#nms-modding

1 messages ยท Page 44 of 1

steel crypt
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Have done. Thanks.

steel crypt
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DUD'S SKY updated v472-A
https://www.nexusmods.com/nomanssky/mods/507

DUD'S SKY - COLORS updated v472-A
(Now double the amount of custom space colors!)
https://www.nexusmods.com/nomanssky/mods/968

Nexus Mods :: No Man's Sky

Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v4.72

Nexus Mods :: No Man's Sky

Extensive modular collection of color and visual effects mods that can be used together. Compatible with NMS v4.72

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@round sinew

molten karma
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Hi does anyone know if the latest version of FineLOD v4.65 works on the latest NMS version ? Thanks

vale iron
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4.65 probably doesn't work

molten karma
round sinew
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@rapid sandal i'm not a modder, but i'm not a complete illiterate either; even if i don't explore nmsmb to its full extent, i use it a lot, and find it very useful. i don't think i have ever thanked you for making it, so here it is, long overdue.

knotty locust
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Pc gets all the mods while over here on console we gotta play it the normal way

rapid sandal
round sinew
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i didn't interpret it like that, was just voicing out some support i guess ๐Ÿ™‚

solid hawk
molten karma
solid hawk
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Yep, should work fine

tawdry stirrup
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is there a mod that removes diminishing returns?

viral oak
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you mean the DR on extractors? nope

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however, a workaround is to just...never have them touch any base objects and keep them on separate networks. also, keep them sufficiently spaced from each other

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and make sure they're not too far from the base, either -.-

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@tawdry stirrupmew

tawdry stirrup
viral oak
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yeah, it's pretty nasty, but it's basically engineside I believe...nothing we can touch

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instead, there are mods that multiply the output 10x

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or, not using such mods, you can do what I did...basically, stop adding to a given group once you hit ~1k output

tawdry stirrup
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:C

velvet cloud
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Is there any mod that adds more cloud types?

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And, does using mods impact multiplayer?

viral oak
velvet cloud
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okk xD

viral oak
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most things are just the user...what few things have any potential to go further are either cosmetics that just wont show up or items that wont transfer if they're modded and the target doesnt have 'em

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thankfully it's not the dark souls series where people can drop a stack of modded items on you to get you banned ๐Ÿฑ with you having zero recourse

velvet cloud
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okk ty for the info

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What i should place in the mods folder, the zip archive, or the file with the .pak archives?

marsh eagle
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The pak file

velvet cloud
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okk

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here comes the moment of truth :D

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yessss

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oh god

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this is amazing

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oh WOW

void current
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I have a question: Prior to running the Adrift expedition I had 3 decent s class neutron cannon modules that gave me 130k potential damage. It was my first time doing an expedition and I didn't realize I had to move those modules back into the anomoly expedition slots in order to get them back onto my main character. Now after buying around 60 to 70 s class modules, I just can't recreate what I had (max damage I'm getting is <120k.) I learned about seed numbers and the save editor since then and am willing to resort to using this to try to get back to the 130k damage but where do I get those module seed numbers?

void current
# vale iron https://github.com/zencq/Pi

thank you. I had looked at that .csv file and was having a hard time understanding the values in it. The Weapon Projectile Damage only shows 10 on every seed but I'm pretty sure the max value is 14 for an s class and projectile_charge time (charging speed?) s/b -50 but those max values are 19.999

vale iron
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I'd have to look, but on phone. I know the numerical values have changed sometimes, but the perfection percentages are still good. So just pick what bonus types you want and look for a high perfection version of that

void current
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so if I sort the sheet on the perfection column, that should get me a decent seed?

vale iron
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Yeah, just check to make sure it has the bonus types you want

fresh arch
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Steel Vulture >> Iron Vulture

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Rusted Vulture @half arch

half arch
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That's pretty decent.
I wish they had a less uniform texture across the whole ship though. maybe some more spaced patches and more alpha channel to show off a bit of the paint

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maybe the normal map only on the paint would give a nice effect ๐Ÿค”

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Any idea when this was first noticed in the files?
perhaps it's something to will one day be implemented?

vale iron
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Pretty sure it came with 4.7

fresh arch
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Yup the files were added with 4.70

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I just had to tweak them a bit and add them as option to the starship fabricator

fresh arch
fresh arch
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It's not some kind of "origami" shape that would account all shapes of cockpits, wings, engines, etc

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It's just a square tile that gets repeated

vale iron
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If we increase the texture image size it just becomes higher rez, not cover more area, right?

half arch
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hmmm. yea i can see that not looking super smooth

fresh arch
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There are tiles that are 2048x2048, still get squased to a smaller square

vale iron
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Yeah, that's what I thought

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Hmm, would need NMSDK working to be able to try any changes

half arch
fresh arch
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Now go build yourself a ship with stealth texture and you'll see how small the pattern really is

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Im doing the same, just pushing in new tileable textures that I could find in game files

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At one point I tried to push for a "hardened flesh" option by applying a texture found on living frigates

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It still got squashed

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You can see that different parts use different scalling, as in pattern in more dense on cockpit nad engine compared to middle section plating

vale iron
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Yeah, it's either based on the face size or the part size. I'd have to import to Blender and experiment to figure out which

fresh arch
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I don't, I just slap stuff on it and see if it works out somehow

hearty wasp
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But that's about it

fallow meadow
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UV mapped to the texture, so proportional. You'd have to actually adjust the UV mapping for different results.

velvet cloud
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What code are the mods in?

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I mean, C++, Java, or a custom one?

steel crypt
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There is no code for a finished mod. It is serialized data in a binary file.

velvet cloud
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Yeah, but I mean when making it

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Also, WOW

steel crypt
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That depends on if you use some tool to make it and what tool it is.

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If using the mbin compiler, it makes exml files with the data

velvet cloud
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Okay

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Thks <3

steel crypt
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If using AMUMSS, it makes LUA files that you use to make exml files that you use to make serialized binaries (pak files)

If using NMSMB you make scripts in C that alter data in memory at runtime.

velvet cloud
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Nice

void current
vale iron
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@velvet cloud Here's a very simple Lua example script for AMUMSS and the EXML version of the vanilla MBIN. AMUMSS takes the MBIN, decompiles to EXML, processes the commands from the Lua script, then repackages back to MBIN, then into a PAK.

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I don't use NMSMB and C#, but it's the same process, roughly

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It's a very good tool, just not what I use

velvet cloud
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thanks

fresh arch
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Though I think it's worth mentioning this

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Bottom line is that no coding knowledge is needed to start making mods

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Because it all boils down to editing text-based EXML files

fresh arch
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The tools and scripts mentioned are used to automate the process

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if you make a mod by changing some value in some file

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And you have it do redo it for update 4.0, 4.1, 4.2,...

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You can see this is a task that could use some automation

velvet cloud
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it makes sense

fresh arch
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But you can do just fine without these tools, just with tools to unpack game files and your preferred text editor to make actual changes

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Here's a tutorial for NMS Modding Station, a basic program to work with game files

velvet cloud
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Okk, thks i will check it out :)

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Whats the diffrence between .pak and .lua mods?

fresh arch
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PAK files are the actual mods

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If you navigate the game installation directory, you will see game stores its assets in PAK archives

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So that's the same format we use for mods

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LUA scripts are files that can be used to generate actual PAK files in a process Gumsk hinted at before

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It takes a game file in MBIN format, decompiles it into readable EXML format, applies changes as specified in LUA script, then recompiles it back into MBIN and packs into a PAK archive

velvet cloud
somber kestrel
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Anyone know a mod which increases tech stacking?

fresh arch
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Instead of using mods to increase the amount of tech modules before overloading

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Consider using save editor to supercharge additional slots

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When the next update hits, you will need to update the mod, and again, and again and so on

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Where as SC slots should stay in your save data for good

vale iron
somber kestrel
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But dont those come with other mods?

viral oak
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other features ,yes, I have a simple mod for increasing the 'tech stacking' (you mean tech overload?)

