#nms-modding
1 messages · Page 45 of 1
apparently, you should have a single pak file as a result
then, just confirm that it's in the right MODS folder
No Man's Sky\GAMEDATA\PCBANKS\MODS
open that path, is the mod in there?
yep just like the first time
and i even got the alert saying i had mods installed
then yeah, perhaps like jason said: ymmv
its definietly my computer lmao
i have 40 series card and an x3D cpu
i shouldnt be having issues
im just gonna start from the beggining and reinstall windows and troubleshoot from there especially because these performance issues stem across games
i think that's going to be a waste of time really
everyone i know has that, we no longer consider it an issue even
its not just because of no mans sky
i have issues across the board
also the stutter i experience is seemingly 10x longer than all the other ones that have been described to me
might be memory sticks, might be a bunch of things
never had these problems with my last computer
shouldnt have bought a prebuilt
just didnt wanna build one again
make sure you've got everything, top to bottom, updated
heck, i'd even test a different OS
disable EXPO profiles if you've got them enabled
isnt that overclocking shi
well, with a bit of research you'll see that while xmp/expo are indeed overclocks, manufacturers support them from factory, and honor warranties
that's not the same as saying that every xmp/expo profile out there works for every single machine config
no one buys gaming ram and not going to enable that profile to get the advertised speed
this convo can go into #964865106334875698 if needed from now on
@tender quiver When you go from planet to space, game unpacks files. Then loads things. Because of the size of files, the compression used, and all other things that could be happening on your pc, this will take some time. Using the “mod” (which is just some stuff repacked without compression) will only be a benefit if loading more from storage to memory is faster than loading less from storage then unpacking to memory.
Understand that the first time you do this per game session, it will be doing the whole process. After that those things will stay in memory unless it’s culled to make room for other needed things.
On my super potato pc, without this “mod” I get a lag spike of about 1 sec max on the first time. After that I can’t perceive any lag when it loads straight from memory.
If testing your situation, you need to test first time and second and third etc. You will see different results.
If people are getting lag spike on second or third atmo exit, then it’s not NMS. It can be a million things going on with your hardware and software running however it is on your pc. If you’re running other stuff in the background like suck virus programs that scan every freakin process, that will hurt. There are so many things that will change how your pc is dealing with memory and that’s the issue. Not hardware isn’t good enough. But maybe hardware config badly.
And you’re probably not going to eliminate the lag completely even with the “mod” unless you have badass speed storage and memory, or a badass CPU with badass buss and memory.
never seen an official community point to save edits/mods before, nice
i know elden ring and phasmophobia devs are really strict about it
anyway my question is
- is it against tos to play earlier expeditions
- if it's not against tos, can you mod in earlier expeditions
- if you can mod in earlier expeditions, can you get the rewards on non-modded saves
no, yes, yes
If you want to actually play the expeds - https://github.com/leodium/leodium-ReLive-NoMansSky-Expeditions-Offline
tysm <3
If you just want the rewards, look up mods like Consumerism or Seasonal Rewards Unlocker on Nexus Mods
I don't think anyone has ever checked the tos to see if anything is disallowed tbh
Reality is that HelloGames doesn't care
Doesn't matter to them, one way or the other, if you play legacy expeditions. 🙂
DUD'S SKY - COLORS updated v472-B
- Updated _MOD_DUD_WeirdColors_v472-A to _MOD_DUD_WeirdColors_v472-B
(Possible fix for crash/CTD while loading Weird/Exotic biomes in some rare cases.)
https://www.nexusmods.com/nomanssky/mods/968
@round sinew Don't know if you've seen a related crash. If so, this hopefully will cure it.
Is the mod Consumerism still up to date? Followed the guide on how to install mods, got the pop up in game saying that im currently playing with mods. But onces i opend the quicsilver guy i coundt claim the rewards.
With Consumerism you buy the rewards with Quicksilver
oh i see now. Thx!
made a handy batch script that decompresses and repacks all the game pak with compression disabled to speed up loading in the game, mod friendly and surprisingly effective, especially for those with weaker CPUs, although if NMS updates, you'll have to validate game cache and rerun it, so it's not 100% maintenance free.
https://github.com/cheatfreak47/misc-scripts/releases/tag/NMS-Decompressinator
if you try it let me know how much of an improvement you see, on my PC with an i7 7700 I can say for sure I get a lot less lag spikes in general, and overall loading times are a lot better, especially the one when initially loading into a save file
Oh and obviously it requires a lot of free space, ~40GB of additional storage since it is repacking the game uncompressed
sorry for the late reply; i haven't but luckily maybe i haven't visited weird biomes in the last few days
Yeah one user reported. I experienced it. Very hard to replicate. Rare situation and odd workaround. HG bug but this might avoid it.
DUD'S SKY updated v472-C
- (Complete rework of AI ship behavior and abilities.)
- (Complete rework of all ship characteristics.)
https://www.nexusmods.com/nomanssky/mods/507
well, I think that one of my mods may have went haywire
(for context: there is supposed to be a planet here)
would anyone happen to know where loading screens are stored inside the files? I'm trying to turn the restore point loading screen into a wallpaper but I can't find it anywhere
@steel crypt hey man, I have to ask, why do you delete older versions of your mods?
I wanted to try out your cool lighting mod in visions but now I can't 😦
Many of us remove older versions, especially with mods that have been around for years, to 1) Keep things clean 2) Ease our burden of supportability. I know with my mods, I'll provide older version .paks on request, which is quite rare. Very small numbers run legacy.
Why not just run current NMS, then can use the DUDs mods, along with many others.
I guess that makes sense probably nobody asks
there are reasons to run legacy versions because of small changes or things get removed
consider this a public request for 1.77.17 then 😁
Hey, so I use the Goatfungus editor. 🐐🍄🟫
I had previously claimed all the Expedition / Twitch rewards (I sadly don’t have a lot of time to earn them legitimately) and then, in a lapse of judgement, claimed as many of the unique eggs as I could before realizing that they were all unlabeled in my inventory, and thus I had no idea which was which.
I decided to use Goatfungus to clear my storage of all the unmarked eggs and modify my account info so I can reclaim them again, but sadly it didn’t seem to work.
Now I have none of the eggs and the game doesn’t want to give me replacements.
What can I do to reclaim them?
...doesnt save editor make backups?
Worth mentioning I had made a large amount of personal progress on my save between initially claiming the eggs and deciding to delete them
So rolling back a previous save would be less than ideal
I don't think the GUI lets you edit the claimed items record, but I could be wrong or out of date. Last I remember, I had to go to JSON edit and find the claimed specials and delete the items from that list (or you can probably just delete it if you want to reset the whole list, but I can't promise that would be without problems)
What lighting mod? What is the name of the mod specifically?
I delete old mods because screw having hundred versions haha
I’m not maintaining that.
Is modding ez?
dud's sky colors? whichever version last worked with nms 1.77
!faq-modding
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Using or creating mods?
Using, can be. The more mods you wish to use, the more complex it can become.
creating mods, frankly, also can be...unless you're trying to do something that hasnt already been done to death. 🐱
oh damn, didn't notice terra firma 2 came out already. good reason to get back to no man's sky
That mod/mods was very early and small compared to now. I might still have a version, but I need to know EXACTLY what version NMS you’re talking about. 1.77 had several version numbers in the series.
FYI you will be on your own getting it to work. Also might be known issues. I can’t remember.
15% more terra and 50% more firma (thanks to silicon injections). 🤪
For those who use it, Astro's Bridge is now fixed for NMS4.7x. Use the .Lua linked in POSTS to generate the .pak. https://www.nexusmods.com/nomanssky/mods/2050?tab=posts
- Fixed characters at weird angles
- Split Bridge and Pirate Bridge to be handled separately, so there's some differentiation in looks
- Both the Bridge and Pirate Bridge files are built more granularly. In theory may help make the Lua slightly more future proof.
- Removed version number from .pak name, so a new version will overwrite, instead of having to manually remove old version.
Nexus Mods :: No Man's Sky
Astro's Bridge
An alternative freighter bridge layout inspired and mentored by JJ. Open front, stations at back, your officers sit next to you in the command center, you can even call up the galaxy map while sitting
Sorry it took so long for a fix update this time. Lua was pretty bullet proof for awhile, but HG has been making lots of file changes last few NMS major versions, necessitating surgery for this mod. Keep in mind, I'm a user of the mod, not the original author, so breakfix work on this one comes AFTER I've caught up on work for the mods I author and other stuff on my to do list.
So uhhhhhhhhhh got a guide for that?
Is no guide specifically for that. Multiple editors, each different.
