#nms-modding
1 messages · Page 47 of 1
There should my save slot 1 which is my only save
Could you try the following:
- Close the Save Editor
- Launch the game
- Select each different save slot to then save in-game once loaded in.
See if that fixes it
That’s the only open save slot
Second slot is to start a new game
Second slot is saved and on the same planet and where my first save is so think that is my second slot save but I can’t edit anything
Just for your info, each slot has 2 saves (auto and manual). This may not match the actual order you see listed in the game selection menu, where it lists by date/time for last played.
That’s how I’ve figured out it’s on the right game slot but it says empty where as it should be custom
Before being able to save edit, you select the slot through the dropdown, which then loads the last save for that slot.
Not sure about the empty, but I know that NMSSE has some issues naming this correctly to match what it says in-game. This will correct itself with a new save in-game
If you go in-game, select an empty slot to create a new, set it up with your difficulty and then save in-game, it should be available in the save editor too.
You may have to reload for it to update
Would that potentially make my first save available to be edited
Any save present should be available for editing, although there are more saves than slots due to each slot having 2 saves
It’s not letting me edit my main save
Could you try what I said earlier?
Go in-game and make sure to save each different slot present (which will move it to the top), to then restart the save editor to see if it has them all
Wait the top save will be last played not which was made first?
If so that might’ve fixed it
Idk ima try it
In-game, yes, top slot is the last saved one
(which could be either an auto or manual save)
Changed my top slot so slot 2 on game slot should be my main
How do I reload saved data
So Ik my save editor is updated
Just close the Save Editor and launch it again
It’s picked up both slots
Both however are called empty
And I can’t edit them
Ok, now select one of those slots in the dropdown
I have it shows me the correct things so Ik it’s that saved but both don’t let me click on any tab other than main
When selecting a slot, it should load the 'latest save' for that specific slot (auto or manual)
Can you show me?
Ok, so now it tried to load the latest save for that slot, but it failed. At least we are a step further now.
Can you click the dropdown for the 'Save file' ?
(after closing the notification)
I know there are issues currently. The game recently had a couple of big changes which affected save editors.
Ok, but at least it shows both the auto and manual saves. It should show the same for any other slot you have, and have 2 files to choose from after
I think it’s an issue with the editor cos my brand new save has the same error on both manual and auto slots
Worlds was very recent, but prior to worlds there also has been a change in save data. It could very well be that the Save Editor you are currently using is not working with Xbox (PC) save files
Is there any other save editors
Thank you for confirming. I know that does not help you though, but I am afraid you'll have to wait on an update to this save editor. If you wish, you could pick a matching topic on the Github and post your reply to it, possibly including a backup of your saves.
That’s all good least I know my main save isn’t corrupt and can’t be edited and it’s an editor issue
I can suggest to give NomNom a try, although not quite without its own issues, it may work well for what you intend to do.
I also strongly recommend making backup of your saves regardless. Better safe than sorry
-#
to view info below, enable embeds
Modding & Save Editing
Modding 
Save Editing

- NMSSE
(goatfungus)
-# (requires Java 8(64-bit)
) - NomNom
(zencq)
-# (requires .NET 6
) - Consoles with special conditions:
- PS4 - Requires Save Wizard
(third-party paid app) - Xbox - Requires Game Pass Ultimate
and a PC to sync game files via the cloud.



❌ Incompatible: - No Modding or Save Editing:

- No Modding:

Gaming Platform Icons 
- -# Game Pass =

- -# MS Store Windows PC =

- -# Xbox One =

- -# Xbox Series X/S =

- -# PC =
=

- -# Mac =

- -# Nintendo Switch =

- -# PlayStation PS4 =
/ PS5 = 
I’ll try that nom nom one then
-#
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).
Above you'll find the path to your save files for backup. Backup the full wgs folder or any folder prior.
If you are trying to unlock rewards, please make sure to do this on the Account, not the Save
Trying to unlock equipment
In that case, the save should be good.
But I click unlock all and nothing ticks
What do you find confusing about it?
It worked fine with the crafted products
Is there any mod that gets rid of all the little cinematic messages that pop onto your screen and slightly letter-boxes things but takes away your controls and massively overstays its welcome?
I might be having the same issue. Nothing appears to happen, although I am not quite sure what to expect either to be honest. I clicked a few of the other options as well to get a crash.
I'd suggest reporting about it, or maybe checking out the creators Discord to ask/discuss this.
I am sure 'zencq' appreciates any issues or suggestions, as they work hard on improving it and its many features. A link to their Discord is provided in the Github link yu likely used to get the download
@floral dust For now I suggest just clicking each box instead, which does appear to work
That unselects it when it scrolls so unsure will find the discord so
This one?
oh god yes! i've nearly been killed because of these stupid things. I don't know what the devs were thinking. I know they wanted to create these dramatic cinematic moments to mention new planets and acchievements, but the fact that they lock your controls out while they are up and you have to frantically press and hold tab for a few seconds to get rid of them is a nightmare. So often I'm running or boosting too, which means I've now shift-tabbed and opened the steam overlay. So stressful!
Cool. Hope it'll help. 🙂
Ah yes, I have that pretty regularly with contraband or having been scanned, to then fly into all sorts of trouble.
I get having the little messages and all, even if it takes a bit of visual focus. But why why why does it lock out our controls?? You can't even press escape and get to the main menu. It should quickly close on any inputs like escape/tab. instantly, no hold.
I usually just laugh about it as I frantically try to rid of the dialogue
That being said, feel free to offer a suggestion
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
I have a super generic but Dumb question to ask about mods
What happens if you put a folder in your mod folder instead of a specific pak?
You mean a folder within your PCBANKS\MODS directory?
Yeah cause sometimes mod folders have more than just the pak
Not much. Used to be that an empty folder in MODS would cause a crash. I don't* think* it does that anymore.
The game will ONLY use .pak files in MODS. Anything else will be ignored
I was just worried it would stop a mod from functioning properly
Nope, just ignored by the game. Lots of people dump .Lua scripts, .txt files, and whatever else in MODS. Invisible to the game. It only cares about .pak files
Thanks! Sorry for such a stupid question, I still have no idea what I'm doing with all of this😅😂
That being said, if you needed to stop using a .pak temporarily, can throw into a folder in MODS and the game will neither see nor use it
We all started at the beginning sometime. 🙂
Modding seems like it can be incredibly simple but also incredibly complex
Both using and making. 🙂
I wish I had the talent to make one.. people who make mods often seem to understand parts of the game better than the dev at points imo
Is it better to mod manually or use vortex?
You'd be surprise. Many, with "new" mods, when an update hits, just troll for mods that haven't been updated yet, steal the "old" mod and regurgitate it as their own.
Those folks used to bother the core mod authors, but no point in getting uptight about them. Their mods last MAYBE a few weeks, then die. Once those people find out they have to redo the mod for many game updates, which takes time and effort, they abandon the mod.
How difficult is merging mods?
That's a really lame thing to do
To be able to use two or more mods that make changes to the same game file(s), mod conflicts?
Easy.
Yes exactly!
Many mods come with or have available Lua scripts. You use these with AMUMSS to merge. https://www.nexusmods.com/nomanssky/mods/2626
I'm trying to use consumerism to see all possible expedition rewards but I need quicksilver to finish a milestone in expedition 2
And I think the mods that let you earn quicksilver conflict
Could be. Also, there's several mods to boost QS.
Maybe I should delete consumerism and see if they work
I was trying that bottom one but I don't think it was working even though some comments on it say it was working 5 days ago
There ONLY boost quicksilver rewards for completing various missions or milestones.
Wait I thought the bottom one added quicksilver to missions?
Consumerism adds the expedition and twitch rewards to the quicksilver shop. Two different things
So they shouldn't be conflicting?
They can be. I don't know which files Consumerism touches. Not my mod
There's also an optional version of the bottom one, which combined the bottom and middle
If you use the above AMUMSS, it can do a conflict check on the mod .paks in your MODS folder. Tell you which have conflicts and should be combined.
I should probably read what you sent above and attempt to learn how to do that
For now I deleted consumerism to try and see if they work on their own
those mods have no correlations with consumerism
Must be not working on its own then.. wonder what I did wrong
They are in the same folder and consumerism is working
you should make sure the mod does what you think it does
It says it adds quicksilver to mission rewards
So I assume a space stations missions should have quicksilver on them?
can you change ship colors with mods?
i feel like there is/was a tool for this
to edit the save
While it is possible to change ship colors with mods, this has nothing to do with seeds in the save file, nor will anyone without the same mod be able to see the changes.
i jsut found a sketchy site, idk if its legit, you put in a ship you want and then you launch tghe game and...?
Via mod this is done by changing the applicable color palette file
it seems to find where in the game world the ship you want would be located
can i dm you the site to see if its legit?
If it's https://nomansapp.com/, not sketchy. Legit
It's based out of the C&S Discord, https://discord.gg/AEXcap6
Check it out, ask around
Once the ship appears on the anomaly/nexus enter it's cockpit and it will replace your current ship for free and instantly.
