AMUMSS / NMS Mod Builder
This might not work in all cases due to structural changes in some files, ex. SCENE
Where new instructions will need to be used to target the same sections as before
Because HG felt like changing the Name property in scene nodes, all scripts reworking them will need to be reworked as well
I used my surge batteries on the wrong thing in the new expedition so how can I save edit to get them back
Not in an easy way because save editors weren't updated to have the new items in their databases or something
You'd need to do a raw JSON edit to replace or add the new product ID by hand
TBH I wouldn't recommend doing it if you don't have prior experience with JSON editing
Give the SE folks a couple days to update their apps, it's safer this way
The rewards aren't going anywhere for the next 7 weeks
For when they are updated what are the ones I should use
Got it now (?
whats that mod that lets you buy exped stuff with quicksilver i forgor
I have it wait
(still not updated but
@quasi garden You'll need to wait until MBINcompiler is updated though, that's what Winder uses to update the Mod, and add stuff and whatnot
okay thanks
You can track the MBIN compiler in the dedicated NMS modding discord btw
okay
I'm unsure if the data structure for consumerism is changed but either way it won't have the new expedition shit using the current lua anyway
Yeah obv
The idea is building upon it
It's what we all use to update our mods. Only game in town to decompile and compile the game MBINs
Or (for the severely impatient) you can forget compiling altogether, put on your big boy pants, and hex edit.
best mod, i get to have the Normandy frigate and make all of my mass effect-playing friends jealous
To whom it might concern, so like 5 people
I updated a larger portion of my mods to be compatible with the Adrift update (4.70)
Project Apollo will be updated after HG releases their patches for Adrift (when we enter a stable 4.7x window)
Same goes for Misc Text Fixes
Atlas Staff Recolours should come tomorrow
For the impatient players: https://www.nexusmods.com/nomanssky/mods/3060
iron vulture looks kinda cool...though I kinda prefer my current hauler
Looking for a mod to help change starting planet, getting tired of starting on a toxic planet especially when using creative mode
I’m aware of nms update to adrift and most mods needs to be updated however can someone point me into a direction ?
it's kinda RNG what planet you start on I think? I started on tox but my brother ended up on a cold world
Yeah two famous starting points for me when playing normal gameplay
Want a different biome to experience
Thank you for these mods!!! Waiting on one mod’s lua files otherwise keep it up!
All Luas should be still valid
these are the biomes you can start in:
<Property value="GcBiomeType.xml"> <Property name="Biome" value="Toxic" /> </Property> <Property value="GcBiomeType.xml"> <Property name="Biome" value="Scorched" /> </Property> <Property value="GcBiomeType.xml"> <Property name="Biome" value="Radioactive" /> </Property> <Property value="GcBiomeType.xml"> <Property name="Biome" value="Frozen" /> </Property>
It can be modded. I don't know of a current one though.
The 2 mods that needed changes have new Luas available to download
is there a quick way to see which mods conflict in vortex? can't understand which of them crash the game
Vortex can't do that. AMUMSS can.
Any mod that wasn't updated to latest game version is a potential culprit
Throw away any mod that was released prior to May 1st
That's when HG changed files big time
thanks, I'll take a look
I don’t know how to make a mod or where to find this in game file ?
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/blob/main/Babscoole/WoodyMontana MODs/____LUSH_START.lua found this script if you need. I'm not sure if it will work current.
Unrelated but we suggest not using Vortex for NMS at all because a lot of modders bundle multiple paks within a single download
Can u apply new stealth paint on living ship?
time to wait for Consumerism to update
@quasi garden Can use a Save Editor and edit the Account JSON.
UserSettingsData > UnlockedSeasonRewards
Reward IDs: #nms-modding message
Then visit Anomaly to claim
i just put the BLD_(name here) right
Add IDs just like others you see listed, including the ^ and mind formatting, so each entry has quotation marks, and all but the last entry in a list ends with a comma
can the bot delivery thinny give the new hauler parts yet?
sick, thanksss
hello.
i have mods that is telling that they have 3 conflict, i have downloaded the luas of those 3 mods that are conflicting
but i dont know how to merge them
i have AMUMSS
in archive.7z/README/README-USAGE.txt:
If you have the .lua script files for the conflicting mod paks, you can put all the conflicting .lua files together in the Modscript folder,
and the resulting .pak will be a merged mod pak that will work as expected
(so long as the various .lua files aren't trying to modify the exact same values/lines, which is unlikely, but possible)
so how do i actually merge? i have already put the luas in the folder
just run amumss
buildmod.bat
thx
HI, WINDERTP HERE FOR CONSUMERISM™️ 1.1.13
DO YOU TIRE FROM FLYING IN AN EMPTY GALAXY LIKE IT'S NO MAN'S SKY LAUNCH DAY 9 AUGUST 2016?