I know both bk201 and Devilin Pixy have walked people through this process before, in #nms-questions , but you may need to dig around a bit
is Light no Fire also gonna be lua modded?
After watching trailer, the only piece of LNF we got I can say with full confidence
I don't know 
you will know when the game comes out
Is there a channel for discussing save editing, or a separate discord server like the modding one?
!creativehublink
@dusky linden
Ah, the sharing hub, thx.
If I set my JSON file to read only will steam stop reverting my orb when I go online mode?
everytime i try to go online mode the file gets overwritten by steam
Pause steam cloud and then reenable after saving in game a few times
any mod that maximizes my upgrade mods right now?
the popular one rn in broken i think
If the mod in question happens to have a LUA or C# script available, you can try to recompile it yourself
Using AMUMSS or NMS Mod Builder respectively
The one that comes to my mind is PUM, which has an Lua script
Just FYI setting my save specific json to read only worked.
Not to do with Modding but I was wondering if because y'all r modders if u know what the highest maneuverability a sentinel ship can have without any upgrades is
Based on class. This is for S, SHIP_AGILE
Flight type also has modifiers. Unfortunately, none of the MBIN stats translate directly to what you see in the UI, so probably won't be useful
You'll need people that just look in game to see what the most they can get is
So anyone know where I can find a sentinel ship with perfect maneuverability and 2x2 square supercharged slots?
Not even sure what perfect maneuverability would be. Well before you hit max cap, it'll start bugging out, causing the ship to spin like a top when trying to turn. This is the one stat it doesn't pay to have high.
Does someone who is modding the game have the ability to tell me where I ship I would want us by using seeds or something. Like I can describe it and it will look through every galaxy to find a match? Is that possible?
They do that over on https://discord.gg/AEXcap6
There is no perfect, you get it over ~5k and you ship will have a seizure
Just get one decent and you can boost it with tech however you want
Hi!
I am facing a problem with the 13th expedition, phase two "among the stars" or something I can't locate the boundary portal. The marker just dissapeared after I inserted the mind arc and flew off, now I am hard stuck with no possibility of progressing further.
Does somebody know a solution to this?
Can I possibly use the save editor?
!faq-modding
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
I don't want for gameplay I want for flexing
That's irrelevant to what I said
I mb I just re read and I understand what it saying now except for the fact that there has to be a perfect maneuverability
I've seen some crazy builds lately (multi-tools, ships etc) and got curious: how far can you change a ship or multitool in save editing?
Anything goes? Can you change SC layouts? Stats of the tech modules you installed?
(Felt this was the appropriate place to ask, sorry if it isn't!)
hey guys, totally not related to anything but figured someone here might now. i'm using reshade for maybe the second time and installed a shader from nexus to my game, but unlike the other reshade i've used when i press the Home key nothing happens. was wondering if my shader is working or not. does it just start when the game does since i installed it during the reshade installation? i dunno ima noob
SC layout. seed, and base model used, for the most part. Costs nothing to download and take a look with one of the save editors. Give it a shot.
Thanks! Seems interesting. I may take a look when I'm back to my desktop. I've been only playing the Mac version... 😅
Hi. Could someone give me an old corrupted Sentinel as a pet?
Ik walkers and quads can be pets so...
Updated:
https://www.nexusmods.com/nomanssky/mods/2645
https://www.nexusmods.com/nomanssky/mods/1096
Is there any way I can check a ship or multi-tool's seed to see how many cargo slots it had before I upgraded it?
Nope. If you backup your saves, you can go to an earlier save and check that way.
Wouldn't it work on a different save? I assumed the seed would generate the same number of slots every time.
I don't think # of inventory slots is even a seed based parameter. I know that in the game files there's ranges for this particular thing specified.
i wouldn't click that link
this, https://hyperhuman.deemos.com/, would be the right link it seems to me
sorry, it seems link was okay, but i've become extra wary of links like that
Yeah. It’s alright to be skeptical of concatinated links these days, no harm in that. @fleet surge feel free to reshare the link if you want to, although the same website is shared by friend entity BK too.
Maybe shed some light on how this website or tool can be helpful to the modders here. 😄
that concatinated link looked like a referral link
prolly'd've got some AI spacebucks for em
and unless it generates a more perfect Sean Murray face it doesn't really do shit
It wouldn't be the least little bit helpful to any NMS modder
Advertised garbage, bk201 did the right thing.
Any mods out there that will reskin a pet to look like a humanoid companion? Asking for a friend
No, there aren't
the mod does has a LUA but does amumss or nms mod builder make the mod compatible with the current game version?
Yes they do
In case of AMUMSS it takes the files from your local game installation (we assume these are up-to-date)
And modifies them according to the instructions in LUA script to build the actual mod
You are compiling the mods from your current game files, so in theory you get fully compatible mods
is that what all the modders do for future updates? Just recompile?
Not all modders, some still craft mods by hand, some mods don't need to be updated for every game version
But yeah, the idea is to just chuck the script into AMUMSS to generate a new version of the mod each time it's required
If HG doesn't change game files in significant manner, the same script can be used over and over again
ideally im doing this on pc and then sending it to my self so i put it on my rog ally
I do the same on Steam Deck
Compile my personal mod list after each update, copy the whole folder onto an SD card
Then load it on the game install on the Deck
Do you want to use AMUMSS in [F]ULL, [D]EV or [L]EAN mode
what should i do at this question
TBH I never know the difference so I go with Full
oh man it asked questions during compiling the pak and i didnt have much time to digest what was asked
but fairly straight forward guide i used and it worked
@fresh arch does AMUMSS merge mods?
i have a settlement mod i currently use but theres another settlement mod i wanna use also but both mods edit the GCSETTLEMENTGLOBAL.mbin file
So I'm very new to modding NMS but I know mod conflicts are a big thing, what's the best way to check and make sure I don't have any conflicts between mods?
I've got several mods installed and I'm not sure all of them are working.
the best way is to just check the mod page you got it from
most if not all modders list the .mbin files the mods edit
Both of y'all check this guide
ya i used that guide
For merging mods and for installing AMUMSS, it has a script to check for conflicts between mods
when you merge, does the bat file let you choose a new name for end result?
Yeah there was something like ModName1+ModName2+... or CombinedPAK
It asks you this when it detects multiple LUAs in Mod Script folder and you pick the Combined option
But you can always rename the compiled PAK file yourself later on
Available pak Types:
2 - CombinedMod_(x).pak (x = index number of last combined script in pak)
3 - mod1+mod2+mod3.pak (a composite name of the combined mods)
so just pick 2?
pick the name format you like more
I usually go with the later option, I like the proper mod names visible
if I were to theoretically delete ProfanityFilter.dll in the game's files, what would happen? I assume the game checks that the file exists and doesn't let you in if it doesn't, but idk
No clue. Give it a try and see what happens.
Most likely, game won't care and will let you in
Dev is usually good for most uses. Lean is a tiny bit faster but leaves out some useful tools. Full adds some logging on the console, I think, which is not particularly useful and slows things down
i've stayed on 472-A, and was finally able to confirm this CTD (so even affecting game when running on linux via proton), pulse driving down into a cablepod subtype. i'll try finding the same system/planet again, i didn't land in the station unfortunately, and run the updated version this time, then again if i can repro in vanilla.
ah, saved by autosave; @steel crypt did not crash on the first attempt on the same planet after installing 472-B
pretty 🤩
@lucid edge
No gifs in this channel please
epic fail
how does the save editor work?
I'd need some help with it because i've never done it
You just start using it until you point you get stuck then you ask for how to not get stuck
i dont even know how i should start
i did
well i kinda figured out that i can choose what stuff i want, does that save automatically or am i just wrong
wait i believe i found it out
nvm i haven't
yea i have absolutly no idea
depends on which you are using
im using nomnom
File > Save?
what
when im done with what i want?
you save when you want to save, yes
alright give me a moment
i saved now
and now i can go ingasme and i just have it?
it worked thanks
one more question, when i selected ships do i need free spots for them or how does that work?
it may be easier to just grab a scrap ship and then modify that in the editor
i mean an expedition ship
that doesn't really bwear any relevance
you just change a ship into another ship either way
i dont understand that
you can grab a random ship in game
and then change that ship into any other ship you want in the editor
matters not what ship you change it into
oh thank you
can other people see those ships?
sure
would it be possible to mod these bits to make them spin faster
how do i do that?
you change the seed
prolly
and how can i get the iron vulture bc it doesnt say anything specific
Give yourself the individual parts
Then use them with a fabricator machine
The Iron Vulture model is not generated from a seed
Give this a try in-game and let me know the results. In theory, I've increased the default spin speed from 0.1 to 0.5.
epic win
Take it that means it worked. Here's the Lua script, so you can tweak the setting to your liking and and recompile to .pak with AMUMSS. Link to mod, at #nms-modding message
i cant find the parts
Neither can I since I dont use NomNom
wait which one do you use if i may ask
can i even find the single parts on nomnom
i'd kinda need the iron vulture parts but idk where i can find them
Going WAY out on a limb here, bringing up mods, in a modding channel, but https://www.nexusmods.com/nomanssky/mods/3060
Can also just play through the expedition to get the Iron Vulture. Still a week or so left, I believe.
