#nms-modding
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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
@round sinew
Hi does anyone know if the latest version of FineLOD v4.65 works on the latest NMS version ? Thanks
4.65 probably doesn't work
Ok thanks ๐
wooot woot jason tysm :))
@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.
Pc gets all the mods while over here on console we gotta play it the normal way
thanks, appreciate it ... guess my previous post must of sounded a bit whiny ๐ . was just looking back at what i had wanted to achieve with it and ruminating.
i didn't interpret it like that, was just voicing out some support i guess ๐
Use the Lua script (link in POSTS on the mod page) and AMUMSS to generate an updated .pak.
Oh will it work if I use the latest lua for v4.65 ? Ok I'll try this thanks
Yep, should work fine
is there a mod that removes diminishing returns?
you mean the DR on extractors? nope
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
and make sure they're not too far from the base, either -.-
@tawdry stirrupmew
dang :/
yeah, it's pretty nasty, but it's basically engineside I believe...nothing we can touch
instead, there are mods that multiply the output 10x
or, not using such mods, you can do what I did...basically, stop adding to a given group once you hit ~1k output
:C
Is there any mod that adds more cloud types?
And, does using mods impact multiplayer?
generally not in any negative way...unless you're insane enough to try pvp, in which case good luck not dying. ๐ฑ
okk xD
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
thankfully it's not the dark souls series where people can drop a stack of modded items on you to get you banned ๐ฑ with you having zero recourse
hhahahhahah
okk ty for the info
What i should place in the mods folder, the zip archive, or the file with the .pak archives?
The pak file
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?
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
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
so if I sort the sheet on the perfection column, that should get me a decent seed?
Yeah, just check to make sure it has the bonus types you want
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
maybe the normal map only on the paint would give a nice effect ๐ค
Any idea when this was first noticed in the files?
perhaps it's something to will one day be implemented?
Pretty sure it came with 4.7
Yup the files were added with 4.70
I just had to tweak them a bit and add them as option to the starship fabricator
Yeah that's doable, I can apply the different "depth map" to clean paint job textures
The problem is that HG applies paints to ships using tileable textures
It's not some kind of "origami" shape that would account all shapes of cockpits, wings, engines, etc
It's just a square tile that gets repeated
If we increase the texture image size it just becomes higher rez, not cover more area, right?
hmmm. yea i can see that not looking super smooth
There are tiles that are 2048x2048, still get squased to a smaller square
Yeah, that's what I thought
Hmm, would need NMSDK working to be able to try any changes
this gives me hope they may be cooking something though. would be interesting.
And with the addition of the stealth paint, something is in the works it seems
Now go build yourself a ship with stealth texture and you'll see how small the pattern really is
Im doing the same, just pushing in new tileable textures that I could find in game files
At one point I tried to push for a "hardened flesh" option by applying a texture found on living frigates
It still got squashed
You can see that different parts use different scalling, as in pattern in more dense on cockpit nad engine compared to middle section plating
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
I don't, I just slap stuff on it and see if it works out somehow
You can manually tile them in the texture to make it tile more
But that's about it
UV mapped to the texture, so proportional. You'd have to actually adjust the UV mapping for different results.
There is no code for a finished mod. It is serialized data in a binary file.
That depends on if you use some tool to make it and what tool it is.
If using the mbin compiler, it makes exml files with the data
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.
Nice
thank you for the help!
@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.
I don't use NMSMB and C#, but it's the same process, roughly
It's a very good tool, just not what I use
thanks
Though I think it's worth mentioning this
Bottom line is that no coding knowledge is needed to start making mods
Because it all boils down to editing text-based EXML files
really?
The tools and scripts mentioned are used to automate the process
if you make a mod by changing some value in some file
And you have it do redo it for update 4.0, 4.1, 4.2,...