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look for "remove tech overload" on the nexus if you really wanna deal with the rebuilding, lol, I use that (but I replaced the 9999 with 12)

somber kestrel
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But people are saying it doesnt work

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Ill try it

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Oh nvm

viral oak
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"it doesn't work" more often than not comes from people who don't use amumss to build. they just download the PAK and drop it in mods

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if you use amumss (or cmk's mod builder)...you don't need to worry about that particular problem, just have to wait for updates to mbincompiler

junior hatch
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my amumss doesnt seem to create a single pak?

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i figure ive missed something simple but cant see what

junior hatch
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ah it did it this time - dont use paks and luas apparently (been a while since i last tried this and it didnt work then either)

junior hatch
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AHHH - now i see, any errored paks in the merge will prevent the merged/combined pak from being created - well, no more better building scans

junior hatch
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any reason gmultitool pulse splitter colour swap mod crashes the game on launch despite which colour i choose?

there must be either something wrong with the mod (doubtful) or (more likely) a mod conflict - but which mod could it be (i dont have that many)

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oohh - ill remove them all except for it and double check

fresh arch
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Crashing on launch would indicate you're trying to use a mod from before 4.65 version

junior hatch
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i downloaded it all fresh

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and not necessarily

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i was running pre mods without a crash

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*technically i dont think they were loaded though for some reason

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then i got locked out of a expedition mission and deleted them all then updated everything

fresh arch
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The mod could be outdated

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Because it modifies SCENE files, which were reworked in 4.70 update

junior hatch
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yeah i am checking either way

fresh arch
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HG does the weird thing of refactoring production code 8 years into the game's lifespan

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With release of 4.65, 99% of mods became outdated due to MBIN header changes

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With release of 4.70, many mods became outdated to due changes in SCENE files

junior hatch
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the actual mod files are out of date for an updated reupload i think

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oooh its the zip is 465

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but the mod files in that zip are 408

fresh arch
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Numeration of individual files does not matter

junior hatch
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ah - last updated 02 may

fresh arch
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I have mods that weren't updated since 4.50 and they work

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And people can use the same scripts to generate updated versions of the same mods, yet old version number slips in

junior hatch
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yeah, its the mod - no others installed and still crashes the game

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ill report it on nexus

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any recommended mods? i just found an atlas staff recolour mod so now i can go back to blue/green from black/red for all my equipment and vehicles

fresh arch
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Mods are highly subjective but you will get common recommendations of ArghWater, Duds Sky Colours, Beyond Base Building, etc

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Browse through Nexus Mods, pick the mods that were recently updated or new releases from last days

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!faq-modding

hardy auroraBOT
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downarrowto view info below, enable embedsexternallink

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

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

โ€ข Learn how to use AMUMSS to compile mods

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

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

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

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

vale iron
junior hatch
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cool, no rush - i was more concerned about wrong files being uploaded

glad its not an issue

junior hatch
fresh arch
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My recommendations: Lo2k got a lot of small QoL improvement mods

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Lenni and lMonk for various fixes to ships and general gameplay

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DSC for a fresh coat of paint

junior hatch
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ill look into them - thank you

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im already using a handful of lo2k's qol's

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added a few more (assuming they work with whats in there already)

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liked some of the lenni mods, grabbed a few

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cant find dsc but i did find better ship colours (last update 2022)

fresh arch
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Duds Sky Colours

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Updated couple days ago

junior hatch
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ah... i saw new coat of paint and figured it was ship paint

fresh arch
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Totally not biased recommendation

ornate gale
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Anyone able to download/send the high res versions/original files of the in-game posters?

vale iron
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The in-game posters are only 320k quality, at most. There's just nothing good, sadly

fresh arch
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Just so you have an idea of how the textures are actually stored

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Like I said in general chat earlier this morning, don't expect high rez stuff

hearty wasp
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just run it thru AI

vale iron
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Yeah, you'll need to AI upscale it then clean it up manually

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For printing, which is what I think you said you wanted it for

ornate gale
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yeah

kindred jay
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Is there a mod that changes just the stack size of refinery outputs??

main trout
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Would there be any chance that a modder makes a mod that allows you to feed pies and cookies to your living ships?

fresh arch
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You mean feeding them like you feed living frigates?

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Can't do, mods can't add new functionality / logic like that

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Best we could do is add selected food stuffs as resources to recharge their tech

ornate gale
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I have been digging, found all the posters, and upscaled them to 4x their quality

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These 2 were tests

vale iron
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How large of a print are you looking for? Might need to go bigger

ornate gale
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this was attempt 2 at full res

vale iron
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look good so far

ornate gale
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How would one go about upscaling them further?

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the most ones that i see that are free go up to 4x

vale iron
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Do it twice ๐Ÿ™‚

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Given the style, should work well

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Just opened up the big version. Might want to sharpen the edges some and despeckle

sharp gazelle
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Is there a mod that enables further zoom out on cockpit camera?

half arch
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Mayhaps there is a mod that places the camera further back though, not sure

sharp gazelle
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I placed 100% in settings and its still kinda zoomed... thats why i thought there may be a mod that helps with that

half arch
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If you increase FOV further you will be able to see a lot more of the dashboard

spice hinge
spice hinge
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and I guess back it up before you changes anything

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#1 rule when messing with shit

steel crypt
# ornate gale this was attempt 2 at full res

Suggestion:
If using to make posters or being scaled for different things, consider using a vector graphics type file. That way scaling them doesn't reduce quality...... until you get so extremely big (like the size of a parking lot) that it's ridiculous.

little valley
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Yo guys
Is there a way to get the original sentinel ships by save editing?

ornate gale
ornate gale
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has it got a learning curve/do i need like 4 different new programs on my pc for that?

marsh eagle
livid owl
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are there any settings/mods i can use to help with things being really slow to render?

livid owl
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stuff only renders when it's right in front of me

little valley
vale iron
solid hawk
livid owl
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they're the lowest they can go

marble canyon
livid owl
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when leaving planets and some occasional fps dips

marble canyon
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i dont rember if nms has one

livid owl
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i don't

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nms has a max framerate setting

marble canyon
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what is your fps avrage game play

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can i just call you to help

livid owl
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prob 80-90

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uhh

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cant rn

marble canyon
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k

livid owl
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maybe in like half hour

marble canyon
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trun it to medum

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if you still have good fps, high, after that ultra

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if you have it on the lowest setings, then there is the lowest amount of things being renderd

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so if you use a higher rendering mode you can render things of a greater distance

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make sence?

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lower only means more fps

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higher means better pic, but lower fps

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unless you have a beffy pc, i run everything on ultra and becas i only have a 60 fps moneter i dont see a diffrence in frames from low

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any more questons

livid owl
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Tried lowering everything and none of the settings really did anything for me except ultra, but that kinda kills my fps

hearty wasp
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get a threadripper CPU

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NMS's heavier on the CPU than other games since it does a lotta proc gen

lime hatch
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can someone help me with mods?

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when i launch the game it gives me errors

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also my save file got deleted

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when i launched the game with mods

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could someone help please?

solid hawk
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100% change you are using mods that are too old. Mods are made\updated for the version of NMS they will work with, give or take a few minor version increments. Use this page: https://www.nexusmods.com/nomanssky/mods/newrecently?page=1 . You can go back to around May 30th 2024 and should be good with current version of NMS, 4.72. Some from prior to May 30th back to May 1st 2024 might still work. Any last updated\uploaded before 1 May 2024 will not work, unless it is DDS file TEXTURE ONLY *not too many of these, so basically 99.9% of mods from before 1 May 2024 are unuseable).

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As far as a save spontaneously disappearing, due to mods or otherwise, never seen it happen. Click and hold on the scroll wheel will delete saves though.