Note: This method replaces the outward appearance of your current ship only. Tech, inventory and stats remain.
This is called reskinning or seed switching. The ship is always at the fixed docking position shown in the image.``` Since the ship I want to replace is the same class and everything that I want, this would be the best option to get the same ship with different colors?
maybe i'll check out that discord, this is confusing
You'd have to ask over there. Only thing I've ever used the bot service for is Galactic Guide Exports. 🙂
Lots of experts over there who can direct and teach
I'm not one of them though. lol
Seems its behind a paywall for ship customizeation, maybe i'll try that other option you mentioned
yay, it worked, red ship instead of yhellow lol
actually wanted the inverse colors but oh well
Better than a big flying banana
😂
I could use a little hand folks. One of my mods is just three hundred endorsements behind a mod which has been dead for 7 years. I'm hoping to elicit a big bump in endorsements and shoot past LowFlight. Even if not interested in using mods or base building, would be helpful to get all the endorsements I can. Just have to download, then can endorse 15 minutes later. https://www.nexusmods.com/nomanssky/mods/1096?tab=description Thanks. 🙂
because babs is cool, mew endorsed.
Depends, lemme try your mod and see if I like it. 🧐
Maybe you have working lights.
Well, the amuss stuff looks way to complicated atm so i'll give an endorsement anyways.
When you have to download a .pdf, you know this is going to be real complicated and rickety.
I used to play no mans sky with like 20 mods, but since the new update ive not used a single one.
when ever the custom difficulty setting swere added, that covered 90% of my mod needs.
Why isnt this mod in the base game? https://www.nexusmods.com/nomanssky/mods/3111?tab=description
Ive not even found a floating island yet. 50+ systems explored.
Someone know a mod to Increase Economy Difficulty ?
Like buying a good ship for 600 000 000 Credits but credits are more more more difficult to make
Something like that but Up to date https://www.nexusmods.com/nomanssky/mods/1601
Becaue: 1) HG didn't implement it 2) When HG does it, it's no longer a mod. They may just though. A couple of months ago I published a new mod. NMS 5.0 implemented what I'd done, thereby killing the mod. lol
It's a common theme with HG
First introduce stuff, then add more meaning to it in later updates
You want this functionality in your regular game, harass them on zendesk
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Just found it : https://www.nexusmods.com/nomanssky/mods/2225
I mean the hyperspace tunnel that you fly through
Yes, that's what I meant too
.
Do you think they will ever do that with the LAG mod? The one that fixes the stutter when entering and exiting a planet's atmosphere
I dont even know why it hasn't be done before it such an obvious thing to do when the game loop is literally entering and exiting planets lol
I know!! I keep wondering why they haven't done this any sooner.
That lag spike breaks the immersion, you feel like it's loading something.
the assumption of those that run uncompressed pak's is that the cost of extra io is less than the cost of decompression. this isn't always the case. most of the compressed mbin's take a small fraction of a second to extract from the pak, decompress, and decompile, so you are only going to possibly benefit when the game is reading large mbin's or many mbin's in a short period.
And it also causes performance loss for some hardware setups. You will only benefit if loading uncompressed from storage to memory is faster than decompressing a smaller file to memory. It all depends on hardware. All of this is also only for the first load. All instances after that are from what has been previously loaded into memory, so the mod isn’t even being used.
On my super potato PC I get zero lag after initial load into memory.
Running NMS with packed but uncompressed pak files theoretically offers the same amount of I/O with no cpu time wasted decompressing, which is the reason I made NMS Decompressinator actually, although I don't think the mbins are the thing causing the game to have most of it's lag spikes that the decompression is the fault of
when farming a deposit, you use the smallest terrain manipulator size to get better yield, is there a mod that fixes that?
i want full yield with full size mine
NMS disposes of a lot of things from memory though, the typical lag fix people use for just planet exit works by specifically laser targetting what was deemed previously as the problematic packed file (for the pleaving planet lag fix, iirc it's the mesh for the space anomaly) and this mesh seems to get unloaded from memory anytime you enter a planet atmosphere, and is reloaded anytime you enter space again from a planet, which is why that lag spike happens, and pretty consistently for everyone playing the game at that
the reason that the fix works is that the game needs that file, it gets that file from mods first and the archive with no compression unpacks much faster than an archive with compression, so the lag spike is less/non-existent since the game doesn't have to unpack that mesh from the base game archive
so im looking to export my base build and was told there are mods for it
anyone care to help?
Heya, I know there are some mods to redo past expeditions. Do they still work in 5.X ?
Probably not. Due to what the actual issue is and the solution. See explanation by Jason and cmk
Not some, one. Ask in POSTS on the mod page. https://www.nexusmods.com/nomanssky/mods/2996
No mods. App. https://www.nexusmods.com/nomanssky/mods/1879
Alr, tyvm ! 😄
I don't know the real cause. Could be the pak files or loading the Space Station.
If it is the space station it seems weird to me that it doesn't load like everything else. HG found such elegant solutions that work for loading planets as you approach them. For generating terrain and loading all appropriate assets. Why would the Space Station not have a low poly version that loads faster and prevents the spike and then use another thread or what not to load it fully later?
Again I dont fully know the reason, so I don't know if the solution is that straigth forward.
This makes sense. But why would't they use a low poly faster version for when you just exit the planet. And then load the Space Station Fully after?
all lods are stored in the same geometry file and the game loads the same file all the same
and it does have LOD
A decompressed file is larger than a compressed one. This means more has to be read from storage. You are trading CPU time (decompression) for storage read time. This will only benefit some hardware setups. It doesn’t benefit my hardware. Makes loading slower. Depending on the hardware in a console and other things per console, it might not be better. Same goes for switch and mac.
Then there are storage size issues per platform. NMS has to find a balance for all of these systems. This is the reason I think HG will not do it this way. I’m glad you and others are having good results from it, but HG has to consider the big picture.
Yeah, makes sense. I think what HG really needs to do is find some way to figure out what files the most problematic loading chokepoints are caused by and address the problem differently, be it keeping those things in memory or other possible solutions, like putting them in their own less compressed archive or what-have-you
But it's overall a pretty minor issue in the grand scheme of things
any way to save edit the xbox version?
nvm figured it out
Hi folks, a mod author has told me if I want to change some minor configs in his mod to "run his lua through amumss". I've downloaded this program and can't make heads or tails of it and the documentation seems to assume one has a background in modding or a degree in computer science. All I'm trying to do is change a single config line in the mod from false to true to unlock some new building parts, but after struggling for 30 min with this I'm in deeply over my head.
Ah! I ended up figurig it out. It doesn't look for lua files in the MODS folder, you have to move them to a scripts folder. That did it!
"packed but uncompressed pak files theoretically offers the same amount of I/O" i'm not sure how you can say this. a compressed mbin can be 1/10th the size of uncompressed. so, for example, reading a 100KB compressed mbin from a pak requires reading 100KB from disk, then decompressing, vs reading 1MB from from disk for an uncompressed pak.
Yes and for the one change I told you about, do NOT need to edit the script. As mentioned, run it through AMUMSS and you'll be promped in the console to choose. 🙂
I felt so smart once I figured it out and the dos-like interface started pumping out lines of productive text. Got the prompts and everything just like you said, worked like a charm.
Beautiful. Just too many features and configuration choices, and different people want different things. So I have defaults for certain features, on or off, then make it as simple as I can for people to configure themselves for individual preference. The most asked after features via those comsole prompts, otherwise true false at the top of the script, by pre-editing.
It's so fun seeing a lush tropical environment out of the big pretty ship windows.
Its pretty tough transitioning between the freighter parts and traditional parts because the whole freighter-part ecosystem produces railings and things. There's no way to have a clean horizontal transition.
is there any mod that increase resource from mining deposit (terrain manipulator)?
i found one on some random website but i dont find them on nexus
You'd need to run the lua script through AMUMSS to update to current. If you try using the downloadable .pak it'll crash the game
Free placement is your friend, but have to be meticulous
oh believe me I know. I gave my freighter a very pretty wooden floor. I'm all about getting into glitch building. I just haven't found an easy way to horizontally transition between freighter bits and other bits. Like if you put a door on a freighter module with nothing on the other side, it makes a little balcony with a high railing around it. There's no way to make a hole in the side of a freighter part without a railing or something forming to block at-grade movement to another set of objects. Best I've found is using freighter platforms to act as big foundations under what ever you're trying to transition to.
Just wait until you get into using Eucli and Kibbles. 🙂
Those are some terms I haven't heard in relation to NMS
oh wow this adds actual new models to the game? How's that end up working with multiplayer and such?
Like it's one thing to just unlock stuff, another to add
Or is this just digging into the game's files and unlocking even more objects?
Can still use MP, but only those using the same mod will be able to see the non-vanilla parts
Some are completely custom, others are parts of other models in-game, not meant to be built with
I think that would be getting a little too outside of the vanilla game experience for me. It if was purely just unlocking parts and anyone without the mod could see it all I'd be game for that though.
But, they all have unique IDs, which don't exist in vanilla, hence why players without the mods can't see the parts. Not in their game files.