ARE YOU THE KIND OF PERSON WHO CAN AND WANTS TO SPEND AN EXTORTIONATE AMOUNT OF QUICKSILVER TO GET SOME RARE SHIP PARTS?
WOULD YOU LIKE SOME BASE DECORATIONS THAT LOOK AS BROKEN AS YOUR HOPES AND DREAMS OF A BETTER FUTURE?
THEN BUY, BUY, BUY WITH CONSUMERISM™️ AND FILL THAT EMPTY HOLE IN YOUR HEART WHERE YOUR PASSION SHOULD BE!
GET IT NOW, AND WE WILL GIVE YOU A FALSE SENSE OF SUPERIORITY, ABSOLUTELY FREE
https://www.nexusmods.com/nomanssky/mods/2062
Did the expedition break anything modwise? The only pre-May 1st mod I have is purely textures, yet the game crashes when loading a save.
Updates always break a lot of mods
New major update hits, be prepared to update your non-texture mods. Every time
And naturally it was the second-to-last mod I disabled that was the issue, Sailship Procedural Lights.
is there any mod or any way or something to claim expedition rewards multiple times (I NEEED multiple iron vultures)
I don't think so, I gave it a little search yesterday and couldnt find anything
maybe if it was some quick menu "give X Y Z" mod?
You can buy the 3 ship parts of Iron Vultures and assemble them in space station: https://www.nexusmods.com/nomanssky/mods/3009
Or
You can directly get the reward: https://www.nexusmods.com/nomanssky/mods/3060
so like does the unlocker mod just add it to your collection
It add a quick action emote. You need to use that emote and will give you the reward.
kk thanks
For me, I will directly buy its three parts and assemble them use the color I like. lol
i just want the parts to have em personally
to see what cool ship combos could be made, too
guess i gotta update all my mods (which i'm too tired to do rn)
If you only want the ship parts consumerism has them for purchase multiple times
¯_(ツ)_/¯
if i really want em enough to get them for free ill just make purchases free for a second
Fair
...does the QS shop let you buy multiple?
Only if the product type can be shat thru the QS shop system properly and the product is set up to be purchased multiple times
does anyone know if it is possible to mod the game in a way that fixes the bug where the fans of the iron vulture don´t light up?
does latest experimental not fix that
nope, tried it
cool
probably gonna be a sketchnode thing if I'm to guess
in that case not really
but I've seen someone digging into it
does anyone know how to correctly fill this in for save transfer?
Ok so I figured it out. It was my first mod and its very basic. It adds functionality to the navigator for the autophage ONLY not the spider robot. (the captain of the freighter already works for whatever reason) The dialogue before the menu is taken from the race of the system (def a future not a bug)
You should release it on Nexus Mods if you haven't already
Keep in mind, the discord community is just one part of the playerbase as a whole
alr
does someone have the seed of this exact ship but in rgb or red black?
got the rgb version so dont need help anymore
Updated
Anyone know of a VR mod that turns off the blank screen when entering a space station?
Looking of old messages modders don’t have VR so it doesn’t happen often
Yeah no that prolly won't happen
A handful of active modders and I dont think anyone does VR stuff
The only thing I was trying to find was a way to turn off the blank screen while you enter space stations. I know it’s to prevent people from getting disoriented/sick while the ship spins around. I just don’t like it.
unlockable expedition exclusive techs my beloved
i just love the singularity engine so much
how do you uhhh update AMUMSS
Run the BUILDMOD.bat script
It should detect a new version is available and download it
Run it couple times till it shows you there are no new versions available
Latest is 4.5.1.0W. 4.5.5.0W expected soon.
Added Adrift to my offline expedition page: https://cwmonkey.github.io/nms-expeditions/
Looks like right now people aren't able to copy their character appearance customizations to the expedition, which I happened to notice and fixed in my JSON.