You can see this is a task that could use some automation
it makes sense
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
Here's a tutorial for NMS Modding Station, a basic program to work with game files
PAK files are the actual mods
If you navigate the game installation directory, you will see game stores its assets in PAK archives
So that's the same format we use for mods
LUA scripts are files that can be used to generate actual PAK files in a process Gumsk hinted at before
They are used with a programm called AMUMSS: https://www.nexusmods.com/nomanssky/mods/957
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
ok, thanks for answering all my questions :>
got it
Anyone know a mod which increases tech stacking?
Instead of using mods to increase the amount of tech modules before overloading
Consider using save editor to supercharge additional slots
When the next update hits, you will need to update the mod, and again, and again and so on
Where as SC slots should stay in your save data for good
If you do want a mod, gTech and gEpic both have that.
But dont those come with other mods?
other features ,yes, I have a simple mod for increasing the 'tech stacking' (you mean tech overload?)
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)
"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
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
my amumss doesnt seem to create a single pak?
i figure ive missed something simple but cant see what
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)
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
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)
oohh - ill remove them all except for it and double check
Crashing on launch would indicate you're trying to use a mod from before 4.65 version
i downloaded it all fresh
and not necessarily
i was running pre mods without a crash
*technically i dont think they were loaded though for some reason
then i got locked out of a expedition mission and deleted them all then updated everything
The mod could be outdated
Because it modifies SCENE files, which were reworked in 4.70 update
yeah i am checking either way
HG does the weird thing of refactoring production code 8 years into the game's lifespan
With release of 4.65, 99% of mods became outdated due to MBIN header changes
With release of 4.70, many mods became outdated to due changes in SCENE files
the actual mod files are out of date for an updated reupload i think
oooh its the zip is 465
but the mod files in that zip are 408
Numeration of individual files does not matter
ah - last updated 02 may
I have mods that weren't updated since 4.50 and they work
And people can use the same scripts to generate updated versions of the same mods, yet old version number slips in
yeah, its the mod - no others installed and still crashes the game
ill report it on nexus
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
Mods are highly subjective but you will get common recommendations of ArghWater, Duds Sky Colours, Beyond Base Building, etc
Browse through Nexus Mods, pick the mods that were recently updated or new releases from last days
!faq-modding
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข 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.
Yes, mod needs to be updated, with a few other texture mods I have. I'll get to it in a couple of days
cool, no rush - i was more concerned about wrong files being uploaded
glad its not an issue
been doing this, just wondered about other's opinions
My recommendations: Lo2k got a lot of small QoL improvement mods
Lenni and lMonk for various fixes to ships and general gameplay
DSC for a fresh coat of paint
ill look into them - thank you
im already using a handful of lo2k's qol's
added a few more (assuming they work with whats in there already)
liked some of the lenni mods, grabbed a few
cant find dsc but i did find better ship colours (last update 2022)
ah... i saw new coat of paint and figured it was ship paint
If you want ship paints, there's this mod: https://www.nexusmods.com/nomanssky/mods/3068
Totally not biased recommendation
Anyone able to download/send the high res versions/original files of the in-game posters?
The in-game posters are only 320k quality, at most. There's just nothing good, sadly
Just so you have an idea of how the textures are actually stored
Like I said in general chat earlier this morning, don't expect high rez stuff
just run it thru AI
Yeah, you'll need to AI upscale it then clean it up manually
For printing, which is what I think you said you wanted it for
yeah
Is there a mod that changes just the stack size of refinery outputs??
Would there be any chance that a modder makes a mod that allows you to feed pies and cookies to your living ships?
You mean feeding them like you feed living frigates?
Can't do, mods can't add new functionality / logic like that
Best we could do is add selected food stuffs as resources to recharge their tech
I have been digging, found all the posters, and upscaled them to 4x their quality
These 2 were tests
How large of a print are you looking for? Might need to go bigger
this was attempt 2 at full res
look good so far
How would one go about upscaling them further?
the most ones that i see that are free go up to 4x
Do it twice ๐
Given the style, should work well
Just opened up the big version. Might want to sharpen the edges some and despeckle
Is there a mod that enables further zoom out on cockpit camera?
this would kinda be tied to FOV which you can increase in settings.