Figured I mention them. Popular in the base building ecosystem
Does your beyond base building mod already essentially do that? unlock everything possible to unlock that has an ID and doesn't need others to have the same mod to see?
Nope. Beyond base focuses on removing limits. Like where parts can be built or limits on the numbers of specific objects
Although for the most part I don' tneed more parts, I just want the company to fix their barely working building system. Snap points and everything are such a damn nightmare. I spend a solid 75% of my time just zooming around trying to get the exact angle and distance needed for a very simple obvious snap point to work. And so many things block snap points that shouldn't. Stuff like placing half-stairs are a nightmare too as they don't really snap correctly on top of an existing floor. So much stuff like that. The whole snap and building system feels like an EA-release test version we're getting to try out on an experimental build. The fact that they think the system in its current form is ok is just nuts to me. And it seems like it would be a fairly easy fix too. Just make it so snap points never get blocked by other nearby objects, or let us hold shift or some other key to go into that sort of a snap mode for easy overlapping or placing objects where the game thinks you shouldn't.
it's funny how building is one of the most popular aspects of NMS when its by far the worst most fiddly and inconsistent build system of any game I've played.
...and snaps are static, while sclaing is dynamic. Hence why scaling breaks snapping. The borders of the object move, but the snap points stay in one place.
Will chat later. Meds kicking in, so my typing is getting really bad. lol
Good luck with your drugs!
is it possible to still transfer saves from GoG to Steam?
you own the game on both platforms??
yes
If I was trying to do that, I'd search for the save folders of both versions and see if they look simple enough for a copy paste job. But I doubt it will be that easy.
NomNom save editor can do transfers, I believe
I've tried that, but it simply freezes up when I select my steam save file
I'd suggest checking discussion or reporting your issues where you downloaded NomNom from. It is the only Save Editor I am aware to do transfer with. Just not quite working correctly yet in some cases with the changes the save data has seen recently. You can also join their Discord and get informed there
!NomNomLink
Thank you!
is there a way to make it so my pets wont move? or slow its movment speed
Anyone knows which mod that let me mute the "unit received" announcement when i scan things
I should've said same amount of filesystem load, not necessarily I/O, yeah you're right about that, if you have a slow disk, theroretically at least, uncompressed pak files may introduce lag if you're pairing a very powerful CPU with a pretty slow disk, like a mechanical drive. I updated the description on Decompressinator to reflect this.
Looks like this might and was updated very recently, so should work.
Is there a mod that adds a confirmation or otherwise prevents deleting base parts on accident?
OR like an undo button.
There's no existing properties for deletion confirmation or an undo function, so nothing a mod could do, 100% in the purview of HelloGames. NMS modding is changing values for existing properties in static game files. We cannot add anything new nor inject new logic, where it doesn't already exist.
You misclick once and a whole room and everything in it is "poof", that sucks
If youre using prefabs
hey guys- is there a way to give yourself the glyphs in a save editor? i use nomnom
im too lazy to do the missions
Does anyone do client modding?
What does that mean?
Does anyone have 1 salvaged frigate module that they could spare me?
It means stuff like adding models and stuff
Like
Adding a custom ship
Or player model
Or remaking code
There are mods that add custom ships in forms of basic 3d models, look for Ships of Moar on Nexus
No player model replacers, no altering game's codebase
Modding NMS is fairly limited, basically just tweaking existing parameters, no way to add new logic / functionality
My brother made 3d models and im wonder how to put them in game, or if someone can do it for us
If you want to know how to start making mods get over to the modding discord where more ppl'd be happy to either help you or burst your bubble, depending on your idea's feasibility
!moddinglink
Can add models, generally as skins over existing, but can't add animations. Be aware that currently the tools for importing and exporting models, for NMS, is broken from the NMS 5.x update. May be a few weeks before it is fixed.
Damn
can anyone with save editor pls help me
hi im using exosolar's beyond basebuilding, and it works nicely, but even before world part 1, i cant seems to snap cables to battery that was forcefully sized up, is there a way to force snap electricity?
snappoints don't scale with objects
it scaled when i scale down tho, but yes it wont when i scale it up
but im trying to find a work around to make all snapping point visible even when im not looking at it
Can't, that's HG's job
Do you have a screenshot you can post of the snappoints being scaled down btw? I don't think I've seen that before
Even says on the mod Description Tab, scaling breaks snapping. This isn't a mod thing, it's a HelloGames NMS design thing.
While BBB enables scaling on objects which don't allow scaling in vanilla, I'm guessing he may be using gBase Boundary as well, which allows to scale smaller or larger than in vanilla.
ill give ya when im back
Can say that the snappoints did not scale when you scaled down. There is no provision in the NMS code to allow for this. The object scaled, but the snappoint stayed in place. Just wound up still in a position to be useable.
Would be cool to have an overlay system like FFXIV plugins, I would kill for coordinates in ship view like you get in cockpit view.
.
does anyone know how i can see my game files on a laptop? because my mom has a laptop shes letting me use to save edit my game and i cant locate the game files even after looging into my microsoft account for nom nom
Make sure to start with a full backup, from the wgs folder or earlier in that full path to the save files. Check for your platform below
!faq-savefiles
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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).
Mind you %LocalAppData% = C:\Users\<yourusername>\AppData\Local Likely hidden by default, but should be able to browse to it using NomNom
alright thank you
Do you not need the game installed to have the cloud saves downloaded
It read like you just logged in and didn't install the game so the saves are not on the machine is all
my account should already have the saves on the cloud
and i dont know how to download it using on the lap top to log in and i dont own nms and i dont got gamepass either so its alot harder
You'd need to install the gamepass software, with NMS to get the saves on the machine
If you solely have xbox console, without gamepass, don't think there's any way to get access to the saves.
Theys said they don't have gamepass so I assume it's gonna be from microsoft store instead
ah, ok. That could work too. Should use the same system of cloud saves
Would need to log into the MS store with the same account originally used to purchase the game.
Should be able to sign out of the store app, then manually log back in with another account
i dont own the game either my dad has gamepass thats how i play it
and i sadly dont got 80 bucks for the game
We call that "motivation"
lol i have some motivation
Right and if you're not logged into your father's gamepass on the laptop you can't grab the save
So you have to kindly ask your father to log into his gamepass on the laptop, install the game, and then see if the save appears after
i have a question so like i dont have alot of time on my hands and im having fun and o did build a main base but i just found a much more beautiful world however i want to have a nice cottage relaxing base style but im not super good at building and due to time restraint its very tuff is there any way or mod where i could download a base and like paste it somehow into the game? im genuenly asking thank you
NMSSE/NMSC both have base export/import feature
is there a website or something i could download a base at or something?
yk like how mc has like planet mc
Not really
so how does the base export work?
Not really
I guess you can check if the base building app has an appropriate prefab
I don't use it so idk
what one do you think i should use?
Whichever one you want
Link to NMSSE can be found here #nms-modding message
And help with NMSC can be found in the creative hub discord
!creativehublink
thank you very much for the help 🙂
the cable snappoint appears when scaled down, but not when scaled up or size increase
Interesting to see
yes, if i can snap those pipes and battery, industrial area would be perfect
Yeah good luck with that
😭
also, any mod that works like https://www.nexusmods.com/nomanssky/mods/1718 tesseraction?
or does anyone have a patched version of it for world?
Does the lua not work
how do you update it exactly?
First link #nms-modding message
noted
anyone have a full grown biological horror and save editor that can help me
i have a horror i can give you an egg if you want
like the egg or the actual one
im trying to get an import of a full grown one if possible
i honestly dont know how to help with an import i dont wanna lose my only horror lol
if its fully grown
if you go to save editor you just click export on it on the companions tab
and the text thats in that file you just paste it here
and ill have it
i only need the text
like this
oooh i dont have a save editor to do that im on a chromebook and my moms laptop is gonnsa have nom nom
{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}
all good
like that one is for an eagle
nice
Be careful posting like that, as it can change some specific formatting. I suggest posting it as a code block using triple back ticks at start and end.
whats a back tick @fallow meadow
\ this?
i put those but i dont know if thats right
Considering it is json, you can add that to the starting ticks too.
block of code
`
block of code
{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}
it is hard to force Discord to show howto
oh i see
{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}
\`\`\`json
code
\`\`\`
is the way im doing it fine
that is ok, at least it will not change the formatting
if you type 'json' right after the starting ticks, it will look like this
{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}
json{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}
``` json {"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}```
Ah, the code block itself has to start on the next line
Exactly like that
{"Scale":5.0,"CreatureID":"^FLYINGLIZARD","Descriptors":["^_HEAD_EAGLE","^_BWACC_1","^_WINGS_BIRD","^_BODY_EAGLE","^_TAIL_EAGLE","^1785660950"],"CreatureSeed":[true,"0x8BB5D3F7F7C58829"],"CreatureSecondarySeed":[true,"0x1092E01052C68C2E"],"SpeciesSeed":"0x5E88BFB5D674AD5E","GenusSeed":"0xE347AAF939D038E7","CustomSpeciesName":"^","Predator":true,"UA":"0x20303A012BDA06","AllowUnmodifiedReroll":true,"ColourBaseSeed":[false,"0x0"],"BoneScaleSeed":[true,"0x8BB5D3F7F7C58829"],"HasFur":true,"Biome":{"Biome":"Swamp"},"CreatureType":{"CreatureType":"FlyingLizard"},"BirthTime":1648899374,"LastEggTime":1648899376,"LastTrustIncreaseTime":1648942081,"LastTrustDecreaseTime":1648899376,"EggModified":false,"HasBeenSummoned":true,"CustomName":"Eagle","Trust":0.7000000476837158,"SenderData":{"LID":"","UID":"","USN":"","PTK":"","TS":0},"Traits":[0.8444929718971252,0.8783339858055115,1.0],"Moods":[0.045334890484809878,0.08950244635343552]}```
i see
thank you
no chance you have save editor and biological horror? lol
there are various abbreviations that can be used to change the look of that block depending on the language of code used.