It's kind of a journey, but if you want to go offline and start expedition 13 with my json file, save, close the game, go online, then load the game again, it will keep your customizations copied. Or you can just stay offline and be very alone for the expedition (like I did 😆)
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Alternatively, you can just go offline and open the SEASON_DATA_CACHE.JSON in the Steam cache folder and change
"CreateContextSaveDataMask":"^","SwitchContextSaveDataMask":"^"
to
"CreateContextSaveDataMask":"^DEFAULT","SwitchContextSaveDataMask":"^DEFAULT"
You'll still need to stay offline when you start the expedition, but then you should be able to go back online
Guys, i'm wondering, is there any mod who make the player's incinerator stronger?
hum
iima maybe start modding the game
because 40 damage is bad, it's killing stuff yea, but slowwly
Here's an article on how to get started
You can find most of stats regarding to tech in the METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN file
The incinerator has the ID of FLAME
so i can actualy change the damage in the files?
welp, thx for the help, ima check that ^^
what is the best save editor for NMS?
The ultimate list
thanks. what was the max invnt size we could go for? 10x10?
I am using NMS Save editor and I was wondering how can I increase the tech slots instead of cargo slots
You can just right click in the inventory tab you wanna expand and then right click in NMSSE
Should have an option to expand all
it does, a lot, it also adds a second nonfunctional weapon to the rotation
has ArghWater been updated for adrift yet?
if it is you should see it updated on Nexus mods
you can track a mod on Nexus so you won't need to search for the mod every time
Yeah should check the comparison files to see if you wanna be sure of it
Not always, but sometimes. Depends if HG changes anything in the shader file, just like MBINs
@tender gale i recently used both goatfungus and nomnom for shaihulud so yes
they should work
ooh ty
though only nomnom was tested because goatfungus did not have what i needed (companion scale)
this is still getting an error with amumss 😔
You mean a script\mod abandoned by the author?
There have been a few fixes implemented by myself and AltF4 over the previous couple of months for the freighter_tweaks script only. That version can be found at https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Lyravega
Like the mod page version of the script, will still need the 2 ModHelperScripts as well as the lyr_files folder, to function
Any of the other lyr scripts, I haven't looked at. You'd have to tell which are of interest to you AND which of the many setting options for each you'd use. Lyravega is an Lua genius, but because of this also made scripts ridiculously complex. More difficult and time consuming for a 3rd party to figure out what's going on and fix.
Updated like 99.9% of all mods for 4.7x
https://www.nexusmods.com/nomanssky/mods/1541
thanks Gumsk 🙂
👀
so this is what i need to access the previous expeditions?
i need this cause cant buy things from previous expeditions
Yep, just follow the instructions. I had to rework some of the milestones since they couldn’t all be completed offline.
So just to be clear, I can use this to access ALL the expeditions. Right? From 1 to whatever the current number of expedition is?
Would've been easier if there was a nexus mod page associated with this.
You have to get them one at a time.
It’s not technically a mod, but there is a nexus page for it, Leodium’s. His is just a zip file with all the json files you need to copy/paste to the correct place.
Ideally we’d make an executable that would copy the file to the correct place for you, the way the save editors know where your save files are, but I dunno if I’m up to going that extra mile.
Well, ideally ideally it’d be an actual mod with some interface to pick expeditions in-game, but that’s a lot of extra miles.
is there a problem with my mod list
Fair.
Huh. Thanks for this info. Must check it out. Already modded the game, once to include all ship part, and second to have unlimited cash. Now just going to chill, craft and enjoy the story.
Main reason I did mine the way I did was I wanted to run through all the expeditions with the hardest difficulty on permadeath (my site allows you to customize a lot of settings like that, where as Leodium’s zip file on nexus mods is just static files). Ultimately I would like to make an expedition builder that lets you put together your own from existing milestones and rewards, but I’m a little burned out so I dunno if I’ll get there.
Yeet out any mod that wasn't updated at least for 4.65
You have mods for Waypoint that was 1.5 years ago
!faq-modding
to view info below, enable embeds
• [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.