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That's just not a thing

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Your saves would be in c:\Users\your user name\AppData\Roaming\HelloGames\

lime hatch
lime hatch
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i did move the game to my SSD and it worked normally

solid hawk
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Outdated mods will cause a crash. Usually with a message about mod incompatibilities

lime hatch
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just dont wanna damage my SSD keeping no games on it ๐Ÿ˜ญ

fresh arch
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Post a screenshot of the MODS folder, files sorted by date, extensions visible

solid hawk
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But, if they are all last updated in the past few weeks, probably wouldn't be it

fresh arch
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Like this

lime hatch
fresh arch
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2016

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Yeet that out

lime hatch
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like a mod its nothing special

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just increases ships in space

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like pirates and etc

fresh arch
lime hatch
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ah

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okay

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i have a question

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how do i download and use a save editor xD

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also is there an expidition unlocker?

fresh arch
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2 main save editors right now, Goatfungus and NomNom, hosted on github

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You can find links to them in pinned messages in this channel

lime hatch
fresh arch
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You already have a mod for expedition rewards unlocking

lime hatch
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for some reason

fresh arch
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What do you mean by it doesn't work?

lime hatch
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its supposed to be in the gestures thing and there arent

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any things

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sry im kinda new to this

fresh arch
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Try running the mod alone to make sure there aren't any conflict scenarios

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Then check in game

lime hatch
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okay

fresh arch
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Quick Menu - Gestures - there should be new sub-menus added for each expedition

lime hatch
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ill check im trying a new mod

lime hatch
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does it need to be a normal save? or expedition save

fresh arch
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does not matter

lime hatch
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bruhh

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disablemods got turned on lol

lime hatch
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should i keep?

fresh arch
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Do I need to point to the same message as before?

lime hatch
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im asking because im confused

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it said texture mods are fine?

fresh arch
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Keyword being "pure texture mods"

lime hatch
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oh okay

fresh arch
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As in modifying / replacing texture DDS files

lime hatch
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yeah it messed up my textures

fresh arch
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Just because something looks on the surface to be a "just texture replacer"

lime hatch
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thanks lol

fresh arch
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Does not mean it really is

lime hatch
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im tiring lmfao

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btw now i can see the unlock expedition rewards

fresh arch
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Safer to assume all mods before May 1st 2024 are not compatible with current game version

lime hatch
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i have a question

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like does it unlock the rewards

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or the achievements in the expeditions tab>

fresh arch
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Dunno, never used it

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@solid hawk might know since they keep the mod updated

lime hatch
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i just dont have time haha

lime hatch
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why are my textures all flat out all of a sudden?

hearty wasp
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that's just in game fog

lime hatch
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had to change a mod

steel crypt
open wave
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Any diverse environment mods out for Adrift yet...?

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Anyone know?

vale iron
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Could you elaborate on what you are wanting?

open wave
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Yeah. Diverse environment mods; Like Ray Rod's multiverse. Where I can land on a planet... And get a variety of different flora on a planet; Flora that isn't even native to said-planet.

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Anything like that... or nay...?

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Are you familiar with Ray Rod's work...?

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@vale iron

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Planet generation is pretty boring in retail... you hardly ever get anything really different, but just a bunch of copy/ paste planets, but with diverse environment mods... you're sure to get something different for every planet you land on.

vale iron
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Ray's stuff is extremely experimental and not available to the public

open wave
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And that also depends on the mod too; Just how much diversity it adds to each planet.

vale iron
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A lot of what he is doing is not available to normal modding

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I hope his stuff comes out at some point, but for now, it's just kind of like a tech demo

open wave
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So, you always have to wait around until someone updates their mods.

vale iron
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Do yo uhave other examples I can reference?

open wave
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But I'll give you a better example to what I mean.

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Yes I do. ๐Ÿ™‚

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One sec.

vale iron
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coolio

open wave
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Give me a sec...

vale iron
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no problem

open wave
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Internet isn't always fast. <.>

vale iron
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In the US? If so, they really need to update their infrastructure

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Ah yeah, BPG

open wave
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Better Planet Generator is one such mod I'm talking about.

open wave
vale iron
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Let me see if Babs made a Lua of that

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I think he did

open wave
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Awesome. ๐Ÿ™‚

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Ty! I do appreciate it.

vale iron
open wave
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AMUMSS... I know I heard of that before, but I can't say I know how to use it...?

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Is it easy...? lol

vale iron
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Hold on, I'll get you link and How To

open wave
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Ty. Checking them out now...

vale iron
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If you want to do any serious modding, you really need to learn how to use AMUMSS

open wave
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No... lol. I'm not computer savvy like that.

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I have no idea how to create mods.

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I'm sure it takes a lot of work though. ๐Ÿ™‚

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At least for someone who doesn't really know anything about computers...

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Like myself. LOL!

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Even looking at this Amumss updater is making my head spin.

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So, I'm assuming... I can use the Amummss program to update Better Planet Generator, so it works for Adrift...?

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And if so... how easy is that process...? I'm reading through the "how to" guide and it seems pretty complicated...

fresh arch
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Installing AMUMSS is the most difficult part

open wave
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If it is easy... can anyone do it for me...? And I'll tip them via PayPal or something. lol

fresh arch
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Once you got that done, in theory it's just a matter of: copy files - run script - answer couple questions - wait for process to finish

open wave
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If not, no biggie. I'll just wait around until someone puts out a BPG of some sort.

fresh arch
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No, nobody will click on your PC

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Learning how to use AMUMSS is a huge opportunity

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Because you will not be forced to wait for mod authors to update their mods

open wave
fresh arch
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You will be able to do that yourself in a couple of minutes

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!faq-modding

hardy auroraBOT
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downarrowto view info below, enable embedsexternallink

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

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

โ€ข Learn how to use AMUMSS to compile mods

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

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

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

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

fresh arch
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PDF guide in 2nd link

junior hatch
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some of my mods dont seem to do anything
i managed to use the luas to make a combined pak - one included doesnt work there

some of these mods did work pre adrift, but post adirft ive added some extra ones

as for the others, they are individuals added to the mods folder (albeit ones that their luas didnt result in a combined pak)

how to?
a. ideally make all desired mods work together
b. how to figure out which ones i simply cant use due to being incompatible and will never work (in which case i will hav to figure out a list of desired mods in order of preference to filter out what to remove)

can provide a list of what i want to use

#

while i am fairly computer savvy, i fried my brain some years ago due to a breakdown, and am having trouble coming back to modding this game (also amumss didnt work for me the first time around)

vale iron
#

Understandable. Unfortunately, if you want something like BPG, you need to use AMUMSS or wait a LONG time

#

If you want help, we can provide it, but you have to start down the path yourself

open wave
#

Alrighty... I'll give this Amumss a shot. ๐Ÿ™‚

#

Wish me luck... lol.

vale iron
#

Good luck!

junior hatch
#

started reading that pdf - is a one drive folder ok? does that matter?

steel crypt
#

Not okay. Needs to be local.

vale iron
#

It does matter

#

Permissions get screwed up with OneDrive

#

Best to use a root directory not connected to anything and with an antivirus exclusion

junior hatch
#

this is probably half my issues then - it does work, but repeatedly doesnt create a combined pak

vale iron
#

If you get a Report.Lua, that can help

#

in the root AMUMSS folder

junior hatch
#

yeah it doesnt explain things that i can find - but does say if a lua failed

there were several that failed and required one lua to be removed at a time before a combined pak worked

#

the whole steam mods folder is always on local device - still no go?

steel crypt
#

I donโ€™t use amumss so I canโ€™t help much.
Is AMUMSS on a local drive or onedrive?

#

It needs to be local. You might be using outdated LUAs? You should post the report.lua so people can help.

vale iron
#

Please share the report or log.lug so we can see what the problems were

junior hatch
#

its in my onedrive so all pcs can access them
but using onedrive, i have set them to be locally stored

#

also, seems ive already added ...onedrive/programs/steam mods/ and all subfolders to be excluded

vale iron
#

I use Onedrive for my stuff. It's not a definitely never thing; it just introduces possible problems

junior hatch
#

id like to set it up in my (custom) programs library at least, is that also an issue - or do i really have to take things out of the box? like D:/Steam Mods/...