'js' for javascipt, 'xml' for markup, etc
Nope sorry
json is language-independant, a data format (derived from javascript though, javascript object notation)
wish i understood code would be pretty cool lol
Never too late to learn. Although speaking of late, I was on my way out. Just wanted to make sure someone copying that bit, would not end up with issues
Whats the mod manager yall use?
Best to not use a mod manager with NMS
I just keep my mods folder pinned in windows, then rename mods to not have the .pak file extension if I want to disable them
💯 Mod managers have issues with NMS due to the way mods work in the game.
Does anyone know of a working mod that makes npc chat instant? Even with the clicking through it still takes a while before you can interact with them. It's not bad when doing missions orsoemthing but when talking to mass amounts of npcs for learning languages etc its a nightmare heh
I know there use to be a mod for it years ago but can't remember name of it or even if it still works
I found the mod I was looking for! =). It's called Fast Actions 6.5 for anyone else who was curious/wanting to try it. on nexus
funnily enough I have zero problems using Vortex, installed a premade collection that gets updates a day after each patch and everything works
but yes, mod manually if you're not lazy like me
Hello, ive never been a person to do expeditions, but now that ive done a lot of content from the game i want to ask, is there a way to do old expeditions or get old expedition loot with mods?
I hate time limited things in games and i mostly play solo, can i mod my game to play old expeditions?
there is a mod for it, yes
https://www.nexusmods.com/nomanssky/mods/2996
Or alternatively you can use other mods or save editors just to get the rewards directly
Also with service bot but thats under construction now
Hey guys whenever i start modding and wanting to save edit some stuff
Am o able to save edit the SS Normandy to be a different color????
Oki :3
Wait am i able to edit the stats of frigates tho? I just thought of that
This is what you can edit for frigates. All you had to do was look, costs nothing to download and use. 🙂
Im on switch and dont have a computer TTwTT im planning on buying one which is why im asking questions
Is it terribly complicated to restore an old ship or old mods on ships? Mine was messed up doing the story quests in multiplayer and I lost everything I had on it
If you have a backup of the save, should be simple. If no backup, then you're redoing whatever you want done manually
I'm curious, is there a mod that makes the filters on planets apply all the way? Currently, there's a radius around the player in which the filter doesn't apply
I don't think there is one, but one could be made.
The filters all have distance settings. Only some are that far away. Most start right around the player.
theres no mod that changes the warp screen is there? i need it less flashy lol
https://www.nexusmods.com/nomanssky/mods/968?tab=description has a WarpFX mod .pak. Not yet updated for NMS 5.x though. Should be soon though. Last poster before you is the author and he's hard at work on it.
I can’t see anymore 😅
I’m updating something.
-#
to view info below, enable embeds
Modding & Save Editing
Game Mods

No Man's Sky Nexus Mods
-# For
Discord, run !ModdingLink & !NexusLink
Save Editors

- NMSSE (goatfungus)
-# ⠀⌞ requires Java 8 (64-bit) - NomNom (zencq)
-# ⠀⌞ requires .NET 6 -- for
Discord, run !NomNomLink
🎮 Consoles with special save editing conditions:
- PS4 - Requires Save Wizard (third-party paid app)
- Xbox - Requires Game Pass Ultimate and a PC to sync game files via the cloud.




❌ Incompatible: - No Modding or Save Editing:

- No Modding:





Getting a lot of positive feedback in the posts section on my NMS Decompressinator tool, it seems like it really does help a lot of people's game performance, that's neat
Can BikeVehicleFuelRate go below 0.1? I lowered it, but its still crazy (maybe after 5.0 i dont know)
Anyone can help me get the atlas staff through save editing?
P.S is it possible to mod ms store version ?
Yeah
You can add the staff parts yourself with a save editor
Yeah I’m having some trouble
I see nom nom has a multitool type atlas staff something but it isn’t applying
Looks like NomNom may not have made it clear how to get the Atlas Staff. The drop-down list for type shows things that should not be there, making it confusing. The Atlas Sceptre is not an actual 'staff', but instead a rifle with a specific model/seed AND handling (specific tech functionality)
See image of mine here
I'd suggest to report this to the creator of NomNom (zencq) or to join their discord and mention/ask there.
!nomnomlink
Anyone have a perfect or near-perfect seed for illegal jetpack movement?
I'd suggest asking in the below Discord
!creativehublink
Oh and you could try use the following command in #bot-spam as part of !component
!component exosuit movement x
okay so maybe the other save editor might work?
You can try, at least it appears to show correctly in the selection. Do check for the proper tech it is supposed to come with though.
yeah ill check
It will most likely only change the actual type, keeping everything else. That includes any base values
ive heard service bot might also work?
Currently unavailable for free users
Yeah, it should be able to deliver one. The Creative & Sharing Discord is posted above, can find a link to it there
Under construction to make a 2nd instance
Ah ok, I was not aware
Sure ill look into save editing while it is still under construction
also what if i edit the account to make it available the option is there
so is that a yes?
If you add that on the Account Data, you should be able to get it from the QS Bot on the Anomaly
sure then ill just get some QS easy enough
?
@plush bison It does not require QS, it is an expedition award
Here is a post that has all the expedition rewards listed: #nms-modding message
My edits dont seem to be applying
when i hit save or save account it isnt greying out
is this an issue with the ms store version
Are you trying with NomNom or NMSSE?
You could try to specify the path.
it is the wgs/random number thing right?
There may still be some issues with Account and saving in general. Certainly worth reporting any issues you may come across with the resepctive creator
I'll give you the path, one moment
!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).
yeah that is my path but it says error loading on all except my very old save
For Game Pass, you will go a bit further than wgs, until you see a file called containers.index
Ok, hmmm. I can't really help you if it fails. As said, best to report such issues with the creator
sure and any ideas for NomNom? it detects the saves just isnt actually editing them
I am unable to verify as I do not own the MS version, and not aware of workarounds.
the save option is supposed to grey out right?
I can only hope the creators will fix these issues soon enough. There have been quite a few changes to the save data recently, on various platforms.
Yes, it should. Not sure if it may still work regardless
Creative hub linked earlier has channels with seeds for stuff
Worked!!
Good to know, enjoy
Welp i guess i just got access to all the expedition rewards thanks for the help!
Not for me to decide, but save editors are known to be able to spoil you
well i wont be using it anyway my expedition one is much stronger and i only need the editor for one more thing..
Venator is a mod based thing and the mod is completely broken for NMS 5.0. Author is working on fixing mods, but may take awhile. https://www.nexusmods.com/nomanssky/mods/2200
I meant the base game freighter that looks like a venator
Maybe something like https://www.nmseeds.club/Seeds/Search/freighter.html
Library of seeds for No Man's Sky
Is there any mod that shows exactly where hotspots are?
So you don’t have to roam around the planet endlessly
Finding good hotspots takes a lot of time
@blissful gale
No gifs in this channel please
Any mods that let me start on that nice planet in the trailer instead of that dump of a toxic trash heap?
No but u don’t really need a mod for that. You can always use NMS service bot to get taxied to nice planet. U can find nice planets shared on r/NMSCoordinateExchange or u can check out #explorers-archive
can't
Can’t why is that
These hotspots like any other building or crash site should be already proceduraly generated right?
Can't add new logic / functionality with mods
Only tweak / shuffle existing values
The files we have access to and can modify are just tables of values / parameters used by functions locked in the game's executable
buildings and hotspots are generated via 2 different systems
you can't use a metal detector to detect cocaine
I bet you someone has tried 😂
can someone with experience kindly help me learn or even point me in the direction of how to convert OGG to WEM
I'd suggest to not try convert ogg to wem, as ogg is already a compressed format. Use an uncompressed format like .wav, then get Wwise, which is what .wem is from. Add audio, convert to .wem
Oh and I am sure there is someone with good knowledge on the wem specs in the NMS Modding Discord. Check the Audio Editor channel there.
Also this: https://stepmodifications.org/wiki/NoMansSky:Adding_or_Replacing_Audio
!moddinglink
yea im trying out the Wwise method with WAV format
my exploration modpack is turning out quite well.
Anyone know what happneded to this mod? https://videogamemods.com/nomanssky/mods/diverse-environments-for-visions/
That's been dead for years
I suggest not using that site at all. Any mods being made for NMS are on here:
https://www.nexusmods.com/nomanssky
What mods for visuals and terrain?