my mods still crash
Yeah I kinda doubt you cleaned all of the outdated mods
Post MODS folder instead
@fresh archproblem i get this error mesage
what do you mean
there is a proplem i use vrotex so my mods are all the same on date
You should install manually anyway
Look at gShip for example
Using vortex means you are installing every single variation of the mod
so i need to manualy install all my mods
Yes
Usually we tell people to install manually at the first sign of any issues
Because on top of what I've already said it's known that vortex deployment can make some modded files not load by the game
You can still install the mods on vortex, just not enabling them
That way you can extract the paks manually a lot easier
That is a generic error message
Just means you're crashing w/ mods installed
Post MODS folder again and see if it looks any different
yeet everything before 30/5 as well
the lua shouldn't even be loaded
but as long as the game doesn't crash I guess I don't care
i delleted everything that wasnt compatibale with the 6.45 and that was older than the fast actions
as long as it's not crashing it's all good
ok note for later peopel having problems with this every mod that hanvt been change after 23.3.2024 is broken (probely)
more like 1/5
there was an update that reshuffled the file data structure that rendered everything before broken
and the new expedition broke a lotta shit as well
yeah that's the expedition like I said
but that one only broke most instead of almost all
but some mods work if they are from 23 to 30 (and exedra) old
yeah that's what "most" mean innit
older than that they are buggy and most are broken
wait i didnt notice what mod maker but you are @hearty wasp you made my faverite od
Cool
its the season unlocker
Yeah I've this name here for reasons
That's not my mod
But OK
That's cool too
I know the people who made and maintain it so I'm happy to steal that glory
sorry wrong mod

Its the mod that does the same as season unlocker it starts with c and then somthing twitch
consumerism
Yeah that mod
But windertp i dont Ping to not anoy you but have a great day and a great day tomorow
I will
Not sure if anybody's interested, but something strange happens to my ships when I use the save editor
I accidentally removed my Iron Vulture, that's why I had to use the save editor. Longstory short, when deleting a ship that I no longer needed with the editors, the colors from the ships kinda transfer randomly. (idk how to control it). Turns out, the colors of the new iron vulture I made transfered to my solar ship, which looks pretty cool. Considering too that the stealth colors aren't available for solar. Any thoughts?
you can just save edit those in
you prolly either yote only a section of your mando ripoff, or the customisation of the slot is applied to yuor solar ship because the game's confused
friendlyfire's working on something similar already tho I dunno if this option in particular is implemented
does anyone familier with the NMS file system know where the character model is?
im a 3d artist and I hate recreating models so I would rather just rip it from the game using NMSMV
but I cant find it!!!
Models folder, playercharacter\playercharacter. I think there are one or two folders in between there
tysm
Don't think NMSMV was fixed after 4.65 yet
Be aware that EVERYTHING for the playercharacter is in the one model file. Each race, backpacks, armor, etc. Lots of deleting\hiding to get it set the way you wish.
👀
I like that color
New mod released: https://www.nexusmods.com/nomanssky/mods/3064
Can i save edit , just to unlock old expedition consmetics ?
normally im not a fan of save edits but only way to get those anymore
Save editors, mods, service bot delivery
Or replacing some files to trick the game into thinking a past expedition is active
Select service: expedition reward unlocker
Reward Table Name: Season X Rewards
Select the reward and start the delivery
Also read all other info on the page
That seems.....sketchy
How could it possibly deliver ships?
Or qucksilver for that matter
with very clever human design
if you don't trust it there're always other methods tho
what mods would yall recommend
Sean
Better NMS
i know but i persanly instal all your mods seperate
Any that address issues YOU find annoying in the vanilla game. Highly subjective thing.
There a TL:DR ?
Black magic

whats wrong here
Yeah you can do that
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Oops, meant to ping @finite cedar ^
But yeah save editing is much easier if you don't like playing expeditions
what mods do yall use, tell me them all
Sean
im now just curious to see how tf it can deliver ships haha
Oh, I dunno how the delivery thing works, I was just talking about the offline expedition generator. I prefer working a little to get the stuff I want, so doing an offline expedition is my choice.
yeah i know maybe this not best game
but i got the game to play with my buddy and stuff so offline stuff not my thing
if you are really interested in its inner workings you can always ask the guy who made it in the creative hub
!creativehublink
no guarantee they'll answer of course
can it deliver the cosmetics? i didnt see a thing about that in the options
the expidition ones
nvm
whoah thats alot of stff lol
so i told the bot to give me one of the comsetics from the season 10 expidition
but there isnt really clear like where to get it? lik pick up the item
You should visit the discord above for support. This isn't the right place Dante
ah gotcha thanks
game ran fine for 20 mins then crashed
i fixed it by removing lowflight
Better NMS has low flight ability in it
And that low flight you have is from 7.5 years ago. I'm surprised your computer didn't explode
Oh yeah, didn't see that one
Or I subconsciously ignored it because I'm so sick of seeing it
It's like seeing leeches as a recommended treatment in a modern medical encyclopedia
i have a 4060
I have a 4070
That has no relation to your game's untimely demise
It's just an old broken mod
99% of mods released prior to May 1st will crash your game
See this post: #nms-modding message
nms has mods? how would you even mod a game like this?