#

like documents, pictures, videoes, programs

vale iron
#

It's a combination of special characters, string length, and permissions. If you keep the path short enough and make sure the permissions are good, it works

junior hatch
#

sounds too complicated - D:/Steam Mods/No Mans Sky/Amumss it is

#

my cdo hates your help, but i can understand its necessary

vale iron
#

Yeah, I do d:\modding\AMUMSS

junior hatch
#

seeing how much things matter - can i set the parent folder to exclusion, or the amumss folder itself?

vale iron
#

Just make sure it hits the AMUMSS folder and subfolders

junior hatch
#

right

open wave
#

So, I'm still trying to figure out how to do all this with Amumss...

#

So, far... I'm getting no where.

#

Been watching this video here:

#

^This guy is using the same program...

#

Was following him step by step... Until I got to the...

#

5:27 mark

#

I would type in the command, "MBINCompiler.exe decompiled"

#

But I got a wayyyy different error message for mine... than what was shown in the video.

#

Not to mention; When I decompiled the "BPG.pak" I ended up getting mutilple folders inside the decompiled folder.

#

And I'm not sure if I should keep them all...? Or throw certain ones out...?

#

Should I be taking screen shots here...? Show ya guys...?

steel crypt
#

There is no relevant video that I know of. Only valid instructions are in the pdf

open wave
#

I read that... And I have no idea how to really follow any of that either. Seems a bit overwhelming for me.

#

I'm no expert in computers... how to work them. Only thing I really know how to do is download games. That's it. LOL!

steel crypt
#

Why are you decompiling BPG?
BPG will have many folders as it should.

open wave
#

I have no idea why I am decompiling. Rofl.

#

As I said... I don't even know what "decompiling" means.

steel crypt
#

Okay, what is your goal?

open wave
#

I'm just going with what ever flow is being presented to me ((and hoping I get taken down the right current)).

#

To update the BPG.pak

#

So, I can play it on NMS Adrift.

#

"Better Planet Generator" mod... by Woody...?

steel crypt
#

I know the mod.
FYI donโ€™t use it with expedition. It will cause issues.
I donโ€™t know enough to help you with AMUMSS.
Gimme one sec.

open wave
#

Ok.

#

And yes, I am aware of the problems it can give ya for expeditions... been there. Done that.

#

lol

steel crypt
#

Go there to the AMUMSS channel. Much more help available.

open wave
#

Ok

#

Ty

junior hatch
#

well i never did some of this - this pdf is a great info source
install test is a go

open wave
#

Oh, sweet...

#

^They updated their mod for Adrift.

#

I wonder why this wasn't shown on No Man's Sky "recently updated" tab...?

vale iron
#

Nexus is unreliable

#

Need to look at the Last Updated tab usually

wicked flame
#

I wonder is regular nms is gonna get biomes-

vale iron
#

Regular NMS has biomes. One per planet. Just depends if they expand it in the future

#

I doubt it, as the LNF engine is not per planet based, but I coudl be way off on that

open wave
#

No doubt.

junior hatch
#

oh my god, they finally simplified the would you like to not copy some or all paks question! it makes so much more sense now (but i was still using the same version in onedrive)

#

correction, it has - i just added more than one mod and it went back to the previous version, so stupid

vale iron
#

Need more data. Mods are pretty predictable and only overwrite existing vanilla files

junior hatch
#

so i just added everything in just to see what happens with a correct installation

no paks created - this time the error specified undamagedinterceptor as the issue

technically speaking several mods like the gcolours for multitool weapons and ships shouldntโ„ข๏ธ need to be included in the amumss build i believe, but the gmultitool pulsesplitter always seems to need it

#

so i guess the next question would be:
if this mod errored out the combined pak, does it mean i cant use it with this mod list at all?

#

(i expect another to show up in the next build)

#

(it only shows one each pass until it works)

hearty wasp
#

AMUMSS will still pack in all the other mbins and worked fine so your generated pak is mostly functional

#

the one with the error is a scene and could just be manual error during scripting but it doesn't have an impact on stability of your game

#

that's from relight btw

junior hatch
#

interesting - there is no pak/s in created paks folder though, is it somewhere else? or do i just use the text file instead?

hearty wasp
#

it should have the pak there but if it isn't then check the BuildHistory folder within and see if the latest files are there

#

or you can just not include relight in ModScript

junior hatch
#

relight - can you see whats wrong with it - im going over the report, and cant see what it is

hearty wasp
#

I haven't read the report fully and I dunno what's causing the error so I'll let Gumsk/lo2k sort that out

#

it's just a snippet injection thing for a scene gone wrong and should be easily fixable tho

junior hatch
#

and theres no pak in any of the subfolders, just the text file

hearty wasp
#

yeah try just yeeting relight for now

junior hatch
#

will do and see which one kicks up next (at least thats what im expecting)

solid hawk
#

Your problems are due to putting the .paks in ModScript

hearty wasp
#

do they not all have luas in em

#

I didn't care to check tbh

solid hawk
#

Detected 19 user PAKs in ModScript...

junior hatch
#

no, many did not have luas

#

adding the paks without merging caused issues last time

#

*combining

#

and also, removing relight returned no errors but still no combined pak

hearty wasp
#

if you have an antivirus you should try to temporarily disable it or add an exception to the whole AMUMSS install folder

junior hatch
#

already done - we discussed that earlier

hearty wasp
#

then you may need to reinstall AMUMSS while AV is disabled

junior hatch
#

*well me and someone else did in any case

#

aready did that

#

normally i dont get a combined pak - going back to when i first started using amumss

only recently did i get one by removing the errored paks/luas, but theres none this time so i have no idea

hearty wasp
#

oh ok if it did work in the past it shouldn't be an AV issue

junior hatch
#

this is a new install and second buildmod run

#

but it is excepted and all that

hearty wasp
#

was the AMUMSS install in its current director when it did make paks?

#

just wanna make sure it's not an issue with file path having punctuation

junior hatch
#

if paks dont go in the modscript folder (like they did when it worked for a combined pak that one time) where do they go?

(answer: no the time it worked was while it was in my onedrive folder x programs library)

#

so it was in a folder that was both

hearty wasp
#

I'm surprised it worked in an OneDrive folder tbh lol

junior hatch
#

yeah, just found out about that

#

which is why i set up a new D:/ folder just for this

hearty wasp
#

try to have just the luas in ModScript and see if a pak is generated

junior hatch
#

alright

hearty wasp
#

just to make sure it can make a pak in its current directory

#

or even just have one single lua

#

makes it run faster yknow

junior hatch
#

^ i did a single lua to test that the first run - it did

hearty wasp
#

it could just be too many paks tbh lol

#

I'd suggest you run the whole collection again w/o relight but this time let AMUMSS check for conflicts

#

also I'm p sure Better NMS has Relight included

junior hatch
#

i did checkโ„ข๏ธ for existing mods when adding it (it is one of the new mods i added after adrift)

#

if it makes paks, ill add them to the MODS folder and check

hearty wasp
#

I just want it done so we can see if we can separate some paks/luas out into a second run

junior hatch
#

ohhh,, the lua only run make 1 x combined pak

#

question:
by second run - does that mean i can make a second combined pak and then:

a. use both in MODS
or
b. combine both
?

hearty wasp
#

the former

#

I'll need to see the conflicts between both the paks and the luas tho

junior hatch
#

ah - do the paks to be combined go into the same scripts folder without the luas?

hearty wasp
#

with the luas

#

I'm not sure what the issue it was having in that report

junior hatch
#

i believe better no mans sky also had not another trade mod (EEIS.lua) which is probably that one constantly errored out before - this is starting to make a little more sense

just adding the paks created the luas for each of the mods (and each mod in better no mans sky as well)

didnt know amumss did that

#

holy crap - i added all the working luas that combined from the previous run with the newly created luas from the paks without/that didnt need luas, and it combined!!!

report included

#

i will have to make notes and add it to my discord (i have self written walkthroughs in my own words so i can understand and remember what to do for all sorts of stuff like minecraft commandline modpack creation/updating - came in really handy now im not as clicked on when starting a new program these days)

#

time to test

hearty wasp
junior hatch
#

that was easyโ„ข๏ธ copying the luas in 2 batches detected existing files - theres over 120 in the modscript folder now

could have missed something, so im already going over the combinedmods.txt just in case

hearty wasp
#

but yeah next time if you let AMUMSS check conflicts for you it should tell you 1. which paks conflict with each other and 2. which luas conflict with the paks so that those particular files in the paks will be overridden

#

the main possible issue is the conflict between your luas and your installed paks making something in your installed paks ineffective

#

so if any issue appear in the future that may likely be the cause

junior hatch
#

interesting

solid hawk
#

Unless there is an overt reason to put .paks into ModScript, like extracting the contents only or making a patch .pak, keep them out of ModScript.