Thanks for info. Went through bad storm. Everything will be down for a while. See ya soon.
I may have forgotten how to download on steam deck is it copy to pc banks, mods or extract to pc banks, mods?
Trying to install the update for eulic ea mod but it’s not showing
!faq-modding
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st link for basic install instructions
Okay thanks for quick response
Got it I forgot to delete the mod text thingy
It works now
I got my mods back but my road system I built won’t load up……. Does this mean I need to rebuild after every update?? 😑
if you mean a custom buildable object then you just don't load that save until the mods are updated and reinstalled
Okay
I also wanted to know where I can get expedition items without having to do expedition I’ve seen other people suggest a site but I don’t know if it’s legal
I believe it’s called service bot app but don’t know if it’s legal to use in no mans sky
ask there
Thanks
New mod https://www.nexusmods.com/nomanssky/mods/3081 . Thanks to @lucid edge for the request. 🙂
epic
Used your screenshot and video. Saved some bother getting those. lol 🙂
okay
hello guys,
i am searching for a method to disable the "effects" from the "impulse drive" ........ this hurts my eyes and i get hard migraine triggered.
i would be happy about every help.
thanks in b4
Maybe this: https://www.nexusmods.com/nomanssky/mods/1712, will need to be compiled with AMUMSS for current game version
Deprecated. The setting doesn't exist in that file anymore.
Yep, that one is correct. The RogerHN one changed AsteroidMaxNumGeneratesPulseJump in GCSOLARGENERATIONGLOBALS
Oh so the property was moved but released mod / LUA wasn't updated?
Roger last updated in 2020 and the property changed in 2021 or 2022
This is for a mod that came after the property move
Since what's available via NexusMods is outdated and abandoned for years, I've added as an Addon to https://www.nexusmods.com/nomanssky/mods/2339?tab=files
Anyone know if I can save edit ownership to a settlement? Can’t find a settlement on this planet even after an hour of using charts
does anyone know if there is amod that will allow me to tame any creature, not just the usual suspects? i found an animate light beam that I want
I think companion pet unlocker
https://www.nexusmods.com/nomanssky/mods/1868
did anyone try to recruit their crafted ship into their own squadron yet?
when I tried, i noticed the following:
- craft ship = fighter, fly out and in to get it to the "general" parking spots
- wait for system ship = shuttle to come in
- exchange crafted fighter with shuttle
- no pilot at crafted fighter
- exchange ship shuttle back for fighter
- pilot appears at shuttle
so i'm going to assume that at the very least, I would need the save editor
but just pasting the found seed for the ship (current, crafted) into the squadron pilot ship seed field gives me a very different ship (same wings, engine, different fusilage and colour)
Crafted ships use overrides, not seeds, so you're not going to get the same results. I don't think crafted work with squads
is the "fine lod" a good mod for lod loading or performances problems ?
because the lods are loading in a delayed way for me and i'm forced to lower down the render distance of lods
numerous other things you could try, depending how potato your system is.
Both of the above Lua scripts, will generate a useable .pak when processed through AMUMSS
Thanks a lot Babscoole and FriendlyFire.
that helps a lot and is exactly what i searched for 😉
Cheers and Thumbs up
Still don't know what to do regarding this
this is the account unlock tab
Ye I did that then deleted the eggs with the editor assuming i could magic them back in
if you want to make a specific save forget you claimed something, it can't be done here
ah
it has to be done via json editor
as i explained in -help
goatfungus, select desired game slot, Edit, Edit raw json; expand Base Context, PlayerStateData, KnownSpecials
I see.
If I just nuked the whole list what would happen
edit, edit raw json
to forget you claimed something, you just delete the relevant lines on the right

I nuked the list and it changed nothing, do I also have to uncheck the claimed items in the save editor account tab?
what list did you nuke
Known Specials
and you went to the quicksilver shop, and couldn't claim stuff again?
Yerp. Was still using my Atlas Scepter and had claimed expedition rewards.
Do I have to uncheck the boxes before loading the save?
Does it matter if I saved aboard the Anomaly? Should I leave it and resummon it?
wait, in json editor, scroll further down past KnownSpecials, and goto RedeemedSeasonRewards
don't forget to save changes ofc
no, shouldn't be a problem
so i'd suggest deleting the relevant knownspecials and redeemedseasonrewards
If I obliterated both lists and started from scratch would that break anything
as far as anything else? probably not. i was thinking stuff like cosmetics: let's say you had equipped a jetpack trail, which is no longer known after this edit. idk how the game will react. in any case, that's why backups from before save editing exist
Huh. I still have my jetpack trail but it did turn me into a basic astronaut instead of my customized character with expedition-specific cosmetics.
As for the list nuking, seems to let me claim things again!
good, redeemedseasonrewards then
Now if only the dang exclusive eggs were labeled because the whole reason I got into this mess to begin with was because they weren't. and i forgot which pet was in which exclusive egg after claiming them all at once
I'll have to claim them individually this time and make a list lol
Shame that there's so many exclusive pets / ships / guns and nowhere near enough inventory slots to use them all
is there a way to edit the name of items in goatfungus? So I can label the eggs?
not sure, never tried doing that
Probably not. If you were to be able to rename something, the exe would no longer recognize it and delete the item.
Is it possible to find an item's seed number if I have it's name?
not really
Countless seeds exist that produce the same duplicate name. There isn't a unique seed for each name. But you can do it the other way around, find a seed for a given name.
That's what I want to do, how can?
Not certain if it's working with current version or requires an update. NMS 5.0, releasing today, is almost certain to break it though.
Tha'ts ok, I'm on GOG so it'll probably be a week late anyway.
I'll try that, thanks.
GoG has been better lately. Day or two behind for some updates.
IMPORTANT: There have again been some changes to the MBIN file format. This means that the MBINCompiler update will be slightly more delayed than normal. Also because of these changes, NO new mbin files will be readable until I get this new version out (not without some manual hacking in hex if you are up to it, and even then you'll need luck that the format of the struct itself hasn't changed).
Initial looks at the files indicate that the change might not be too bad to deal with if it's just what I can initially see, but it's late where I am so it's likely that I won't be able ot have a good look for another 8h or so
Gumsk sniping me haha
Yours is better 😄
figured I'd give some more details as to what's going on
@shy grove prolly gotta update the last PSA for the new update then
Make it related to version 5.0
its been about a month since i could play nms, due to using experimental (due to finding a bug in the expedition so i couldnt complete it)
i ended up with an incompatible save file for my main when i switched back to normal build
probably missed the expedition because of it, but just saw an update was available so here's to launching and seeing my base again - hopefully!
same PSA as before that also stated that save editors were not affected...?
Referring to this previous PSA: #nms-modding message
unknown whether save editors are affected as of yet AFAIK
unless someone else has looked into it
maybe say it's unkown. Texture mods may be fine unless they changed some texture formats I guess
but rest of message is basically the same
My mods just imploded, even the utmost basic stuff like old UI edits insta crash me rn 
Update 5.0 PSA
With the release of today's 5.0 update, consider all mods to be incompatible with the game due to some deep level changes HG made to the files. Do not use mods that were compiled before the 5.0 update. Wait for mod authors to update their mods or use tools like AMUMSS or NMS Mod Builder with a new version of MBIN Compiler to generate an up-to-date version of the mods yourself.
With the sole exception of pure TEXTURE mods. Those will be fine, but anything with an MBIN file, the above will apply.
Note: Save editors may also be affected.
See relevant important note above: #nms-modding message
@fresh arch and your epic invis bobblehead mod too 
basically every single mod will not work
And nothing can be done about it now
Since tools for modding need to be reworked again
Oddly, HG did not add the DISABLESMODS.TXT file back in for this huge update.
ah man, forgot i finally got my mods to work not long before i incompatible save file stuff happened - so im still waiting for the mods to update before i can play again...
man, the month continues
Whelp, the game is still being developed
So HG can do whatever they want with the game files
headdesks repeatedly
What are the recommended mods if I wanted to increase the size scaling of construction parts? Also, would this be a nice work around of the construction limit put in place if I wanted to build big?
nothing because updates break mods and there's an update today
ask again in a week
Oh ok
But hypothetically if construction scaling was doable, would that be a functional word around to building big bases under the construction limit?