I'll send a list over but I've also done a lot of tweaking and combining
I use plumgen by lasagna which is super powerful
i was about to say the same thing, never trust any other sites but nexus, either the mods are untrusted or they are stolen
I use the pu enhancedweatherfog and atomosphereunleashed for the visuals
Terrain I combined strange terrain, prime terrain, and bpg's better terrain
Personal use only, I assume. 🙂
Reason you don't see modpaks on Nexus is they aren't allowed by the rules. Depending on the permissions set by the mods you're using, the default being requires author permission, you have to get written permission to use from the authors of the mods included. This is a hassle, takes a long time, and in most cases the answer will be no. To get around this, use the Collection system, designed specifically to allow sharing lists of mods used, without requiring permission. https://next.nexusmods.com/nomanssky/collections?sortBy=total_downloads
For now, I am not opposed to sharing
I am still working out some bugs, like desert planets all being barren.
also ty! I also have some personal mods i added but I also tweaked others. Im assuming id need permission for the ones i combined/tweaked
can anyone help me build a base?
try #no-mans-sky
If it's somebody elses mod, would need permissions in most cases. Much better off using Collections, as you don't need permissions then, just sharing a list of the mods you think work well together, which can tie-in with Vortex (Add a collection with Vortex, it'll take care of downloading the individual mod .paks.
Is there a way to get the starbornerunner ship if you missed that expedition
Save edit your account and then claim it
Can also use this for the golden vector and all other expedition rewards
You can use mods or a save editor for past expedition rewards. See this pin: #nms-modding message
Feel free to ask the channel more questions about those mods or save editors mentioned there
That's assuming you're on PC. Also see this Pin about modding and save editing depending on platform: #nms-modding message
Gotcha, and ya I’m on pc. Not sure how save editing works, but i’ll look into it
On either save editor (NMSSE/NomNom) it merely requires checking a box for each reward. Just make sure to first of all have a backup of your saves, then always try to add these rewards on the Account, not the save itself. You should then be able to claim on the Anomaly, making note that Twitch rewards require being offline, no internet connection.
There have been some minor issues with both save editors due to changes made to the save data recently, so your mileage may vary. Report any issues with the developer of the tool used
Can save editor be used to change the model of freighter? (Sentinel, Pirate, Venetaor)
Yes
https://www.nexusmods.com/nomanssky/mods/3130?tab=description came across this newly released mod, seems pretty amazing!
Sorry for pinging but this mod doesn't work
already updated the mod with amumss
im talking about the mining deposit using terrain manipulator,, other resources (using mining beam) multiplied just fine
noobie question, does nms understand only .pak files and when mods package ship with .lua or any subfolders its only meant for other to being able to change stuff on their own and build their own .pak?
Game reads data only from PAK files
LUA scripts and standalone files are used to compile the proper mod PAK file using AMUMSS
And yeah if you know what you're doing you can modify the LUS script to customize the mod
got it, thanks
No clue, not my mod. Just seemed to fit what you wanted by description. Maybe https://www.nexusmods.com/nomanssky/mods/2746 then
Hey @slow river I'm the one who submitted the bug report on the decompressinator
I should note that I tried it on the experimental branch
That's the BankSignatures.bin for the unpacked files
@undone swan Thanks I'll take a look at it in a bit when I'm at my PC
is there a mod that allows you to scale base parts like you can with the scaling glitch?
omits the tedious part of the glitch so you can build mega-bases
is there a mod that allows for freighters to defend you? and do damage?
@undone swan Well I can confirm it's not your Bank Signitures file crashing the game, so that's good
Do you have any other mods loaded?
Sooo… I can’t seem to land a slot with the bot I was told about. ||Is a modder in here maybe willing to hand me off a packaged mod of the singularity engine from expedition 8? Pretty please? 🥹|| if not, feel free to ignore this <3
Unless that’s not possible and the bot is doing smth special lmao
@undone swan from the signitures list it looks like your TexMisc pak might be corrupt
Try redownloading the stock game files from Steam and try running it again
I'm wondering how this is possible tbh, did you try running this on a drive with only barely enough space left?
I would suggest Beyond Base Building https://www.nexusmods.com/nomanssky/mods/1096
Allows to scale most parts and place parts anywhere (planet parts on freighter and the other way around). Only uses vanilla parts, so all works with Multiplayer too. There may be other mods that work too, have a search on Nexus Mods, see what you like, but make sure it was updated since Worlds 5.0 was released.
Did you rebuild\update your mods for the new Experimental build on Friday?
Beyond Base Building. Be aware, scaling breaks snapping, so free placement will become your best friend. Edit: Didn't see Devilins Post when I hit send. lol
I have heard mixed reports. Could be the bot is being worked on, or some other issue. For support with this bot, please check their Discord though
!creativehublink
Decompressinator should work on all version of NMS fine, even experimentals- although from his BankSignitures file, it looks like his entire TexMisc got yeeted somehow, which doesn't really make sense, unless he ran it on a dying disk or a disk with borderline no space left
Nope
that sucks
Currently bot is closed to non Paetron. Combination of this massive uptick in returning and new players for Worlds pt. 1 and background work happening to add-in another server for load balancing.
Correct. Not really related to Decompressinator, but have to update mods MUCH more often when using Experimental. Could have explained the crash, but TexMisc being MIA is probably what did it.
Yeah according to his banks file, his TexMisc file became 4kb after running decompressinator which is not what it should be, it should be like 12GB or something like that lol
this makes me think he ran the script with barely any space left
I will validate that it's not breaking on the experimental anyway but I'm pretty sure this was user error of some sort
Random but does the Experimental have it's own Anomaly?
Last time I was on there in the experimental it seemed like it was only steam players ever.
Well, experimental is available only for steam
I more so mean, does the Experimental only stick you in the anomaly with other users of the Experimental, rather than with all players- I guess if the game just only does stuff on a per-version basis that would make sense
Confirmed it works fine on the Experimental so yeah that must've been some kind of user error
In most cases the game build versions are not compatible, which will then have it's own MP server instancing. Happens with other platforms too, not specifically Steam Experimental, but being a Steam only test branch, pretty common
ah
Thanks, will try this
..oops...?
I should've had enough according to the estimate of the final GB it would take on the mod page
clearly that was not the case
@iron quail https://www.nexusmods.com/nomanssky/mods/1181
Outdated. Makes game crash
Ah, my bad
No worries. Hoped the game would have a config file i can crank up draw distance/LOD with :P
All the mods for that are dead 😭
There is overhead if you don't run it with -no-backup of whatever the decompressed size of the largest archive is
I haven't figured out the exact math but my guess is +15GB of headroom
I think with -no-backup I think that drops to about 5GB of headroom or so
I added a note about it to the instructions
anyone know why these images won't change ingame?
SELECTGAME.DDS & SELECTMULTI.DDS
i have done everything exactly the same as i did back when Echoes came out but it seems something has changed or am i missing something simple
the steps i have taken are as follows
-1 extract the images
-2 change the images
-3 saved as a DDS
-4 repacked with the folder structure TEXTURES\UI\FRONTEND\BACKGROUNDS
-5 placed the .pak file in the MODS folder
yet nothing changes ingame.
Make certain you are using the exact same compression and whatnot settings as the original. If the original was BC1, Linear, DXT1, then your edited one better have those exact same settings.
Also, make certain filename, including extension, is all caps.
After working forever, NMS 5.x has been breaking some TEXTURE mods. Still don't know exactly why or what's changed. In my case, was a TEXTURE mod, untouched since NMS 2.16.
ah ok i will give it another look and see, thanks
ok it was the extension, the .DDS was in lowercase, that fixed it, thanks @solid hawk
You're welcome. Glad it's fixed. 🙂
Anyone knows if there's a mod similar to BetterGalacticTradeItems ? Basically adding 9999 items to the trader. Thank you
@obtuse hill This is the current iteration of such mods: https://www.nexusmods.com/nomanssky/mods/3048
Thank you...how did I miss it. I was just on Nexus
🤷♂️ 👍
So beautiful
@sharp drift For adjusting vehicle control, here are some suggestions:
- Natural Steering 1.9: https://www.nexusmods.com/nomanssky/mods/1971
- Alternative Vehicle Control: https://www.nexusmods.com/nomanssky/mods/2848
or here: https://forums.atlas-65.com/t/custom-keybinding-and-alternative-vehicle-control/8297
Hii
Is it possible to export ships with NomNom save editor? I know is possible with Goat save editor but I don't know how to do it with NomNom
lower right corner of the screenshot
Many of the questions asked, could be answered significantly faster by just looking. 🙂 You didn't have to wait for 2.5 hours. Could have just opened up the free NomNom editor. Answer in less than a minute.
Not trying to pick on you specifically, just saying for future reference. Look first, then ask as needed.
Yeah the thing is I have seen this already but when I click on backup the ship is not exported, I know that is supposedly to be saved on collections file but there is nothing there
I tried to save the ships, multitools and pets and nothing happens
I didn't know if I was doing something wrong
Is it bugged?