Mayhaps there is a mod that places the camera further back though, not sure
I placed 100% in settings and its still kinda zoomed... thats why i thought there may be a mod that helps with that
If you increase FOV further you will be able to see a lot more of the dashboard
go to your game's install folder
No Man's Sky>Binaries>SETTINGS>TKGRAPHICSSETTINGS
find
<Property name="FoVOnFoot" value="90.000000" />
<Property name="FoVInShip" value="90.000000" />
change the value to whatever you like
Thanks
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.
Yo guys
Is there a way to get the original sentinel ships by save editing?
I don't think so as it is a unique model
probably not doable with save editor
i have no idea how to do that.
right now i'm going for quick and dirty really, as a proof of concept, but maybe for a few versions
has it got a learning curve/do i need like 4 different new programs on my pc for that?
are there any settings/mods i can use to help with things being really slow to render?
Yea this
stuff only renders when it's right in front of me
This works too, thanks
I'll look later. I should be able to make something
Maybe you've the quality settings too high for your hardware.
they're the lowest they can go
do you experence lag?
when leaving planets and some occasional fps dips
ok, do you have a fps limeter
i dont rember if nms has one
k
maybe in like half hour
trun it to medum
if you still have good fps, high, after that ultra
if you have it on the lowest setings, then there is the lowest amount of things being renderd
so if you use a higher rendering mode you can render things of a greater distance
make sence?
lower only means more fps
higher means better pic, but lower fps
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
any more questons
Tried lowering everything and none of the settings really did anything for me except ultra, but that kinda kills my fps
get a threadripper CPU
NMS's heavier on the CPU than other games since it does a lotta proc gen
can someone help me with mods?
when i launch the game it gives me errors
also my save file got deleted
when i launched the game with mods
could someone help please?
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).
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.
That's just not a thing
Your saves would be in c:\Users\your user name\AppData\Roaming\HelloGames\
yeah for that i didnt realise it was too late, i did change my pc user earlier thats why it deleted haha
the mods arent outdated, the game just crashed
i did move the game to my SSD and it worked normally
Outdated mods will cause a crash. Usually with a message about mod incompatibilities
just dont wanna damage my SSD keeping no games on it ๐ญ
Post a screenshot of the MODS folder, files sorted by date, extensions visible
But, if they are all last updated in the past few weeks, probably wouldn't be it
I did actually move my game to the SSD and it worked with the same mods
it does nothing
like a mod its nothing special
just increases ships in space
like pirates and etc
ah
okay
i have a question
how do i download and use a save editor xD
also is there an expidition unlocker?
2 main save editors right now, Goatfungus and NomNom, hosted on github
You can find links to them in pinned messages in this channel
You already have a mod for expedition rewards unlocking
it doesnt work
for some reason
What do you mean by it doesn't work?
its supposed to be in the gestures thing and there arent
any things
sry im kinda new to this
Try running the mod alone to make sure there aren't any conflict scenarios
Then check in game
okay
Quick Menu - Gestures - there should be new sub-menus added for each expedition
ill check im trying a new mod
wait
does it need to be a normal save? or expedition save
does not matter
btw i have a warp texture change mod thats 2016
should i keep?
Do I need to point to the same message as before?
Keyword being "pure texture mods"
oh okay
As in modifying / replacing texture DDS files
yeah it messed up my textures
Just because something looks on the surface to be a "just texture replacer"
thanks lol
Does not mean it really is
Safer to assume all mods before May 1st 2024 are not compatible with current game version
i have a question
like does it unlock the rewards
or the achievements in the expeditions tab>
i just dont have time haha
why are my textures all flat out all of a sudden?
that's just in game fog
DUD'S SKY - COLORS has a warp mod that works currently.
okay thanks
Could you elaborate on what you are wanting?