Actually
That’s mod dependent because idk if upscale parts would even could as “1 individual part”
Nvm haha
There used to be a manual way with PSArcTool to apply the "fix for stutter on entering space" tweak. Looks like the .pak names may have changed recently; anyone figured out how to apply it to the new layout yet?
Just waiting for mod updates so i can get the new stuff
gBase Boundaries allows item scaling
When updated
Be aware, scaling breaks snapping. Then you become good friends with free placement
Look for the DIY version of the planet lag mod on nexusmods
Ah, gotcha. Looks like I had found an out of date one that had an obfuscated pak name. Looks like NMSARC.MeshMisc.pak is the one to extract 🍻
Tysm
As does beyond base building. Allowing some build objects to be scaled, that you otherwise wouldn't be able to. Can be used with gbase boundary (which adjusts scale range)
Oh yeah, I forgot the exact interaction. As Babscoole said, Beyond Base Building enables scaling and gBase Boundaries expands the limits down and up.
What limits?
Scale limits
How big and small you can scale
im using faster refiners and better rewards and tech overload limit remover mods which i had to disable till the mod updates up would those mods be enough to corrupt my save if i try play while i have the mods disabled?
If disabled they won't do anything
Saves don't really get corrupted
And mods have like a 0.00001% chance of corrupting a save
Save editing is much more likely to screw things up
does this mod currently work https://www.nexusmods.com/nomanssky/mods/2062
it looks so cool
i feel like it should be a part of the base game
See the PSA in pinned messages
thanks
It will get updated with other mods, just check back in a couple of days or a week
Hey there, I was told I needed to come bother you. I intend to get the steam version of the game (better linux integration) but would kinda like to get my saves from the gog version. Any idea how I could do that ?
better linux integration 🤔
like working multiplayer xD
Seems I need gog galaxy to enable it and it's... kind of a pain
Ok, tried getting the saves from the gog cloud to apply them in the steam folder. Worked like a charm !
I assume save editor atm is not working? Or it works for some stuff? I dont want to ruin my save game
sadly no. im waiting for them to be updated as i want the new armor
You dont like to do expeditions either?
nope
Can confirm my Cave Overhaul still works!
Can't wait for MBIN Compiler. Got some things we will be improving.
They feel like i chore most of the time, kind of like "forcing" me to do stuff i dont want to do
hello everyone
Mmm boy Goatfungus is going to need to be updated for the new update / expedition
Just use NomNom saveeditor
Its more advanced anyway
is it updated yet
and if i used Goatfungus before is it still compatible
You can use either or, when updated. Neither one is updated I'm sure, but some parts might work. I'd advise waiting though
Yes NomNom already works
Hm. Hopefully the save editors get updated when the Liquidator expedition releases, I can't attend expeditions (rl is too hectic) but the insect cosmetics and new mech look awesome.
Partially works. Will still need to be updated for new items in the game though
Twitch Drops - Updated to include Season 9
this is all im waiting for
i want the new armor
Will probasbly have to give it a few days to over a week. Neither Zencq with NomNom nor Brandon with NMSSE are able to drop everything to do updates, so can take a little bit for either of them to get the free time from IRL. Patience.
i know :)
Amumss failed to compile one of my mods
[ATTENTION] Failed scripts report:
-
PerfectUpgradeModules.lua: Failed to decompile some/all files in MODBUILDER\MOD
2 [ERROR] detected
ERRORS will NOT produce MBIN files and a complete PAK file may not have been created.
You need to correct the error first!3 [WARNING] raised
WARNINGS may produce good or bad PAK files. You have to be the judge!1 [NOTICE] raised
NOTICES produce good PAK files but alert you to something.
Read pins
ah, just wanted to ask the same thing
so i have to wait for the author to update the lua?
the lua hasnt been updated for awhile
You need a new compiler.
LUA may need work. It varies.
so amumss which is the standard compiler for NMS is out of date?
AMUMSS is not a compiler.
mbincompiler is.
AMUMSS is a scripting kit.
For creating exml files.
mbincompiler uses exml to create mbin files which are pak(ed)
MBINCompiler will be updated in the coming days (hopefully), at which point, AMUMSS will probably work normally. Some Luas will need to be updated to work properly with the new files, but some will work fine
do we need to wait the AMUMSS files to also be updated, or AMUMSS will automatically download MBINCompiler once it gets updated?
99% sure AMUMSS will download new compiler when it's posted.
Yes, AMUMSS does a check for new version of MBINCompiler when buildmod.bat is run
if you run the .bat file, it'll just download it?
Will download if a new version is found
i want my perfect stats back. >_<
Yes, when there is a new version of MBINCompiler
Thanks for the answer!
No mods are working right now and mod authors can't update either. We're all waiting on the tooling to be updated. Just have to be patient.
only my ship visual mods and noplanetlag mods work
Did you rebuild the noplanetlag? An old one will screw up a bunch of stuff, if it works at all
I know it's just a compression thing, just want to make sure you updated it
Game booted up fine when I took off the non visual mods mods
Wasn’t getting the error pop up but I didn’t load the save
Most mods will not work until updated. Main exception being .DDS TEXTURE only mods, which will be fine. nolagplanet is just a re-pak of applicable game files, so when updated, using the DIY version on NexusdMods, will be fine too.
Everything else, MBIN file based, will need to wait on updated MBINCompiler for.
does this include Exosolar's Statos,Expanse,Abyss graphics mods? these the main mods I use, and Beyond Base Building so I can use planetside base parts on Freighters
If the mod description mentions any MBIN files changed, then it's broken
If the mod description mentions only DDS files changed, then at least it will not crash the game
I can't say "it will work properly" given the massive scope of changes to the game, maybe the old textures aren't used anymore
-# METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACESKYCOLORS.MBIN
yea, I guess I wait,
I also use the Better Colorful Rings mod
pperrrchaance.... is there a mod that increases ur graphics so it actually looks like how it looks in the trailer 

Currently next to no mods are available, see PSA in pinned messages
do you have a gpu capable of running with all the graphics settings maxed, and all the enhanced options like ray-tracing n stuff enabled?
Hello,
Babscoole and FriendlyFire is there maybe a new version for the actual new season ?
That would be great.
Thanks a lot
Greetings
I like pulse jumping n such, reminds me of StarTrek Warp Speed, too bad we cant go so fast we go Plaid (ludicrous speed! go!)
No and there will not be for some time
Because HG changed the game files format and we need the tools to be reworked for these changes
oh, ok thats sad. thanks for the fast response friendlyfire /thumbsup
@coral gale
No gifs in this channel please
when warping to new system, change looks to make it ludicrous speed from Spaceballs The Movie
great idea, please add this
Or just get rid of the warp loading screen. Ships in Star Wars warps faster than ships in no man’s sky 
Can't be done with modding
wondering if there's a mod or something that removes the red vignette when taking damage, or at least hides it in photo mode so screenshots dont always have these red corners when i take damage, like in the image
anyone know if there's anything to solve that?
Nothing right now, as almost all mods are broken. I don't know of one that did this, but it should be possible
Check back in a week when modders have been able to update their mods and might be able to look at making new stuff
there is an ancient one for atlas rises but im more than certain that mod is well past its expiry date :P
well if any modders out here are willing, i'd be mega thankful if someone could make a mod that solves this lil issue 
I can look into it later, but with the update, can't do any mod work, and I'm on a roadtrip for about 3 more weeks
I have some downtime soon where I'll be in the same city for multiple days
👍
its been a while since I played so just to remember, the way to mod the game to remove the lag between leaving and entering planets, you had to use the PSArcTool on NMSARC.meshmisck.pak and then put the model folder and files into the model folder of the game
but one thing i'm not sure, do you need to remove the nmsarc.meshmisc.pak file from the pcbanks from the game?
You leave the original .pak file, but just use this, it's simpler: https://www.nexusmods.com/nomanssky/mods/2812
that's literally what I did
just manually using the pasarctool
which takes like 20 sec
I actually removed it from the gamefiles and it run fine so maybe it doesn't matter if it's there or not
It's using the uncompressed .pak you put into your MODS folder. When HG puts out a hotfix that recreates DISABLEMODS.TXT or if you remove the .pak from MODS, the game will then blow up because necessary files are missing from PCBANKS.