#
  1. Cannot make a working patch .pak if any particular game file exists in more than one of the .apks being used
junior hatch
#

yeah what i meant is that the better no mas sky split itself into like 100 luas and one of them i was also adding separately when trying to comine before

solid hawk
#
  1. The .paks will NOT be updated to current
#
  1. The .Luas will use the game files from the .paks as source for their changes, if applicable, so may not be updated to current and may cause issues if making removes from or adds to the game file(s).
#

Example of #3 would be having the relight .pak and Lua in ModScript together. The .lua is going to use the game files in the relight.pak to make it's changes to, but those changes have already been made in those files. So won't be able to find some parts that are already removed and will add the same thing multiple times. Upshot will be corrupted game files, so error on compile.

#

Something like 90%+ of mods from the part few years have Lua scripts. Might be offered in the mod download, as a separate download, "hidden" in the mod .pak, or linked from POSTS on the mod .page.

#

Just have to do a bit of digging. ๐Ÿ™‚

junior hatch
#

yeah i found a few scripts that werent included in the main download

also, my first mistake that i figured out before contacting here was not needing both paks and luas at the same time - i didnt understand their purposes at the time

#

launched game and it didnt crash so looking good so far

#

game froze trying to quit to desktop

also the exocraft scanner mod (unlocking all options) and the i cant remember what its called, you use it to scan for other locations fireware update mod didnt work

the exocraft scanner mod nothing unlocked, its all vanilla ui
and the placeable scanner thingy works with the new ui, but using the new ui (albeit on expedition to find the boundary failure) doesnt do anything after activating the scan

#

thats as far as i got with testing

solid hawk
#

If you are currently playing the expedition, recommended NOT to use any scanning mods. Several expedition milestones require the use of expedition scan overrides, which mods may screw up. Best to hold off on scan mods until after you complete the expedition.

junior hatch
#

ahhh - ill fix things and start again

#

thank you

#

that would include the buildable ui firmware update mod too wouldnt it...

solid hawk
#

Firmware Update for the Signal Booster? Yes.

#

Can use it again after you've finished the expedition.

junior hatch
#

figured as much - and yes the signal booster (couldnt remember its name

fresh arch
wintry saddle
#

is there some sort of program somewhere that can recalculate the characteristics of a planet, a system or other from its seed?

#

id like to make a program that allows to browse discoveries made in a save file outside of the game

vale iron
#

I think Mjstral has looked into this and can do some of that. I know he can get you a list of planets and properties by region, I think for patrons?

#

!creativehublink

hardy auroraBOT
wintry saddle
fresh arch
#

Mjstral's work is the closest we've got

wintry saddle
#

his tools are not free (which is understandable when we see the time he spent on it), so i'm gonna pass

fresh arch
#

That is correct, but you can join their server, upload your own findings (ships / pets / whatever) to become a contributor

#

Higher ranks get access to these tools (I think)

vale iron
#

Yeah, if you contribute, I think he gives access

summer dew
#

Is there a mod that like doubles pet slots

#

Darn

#

Srsly I thought that would
Have been made

fresh arch
#

If you have an idea for a mod X but you don't see it already, it's one of 2 cases

#
  1. it's straight up not doable within the limitations of modding - ex. save data is composed of lists / arrays of fixed lenght and we can't modify that structure, cause game will not load it or at best case ignore extra stuff
#
  1. it's doable but it's such a hassle whoever tried to do it gave up
#

Modding NMS is dictated not by what you want to do with the game, but by what you are allowed to change within game files so that the mod can be still compiled

summer dew
#

Yeah I assume
It would
Be difficult to code even if it's a simple concept

fresh arch
#

It's not about coding

#

It's about the fixed structure of the game files

#

We can change values on existing properties / variables

#

We can't add new ones, we can't go beyond enum data types

#

We can't add new logic / functionality / gameplay mechanics

graceful mauve
#

Do you need to turn off steam cloud sync to use save editor?

hearty wasp
marsh eagle
#

But having pre brute forced billions of seeds and ordered in a fast access database, it won't make any difference for the end user when customizing proc stuff

hearty wasp
#

you mean you can't just hack into the HG servers????

odd sundial
#

Any mods that help with finding deep level mineral deposits?

viral oak
#

deep...level?

viral oak
#

other than that it's just 'use resource scanner and your ears'

solid hawk
#

I think he's referencing size. Since that is just a procgen thing, there's no differentiating factor to scan based on size.

#

Game sees a big deposit the same as a small one.

odd sundial
#

im referring to the mineral / power / gas deposits that you need the addition to the analysis visor to find. these are the ones that you use the big resource harvesters on. currently i have to scan, drive get out and scan again. i was just wondering if anyone has heard of a mod for finding these because i wasnt able to when i searched

viral oak
#

the fact nobody (to my knowledge) has implies nobody can

#

don't know if we have access to that kind of thing

odd sundial
#

thats what i was wondering

vale iron
#

The best you can do is increase scanner range

remote thorn
#

Modding is probably not the right place for this but I'm going to ask it here anyway. Can pre-Omega expeditions be started from the Anomaly terminal using the ReLive method? Or does HG have to actually make the expeditions compatible with the Anomaly start?

fresh arch
#

The latter

#

The custom JSON files are just a method of tricking the game into thinking that previous expedition window is active

#

And they provide the "setup" for expedition scenario: you spawn here and there, your starting equipment is this and that, here's a list of stuff to do

#

Neither conventional mods nor loose files like that can not add new functionality to the game

remote thorn
#

I see, guess we wait for the redux then.

junior hatch
#

oh god, what does "incompatible save" mean?

i deleted my mods, switched to experimental to see if the update released fixed my expedition lockout bug, then switched back to normal download and reinstalled my working mods and now i got the above message just on my main save

what have i done and can it be fixed

#

*i exited the game straight away without changing anything

fresh arch
#

Experimental branch changed the save file structure

junior hatch
#

oh no

fresh arch
#

Now you are trying to load that new structure into older build of the game

#

So yeah it might not work

junior hatch
#

...until game is updated right

fresh arch
#

Most probably

junior hatch
#

so lockout of an expedition mission has now caused me to lock myself out of the game - lol

#

i supposed i can resetup my mods for experiemental to get things working again?