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.
Anything like that... or nay...?
Are you familiar with Ray Rod's work...?
@vale iron
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.
Ray's stuff is extremely experimental and not available to the public
And that also depends on the mod too; Just how much diversity it adds to each planet.
A lot of what he is doing is not available to normal modding
I hope his stuff comes out at some point, but for now, it's just kind of like a tech demo
There's been several diverse environment mods that been out for each update. Except the problem is, for each update... what ever mod you have downloaded no longer works.
So, you always have to wait around until someone updates their mods.
Do yo uhave other examples I can reference?
coolio
Give me a sec...
no problem
Internet isn't always fast. <.>
Better Planet Generator is one such mod I'm talking about.
Yeah, I am in the US...
If you know how to use AMUMSS or want to learn how to, here are Luas he made:
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole/WoodyMontana MODs
AMUMSS... I know I heard of that before, but I can't say I know how to use it...?
Is it easy...? lol
Hold on, I'll get you link and How To
AMUMSS: https://www.nexusmods.com/nomanssky/mods/957
AMUMSS Git: https://github.com/HolterPhylo/AMUMSS
AMUMSS How To: https://www.nexusmods.com/nomanssky/mods/2626
Ty. Checking them out now...
If you want to do any serious modding, you really need to learn how to use AMUMSS
No... lol. I'm not computer savvy like that.
I have no idea how to create mods.
I'm sure it takes a lot of work though. ๐
At least for someone who doesn't really know anything about computers...
Like myself. LOL!
Even looking at this Amumss updater is making my head spin.
So, I'm assuming... I can use the Amummss program to update Better Planet Generator, so it works for Adrift...?
And if so... how easy is that process...? I'm reading through the "how to" guide and it seems pretty complicated...
Installing AMUMSS is the most difficult part
If it is easy... can anyone do it for me...? And I'll tip them via PayPal or something. lol
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
If not, no biggie. I'll just wait around until someone puts out a BPG of some sort.
No, nobody will click on your PC
Learning how to use AMUMSS is a huge opportunity
Because you will not be forced to wait for mod authors to update their mods
Maybe there's a "How to guide" on Youtube I can find...? Someone that can walk me through the process...?
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข 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.
PDF guide in 2nd link
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)
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
Good luck!
started reading that pdf - is a one drive folder ok? does that matter?
Not okay. Needs to be local.
It does matter
Permissions get screwed up with OneDrive
Best to use a root directory not connected to anything and with an antivirus exclusion
this is probably half my issues then - it does work, but repeatedly doesnt create a combined pak
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?
I donโt use amumss so I canโt 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.
Please share the report or log.lug so we can see what the problems were
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
I use Onedrive for my stuff. It's not a definitely never thing; it just introduces possible problems
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
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
sounds too complicated - D:/Steam Mods/No Mans Sky/Amumss it is
my cdo hates your help, but i can understand its necessary
Yeah, I do d:\modding\AMUMSS
seeing how much things matter - can i set the parent folder to exclusion, or the amumss folder itself?
Just make sure it hits the AMUMSS folder and subfolders
right
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:
In this video, I will be giving a step by step guide on customizing and updating No Man's Sky Mods. Throughout the video I use the tool AMUMSS and Visual Studio Code.
If you are interested in No Man's Sky content, check out our Rough Start discord where we discuss mods, share screenshots and chat. Invite Link: https://discord.gg/YHMKyqyKPP
Mu...
^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...?
There is no relevant video that I know of. Only valid instructions are in the pdf
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!
Why are you decompiling BPG?
BPG will have many folders as it should.
I have no idea why I am decompiling. Rofl.
As I said... I don't even know what "decompiling" means.
Okay, what is your goal?
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...?
I know the mod.