Run a game file verification check and the vanilla .pak will be recreated (will also recreate DISABLEMODS.TXT)
So what did they change exactly about the .Mbin format?
Whatever they wanted to
Removed data from and rearranged header data
Not unusual for them to do so. Last did this for NMS 4.65
hi are there anyway i can get items from Expedition 12 now
i wanted the ward from that events
but i missed it due to i have to take my a level exams
Just takes longer for the modding community to adjust, when this happens, as tooling has to be updated for the changes.
Only thing that might be working now is NomNom save editor
wats that
are there any video i can watch to know how to use this
No clue, check the NomNom site on Github or the NomNom Discord server
They should be the same version, else, use whichever is newer
Has not been officially updated for NMS 5.0 yet (nothing has), so may or may not work for this at the moment. If not, may have to wait a few days to a few weeks for things to be updated for the new NMS version.
many thx 🙏
Here's the NomNom Discord, where the developer hangs out, to answer any specific questions you may have: https://discord.gg/nomnom-762409407488720918
thx thx
FYI, way back when, this vignette was 100% shader
So, basically out of reach
I noticed that nom nom is kinda iffy on expedition rewards
Iirc when I checked, it didn’t list atlas staff
Maybe. Best to bring that up on the NomNom Discord I linked a few messages above. The developer hangs there, not here
So it’s only one person who works on mbincompiler?
You were asking about NomNom. Do you mean NomNom or MBINCompiler? Two different things.
The MBINCompiler team is comprised of 5 people
A lead developer and 4 others
NomNom has one dev.
NMSSE (goatfungus save editor) is also only one dev.
So, yeah, takes time to get these tools updated, when HelloGames makes changes which break them.
As the people who work on these "modding" community tools, have IRL work, sleep, family obligations to attend to as well. Just have to be patient. Might take a few hours, days, or even weeks, but they all always get updated as soon as possible.
when u use NOM NOM
can u redeem the expediton rewards
cuz i cant redeem it from the quicksliver place
If some one posted the item IDS then you could manually edit it in the JSON
I think @fallow meadow might have a chart with all the Expedition reward IDs, but having trouble finding it
was gonna ask the same question but specifically about the vulture.
someone on reddit said they were gifted the ship parts in the anomaly so they are available.
at least those, not sure about the appareal , like the robot faces, missed those aswell
Can someone gift me a star born runner or iron vulture if I’m on ps5?
I will sing you a folk song as payment
i think they can gift you the parts of the vulture, not sure about the other one
Ah, gotcha, hopefully they bring back some old expeditions again at some point
Starships can't be traded as items
Iron Vulture parts for assembly can be traded since these are regular items
Get these and assemble the ship at any regulated space station
Ah, wasn’t sure if the starboard runner had parts or not like the iron vulture, thanks!
Nope, no other exped ship has parts like that, only the Vulture
And if you're looking for other ships, try using service bot to get them delivered
does the bot also trade the vulture parts ?
Idk but I would just wait til mods are good again and get the unlock expedition rewards mod and the consumerism mod too
I just wish I could max out my technology upgrade modules through save editing so I don’t gotta rely on a mod or worse, wait patiently on mod support cause update broke everything 
Also, each "christmas" season, HelloGames officially replays all of the Expeditions from that year.
all old mods dont work now?
yeah, im going to have to update my mods i created when mBin gets updated.
That's all of us.
If I have a expedition save file do I need a mod to play it and get the rewards?
I didn't finish my expedition
is there a good way to transfer a save from game pass to steam ? both on pc
After the update, the save point in my settlement is gone, but when I tried to build a new one, it would tell me it's limited to 1 per local area. Since I can't find it, i can't (re)move it, so i need to edit it out somehow. Is it possible with the save editor to "just" delete it? and if so, how would I do that?
You'll want to look in persistentplayerbases in the raw JSON
Basebuildingobjects I believe
will try, ty
anyone know what the difference between mf_save and save is
reason I was asking is because for some reason my save editor isnt detecting my files or something???
its never had this issue but I deleted some of my saves in game and now its not working
MF I believe is some extra data that goes with the main save. The numbers indicate auto or manual. Something like odd are auto and even are manual, or vice versa
was wondering if more words mod and gcreature giants mod will work or considered broken
Are there any mods that make the PC version of the game a little more pc-like when it comes to interface and menus?
no
everything not just textures is broke
read pin
Pin read, comment deleted.
They're all broken. Will be a few days
Almost all mods broken atm. Will be for a few more days. Mod making tooling has to be updated for NMS 5.0 before mods can be fixed.
Hey guys, are there mods that make the game better?
better in what aspect
if the aspects mean QoL, i think NoLagLeavingPlanet is one of best and also must have mod
You deserve a cartoon swearing at, for that. #$%^(_&#@!^%&)_+
Alternately....
Any mod with the word "better" in the name, obviously
That's the author of the DUDs mods. He's just being silly
Hi folks, I'm desperate for a better camera mod and I found one, but it hasn't been updated for the patch and crashes the game after a few seconds. Terrible because for those few seconds I can actually SEE where I'm going. The mod is tiny, just 6kb so can't be changing too much. Would anyone here be smart enough to fix it?
Does anyone know if NomNom triggers anti-cheat software in other games, such as Warframe?
iirc some anti-cheats hate it when a program is simply just installed
Read pins
ah my bad, I thought he genuinely ask for mods suggestion lmao
any answers on this would be very helpful. I'm switching from PS5 to PC but cant transfer my save. Was gonna use a save editor but its not worth it if it jeapardizes my other games.
I don’t know if it does with other games. They are both made specifically for NMS though.
You could use the editor and then delete it I guess to make sure.
I have never seen anyone mention a problem with other games.
Deleted it but I did open it once.
Figured I should wait a lil bit anyways since the game just updated. All I can do now I guess is open another game to be sure
IMO it would be weird for something like Warframe to tag a save editor that’s specifically for NMS. I guess it’s possible, but would be very stupid.
Doesn't trigger anything in NMS, you're good to use it
Especially when it's not in the Warframe directory. If some game is able to scan everything on your hard drive, that's a MASSIVE security risk and you need to get rid of that game immediately.
Sorry that's not what I meant, I've already looked into if save editors trigger NMS. I mean if it triggers anti-cheat for other games
Read the pins
ah okay i forgot, i don't know if this author will ever update this mod
its just a hud though
Nope, we ALL have to go without mods. Waiting for MBINCompiler to be updated. It WILL be several more days
yeah and that if PART 2 doesn't come earlier
I just looked at the specific one you linked. NMS doesn't really work like that. Old mods are usually dead and abandoned for a reason. Dues to changes in file structure they are no longer viable.
oh i see thats why it never updated
Can't use or update mods from the early years.
The files are just too vastly different to how they are now
yeah that make sense
It'd be possible to recreate, starting from scratch, with current files, would just be difficult and very time consuming. The UI files are something of a hit mess with NMS. Things aren't labelled well, if at all, lots of repetition within the files, and no means of viewing what changes would look like out side of the game. So, lots of trial and error, loading up the game and checking on results after every little change.
Could still try
I've one UI mod. https://www.nexusmods.com/nomanssky/mods/1093 . The custom color panels took me a STUPID number of hours to get placed and sized correctly.
lol
I wanna try to make HUD mods for No Man's Sky but its going to be a lot of work
But that's why you don't see too many UI mods for NMS
It will, but can also be rewarding. Can't really start until we get the new MBINCompiler though. We're all awaiting that.
Brings all NMS mod endeavors to a standstill
Anyone got a list of NMS icons? Trying to get the Flora icon
What reshade do u guys recommend for NMS
Closest I know of
Can open in a text editor
Sean
we don't really use reshade here so just go on Nexus and see what's there
anyone know if the save editor is updated to the new worlds update?
hey, if I try to use a mod that adds FSR frame gen to the game will I get banned?
No but I dont think such a mod exists
FSR is part of vanilla nms options
In Anti Aliasing
frame generation isnt included
just upscaling
its shit lol
You won't get banned for basically anything
wait theres a part two?
oic so we will have to wait again after part two sounds exciting🤔
https://github.com/monkeyman192/MBINCompiler/releases/tag/v5.01.0-pre1
MBINCompiler is updated!
It's not complete, but it's... let's say "Part 1" to fit with the theme 😅
nice now we can all get back to business.
Not really. Some of the most commonly modded files still aren't working, but will be fixed in next build.
Like, REWARDTABLE, which is used in about 50% of mods, is still broken.