fresh arch
#

Imma sound like a d!CK but experimental is opt in for a reason

vale iron
#

Just switch back to Experimental

fresh arch
#

And there were no bug fixes to prompt someone to jump over there with their expedition save

vale iron
#

Almost all mods should work

junior hatch
#

& i had issues finding said patchnotes

fresh arch
#

!experimental

hardy auroraBOT
fresh arch
#

1st sticky on the Steam forums

#

Can't really miss it

junior hatch
#

yeah but in everyother game i check in with the patchnotes they call it patchnotes - got rickrolled

vale iron
#

It's not patch notes until it's available to everyone

#

Experimental is only on Steam and only opt-in, so adding that stuff to patch notes would confuse 99% of players

junior hatch
#

right - airmech had patchnotes for normal and canary

#

separately written and labeled

vale iron
#

Yeah, woudl be nice if we could see the experimental changes in client

junior hatch
#

so thats why i had issues finding something

vale iron
#

We also can't see what the version number is on PC. We have to wait for an announcement or a console download

junior hatch
#

and yeah i did look at that expereiemental steam thingy but still couldnt find what i was looking for

vale iron
#

we can get the build number, but 4.72 or whatever is nowhere in the files

#

Sometimes they don't even update that when experimental updates. It's not reliable

#

Most reliable thing is probably just watch the modding discord

junior hatch
#

so how to fix this, wont swicthing to experimental cause issues when swicthing back (my headache wont let me finish this sentence properly)

#

damn preserative headaches, painkillers just dont kick them to the side

vale iron
#

Yes, that's the one thing you often don't want to do, don't try to go experimental -> public

junior hatch
#

right

solid hawk
junior hatch
#

assuming i get it straight away and dont miss another experiemental afterwards before i do

but... im a catastrophiser so i will do as you say and go against my nature and hope for the best

#

also, never again - lesson learnt

#

weird that no one mentioned this while i was updating it in expedition (i was posting while doing the download), guess no one saw it in time, shame

lime hatch
#

Could someone help me? how do I use NomNom

#

Could someone help me please

solid hawk
#

Click on the save slot you want to edit, click on the save you want to edit for that slot, click the Edit button under Save on the left. Click through the various tabs, changing what you wish. When done making changes, File>Save.

solid hawk
#

What's blank?

lime hatch
#

oh never mind i think it worked?

solid hawk
#

ok

lime hatch
solid hawk
#

I have two mods with the word unlock in the title, but there are others by different people who also use that word

lime hatch
solid hawk
#

Yep

lime hatch
#

yeah so like

#

if I use it

#

and unlock like the seasons

#

it works like as if i finished the expedition?

solid hawk
#

It adds buttons to the emote menu, one for each expedition. Click on a button and get the rewards for that expedition\season

lime hatch
#

yeah

#

i know

#

i tried it

#

but i mean

#

when i use it

#

it unlocks it on my account

#

like i can claim the stuff from nexus on other saves?

#

or not

solid hawk
#

Yes, that's how expedition rewards work with NMS. Mods can't change that. Expedition rewards are per account.

lime hatch
#

yes

#

so thats what i was asking :D

#

thank you very much

solid hawk
#

If you just want the bigger\unique rewards to claim in the QuickSilver shop, there's also Consumerism

lime hatch
solid hawk
#

I do need to update Season Reward, but been a bit sick lately, so behind on NMS stuff.

#

Not like feeling icky sick, like lots of doctors appointments sick.

#

Hopefully I'll be in a position to loop back on Season Reward Unlocker soon. ๐Ÿ™‚

lime hatch
#

thats fine man!

#

dont stress too much

fresh arch
#

๐Ÿ‘€

icy oasis
#

Can some please recommend a mod for scaling base parts? Like Exosolar's Beyond Base Building, is it safe to use? Will my base be uploaded correctly? I saw some amazing community-made bases with a lot of scaled parts and they look amazing. They look too complex to be build with just glitches...

lime hatch
#

it has a mix of some mods

#

i use it

icy oasis
#

thank you

lime hatch
#

yw

kindred jay
#

Is there a mod that can change the stack size for refineries only?

solid hawk
#

Safe to use, with one caveat. Scaling breaks snapping. This is due to snapping design for the game. Cannot be changed or fixed by other than Hello Games.

#

So, if wanting to scale a lot of things, free placement becomes your friend, very quickly.

deep warren
#

Anyone have some cool pistol or rifle multi tool seeds?

deep warren
#

Anyone know how to duplicate a save then make it into expedition/ survival

solid hawk
#

NomNom save editor can change the mode, such as survival

#

In order to change to\from expedition, go to the expedition station in the Nexus

ashen brook
#

May I ask for some direction or suggestions on resolving a little camera quirk I'm having? I'm looking for a mod that, literally all it does is remove the camera changing/zooming when I fire my mining gun or switch tools.

#

It's very disorienting when the camera changes FOV on the fly like that.

vale iron
#

take the gcam lua and look through that. It probably has what you want and you can jsut get rid of everything else

wary acorn
#

is modding good in this game?

#

i've never seen anything on it

viral oak
#

there are plenty of nice mods, but mods are fairly limited in what they can do

#

pretty much comes down to "we can edit what is already there and not much else"

vale iron
deep warren
fickle frost
#

Okay so I accidentally upgrade the wrong multitool for expedition milestone 2.3. I was thinking I could like... tweak it so it hadn't been collected yet and "re-collect" the milestone, so I went and tracked down this part in the save editor. I assume each milestone has a numerical value so it would need to be my current one minus the "correct" numerical value, but I have no idea what it is, so I just bumped it down to zero thinking that would reset all of the milestone collection and I could just re-edit it back to what it was before, but that... did not work. Any thoughts?

#

or if anyone has an easier idea for how to upgrade it but I'm stumped since there's nothing in this expedition, rip

solid hawk
#

Do you have save backups?

#

If so, that'll be your saving grace.

fickle frost
#

nope :'D

fallow meadow
#

@fickle frost The RewardCollected value is the result of a binary representation of the 'completed milestones per phase including the phase reward collected', so lets say phase 1 has 8 milestones, it would use 9 bits, in your case 111111111 = 511 (dec) where the phase is completed and the phase reward has been collected.
Not all phases have the same amount of bits used, but this value works the same for each phase.

However, these values do not change the actual Milestones. Those are tracked in the data in a different location (SeasonState > MilestoneValues). If you still need help, let me know and we can look into fixing it.

Either way, always make sure to have a backup, especially when you are unsure about any edits/changes you make. Both NMSSE and NomNom should make backups whenever you save edits made. I recommend you check the location of the application used, for a backup folder.

fickle frost
# fallow meadow <@232957094075039745> The RewardCollected value is the result of a binary repres...

Oh, well, I have backups of the json before I started editing, haha, I thought they meant if I had backups before I collected the milestone. I exported the json before I tweaked and then restored it after all of my editing didn't work. But do you know then how I would go about setting a milestone as completed but not yet collected? Editing the RewardCollected value didn't change anything, was the issue.

fallow meadow
#

Ok, so in your case that would be phase 2, milestone 3?

fickle frost
#

Yep!

fallow meadow
#

Ok, let's see ... so above I see the value is currently 63, which does represent phase 2

#

So if this is indeed just about 'collecting' the reward, we should be able to alter that value, but then done correctly. I just wonder why though? What was wrong with collecting it before?

fickle frost
#

I did it with the wrong multitool

#

so now I'm stuck with one upgrade per multitool

#

And since there are no upgrades anywhere else in this expedition.... ๐Ÿ˜ญ

fallow meadow
#

Would it not be a lot easier to just edit the multi-tool directly? I mean, I don't mind trying this, but you should be able to accomplish the same easily through the main UI for the intended MT

fickle frost
#

Upgrading the class of the multitool in the save editor doesn't actually change anything, does it?

#

Whenever I've done it the stats have changed the same. Unless I'm completely misunderstanding how it works, haha.

fallow meadow
fickle frost
#

Truly tragic ๐Ÿ˜”

fallow meadow
#

Ok, let's instead change value then, to have it done properly through the game. Might be more work or not yet possible to give yourself the needed things to upgrade at a Station terminal

fickle frost
#

Not possible, is the thing. There are no station terminals in the expedition

steel crypt
#

There are terminals in the back room.

fickle frost
#

WAIT for real??