Mods are for the most part local only
We modify the files the game loads during boot up - change values of parameters, replace textures / models
No script extenders, no new logic / functionality, no changes to core gameplay mechanics
interesting
it has some pretty funny multiplayer interactions, that's for sure
for example: if you add anything that changes how proc-gen things like multitools generate...you may see one thing...others may see another, but it's the same seed. same applies to modules and their stats
is it possible to mod out the limit of 15 save slots? if so, has someone already made a mod to do so?
or do mods only affect what is happening once "in game"?
completely new to this, but it was the limitation of 5 slots that put me off NMS, the raising of it at some point to 15 is great news, i'd like to do away with the limit entirely... im not exactly short on disk space.
Can't get around it
any idea why technically there is a limit?
as a game dev myself i cant think of a sensible reason why
HG hardcodes a lot of stuff but we don't ever know why
ah, probably a static array in there somewhere, like slots[15] 😂
bad things ™️ if you go past the end
Hg is really big on array usage
And enums
Enums are arrays. Static list, fixed size.
well if you dont play the saves you can probably just move the save files elsewhere? that's what I did with my expedition save
Why hate on 1 thing when you can hate on 2 things
does make a mew wonder though, if NMS is as bad as DX:HR when it comes to saves...DX:HR has a separate file listing every save, so just...moving files...doesnt really work on its own
question to you modders. Is it possible to modify/add more fields to the scanner? For example, add more to the info panel when scanning an animal, plant, or mineral
In theory yes, in practice no
UI files are a mess to work with, lots of nested sections with no IDs / explanation of what do they refer to
And even if you manage to add a new UI element, the game's executable will have no idea what to do with it
What kind of info to display in there
The couple of UI mods that are out there are just about transforming the elements already present in the game
would love to be able to customize laylaps like design your own version in appearance modifier
Most likely can't be done
Since Laylaps isn't stored in save data like a pet would be
maybe we can ask the nms dev team to create a event to do something related to winning a exotic laylaps?
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Are there any mods that kinda overhaul the crafting side of the game?
Factory lines or something other than individual refiners?
No, can't automate like that with NMS
Makes me sad. Thanks.
I hope automation either will get added in future updates or get modded in when multiverse framework api comes out
when I've seen factory override module(?) I thought it will be an actual factory instead of shortcut to one of the terminals in anomaly
First is more likely than the later.
mvf has been focused mostly on properties in globals, which this wouldn't be.
New mod released: https://www.nexusmods.com/nomanssky/mods/3065
New Mode release: SUMO
https://www.nexusmods.com/nomanssky/mods/3066
amazing creativity from the community (;
Getting Head v2 - Getting On
- Major rewrite and revamp of the mod
- Moved helmet application to respective races' head section from presets
- Desegregates all race-locked helmets
- Improved Short King
- 2 Editions: Anomaly and Traveller
Now you can Get more Heads in a better way
https://www.nexusmods.com/nomanssky/mods/853
Thinking about installing that realistic space mod tonight. Does anyone have opinions on that one?
I'm tired of friendly NPCs just being fucking eye candy. Lol
Seems to be updated for 4.71 which is fine
Yeah, this seems to be kept up to date
I'm curious - would having a mod like this prevent me from playing with other people?
No, mods don't interfere with MP functionality like that
It's a matter of what kind of data is synced between players and what is not
!faq-modding
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
See 3rd link for more info
Well maybe not necessarily mod friendly, but I won't get banned for using the mod I'm looking at. That counts as mod friendly to me, lol
Nor do they provide community with modding tools, everything is build basically from the work of couple people
You won't get banned for using mods, save editors, service bot or other 3rd party tools when you keep them for yourself
If you use those tools to fuck up other players' experience, you will feel the banhammer up your ass
Yeah, that I totally understand
I'm glad people made mods work though. A lot of areas in this game need fleshing out
So I noticed during the expedition that the freighter you get has the interior of a pirate freighter.
I noticed a similar thing in the past where my pirate freighter's interior was temporarily swapped with a regular freighter interior after finishing the expedition.
I was wondering, would it be possible to make the latter permanent through save editing?
Depends if the bridge scene is stored in the save or not
NMS will load type last used. Not current. After seeing it as wrong type, reload; and it will be right because last used is correct type. No idea why, but has been my experience.
Wild guess but I’m thinking they are not loading/building the bridge each time. I think it stays loaded.