We'll get there though
When it's done
That "get back in business" statement is more like the Victorian Factory Manager kind
I thought every thing was complete 
Updated: Expedition Rewards - 5.0 (Worlds)
Quicksilver Shop Items
updated: July 19th, 2024
(in-game version Public: 126243 - Worlds 5.0)
Note: There is no shop 90 tier 1 for some reason.
I did have them, but wanted to verify with MBINC.
Do however note that NMSSE is currently non-functional and NomNom requires updating before changes to the Account Data will stick
I have a theory for the shop 90 thingy
(me too) 🤪
I reckon HG will have us do community research milestones to unlock new parts for the mech
And since there are 4 pieces for mech, 4 tiers are enough
Yeah I know there's the camera / scanner module as well but I dont think it's of importance for a combat focused mech and expedition
Tier 1, get the mech, only then will parts be useful with following tiers, right?!
Could be
I do have yet to verify with todays update though
Wasnt changed
>>> Files with different HASH: 7 {
GCGAMEPLAYGLOBALS.GLOBAL.MBIN
GCTERRAINGLOBALS.GLOBAL.MBIN
METADATA/REALITY/CATALOGUECRAFTING.MBIN
METADATA/REALITY/CATALOGUEMATERIALS.MBIN
METADATA/REALITY/TABLES/NMS_REALITY_GCSUBSTANCETABLE.MBIN
METADATA/REALITY/TABLES/NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
PIPELINES/PIPELINEWATERREFLECTION.BIN
}
Ah yes, I could have used that to verify changes
(oh well, doesn't hurt to unpack to latest)
Nope. Some of the most commonly modded files are still not working. It'll get there.
do mods work in mp?
(if someone joins my session, will they bombarbed by meteors as well?)
no. mods only work on your system and those who have it installed
ic, i take it people won't be able to join if they lack the mods
Some mods will do weird stuff in multiplayer and affect other non-modded people, depending on whom the host is
If meteor location is synced from the host and the modded person is the host, then the non-modded person will get the meteors
This has also been updated. More coming soon. https://www.nexusmods.com/nomanssky/mods/1681
I'll get it updated, as soon as I can
From the modding perspective, this update is a bit of a poop-show. lol
Well, some major changes under the hood, which broke the tool we use to decompile and compile the game files. We've now a partial fix version, so some mods can be updated, but not others...
Like I just tried to update Companion pet and getting a couple dozen of these:
oh thats not so good 😦
This is a brand new data field that didn't exist before.
Yes it's also something like they have taken technology from the new game to no man's sky, so maybe that's why it has ruined mods so much
What the above is saying is the data is too long, so I'm going to make is smaller to fix the assigned max size limit for the field, 0x0. Well, the populated data is from the vanilla file and 0x0 means no data allowed, so yeah a problem. lol
It'll be a quick fix in MBINCompiler of setting the max size limit for that field to 0x4F, but until that happens, can't update Companion Pet.
Is this mod working? If not and if its easy to update it, would somebody be so kind to send it to me? I am tired of seeing Minecraft frigates
i did my mods up
so i removed my ship visual mods but i dont have a ship trail anymore
is that normal
if you yeet all your other mods and it come back then it isn't
compiler's a bit fucked atm so the "updated" mods may be fucked also
if you're ok with living with it then feel free to but won't hurt to try yeeting everything
would having loaded the visual mods on the update have affected my game?
if you yeet them and it returns to normal, then yes
cool
those may effect your game as well
again it's down to you to decide if you like living with it
READY TO USE ON WORLDS PART 1 https://www.nexusmods.com/nomanssky/mods/2528
Makes them look from blocky minecraft ships or actual space ships
So my settlement timer mod doesn’t work sadge
Now gotta wait 50m
That auto scanner mod I had used a ton mbins that are broken.
So guys, can this frigate lod fix be done? i love seeing all my ships from the ground
You can do it yourself. Comes with an Lua script. https://www.nexusmods.com/nomanssky/mods/2626
I have tried it once in the past and i botched another mod, thats why i am asking here 🥲
Yeah i asked the mod author kindly if he can update the mod
if you find any other mod that's broken it's best to not do that and just wait for this update in particular
if you comment on all of lo2k's mods then he'd have around 100 new comments
every active modder knows everything's broken
This one is lMonk. He'll get to it when possible.
So if the compiler can’t compile the mod right now, it’s lua issue and the author has to update it?
it can be either or both
Or just the compiler team has to release a new build?
Bab was saying that a lot common mbins need work or something
Ye monk
like I said #nms-modding message
it depends on each lua
So I own nms on steam and through the Xbox app on my pc. Is it possible to port over the save data on the game from Xbox(the pc app) to the steam version? to be extra clear I own 2 versions of nms and have 2 different nms apps on my pc.
It's possible, but a pain in the ass until Microsoft pushes the Worlds update
@toxic barn Sorry for one of our overzealous spam filters. Can you try reposting your NMS mod link again?
yup, here it is
https://www.nexusmods.com/nomanssky/mods/3095
And you were saying that's your first mod? 😁 That's wonderful!
yup, try to change something to enhance my experience and decide to share with others lol, thank you!
HI, WINDERTP HERE FOR CONSUMERISM™️ 1.1.15
DO YOU ENVY A FUTURE YOU WHO IS LESS TIRED, MORE HAPPY, AND MORE ROCKING THE LATEST FASHION IN PURSUIT OF SELF-VALIDATION?
DO YOU WANT TO ACT LIKE YOU ARE FIGHTING FOR DEMOCRACY, BUT ARE TOO COWARDLY TO ACTUALLY BRUTALLY MURDER ANY INNOCENT INSECT?
ARE YOU A PERSON WHO JUST CANNOT WAIT FOR A PERSON TO JUST GIVE YOU THE REWARDS YOU DEFINITELY DESERVE BECAUSE YOU BOUGHT A GAME 8 YEARS AGO?
WELL, JUST BUY, BUY, BUY YOUR WAY TO FULFILMENT (and new expedition/twitch rewards) WITH CONSUMERISM
YOU CAN EVEN GET THE CHANCE TO WEAR BUGS, ABSOLUTELY FREE
So how do you do it?
roll back your steam version, convert with save editor, then upgrade steam version
Considering how well the "No lag in space" mod works due to the lack of decompression, is it worth just... decompressing the entire thing at the expense of disk space? Seems like it'd get rid of a bunch of the hitches and hiccups
yea i think there's some guide around on how to unpack the whole game.
It should help quite a bit with some asset loading
I agree 100% i always use that mod
@hasty vale this one right. "No Lag Leaving Planets (DIY Edition)" ?
do any save editors work with the latest update yet?
Just make sure to check when it was last updated. If not updated the last couple of days, it will most likely not work
NMSSE does not work. NomNom only appears to work with the regular save data, not the Account
whats the difference?
NMSSE (goatfungus) is Java based, while NomNom (zencq) is C# and requires .Net 6
Or did you mean the difference between regular save data and account data?
i downloaded nomnom, but theres no exe?
There should be, after extracting the archive
Yes
For current latest release: https://github.com/zencq/NomNom/releases/tag/4.70.2.41-beta.11
And antivirus may consider it suspicious
do u know where the save files are located?
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
At least not beyond the main menu
I recommend closing the game though, just to be sure changes stick and update properly. Different platforms handle things differently
does it work in realtime or do i have to restart everytime?
You have to restart after changes are saved. You can not make live edits
Yes
For save editor specific questions, you can also check their Discord (linked on main page)
thanks
do u know what the difference is between the home seed and model seed of the freighter?
@obsidian granite One is the model, the other the colours/crew
Also, for changing the type of freighter, you will have to change the path reference. However, in your case, both the Sentinel and Venator capital freighters use the same proc.scene, so only requires adjusting the model seed until you get one you like
why is there nothing here?
i only changed the freighter data?
is it abandoned?
ah i see, i didnt go in the doors
So I'm back in expedition 1 and I'm wondering if the data I used was missing something because I can't install my life support so I keep dying😂
Might have seen changes since? That is the biggest concern with running previous expeditions (unsupported), where stuff can get outdated and no longer works as expected
Yeah that's fair.. I just didn't know if I was stupid or something had changed.
You could try fix it with a save editor perhaps?
Might want to at least report it to the creator of those expeditions
That's fair... I might also try to download something different? I want to go back and get all the rewards I missed😂
I understand and in my opinion the best way by actually playing them again. To just get the rewards without playing, currently your best bet would be using the below mod, as the only functional save editor NomNom has issues with the Account file.
#nms-modding message
Thanks! It might just be easier!