FYI donโt use it with expedition. It will cause issues.
I donโt know enough to help you with AMUMSS.
Gimme one sec.
Ok.
And yes, I am aware of the problems it can give ya for expeditions... been there. Done that.
lol
well i never did some of this - this pdf is a great info source
install test is a go
Oh, sweet...
^They updated their mod for Adrift.
I wonder why this wasn't shown on No Man's Sky "recently updated" tab...?
I wonder is regular nms is gonna get biomes-
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
I did... didn't even show, but yeah... apparently they are unreliable in that regard.
No doubt.
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
Need more data. Mods are pretty predictable and only overwrite existing vanilla files
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 shouldntโข๏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)
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
interesting - there is no pak/s in created paks folder though, is it somewhere else? or do i just use the text file instead?
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
relight - can you see whats wrong with it - im going over the report, and cant see what it is
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
and theres no pak in any of the subfolders, just the text file
yeah try just yeeting relight for now
will do and see which one kicks up next (at least thats what im expecting)
Your problems are due to putting the .paks in ModScript
Detected 19 user PAKs in ModScript...
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
discounting all the other stuff that could just be a permission issue
if you have an antivirus you should try to temporarily disable it or add an exception to the whole AMUMSS install folder
already done - we discussed that earlier
then you may need to reinstall AMUMSS while AV is disabled
*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
oh ok if it did work in the past it shouldn't be an AV issue
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
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
I'm surprised it worked in an OneDrive folder tbh lol
yeah, just found out about that
which is why i set up a new D:/ folder just for this
try to have just the luas in ModScript and see if a pak is generated
alright
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
^ i did a single lua to test that the first run - it did
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
i did checkโข๏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
I just want it done so we can see if we can separate some paks/luas out into a second run
ohhh,, the lua only run make 1 x combined pak
report:
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
?
ah - do the paks to be combined go into the same scripts folder without the luas?
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
Better NMS is a compilation of existing mods so you may wanna check if it already has the mods you are putting luas in for too
that was easyโข๏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
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
interesting
It didn't. AMUMSS cannot create Lua scripts, but it can extract existing ones out of .paks, where they are stored when a .pak is generated from AMUMSS with an lua script.
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.
- Cannot make a working patch .pak if any particular game file exists in more than one of the .apks being used
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
- The .paks will NOT be updated to current
- 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. ๐
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
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.
ahhh - ill fix things and start again
thank you
that would include the buildable ui firmware update mod too wouldnt it...
Firmware Update for the Signal Booster? Yes.
Can use it again after you've finished the expedition.
figured as much - and yes the signal booster (couldnt remember its name
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
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
i'll ask him
wait no it's bruteforce it won't work in my case
You're basically asking if someone has reverse engineered the procedural generation system used by the game
Mjstral's work is the closest we've got
oh ok
his tools are not free (which is understandable when we see the time he spent on it), so i'm gonna pass
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)
Yeah, if you contribute, I think he gives access
Is there a mod that like doubles pet slots
Darn
Srsly I thought that would
Have been made
If you have an idea for a mod X but you don't see it already, it's one of 2 cases
- 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
- 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
Yeah I assume
It would
Be difficult to code even if it's a simple concept
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
Do you need to turn off steam cloud sync to use save editor?
Need is a strong word, but it would help in making sure your edited save don't immediately get overwritten
๐
There is no other way than brute forcing. Mathematically impossible to translate a given ship part list into a seed.
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
you mean you can't just hack into the HG servers????
Any mods that help with finding deep level mineral deposits?
deep...level?
honestly, only thing I can think of, and it's a big if, is increasing multitool scan range by one means or another. the if being 'if it increases range on resource scanner'
other than that it's just 'use resource scanner and your ears'
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.
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
the fact nobody (to my knowledge) has implies nobody can
don't know if we have access to that kind of thing
thats what i was wondering
The best you can do is increase scanner range
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?