I’m guessing what’s going wrong is there is a check for “did the bridge change?”, if so then load/build bridge. I think the check is happening after actually using the one in memory.
That would make sense given how players are likely to farm the same freighter over and over looking for better class
Keep the scenes persistent in memory between reloads
I have super potato pc. I can easily tell when things are loading from memory vs drive. The bridge seems to be loaded from memory, but the buildable/customized part of freighter seems to be reloaded/not persistent.
Probably it was never an issue until they introduced the pirate freighter.
does the new update break mods
A few, but all NMS updates will break mods, just a matter of how many.
no i mean the patch
100% dependent on which files HG changes and how they change the files.
As do I
A few mods will break because of NMS 4.72, but not many
but patch is not that bad in comperison to the big updates
Correct, NMS 4.72 only makes changes to 6 game files, none of which are popular for modding.
One of those changed files is only used in 2 mods, both of which were updated within the past few hours for 4.72.
which?
One of the PTSd .paks and Keep Talking Polo (only useful when playing Expedition 7).
PTSD?
NexusMods has this search function thing. 🙂
...I thought you meant PTSD, but seeing that mod...it's basically the same XD
is there actually a bug with mining lasers going slower when supercharged, like they mention?
Asking the wrong person. I make mods. Day one player who barely plays anymore. I "play" each expedition though, so maybe 6 hours every couple of months, to get a feel for new content. Most of the prolific mod authors are like this.
Our in-game time is significant, but for the purposes of mod creation and testing. Very different than actual play, because it's very focused.
...sounds like me and most games for the past several years :/
Only so much time. ⏰
I think mining laser bonuses being backwards was fixed, but I'm not 100%. There is a bug with launch cost going up when you enhance the launcher.
well, I tried shoving mining lasers in supercharge slots, but...couldnt tell, then again I had a hard time telling how fast it was going >.<
Anyone know if that mod that let you see distress beakons (crashed ships) in space has been updated ora dif mod that does a similar thing?
you have a link to the mod you are talking about ? the only only two i know of both require you to be within the planet 'zone'.
This one makes the beacon shootable and detectable while flying over the planet, it says it has a lua so you could hopefully just run that through amumss to get a current version of the md: https://www.nexusmods.com/nomanssky/mods/1825
NMSMB also comes with a script that can mark many things while flying over the planet, including crashed ships: https://github.com/cmkushnir/NMSModBuilderContrib/blob/main/Scripts/NMSMB/Mod/cmk/Scan_Auto.cs
Does anyone know why my nomnom app won’t let me edit my save? It only lets me edit my account stuff
here's the mod i was referring to. https://www.nexusmods.com/nomanssky/mods/2600
Comes with an Lua script. Run through AMUMSS to update it yourself
yes, as it states, it's a port of the nmsmb one I linked. any of the three should work, they all come in script form. the nmsmb one will fail to compile if the fields it mods no longer exist. the amumss ones will (may) fail to convert the exml to mbin if the exml fragments they create are no longer valid.
ah nice, i'll try it
... a bit disappointing that the lua port of the nmsmb script has more than twice the downloads as nmsmb. i guess the nmsmb experiment, and the idea of shipping scripts instead of mods, is a failure. oh well. 
I wouldn't say it's a failure. Scripts are definitely useful for some people, but the people who use Nexus want one-click solutions, not scripts, I think. You won't see the true usage of scripts with Nexus d/l numbers
And NMSMB is a fantastic tool. It just started later so a lot of us got used to using Lua already and don't feel like learning how to switch 🙂
If anything, some sort of merger of the projects would be ideal, but I doubt that could ever happen
i was told to come here to ask how to modify save files so my custom save will be achievment worthy
New mod released: https://www.nexusmods.com/nomanssky/mods/3068
is it just me or does dud sky crash the game 😔
it does
sad
because HG fiddled with game files again, specifically SCENE files which selected DSC plugins make use of
dang
For all those interested: I’m working on DUD’S SKY updates as fast as it can. (Been sick etc.) Just got done with a 48 hour spree and took break. Almost (me thinks) all mods updated. Need to test few things/adjust. (Not too much of that) Then will document and post updates. Hopefully within a matter of few hours? With luck sooner.
@unborn thunder
oh sick! thanks for the updates!
Does anyone have any pics of Helios (jellyfish) pet at night you can post?
Need for helping finishing a mod.
Thanks.
Should ask over at #no-mans-sky as well