#

Altho

#

I just checked the rewardcollected for stage 3 after I collected a reward there and it didn't change. Strange.

fallow meadow
#

Ok, so phase 2 has value 63 and it would 7 milestones, making it 8 bits used total. So that would be 00111111 Where we now need to undo the 3rd milestone. So it becomes 00111011 = 59

fickle frost
#

aight let's give that a shot

fresh arch
#

May I ask

fickle frost
fresh arch
#

Wouldn't it be easier to just use a mod that rigs the reward to some action in game?

#

And then do that action with MT in question active to have the reward apply to it?

fallow meadow
fickle frost
#

If you have one in mind, by all means!

fickle frost
fallow meadow
#

Well yes, but it likely reset a few more

fickle frost
#

I think the binary bits were what I was missing

fallow meadow
#

It also reset the milestone 7 and phase completion reward (for 59, not 251)

fickle frost
#

Now that I get how they're encoded it makes total sense haha

#

Nope, phase 2 still showing as complete!

#

you always come through hahaha thank you

fallow meadow
#

I guess it updated again, because of other data elsewhere

#

Oh well, I guess we should call it a success ๐Ÿฅณ
Enjoy the rest of the ride

steel crypt
#

DUD'S SKY updated v472-B

  • Updated _MOD_DUD_DynamicStanding_v472-A to _MOD_DUD_DynamicStanding_v472-B
    (Small balancing adjustments to standing rewards.)
  • Updated _MOD_DUD_SpaceshipFlight_v472-A to _MOD_DUD_SpaceshipFlight_v472-B
    (Bug fix for Iron Vulture flight controls.)
    (Minor balancing adjustments for all ship types flight controls.)
    https://www.nexusmods.com/nomanssky/mods/507
Nexus Mods :: No Man's Sky

Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v4.72

fallow meadow
#

You'd have to be able to access the save data to be able to know the seed value

weak zephyr
#

hi do I put mods in MODS or PCBANKS

round sinew
weak zephyr
round sinew
weak zephyr
#

ok il put them there

round sinew
#

i mean the MODS folder

#

not the mod paks

#

mod paks go in MODS

weak zephyr
#

ok i put MODS folder in PCBANKS and put mods into MODS

#

does that sound logical

fresh arch
solid hawk
#

Now, that's dedication!

round sinew
vale iron
#

I hope not

summer dew
#

Does anyone have the updated version of resmas dark space colors

solid hawk
#

This one has a darker space .pak as wellhttps://www.nexusmods.com/nomanssky/mods/1722?tab=files

Nexus Mods :: No Man's Sky

โ˜… Updated for NMS Orbital 4.71 to 4.72 and LUA scripted โ˜… Multiple PAK files to remove trade routes, metrics lines, space dust, plasma, reduce or remove speed lines, revamp asteroid fields, make s

summer dew
#

Thank you

solid hawk
#

No problem. Sorry it took awhile to get the full list, had to hunt for some. ๐Ÿ™‚

summer dew
#

The color palettes with no dust or plasma

solid hawk
#

Nope. They all change the same settings in the same files, so it's a pick one kind of thing, space color mods can't be combined

steel crypt
stray venture
#

Does NMS have any sort of logging to help with diagnosing a crash? I had one just now while alt-tabbed at the Anomaly and I'm using mods

ruby torrent
half arch
vale iron
#

They don't really help anything, though

#

best help is to post a screenshot of your mods folder sorted by date

untold bay
#

You can get the module through no man's sky save editor

zealous basin
#

oh nooooooo I actually am shook there are mods

untold bay
#

yup

#

I'm pretty vanilla tho. I just use the save editor to give myself a few things. Although I highly recommend doing everything you can without modding

#

and then mode it once you've beat everything

#

that's what I did. I found it way more enjoyable. Modding before doing the main story and quests, it kinda makes things less fun

zealous basin
#

hang on ill post legit catalogue rn

untold bay
#

Now all I have left to do is to find the ships I want (color wise) so I mod to make things faster

zealous basin
#

The only thing I intend to use save editing for is for impossible to obtain things like expedition rewards

untold bay
#

that can help too, if you want something you missed out

zealous basin
#

I've done almost everything without google

untold bay
#

I do recommend making a backup of your vanilla save before starting to mod

#

that's what I did

zealous basin
#

Just want to get my singularity engine done and thats about as much save editing as I'll ever need until I finish catalogue page

#

I dont even need it. I JUST WANT IT.

untold bay
#

I just tested

#

if added with the save editor, singularity engine is usable

zealous basin
#

can you screenshot it in SE?

untold bay
#

SE?

zealous basin
#

Save Editor

untold bay
#

oh, in the save editor

#

that's how to add it

zealous basin
#

oh

#

sweet

untold bay
#

^^ glad I could help

zealous basin
# untold bay ^^ glad I could help

Also, this is my progress so far.

I'm just about doen with the factions too. The only ones that still need work are || Atlas || and || Autophage ||

zealous basin
# untold bay nice

SO as you can tell, I'm willing to forgive myself a little for save editing in the Singularity Engine.

I've also hit this "milestone":

https://www.youtube.com/watch?v=FurKLVb534A

Thanks for the help interloper!~ ^^

In this video, we take a look at every known glitch building technique in No Man's Sky. This guide is for the 2023 update and will show you how to build using any and every glitch possible!

00:00 Intro
00:48 Blending without Glitching
02:17 Tether Glitch
03:21 Definition + Glitchbuilding Categories
04:30 The Adjacency Glitch
07:00 The Scale Gli...

โ–ถ Play video
stray venture
#

I think the crash was likely from a recent change to my list so I'll just repak with that cut out, should be fine, but was curious for future troubleshooting

brisk lintel
vale iron
#

It would probably be possible, but none exists and I can't think of a quick fix I could do to make you something quickly

tender quiver
#

how do you save edit

#

to move a save from xbox gamepass to steam

round sinew
tender quiver
#

safe to use?

round sinew
#

then go for it

hearty wasp
#

it's as safe as your ability and enthusiasm to edit

round sinew
#

i'll grab nomnom to at least have some idea of what's going on

tender quiver
#

is it difficult to use

hearty wasp
#

I'd say it's easier to gauge that when you have the program open in front of you

tender quiver
#

Honestly

#

i think ill just restard

#

t

#

just save myself the trouble and give myself to do

round sinew
#

i just copied my st_xxx folder (the steam save file folder) onto a vm and ran nomnom there

#

then you go Edit, Save transfer

#

here i only have 1 save folder, so it asks me if i want to transfer to steam account again

#

which ofc wouldn't be what you'd do

#

you'd have your main save on gamepass, and have started a new save on steam; loaded the steam save, click on browse on that window in the last screenshot, and find the gamepass path

tender quiver
#

so it would be the same save from gamepass?

round sinew
#

it would try to copy everything over, like it says, it also gives some warnings

round sinew
#

a little confusing to me as i've never used this but i think i understood the most of it

#

there's going to be people in !creativehublink or the !moddinglink servers definitely more experienced than me to help out with this

prisma nexus
#

so can modding for this game actually do anything yet or is it still just messing with assets? (and frankly I'd argue save editing isn't even modding.)

fresh arch
#

No script extenders, no runtime plugins (at least not for current game build)

vale iron
fresh arch
#

Just tweaking and some shuffling around of existing property values

vale iron
#

Reddit users that probably don't even use save editing or modding though will argue with you until they are blue in the face that 'save editing modifies so ThEY'Re TeH SAME!!!1'

prisma nexus
#

but okay, sad to see that there's still no real modding capabilities after all this time

solid hawk
prisma nexus
# solid hawk Depends on your definition. Lots of things can be changed\modified. Just can't...

frankly, i never understood this idea of how releasing a modding api damages IP or anything in any way whatsoever. and i say this as a programmer who has interest in making games at some point. or how this is in anyone's best interest. the only valid argument against having a modding api is that it takes a lot of work to create and maintain. and from my experience, it's pretty much always a net gain when one exists.