Dumb question... how do I put my season data back to normal?😂
Especially now, as this new update pretty much broke almost everything custom made. So check for anything updated to assume it working
I guess it provided a json file that was required to copy to the cache folder where the saves live?
Yeah exactly
I can only guess, as I am not sure what you used. Removing that file may work? Or somehow check if you can make it trigger 'expired'. You might have been playing offline, so going online could trigger this. In other cases it may require altering the end time/date in said file. I am not quite sure ... check with the creator or provide me with further details
I just turned steam on offline, I wasn't sure if it was as simple as reconnecting or more complicated
Yup yup!
I bet reconnecting will trigger it expired and correct the json to what it should have been.
A lot has changed since Expedition 1, and I am not sure if you even have the option to just switch back to regular game through the menu or anomaly terminal.
Loading it up now with the mod... thank you for the help!!
You're welcome
hi is there a way to unlock expeditions rewards without mods?
whats a good save editor
does anyone know of an auto-sort auto-stack mod? Just something that puts like-items together like raw materials/refined materials/comodities, etc?
oh
Mods can't add new functionality to the game
Only tweak existing game mechanics by editing their properties
oh
Well there are 2 main SEs out there, links in pinned messages
But I can't tell whether any one was updated
Neither have been updated yet. NomNom partially works
does anyone know if it is possible to obtain a 3d model of the pirate dreadnought freighter, i want to 3d print one and put it on my desk
certainly possible. I suggest you go pay the NMS Modding discord a visit. Look for a tool called NMSDK to be used with Blender. There is also another model viewer which may do the trick. I am sure someone will be able to point you in the right direction over there
!moddinglink
Thinking of making a mod to increase possibility of floating islands
Took me quite a while finding one. I am sure others would appreciate increased odds. However, it would be a change that only works client side of course. Not everyone uses such mods.
I've been looking for 3 days lol
ouch
look in base building sometimes people post glyphs for flying islands:
Check how I do buildings in gLonely. I think it might be similar. If you give up, let me know, as I was thinking of doing this, too, but don't want to step on any toes.
Second guess would be to look into the volcanic biome for volcano placement parameters
One of my bases is on one if you want to check one out
Are there any common mods that increase CPU/GPU load? E.g. Increase draw distance, consume 10x more memory (GPU and/or RAM), reduce pop-in, increase spawn distance?
As in, "I've got cycles, memory, and VRAM to spare" kind of mods
Is there a mod that lets you check the galaxy map while on foot?
Is there a mod that brings back the colorful nights like this? Patch notes said they got rid of blue night time ambient lighting but its still blue on every planet for me.
https://www.reddit.com/r/NoMansSkyTheGame/comments/hwyb51/remember_when_we_used_to_have_more_varied_night/
New Version of GoatFungus Save editor been released
Yes, meta-mod, once it can be updated for NMS 5.0, in the coming days.
Yes, exosolar stratos. Will be updated in coming days, as soon as we get a 100% functional MBINCompiler.
@solid hawk awesome thanks
what is this mod with carbon logo called
now that mods are slowly filtering through the nexusmods site - just want to know if the better nms compilation will also be worked on once the other mods are ready - or if it was a one time thing?
seeing the mod lists the mods inside it, im happy to collect them independently - just wondering is all (and i know its only been like a day, not trying to be pushy or anything, just planning my next moves is all)
It prolly'll get updated
im hoping so - just not sure seeing its a compilation
This has been answered elsewhere
It will get updated, just can't be yet
When I have time, I'll be reworking it into parts and maybe using the collection system
yeah i get other mods need to be updated first, then irl time
again, just wanted to know if it was ... "active' or something - good to know
i look forward to it!
anyone know how to fix this?
Update with a working version of libMBIN (which is NOT out yet, still being worked on)
so i can't fix it?
you cannot
does that mean amuss is not working too? oesnt it need mbinfor compiling and decompiling luas and paks? (that was the only way i got my mods to work - had to break everything down to luas and then merge into one pak)
Correct, AMUMSS uses MBINCompiler. Some mods will compile fine, while others will not.
New fixed version is currently in the works and will be released soon
Anyone know if their is a mod like this, that just do the so theire is and increase in fauna/creatures, so its not always between 7-13 https://www.nexusmods.com/nomanssky/mods/2399
There is not
okay ❤️
The max cap is hardcoded
Oh so its not possible to edit?
Correct
Doesn't exist in the game files, which is what NMS modding can change. It's hardcoded in a function in the exe.
Why have they done that? 😄
BTW, there are worlds with more than 13 species, just VERY rare. I think the most I've ever seen was 18, but that was a few years ago.
Because...HelloGames. They do what they want to, when they want to, and do not explain themselves to the modding or player community.
We don't ask why, because there's no way to accurately answer. Only guesses and conjecture.
I hope they official come out with mod support one day. 👏
knowing about minecraft modpacking (on 2 laptops that couldnt run 1.10.2 vanilla and was locked to 1.7.10 until 1.16.4 was out) i know pams harvestcraft causes a lot of system resource lag due to world gen (especially when compared to birdsfoods which does the same thing but only introduces recipes so no world gen)
it may be that increasing the animals for every world may do something similar to pams as to world gen
though we're talking java and an actual game engine - so not exactly the same, but in terms of guessing and conjecture, seems logical that the more the game has the more system resources it needs
Actually number of species on a planet is part of the planet seed, so pre-ordained, when seed is generated.
Im currently in the save editor, where can I change the difficulty settings?
NomNom, on General tab
hm, guess im in a different one 🙂
Don't think you can change it with Goatfungus. There's a ton of feature overlap between the two save editors, but they both also have a few things unique to each.
so following up from my minecraft experience, are there detriments to loading the game with and without mods repeatedly? (cause doing so on minecraft corrupted my save file)
note i havent done so yet with the game updates, but maybe once due to launching on laptop instead of pc
Is there any other base building resize mod?
saw the author of the one i was using pre update set the mod to hidden.
do I need to make a new sign that says "wait a week"
With NMS mods have zero direct access to saves or save data, only the game files.
So, any changes which would end up in a save would be filtered through the exe first, weeding out potential issues.
oh that sounds reassuring
so i can load up my main base and check the changes without worrying about corrupting my save
Has something initiated by a mod ended in save corruption. Yeah, it has happened, but extremely rare and normally only caused by doing this shouldn't be doing.
Yes, and since you're using a save editor, you have an extra level of protection.
You should have a backup folder in your save editor directory
Enabled, by default, with the GoatFungus editor
There's been more than once that I've messed up a save with the save editor where those backups came in handy
We are still waiting for a 100% compatible version of MBINCompiler. The one released two days ago is only partial. Still won't work with many commonlhy modded game files.
Save everyone a lot of time. If a mod has been updated in the past couple of days, give it a shot. May or may not work correctly though. If a mod has not been updated in the past couple of days, then assume it cannot be updated yet and wait patiently. 🙂
Also, zero point in asking when. Even the lead developer of MBINCompiler doesn't know that. He's finding problems and fixing them. When all the problems are found and fixed, we get the release.
ya i was have some issues yesterday i cleared with my mods. they were working after compiling but i noticed my amumss didnt pull new compiler build
heard that its best if you fetch the compiler by running the .bat with no luas in the modscript
is it recommended to compile all my mods again as the compiler is updated over time?
does anyone have a rough guesstimate of when planet generation mods tend to get updated for the current version of the game?
I understand if this is difficult to answer because as I've read, this time they rewrote planet generation entirely
repetitiveness in planets is my biggest dislike about the game
Generally there's one new MBINCompiler release per NMS release, as needed. This time around was unusualin that a partially fixed MBINCompiler was pushed out, with a fully compatible version on the way. So, that being said, yeah, you'd generally want to remake the .paks, as it would normally align with NMS updates which break mods until they're updated.
If you're asking specifically about Better Planet Generation, can take Woody weeks to months to get the mod updated. Larges mod for NMS, by orders of magnitude. Over 32,000 game files in that mod.
yes that one, also DUD's is used a lot, no? from my limited knowledge on NMS modding
Currently, not entirely safe to update any mod for NMS 5.0x. We do not have a 100% compatible version of MBINCompiler to make\update the mod with. The one we do have is a bit of a janky beta release. Like other authors, I started pushing updates to NexusMods with current MBINCompiler release, but then started getting unexplainable problem reports, so decided to hold on further mod updating, until the compiler is fixed.
Yes DUD's. The author, Jason, normally it takes him around a week after an NMS release to get an update out. The delay in getting a fully functional MBINCompiler release may or may not factor into that time estimate.