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
I see, guess we wait for the redux then.
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
Experimental branch changed the save file structure
oh no
Now you are trying to load that new structure into older build of the game
So yeah it might not work
...until game is updated right
Most probably
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?
Imma sound like a d!CK but experimental is opt in for a reason
Just switch back to Experimental
And there were no bug fixes to prompt someone to jump over there with their expedition save
Almost all mods should work
& i had issues finding said patchnotes
!experimental
to view info below, enable embeds
See new patch notes ยป
Updated <t:1718289871:R> ( 124256 )
Branch: 14706980
๐๏ธ Notes History ยป
Run !NmsVersions in our #bot-spam channel for more info.
yeah but in everyother game i check in with the patchnotes they call it patchnotes - got rickrolled
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
right - airmech had patchnotes for normal and canary
separately written and labeled
Yeah, woudl be nice if we could see the experimental changes in client
so thats why i had issues finding something
We also can't see what the version number is on PC. We have to wait for an announcement or a console download
and yeah i did look at that expereiemental steam thingy but still couldnt find what i was looking for
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
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
Yes, that's the one thing you often don't want to do, don't try to go experimental -> public
right
Switch back to Experimental for now. When next Public is released (what is currently Experimental), you can switch back.
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
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.
its blank
What's blank?
oh never mind i think it worked?
ok
btw you make the unlock mods right?
I have two mods with the word unlock in the title, but there are others by different people who also use that word
the season expedition unlocker
Yep
yeah so like
if I use it
and unlock like the seasons
it works like as if i finished the expedition?
It adds buttons to the emote menu, one for each expedition. Click on a button and get the rewards for that expedition\season
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
Yes, that's how expedition rewards work with NMS. Mods can't change that. Expedition rewards are per account.
If you just want the bigger\unique rewards to claim in the QuickSilver shop, there's also Consumerism
im using that, its actually pretty fun
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. ๐
๐
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...
Better NMS
it has a mix of some mods
i use it
thank you
yw
Is there a mod that can change the stack size for refineries only?
dont think so
The one used in Better NMS is Beyond Base Building. ๐
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.
Anyone have some cool pistol or rifle multi tool seeds?
Anyone know how to duplicate a save then make it into expedition/ survival
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
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.
take the gcam lua and look through that. It probably has what you want and you can jsut get rid of everything else
ty
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"
Go to Nexus mods and sort by new or last updated. You can sort by popular, but anything not updated since May is probably broken
Thanks. Will look into it
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
nope :'D
@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.
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.
Ok, so in your case that would be phase 2, milestone 3?
Yep!
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?
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.... ๐ญ
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
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.
Well, it does just that, changes class. You are correct about the other stats remaining unchanged. Sorry, I forgot the milestone reward is about a class upgrade.
Truly tragic ๐
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
Not possible, is the thing. There are no station terminals in the expedition
There are terminals in the back room.
WAIT for real??
Altho
I just checked the rewardcollected for stage 3 after I collected a reward there and it didn't change. Strange.
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
aight let's give that a shot
May I ask
well it's 255 now, so it would become 251, right?
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?
255 means you have already completed the full stage
If you have one in mind, by all means!
Well yes, but it likely reset a few more
It also reset the milestone 7 and phase completion reward (for 59, not 251)
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
I guess it updated again, because of other data elsewhere
Oh well, I guess we should call it a success ๐ฅณ
Enjoy the rest of the ride
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
You'd have to be able to access the save data to be able to know the seed value
hi do I put mods in MODS or PCBANKS
in GAMEDATA\PCBANKS\MODS
no, MODS goes inside PCBANKS
ok il put them there
See this post: #nms-modding message
You run Windows using NMS font? lol
Now, that's dedication!
i run my OS using NMS font, yeah, i love it ๐
I hope not
Does anyone have the updated version of resmas dark space colors
Nope, but there's https://www.nexusmods.com/nomanssky/mods/1200 , Black Edition
or https://www.nexusmods.com/nomanssky/mods/2602
This one has a darker space .pak as wellhttps://www.nexusmods.com/nomanssky/mods/1722?tab=files
Last, but not least https://www.nexusmods.com/nomanssky/mods/1471
Thank you
No problem. Sorry it took awhile to get the full list, had to hunt for some. ๐
Will exosolars work with cso
The color palettes with no dust or plasma
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
You can use with Lo2k's no duse or plasma mods for same effect.