Is it working for you right now? For me it isn't, I usually use goatfungus save editor but the editor is not working for Microsoft store version
That's why I tried exporting with NomNom but it's not working for me
checking
Yep, you're right, not working. Kudos for catching that.
Here's the official NomNom Discord, where the developer, Zencq, is. If you wish to report. https://discord.gg/nomnom-762409407488720918
Probably a quick fix for him
No, Goatfungus is a Github page, but can report issues. https://github.com/goatfungus/NMSSaveEditor
Brandon usually checks a couple of times a month
Do you guys know if the ground textures in the game is image based, or if it's vector based? As i realized how low res the world textures are, and if they are sprites/PNG based, i want to go ham on them with A.I and upscale/generate new, but retain their looks
Thank you very much!
I don't think there's much stuff being "vector" based in game other than fonts and UI shapes
but yeah ground is texture
Sean mod modifies them
Sean mod? @hearty wasp
And i found the textures from my earlier unpacking, and plan to experiment a bit with them, if i hypothetically make all the mips the same size as the largest, then the furthest away mip in the game will have the same visuals as when close up, right? 🤔
I'm not sure if it's changed but ground testures used to be volumetric textures or whateverthefuck they're called
but they used mipmap layers for different textures
Aye. As i wanna try to mod the game for way higher res textures, as well as locating the resolutions for voxels if possible, but also tessalation resolution, as this shit's too sharp for me xD
Is there a list somewhere of what each texture is appointed for somewhere?
I heard it's possible to mod old expeditions to be playable? Is there a YouTube video or something that would give a guide on how to do that?
When zoomed in on a texture's visuals, is this sort of "enhancement" something people would prefer?
If you actually want to play through old expeds
If you just want the rewards, consider using mods or save editors
any alternative to NMseeds?
!creativehublink
Has channels for seeds for stuff
thanks
If you write one there will be. There's no documentation other than the game files themselves.
Ah, gotcha.
New release of NomNom just now, 5.00.1.45-beta.14. Says collections fixed, so thing backup button will work again Edit: Belay that, apparently bug was found. newer version coming in some hours.
I think some mods have a .lua file that you can use to rebuild for the latest version though?
Oooo, keep me updated on whatever texture work you end up doing, if you're able to build a shareable mod file I've also been itching for better textures.
try this mod, i use this. https://www.nexusmods.com/nomanssky/mods/1316
That depends, what's the original texture supposed to be? That new one looks like wet glass, or maybe an oil painting.
What are you using to upscale the textures? You could try using one of the new SD models with img2img features, high resolution output and the description of the texture as a prompt.
Same lol. And yep! Slowly trying to make stable diffusion achieve the same, but less photoshop "repeat of the same sprite stroke"
Left OG, right SD recreated
my old ass eyes can't see a difference lol
ngl you should try to replace one in game to make sure you can do it first
That's why i'm working on this one piece of texture.
Actually, i should do one for the space stations first lol. Trying to find the one texture i'm working on will be deadass hard xD
Oh is it the same one as above lol
BTW what are yalls favorite ReShade shaders/settings for this game? Thinking about checking that out
I realise that now the first one was zoomed in
Aye :P the other one earlier was just upscale with a model.
Space station will actually be easier since we know it uses a single diffuse texture and not packed in a weord way like terrain textures are
Aye
Caveat is that it use SSR I thinj
Space station textures look half-decent already imo so it might be hard to notice a difference. Look for the textures for crashed freighers, those are mush lol
There's a reshade category on Nexus Mods unfortunately not many uses reshade here so if no one gets back to you Nexus is your next best bet
fair enough, thank ya
I'm also gonna do a regen of the textures to be hella fuckin uncanny, but highres as all balls xD did that with mindustry once. Though, to achieve this, i need to find out what the OG res the pixels in the original textures of NMS was,then regenerate as higher res from there
wow amumss is a lot to take in
@tulip thorn Testing a upscale model to be 4x upscaled does chum down on the video memory xD
I shall try that one 🤔
Damn, thats a lotta VRAM
What GPU(s)?
One 3090. Got it because i was tired of running out of vram on my 2080. These days, i want games with higher res textures to look fab xD Or making draw distance way more if i can easily get 140 fps, like in no mans sky. I also used this one to see if it will reduce stutters
https://www.nexusmods.com/nomanssky/mods/3126
Decompresses the game but packs them back in PSARC uncompressed to put less strain on cpu cycles, which hopefully reduces/eliminates the mad freezes/stutters i get whenever i exit atmosphere and enter space. Though, i think that may be partially to blame as my gpu's on x4 lanes atm due to my stupid ass decade old 10Gbit card that needed top slot to function lol.
So game went from 18.6GB to taking 44GB xD
the mad freezes/stutters i get whenever i exit atmosphere and enter space
I actually just found such a mod on my own for that too lol https://www.nexusmods.com/nomanssky/mods/2812
Hah :P Probably does the same.
Though, i still wanna find a mod, or no idea if i ever get to make one/find the damn files which dictates tessalation resolution, and voxel resolution to look less cubic.
I didnt even know this game had voxels lol
If it's manipulateable terrain, it's voxel :P
Oooh
So the only non voxel stuffs there is plants, beings, ships, buildings and rocks, and some asteroids
So all of the voxels are all randomly generated. If you find a planet that has been discovred, then i think you simply download that planet's terrain data from the servers, and not generating from random numbers.
There is nothing random about it. It’s proc gen. There is no terrain related data on a server. The data used to build the terrain is local. The terrain is built every time you see it. No finished terrain data is stored anywhere.
Being able to deform terrain doesn’t necessitate voxelgen. In this case voxelgen is used to make polys.
Holy @tulip thorn@drowsy solstice holy crap, after decompressing the game files, it reduced the leaving atmosphere lag/freeze by 97%! Just barely noticed a hiccup!
Oooo nice
Most actually
yeah, after a closer look just a lot of settings i can prolly safely ignore
Oddly enought, the game file for terrain generation is called VOXELGENERATORSETTINGS
Two distinct user groups for AMUMSS. Players and mod authors. Much is author specific, which a player wouldn't have to be concerned with
will I get in trouble if I just add the other liquadator parts with a save editor lol
no
is there a mod that adds realistic snow ?
Modders, you know how the game works, why can't you connect two power grids?
(Is it just game design, or is it something about the implementation that makes it impossible?)
each power grid is inherently tied to a base in the save file. Linking them is just completely impossible
:(
Does anyone know of a mod that can remove the dorsal fin from some wing types in the game for custom ships? How hard would it be to make one if not?
You mean like in literally any other game? That's dumb, why can't there be a way to connect bases or something. If there is any connections, treat the bases as needing to load together when someone from multiplayer loads it. Then you can even turn the processes into counters, power into a simple yes/no statement, with one time calculated "off times" if there is intermittent power, and allow them to just tick in the background? I know implementing such functions is not a piece of cake, but I have seen it done, the bases and production machines just running a (Time passed) / (Time per product) = (Output) when the player opens it or changes something in the chain, otherwise just playing and stopping the animation when an unconnected series of timers tell it to. There isn't even any transfer bottle necks with conveyors that need complex formulas to predict hiccups!
Anyway, rant's over. Guess no usual megabase for me!
I now realise why all the bases I saw looked so tiny and ramshackle compared to other games I played. Why build a good base that is inherently limited by the engine, when you can have a mobile base in the way of the freighter. The bases are literally filler from the "promised infinity" times made to say that the game has base building, and you aren't supposed to build an actually functional base, as it's technically a legacy feature.
Sorry for sounding pretentious, I’m just salty as all heck.
Tell it to HelloGames. No one from there hangs here and nothing anyone here can do about it.
Here's the limits of NMS modding. We can change values for existing properties and sometimes repurpose existing code for similar purposes in static game files that are loaded at game start. We cannot add new features or any additional logic, or things that change during runtime.
There's no useable available api, so it's all basically static value changes.
Can't
You either yeet it from all ships that uses that wing or not at all
How would one do this?
Wait for NMSDK to be fixed, import wing model (assuming it's a fighter wing because not all wings are in standalone scenes), delete whatever mesh you don't want, export, pack mod accordingly
Sweet. Never modded anything before but I've wanted to check it out for a while. I have some coding knowledge but I'm not sure how far that will get me with some games. Thanks for the info!
It’s gorgeous 🤤 what mods are you running?
No coding knowledge necessary
Modding NMS boils down to taking a game file, converting it into text based readable format, making changes, converging it back and packing up
This can be done manually with NMS modding station and text editor of your choosing
If you want to automate this process, you will want to look into apps like AMUMSS or NMS Mod Builder
Those compile mods based on scripts written in LUA or C# respectively
So that's the use case where experience in coding might come handy
Appreciate the info 🙏
I'll give that stuff a look and hopefully not get overwhelmed lmao
Thanks again 😁
decompress all the files and use this for ULTRA SMOOTH MCGROOVE https://www.nexusmods.com/nomanssky/mods/2812
How different is it from this one? Or is this one not decompressing the geometry? https://www.nexusmods.com/nomanssky/mods/3126
Is there a mod that modifies crafting, to make it faster? FOr example: If I want to craft a Warp cell, I don't need to craft the antimatter, and the anti-matter housing. When I go to do the final product it automatically dos the pre-reqs, and crafts the final item, as long as I have the resources?