In the hopes that we'll get that fixed MBINCompiler sometime today, I'd expect an update to Duds sometime between Tuesday and Friday
But can't guarentee that as Jason is also in an area experiencing severe weather recently. He just went a week without power. No power, no computer. No computer, no modding.
But, once we get the updated MBINCompiler, can self update the duds mod .paks with AMUMSS and the Lua scripts, while waiting for Jason to update the mod (you always want to grab his updates, as he does make changes and Lua updating is always behind when he updates the .paks)
Can confirm compiler issues. The size of my compiles didn't match with previous releases
Is there a mod that makes the UI better?
has anyone made a pull request on Mbin? I can make one on Github, but what are other modders expieriencing?
48.000 right now is insane!
Why are there soooo many mods that edit this file " GCGAMEPLAYGLOBALS.GLOBAL.MBIN" cant mod authors make it so so it edits a different file, i cannot use 5 mods because of this
no
just don't use the mods if you can't handle AMUMSS
And also another questions, how come mod authors dont contact hello games so that they make it that that file: GCGAMEPLAYGLOBALS.GLOBAL.MBIN doesnt affect that many modsm i get that its not their job but if i was a developer i would want to make it as easy as possible for modder to mod the game without many conflicts
thank you for info, I'll pin those mods so I can put them into the game as soon as they get updated
shoutout to all the mod creators for making various annoying parts of the game a bit more bearable
HelloGames has an official we don't deal with mods AT ALL policy. They allow modding, that's the extent of it. You contact them about mods, they'll tell you to uninstall before they'll talk to you.
Can someone safe edit one of the new vile insects into a pet for me? Would be really nice. If you do pls dm me.
No. Mod authors have zero control over where HelloGames puts the properties to achieve desired effects. Via modding cannot make new properties, ONLY edit the values of existing.
Damn, but i understand, i wish they were mod friendly
They are, in so much as they allow it, but they have neither the manpower or time to deal with it themselves.
Can someone safe edit a pet to be a new vile brood mother?
@digital flax does game install folder\GAMEDATA\PCBANKS\DISABLEMODS.TXT exist?
Ahhh yes. You have a lot to learn little one.
Hi guys is there a tool that can update all of your mods for you the moment they become available or is the manual method the only way to go?
Also any mods up there that play with around with ground combat to give it a little more umpf?
hiii ive never modded but been wanting to, could someone help?
You need to elaborate what you need help with
Or you're gonna end up with someone remote accessing your desktop and installing whatever they want for you one of these days
well i wanna get the starborn runner ship and someone told me the only way to get it rn is to get a save edit/modding/service bot
Ask about how to get the ship w/ the service bot therr
ok ty!
Unless you get yourself an indentured servant, it's more of a manual process, when done correctly. Due to the way mods work in NMS, with conflicts between mods that make changes to the same game files, mod managers don't work well for the game.
Anyone know a up to date mod that increases the over stack limit on refiners
There is none up to date yet. Give it a few days. New major NMS release just hit, so mods are getting updated.
gstack is updated. I don't recall if it hits refiners, or if anything does
Wanna make a mega stasis farm. Would be insanly easier if it wasnt so limited per refiner
are mods still broke?
I had the game on my computer but through the Xbox app and had a lot of hours and ships into it, and just recently switched over to the steam version so that way I didn't have to wait for the updates.Is there a way that I could get some of my ships?Or saves over
most, yes
ah
There's this mod I wanna install, but it has a .lua in the zip file too. Do I include that in the mods folder with the .pak or no?
only .pak
.lua is needed if you want to merge with other mods, or if you want to tinker with the mod
Noted, thanks. ^^
Or if you need to self-update the mod for a newer version of NMS
Is there an up to date mod that greatly expands your inventory? Just started playing 18hrs ago.
There really aren't a huge number of up to date mods overall. We're still waiting on a 100% compatible build of MBINCompiler
That being said, probably the mod you're looking for is called slotmaster. Won't be updated until the tool is. Give it a few days.
Anyone use the "Better NMS" mod (collection of mods: https://www.nexusmods.com/nomanssky/mods/3056 )? I started using it in the last few weeks and love it, but I guess some of the mod in it are not compatible with the worlds release.
It's such a great mod collection! When I have some time, I'll download some of the individual mods and start testing which ones might be problematic. Hope the heroic modder(s) beat me to it! 😉
It will be updated. The issue right now is we only have a partially compatible version of MBINCompiler for NMS 5.0x. Won't work with some commonly modded files yet. The 100% working build is being worked on and should be ready in the coming days, soon.
This is also why you don't see many of the common mods updated for Worlds yet. We plain can't update them
what's the different between the partially compatible of MBINCompiler and the 100%? it's because the partially compatible is only for few paks?
Partial cannot currently compile\decompile many of the most heavily modded game files correctly. Biggest example of this is REWARDTABLE.
This isn't a matter of a few .paks. Large percentage of actively updated mods cannot be updated currently or can't be updated without severe risk of issues with the mod compiled files.
Basically the current release MBINCompiler is more of an Alpha build. Developer thought a partially working one was better than making everyone wait several days longer for the fully working build.
I don't agree with that premise, but I get it. My opinion we should have held off. With this janky build, I'm seeing mod authors, who aren't reading the fine print, push updates for mods with files that will not work correctly.
So be it. Should have the new build of MBINCompiler within a couple of days, then all will be well again and the wise\cautious mod authors, holding back, can update their mods.
ah, so mod managers don't have the functionality to inform you when multiple mods modify the same file in this game for some reason, so you have no way of knowing which mod is crashing your game unless you go with binary method
makes adding mods by myself way more annoying
Question: i am relatively new to NMS i started playing a month or so ago, but i was aware of the game since release. I see that the game has mods but they seem to be limited compared to some other games like skyrim. My question is why don't the devs support mods better. Seems to me this game has potential to surpass skyrim if the devs invested some time in providing a proper mod support. I tried looking but could not find what is the Halo games official stance for mods if they ever stated one.
maybe cuz theyre busy working on this and their other game all the time
this is #nms-modding lmao
The question is about modding or the developers stance on it ?
and it's funny that you mention Skyrim because Bethesda's stance on modding is also something along the lines of "go ahead if you want to but we don't have the framework to offer support for it from within the company"
I was quoting you the message about HelloGames' stance on modding I saw here yesterday, was easier to simply refer to that
Yes but i am pretty sure Bethesda has released tools that help you mod.
the Creation Kit, yes, that's about the only difference I can think of
my guess would be it doesn't really go well with how this game gets updates and events (expeditions) combined with the feature of multiplayer
the game gets major updates every what, 7 months? they always break at least some mods
Seems to me that would be an easy thing to take into account when designing those. Or just do something that vermintide does you have modded and unmodded realms. Mind you i am not criticizing anyone It just seems to be a shame and a missed opportunity.
it surely does look very straightforward from an end user's point of view, you never know what's going on with the game in the dev studio
my opinion: A) the devs don't deem the game to be in a state stable enough to bother releasing modding tools for it B) it doesn't fit the vision they have for it (i.e. it would break the feature of thousands of people exploring a galaxy alone but together at the same time, if some players would have drastically game-changing mods)
as you can already run into issues with for example planet generation where (to my knowledge) when I'm not sure how it works if one player has a mod and another doesn't
is there a mod that can make the sentinel ship not look broken on the inside?
do just no mods work after the update?
Read PSA in pinned messages
You can't really compare the two. Bethesda has 7 titles that are reskins of the same codebase, they could not give a damn about people picking their secrets
NMS is the main title HG has to offer and they have a reason to keep the game's secret sauce to themselves
Also it would be a pain in the ass to provide support for modded game installs, much easier to outright deny it
oh ok
Plus Bethesda get Modders to fix their games, and HG fix their own
I wouldn't go that far haha
Modders are constantly fixing NMS stuff.
There is no benefit to a dev to support mods other than longevity and some sales from it. When HG is still developing the game as they are, the sales come from that.
Supporting mods is a complete pain. Trust me, most modders understand this. Just go to a random ass mod page and look at the comments. I can just imagine what it's like at HG to read some of the "bug" reports. Just a dude dragging them to a recycle bin over and over again, rolling their eyes, and drinking their sorrows away.
FriendlyFire has a good point about the secret sauce too.
Ever since NMS, other devs have wanted and some tried lol to replicate the tech. Fail
If it was known, Bethesda would be the first to try to clone it. Not sure they could get it done, but they would try.
On second thought, nvm Bethesda isn't trying anything new lol.
Seems like there is no mod even close up to date that is related to increasing the stacks inside refiners. Anyone able to give tips to create such a mod?