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
I notice you are using Linux nice.
crash dumps in
%localappdata%\Temp
They don't really help anything, though
best help is to post a screenshot of your mods folder sorted by date
You can get the module through no man's sky save editor
oh nooooooo I actually am shook there are mods
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
hang on ill post legit catalogue rn
Now all I have left to do is to find the ships I want (color wise) so I mod to make things faster
The only thing I intend to use save editing for is for impossible to obtain things like expedition rewards
that can help too, if you want something you missed out
I've done almost everything without google
I do recommend making a backup of your vanilla save before starting to mod
that's what I did
I probably won't. I have enough on my hands with the "DLC" I'm making for skyrim in between procrastination and Real Life stuff
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.
can you screenshot it in SE?
SE?
Save Editor
^^ 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 ||
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...
though that does depend on the nature of your mods. I'm using some to make the game harder
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
gzys, anyone got a mod for this? --> #nms-questions message
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
https://github.com/zencq/NomNom nomnom is the only one up to date atm afaik
safe to use?
it's as safe as your ability and enthusiasm to edit
i'll grab nomnom to at least have some idea of what's going on
is it difficult to use
I'd say it's easier to gauge that when you have the program open in front of you
Honestly
i think ill just restard
t
just save myself the trouble and give myself to do
File, Open, navigate to save folder path; !faq-savefiles in #bot-spam can show you paths
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
so it would be the same save from gamepass?
it would try to copy everything over, like it says, it also gives some warnings
ah wait no, it seems it recognizes how many save slots i could still have, and lets me create a new one right off the bat i think
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
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.)
Modding is still very limited
No script extenders, no runtime plugins (at least not for current game build)
Most NMS people that actually are involved in modding don't consider save editing to be modding. Not because save editing isn't as good or something, but because they are distinctly different types of things with different terminology.
Just tweaking and some shuffling around of existing property values
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'
and as someone who has been involved with modding other games, I agree, it's not modding :)
but okay, sad to see that there's still no real modding capabilities after all this time
Depends on your definition. Lots of things can be changed\modified. Just can't add new or new logic. Those abilities will probably not happen. Looks as though HGs next game LNF, uses the same underpinnings as NMS, so it will remain in their best interest to continue to protect the IP and NOT release an API or official modding tools.
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
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.
perhaps someday someone will delve into reverse engineering some of that stuff. its a shame that everyone has to wait for that to happen :(
Those of us who make mods ("real" or not) for the game, make due with what we're given to work with.
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"
I mean it's not that bad
Even with the limits we have now, we still can make some new-ish stuff
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
(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
if you know, you know
nah i gotta wait a week to get the starborn runner from the service bot ๐ญ
Are there any mods that let you build npcs in your bases without also adding hundreds of other build items?
Nope
If you just want more NPCs, without needing in the build menu or manually placing, use https://www.nexusmods.com/nomanssky/mods/2488
The downloaded .paks WILL crash the game, too out of date. You will need to rebuild the mod using the .Lua scripts and AMUMSS.
Why does your timeline say "tomorrow"?
I'm on to you future man. ๐ค
my fault i live in the 4th dimension
pretty hard to unlock i reccomend watching a yt tutorial
Not sure if this is the best channel to ask, but I used goatfungusโs 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
Is there a mod that toggles starship boost instead of holding down?