#

anyway as a programmer, changing values and assets or whatever doesn't really feel like counts as "real modding capabilities", since someone like me can't actually do anything.

#

replacing assets is great, but you can do that on pretty much anything, and it's not really doing much. changing code is when it becomes actually modding imho

solid hawk
#

We know they have an API and modding tools, for internal use only though. It's the direction their Board of Directors decided to take with the game. Good or bad, way it is.

prisma nexus
#

perhaps someday someone will delve into reverse engineering some of that stuff. its a shame that everyone has to wait for that to happen :(

solid hawk
#

Those of us who make mods ("real" or not) for the game, make due with what we're given to work with.

prisma nexus
#

sorry, maybe i should have clarified...i'm not trying to gatekeep saying that they aren't real mods, or the people that make them aren't doing a good job. im just saying as far as modding capabilities go, i don't consider nothing but asset modification to be "modding capable"

fresh arch
#

I mean it's not that bad

#

Even with the limits we have now, we still can make some new-ish stuff

solid hawk
#

There have been several attempts at creating a third party API. Those have fallen by the wayside. One of the huge factors in doing so is NMS updates break everything. Would take a rare person willing to put in dozens of hours to fix breakages, knowing full well it'll be broken again shortly, for YEARS

fresh arch
#

(totally not injecting self-promo here)

#

Like enabling new ship types at starship fabricators

#

Or having some custom quests for players to follow

#

Technically it's just a rehash of what the vanilla game offers but it still is something that was not offered by HG

vivid apex
#

if you know, you know

nah i gotta wait a week to get the starborn runner from the service bot ๐Ÿ˜ญ

vivid apex
#

nice, im going to try to do it again with a rainbow looking ship because why not

ebon bridge
#

Are there any mods that let you build npcs in your bases without also adding hundreds of other build items?

solid hawk
#

The downloaded .paks WILL crash the game, too out of date. You will need to rebuild the mod using the .Lua scripts and AMUMSS.

steel crypt
# vivid apex

Why does your timeline say "tomorrow"?
I'm on to you future man. ๐Ÿค”

vivid apex
#

my fault i live in the 4th dimension

#

pretty hard to unlock i reccomend watching a yt tutorial

near quarry
#

Not sure if this is the best channel to ask, but I used goatfungusโ€™s save editor to get past expedition rewards (checked boxes for everything) . I can see them available to claim but when I go to claim them nothing happens

kindred jay
#

Is there a mod that toggles starship boost instead of holding down?

steel crypt
steel crypt
#

Might be able to bind to special key and use win based program to toggle when that key is used?

#

Iโ€™m also assuming youโ€™re talking about boost like shift key like not normal speed but fastโ€ฆbut not really fast.
Because for normal thrust, DUDโ€™S SKY has a flight mod that contains a โ€œcruise controlโ€ for regular thrust.

near quarry
errant ice
#

is there any mods that allows you to customize the inside of the ship? or is that already a default feature in the game?

solid hawk
#

That's about all there is really and both Sentinel ship specific.

fresh arch
#

I think there was a mod that changed the colours of panels in the cockpit

#

And my mod Project Apollo adds a bunch of bobbleheads (and does couple of other things): https://www.nexusmods.com/nomanssky/mods/2864

Nexus Mods :: No Man's Sky

People assume that time is a strict progression of cause to effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y whimey... stuff.

sinful dagger
#

even tho its genuinely stupid af to do

#

how do i edit the json to throw in a infraknife on my multitool (dont say why, dont say it doesnt work, i dont care)

#

(u cant do it regulary through the save editor)

steel crypt
#

You infraknife understand.

(See how shoving infraknife in the middle of random crap DOESNโ€™T WORK?)

hearty wasp
#

Just rename your submachine gun to infraknife

errant ice
#

i wanna start modding in nms and make customizable cockpits, i just don't know if only exclusive too sentinel ships

fresh arch
#

Mods can't add new functionality

#

You could maybe just move the screens, panels and other bibs and bobs around

#

But nothing that would allow the player to modify the cockpit structure in actual game

errant ice
#

damn that sucks

#

hopefully in a future update they will allow u to do that

viral oak
fresh arch
sinful dagger
#

cause i figured out how

#

(i figured out the json)

#

it'll remove no matter what

#

and idk how to edit the restriction list unfortunately

#

how to?

sinful dagger
vale iron
#

The restriction is on the MBINs. You can look at gTech Lua to see how I enable installs on different ships.

#

Have to keep the mod installed though

fresh arch
#

The issue in question is to have Infra Knife available on a multitool

#

Changing tech category in GC Technology Table MBIN is one thing

#

Dunno if game will allow to spawn IK projectiles from the multitool

#

So some additional tinkering may be required in Projectile Table MBIN

vale iron
#

No, would have to build a whole new weapon type or replace the effects of a weapon type

#

I'd suggest reskin the the boltcaster would be the closest effect

kindred jay
#

Does anyone use a stack changer mod??

#

Might need a bit of assistance on configuring values??

sturdy rivet
#

If I want to delete a specific interaction with a crashed ship, how would I do that?

#

I've never interacted with anything else in that system

vale iron
vale iron
kindred jay
sturdy rivet
vale iron
#

Refiners do not have a separate stack size

#

They use the same as other inventory types

vale iron
kindred jay
vale iron
#

I don't recall which inventory types they fall under, but you can't target only refiners

fresh arch
#

Refiners were maintenance if memory serves right

vale iron
#

Sounds right. I'm not at a computer to look

kindred jay
#

Thanks! @vale iron @fresh arch

sacred apex
#

any way you can mod in the autophage npc heads into the apperance modifier?

fresh arch
#

You mean unlock them early on in the game?

#

If not - more info required

sacred apex
fresh arch
#

Yeah all those heads are available to the player

#

@round sinew you have the poster with all autophage unlocks?

round sinew
#

@fresh arch , @sacred apex ^

fresh arch
#

gracias

sacred apex
fresh arch
#

Hmmm then no, I don't think this is available to players

#

And I dont recall any mod adding it

sacred apex
#

augh

#

darn

#

if only i knew how to change game files

fresh arch
#

Here's how to get started

#

But going after player customisation as your first project, I wouldn't recommend that

sacred apex
#

oh ok

fresh arch
#

Not sure who asked since it was some time ago

#

But I think it's better to put it here instead of main channel

#

Custom Nexus missions roll as QS missions and count towards the limit

#

@timid burrow I think it was you and someone else who talked about this

#

If not, apologies for the ping

#

~~or not BioHorror ~~

timid burrow
#

It was I

half arch
dapper aurora
#

is there a mod i can use to get rid of the sentinels

serene ember
sacred apex
fresh arch
dapper aurora
serene ember
tender quiver
#

yeah he sent that for me earlier

round sinew
#

it's not a mod basically

#

read the description

tender quiver
#

i just wanted to know if it was gonna transfer the performance deficit somewhere else

round sinew
#

This tool creates an uncompressed mod for the MODELS\SPACE\NEXUS\PARTS\ geometry (PC) files, which have been identified as the cause for the lag/stutter that occurs when leaving a planet's atmosphere and should mitigate that issue.

round sinew
#

well, actually, mb - page says "should mitigate that issue"

tender quiver
#

i mean even if it cuts the stutter in half iโ€™ll be happy

steel crypt
#

Just depends on how fast/threaded your CPU is vs your storage. Will make it worse for some, better for others.

round sinew
#

ok, good to know a little more ๐Ÿ™‚

tender quiver
#

im not sure im following these instructions

#

do i remove the PSARC from the folder

round sinew
tender quiver
round sinew
#

the exe, or the powershell script

tender quiver
#

the exe

round sinew
#

Once complete it will inform you that the mod generation was successful and where it has been installed.

tender quiver
#

but it didnt seem to do nything

#

it said it was instaleld

round sinew
#

where was it installed?

tender quiver
#

in a mods folder

#

above everything

round sinew
#

post full path

tender quiver
#

i removed hold on