A similar Subnautica mod did this and it made the game so much more enjoyable
can't really do that
Ah
Would it be possible to theoretically bring the old star skyboxes back? I've seen it said in multiple places that after the Prisms update (I think?), HG removed the accurate galaxy map based skybox in favour of a prettier one that no longer matches what you see in the galaxy map - which seems to hold true. Is it possible for a mod to fix that...?
I'd think so. you just need to extract the PAK files convert DDS to PNG, replace old skybox textures, replace image with old, save, and pack back to a .pak you plop in mods folder. Same if there's scripts that the old game used, that you go over it's parameters and adjust to what old used to be
Did anyone try the mod Better Planet Generation? I feel like with Worlds update the mod is kinda redundant because Hello Games put so much effort into the game?
Skybox is not a texture.
No, not possible to revert to old skybox.
NMS will not accept a image format that doesn’t match original.
Hello, anyone knows a mod that Unlocks past rewards from Expeditions and similar ? Looked on Nexus this time but the one I found is from 2020 something ! Thank you !
Not format, the image itself of the old game and replace the new one in the format it uses today
@tulip thornTested separating each 256x256 texture of the mip map, and i think i can work them out to something stupidly high res xD Here's OG 256 vs 4096
Too bad i don't know what that texture's used for, so i can better prompt the damn thing
No idea yet. First i need to make the entire bitmap become 16384x32768 xD
ZAMN
Gonna make a few versions. 2x, 4x, 6x, 8x and 16x maybe lol
Thankfully it looks to not use much textures at all, just recycle the same few with different shades. So won't take months :P
Oh, i know what i can experiment with. The tyres of the racing car thing xD
@tulip thornTeaser for the tire of the buggy i will test with :P
No Lag Leaving Planets only repaks the Nexus files, without compression. NMS Decompressinator repaks everything, without compression
So Decompressinator will add around 40GB of disk space usage
No Lag Leaving Planets will add less than 100MB
Same as decompressinator does too. My game is 44.8GB atm, and i deleted it's recompressed ones as i took a backup of the OG 18GB files
If you've the disk space to spare, will see some improvement across the board with Decompressinator
Ooo.
Got 6 ssd's and 9.5TB total space, if there's a game that needs more, i can just clear off some games i haven't played in a few years :P
lol
how do i download mods from nexusgame?
You create an account, look up the mod and click on manual download
Hmm, unsure of these "uneven bumps" on the normal map is tyre like 
Don't bother with using Vortex or other mod managers, you don't need them for NMS
ah oke thanks
-#
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
looks fine to me
try it on a 3D model before you edit it any further id say
Honestly don't know how to do that 
Hmm, know a lot about blender?
though thats a weird normal map-- its yellow instead of blue
a weird map if you will
Never managed to remember to plap a texture onto a model in blender. Done it a few times before, but sadly with my adhd, my memory is all fucked, and i have to not brush up, but literally re-learn over and over lol
Ah, fair
I used to use blender all the time to fix up 3d models for 3d prints, but haven't fucked with textures since doughnut tutorial lol
id do it but food poisoning is making brain difficult lol
What tool do i use to extract the models to something blender can read? 
NMSDK
It's a Blender plugin
Will need to extract the game files from .pak too
Thanks :) Also, how are the fixed up textures added to the game? And how do i throw them into a PAK?
https://discord.gg/22ZAU9H #nmsdk-blender channel
Just drag the folder structure over to the compiler i unpacked with?
DDS TEXTURES aren't compiled
Gotchu, so how are they added as a mod?
Yes, PSARCTool is drag\drop, for both unpaking and paking
Ah ok, i used this one :P
Just make certain your DDS replacement is in the same relative gamne folder structure as the original vanilla file
Not for unpaking you didn't
In fact, with a DDS TEXTURE, MBINCompiler does nothing
It is solely for MBIN-->EXML, EXML-->MBIN
Oh right, forgot it was part of the compressinator lol
So now it's ready for throwing into mods folder?
yep
Neat! Time to spawn a buggy and take a look :P
You did make certain that your new TEXTURE is same format as original vanilla (BC1-->BC1, BC7-->BC7, etc), right? Also texture file in all caps, including DDS extension?
The above are common mistakes that will keep a texture replacement from working
DDS extension, yep, but no idea what BC1 is. And what do you mean by "BC1-->BC1"?
This is the options i have in photoshop
If the original vanilla files compression format was BC1, then youor replacement must be as well. I don't use photoshop, not a millionaire. Way out of my price range. I believe you need to use some sort of NVidia plugin.
Photoshop was just what i attempted with :P What do other modders use to properly get BC conversion?
And do you know if NMS can use higher res textures? Or does textures need to be the same resolution too?
As then half the point of my modding is gone if resolution would screw it up xD
We'll continue on the modding Discord. pain in the butt flipping back and forth
Dat be true, see ya there!
No reason to polute here with the details nobody else cares about
Thankfully hands reach away for me 
never used that before so im not sure how or if it differs from what i posted, my guess is they both do the same job 🙂
This is just one of many oddities I found. Is it really supposed to be like this and does it really work? 🤔 In this case, the file NMS_REALITY_GCPRODUCTTABLE.EXML
in the resource file there are three wings under one ID... I have not yet tested how it looks in the game, but, in my opinion, this should not happen
If it's like that in the vanilla file, as HelloGames made it, then it's meant to be like that. HG doesn't have bugs, ONLY features.
We don't ask "why" regarding anything HG does, because we will never know. All communication is one way, via Sean tweets and update release notes. All the info we get from HG. So, "why" is just guesses and conjecture.
This legit?
yup
my AMUMSS said "Failed to compile some/all files in MODBUILDER\MOD" when updating a lua file, is this mod cant be updated now? "Tesseraction.lua"
[ATTENTION] Failed scripts report:
-
Tesseraction.lua: Failed to compile some/all files in MODBUILDER\MOD
6 [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!20 [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.
!moddinglink
Go to AMUMSS LUA channel there
Post the log.lua and report.lua files after the failed compile
Things have changed in the game files since that script was made.
Try this one
Be aware, this one is not 100% fixed. Some of the nodes referenced in the old script no longer exist in a couple of SCENE files.
SNAPPOINT_WALLTOP.SCENE & SNAPPOINT_WALLBOT.SCENE.MBIN probably won't work for tesseraction, but the rest should be ok
I was working on this over the weekend, by chance, which is why I had this ready to go, in the state it's in. As far as "fixing" those two SCENEs, that may not happen. All of the nodes referenced in the original script are no longer in the game files, HG took them out long ago. Would basically have to redo those SCENEs from scratch, which I don't want to do and don't have the spare time now to do, not my mod.
guys whats the mod that puts all timers to 1min only? i want to skip this
search "timer" on Nexus Mods
sort by last updated
alright thx!
Hi, i replied my issue on your github but if its fine with you we can talk on discord. @slow river
@sterile kindle I'm not really sure what is causing the problem to be honest, my only guess is that it's trying to run in the wrong codepage or something?
Can you open a cmd window and run chcp and see what code page pops up?
the default one should be 437
but idk maybe your language pack stuff changes it?
I don't even know how to begin debugging this honestly
Interesting, okay it looks like this is actually a bug in NMSResign
I can fix this pretty easily I think
But I'll need you to A - B test with me to actually fix it I think so I'll probably ping you when I am able to code for a bit later
Hmm, guess they're offline.
I guess to add context for any onlookers- https://github.com/cheatfreak47/NMSDecompressinator/issues/8
trying to debug this problem
NMSSE, on Devuan stable, does not work with Java 8, throwing an error:
Exception in thread "main" java.awt.AWTError: Assistive Technology not found: org.GNOME.Accessibility.AtkWrapper
This is despite libatk-wrapper-java being installed.
It does work with the current default Java (17). (I've not tested Java 21, which is the default in unstable, but I have no reason to think that it wouldn't work.)
Additionally, old Devuan (etc.) releases aside, Java 8 is only avalable in unstable (could be due to bugs, could be due to eventual scheduled removal; I don't know), and is therefore not a good choice as a requirement.
Also, Java 8 is obsolete.
I see, though youve given me a valuable part that i forgot! the old nodes. thank you
If you take the fixes to the script further and can correlate the now removed node names with the "new" ones, for these two files, please let me know.
of course, but im still a beginner on this sector unfortunately
does anyone know if theres a mod to let you see the galaxy map any where and any time I damn well want, haha?
EXCELLENT THANKS FOR THE INFO !!! 🙂
Is it possible to customize the mod, i really only need the galaxy map part for instance, or is it a take it all or leave it kind of mod?
Yes you can...