I just used it and had no issues. You are โcheckingโ them in the โaccountโ tab in the editor and then saving the file before exiting editor?
I donโt think so and donโt think is possibleโฆ..currently.
Might be able to bind to special key and use win based program to toggle when that key is used?
Iโm also assuming youโre talking about boost like shift key like not normal speed but fastโฆbut not really fast.
Because for normal thrust, DUDโS SKY has a flight mod that contains a โcruise controlโ for regular thrust.
Yea Iโm pretty sure I did, Iโll have to check when I get home I suppose. I was also trying to do it with a backup that the editor makes to no avail. If it still doesnโt work the only thing I havenโt tried was unchecking everything and checking everything again but not sure
is there any mods that allows you to customize the inside of the ship? or is that already a default feature in the game?
That's about all there is really and both Sentinel ship specific.
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
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)
You infraknife understand.
(See how shoving infraknife in the middle of random crap DOESNโT WORK?)
Just rename your submachine gun to infraknife
bobbleheads is actually a cool ass mod to add i cant lie
i wanna start modding in nms and make customizable cockpits, i just don't know if only exclusive too sentinel ships
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
๐ฑ if the behavior of when I uninstall the mod that allows minotaur elemental hazard protection on other exocraft is any indication, "it can't work" is the way it is. (it removes the modules from the exocraft on loading the save)
but if you're desperate maybe you can edit the restriction list in whatever the mbin that held the module's data was.
This was explained in the main chat where the topic was started: #no-mans-sky message
i realized
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?
this makes surprisingly a lot of sense as a sentence I'm sorry
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
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
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
Does anyone use a stack changer mod??
Might need a bit of assistance on configuring values??
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
gStack has multiple versions; just pick the one you want and no changes needed.
Deleting interactions is not a per item thing. You need to modify all possible interactions for all crashed ships. Whether you've interacted with anything wouldn't matter. I don't recall what MBIN that would be in, but would definitely need a mod.
I'm actually trying to use theirs just no idea how to configure that only the products on all refiners etc. would have their stacks changed
I took a couple of looks on the json file and noped the hell out
Yeah JSON can't affect interaction choices
Ohhhh. So I should only change the inventories under "Other inventories" on GSTack?
I don't recall which inventory types they fall under, but you can't target only refiners
Refiners were maintenance if memory serves right
Sounds right. I'm not at a computer to look
Thanks! @vale iron @fresh arch
any way you can mod in the autophage npc heads into the apperance modifier?
You mean unlock them early on in the game?
If yes then try this mod: https://www.nexusmods.com/nomanssky/mods/3065
If not - more info required
the heads of the autophage NPCs you see walking around
like the sentinel looking head
im talking about those
Yeah all those heads are available to the player
@round sinew you have the poster with all autophage unlocks?
gracias
Hmmm then no, I don't think this is available to players
And I dont recall any mod adding it
Here's how to get started
But going after player customisation as your first project, I wouldn't recommend that
oh ok
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
~~
It was I
the other day i had asked if they count towards the limit with regular quests, or if you'd be allowed to do both that day.
ie. if when your custom one slots in at the bottom like you had shown, still counts towards the daily limit, or if it rewards QS without interfering and allows both for that day
is there a mod i can use to get rid of the sentinels
Creative mode
frfr ong
Creative mode does nothing to remove them from the game
Stops em from attacking
this mod is up to date and functioning right
yeah he sent that for me earlier
i just wanted to know if it was gonna transfer the performance deficit somewhere else
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.
no, it eliminates the issue
well, actually, mb - page says "should mitigate that issue"
i mean even if it cuts the stutter in half iโll be happy
Just depends on how fast/threaded your CPU is vs your storage. Will make it worse for some, better for others.
ok, good to know a little more ๐
what method did you go with?
the first one
the exe, or the powershell script
the exe
Once complete it will inform you that the mod generation was successful and where it has been installed.
where was it installed?
post full path
i removed hold on