EXCELENT, thanks 🙂
Process through amumss to generate the .pak
I've commented out everything exact the galactic map and the new emojis
I'm new to tryingto mod this game, i dont see any required file for the mod on the nexus page, what is amumss?
nvmd haha
The above is a script to regenerate the mod .pak. AMUMSS is the processing program which takes .lua scripts and turns them into NMS mod .paks
Besides for customizing, also useful to potentially self update abandoned mods and to combine\merge conflicting mods, where otherwise you're limited to one mod .pak per game file
Is there a way to edit the mesh of base objects in Blender in a way where it will actually appear that way in the game? Because all I can really do is resize the entire thing only
If you're Blender skills and patience are good enough
NMSDK blender plug-in to allow importing\exporting NMS game models
I'm decent with Blender, the model just doesn't show as stretched in the game after I edit it in there
I'm using the base builder plugin
Currently in beta, as NMS 5.x completely broke it
This artifact build from this morning fixes importing...https://github.com/monkeyman192/NMSDK/actions/runs/10285721003?pr=103
No clue about the base builder plugin. Actually I think that's more what you need. I was thinking you wanted to removel the object SCENE
No. just trying to put base objects together
ty
NP
Invite invalid 😦
tweaked it a little further to take out the new emotes too....
Let me look
@solid hawk
Unapproved Discord invite
Will dm to you
is there a mod that reads dialog?
Which file modifies ship yaw/pitch rate? So far I found strings that controls roll speed, max speed and stuff but not yaw/pitch
tried changing the value of “ship_maneuverability” and “turnstrength” but they do nothing to yaw/pitch
any mod for detecting hotspots?
can't
not beyond what vanilla does anyway
I was directed here to help fix a bugged quest. Is there a save editor or mod or something I can use to set myself at a certain quest or something?
What platform are you on?
pc, steam to be exact
Ok, let me try help you in #964865106334875698 , as this requires some advanced save editing and likely quite a bit of explaining to do
does anyone have a save file i can download with a fully maxed out ship and multi tool i just want to explore but want the ship to be maxed out
If you want that so badly, just have to use a save-editor and can give yourself those things.
Hello, ive heard there is a mod to remove the irritating splash screen that has to be cleared with TAB everytime you hop into a system. Im like a week new to nms. and know 0 about modding. so if anyones willing to help me with this i would be greatly appreciative.
That one?
In your NMS Install\GAMEDATA\PCBANKS folder, do two things
- Create a folder called MODS
- Delete or rename the file called DISABLEMODS.TXT
Take the .pak in the mod download and place it into that MODS folder.
Should be good to go
no issues with multiplayer or anything afterwards?
With NMS, mods are local. Don't really impede MP, other than people with and without mods may see different stuff
But for the above mod, absolutely zero difference
thx you
So ive tried two diffrent editors. I can see my saves but both claim the are corrupt. Is it because its still an expedition save? This is gamepass.
Are you running latest version of the game, NMS 5.03. Would also show build number as 126771 in the lower left of the screen where you select Play or Join Friends. If stuck on an older version, might explain it. Or if you are on latest version of the game, but haven't loaded these saves in awhile, could also explain it. HG changes formatting in the game saves every so often. Save-editors aren't backwards (or forwards) compatible. So, if either of the above scenarios sounds like the case, you want to:
- Ensure your game is updated to latest
- Load saves in-game. This will update the saves to latest formatting.
- Make certain you are using latest versions of save-editors and not some old copy that was sitting around on your drive from two years ago. The editors themselves need updating every major NMS update.
Both look up to date. I can edit things accout side on the saves for quicksilver unlocks. Confirmed it worked with the fireworks and some of the stickers. But nom nom wont allow the actual save to be opened for item edits. Ill double check again here in a min
ya i was trying to use the save editor and got a little confused on adding the technologies to my ship
Just in time for the weekend!!! 🥳
DUD'S SKY updated v503-A
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - TERRA FIRMA updated v503-A
https://www.nexusmods.com/nomanssky/mods/2022
DUD'S SKY - COLORS updated v503-A
https://www.nexusmods.com/nomanssky/mods/968
- Custom planetary wind system.
- Custom Gravity Storm weather FX.
New mod! HeatwaveFX - Adds custom heatwave effect to Scroched and Firestorm weather.
- Heatwave effect is volumetric light refraction. (The same way real heat refracts light.)
Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v5.03
@round sinew
new cape mod on nexus really cool
Isn't there an old one already
3, by the same person
so like a 2 in one then
Cant wait to download tonight
Can anyone point me in the right direction to find where the ship building station gets its values when assembling a new custom ship?
Hi I'm new here! I'm not actually modding, but I'm working on creating an in-game questline that will have interaction in the form of short youtube videos players are directed to as they reach each new point of the quest. Anyone know of anyone else doing something like this, or maybe a community creating this kind of NMS non-modding quest content that I might connect with? Thanks!
What "values"
Think this server's made a community quest before, asking in #no-mans-sky should yield better exposure to the right ppl
#the-fall-chapter-2 or sth like that
the "rules" or framework for the damage potential, Shield Strength, hyperdrive range and maneuverability values... I know the results are affected by the ship part and by the station you're building in. I wanted to dive into seeing if I could see the tables or functions it uses to come up with those values.
I'm not sure they do
or at least I'm not sure it's directly set per part
it's prolly just proc gen via a hash or index or someshit
only thing direclty set in the files is the inventory type and ship class
Even the procgen would have to have some kind of parameters to operate by right? Surely it isn’t all random… right?
I found where all the ship part types etc are but I couldn’t find any mentioning of the ship customization in any of the mbins.
maybe but not necessarily in the files
could be hardcoded
like just almost all model proc gen in game
if you wanna see for yourself you can look at METADATA\GAMESTATE\PLAYERDATA\CHARACTERCUSTOMISATIONDESCRIPTORGROUPSDATA.MBIN and METADATA\GAMESTATE\PLAYERDATA\MODULARCUSTOMISATIONDATATABLE.MBIN
The objects location is used for proc gen on a lot of objects. The parameters for those would be location and seed. Both of which are in memory and exe. Nothing about proc gen is random.
Sometimes the data is not accessible to modding.
Having made 2 mods for the starship fabricator, I don't recall seeing anything that would dictate the stats for assembled ships
The files that QP mentioned earlier mostly link parts / products with ship model nodes to be activated
And have some other properties for setting colours / textures
Thank you!
So where would you look? Surely there are some parameters it follows, somewhere.
the game binary I guess
good luck with that tho
Nowhere because IMO assembled ships have the same ranges of stats as fabricated ones
So if you were to change that, all naturally spawning ships would be affected
So, random procgen simply based on the ship type, economy, rnd roll? That certainly would be more simplistic wouldn’t it.
No, refer to the post by Jason early on
Actually now that I think about it, the location doesn’t really affect anything… it’s simply a dice with modifiers.
Seed value defines the ship properties, we have no way of changing how those are assigned
Jason? Sorry, just joined. What would I search to find his comments?
I’d be satisfied seeing the seed values honestly, just something to inspect/consider.
I meant this: #nms-modding message
For seed values you will need some other mod or a save editor
Ahh, I see. Didn’t catch the entirety of that earlier. Thank you
But nothing will let you affect the stats on fabricated ships
I’ve been using mbincompiler and NMS modding Station. Are you saying something more than that?
Yeah, not trying to modify anything presently.
No, we are telling you modding NMS is limited, we can't affect the core functionality of the game
All we can do is edit parameters used by the functions residing in game's executable, which we have no access to
Doesn't matter which modding tools you use, you can only do so much as change some values and parts for the fabricator, that's all
Gotcha! Thank you
Good evening. I was told that i could get help here in replaying the Expeditions that are not available.
does anyone know how hard creating a mod for nms is? I have an interesting idea but I'm not sure how long it would take to actually implement lol
https://www.nexusmods.com/nomanssky/mods/2672
is there any reason why this isn't implemented in game natively?
depends on your knowledge on markup languages, lua/c#, and general versitility in navigating layers of stuff
possibility-wise it ranges from easy to impossible
you should elaborate on your idea first
i've coded a bit in unity before so I know some C#, but i'm better with stuff like Java or C++
Okay, thank you. But I still need help with what I need to do because I have no idea and I don't want to break anything.
my idea is to pretty much overhaul settlements with more options on the stuff you can do, but the thing that I'm not sure if it's feasible is using an AI model to create unique disputes and choices to make, and have those choices actually have some sort of impact
i've never done modding on any game so I'm not sure how far it can be pushed
then you can go pretty far w/ scripting using NMSMB, farness depends on what you're trying to achieve
well I'll get into some tutorials tomorrow and see what works and what doesn't, will share progress here if there's any
there's this section in the link the message I linked linked
Okay I'll go check
prolly can't tbh
I guess it's entirely possible to make up new disputes within the existing system but you'll still be stuck w/ 2 choices
oh yeah 2 choices still works, it's just the idea of having them be AI-generated and unique
Okay that sounds simple enough. But when I'm finished with the expeditions. How do I revert back to the normal game? Or do the files replace themselves when I launch it in "online" mode again? If they do then will I still be able to collect the rewards or will they revert back to "need to do the expedition #"?
I mean unless you want stuff to be generated on the fly it sounds possible
I'm sorry if I'm asking too many stupid questions ;-;
Yes.
You can see conversations about it here.
Causes game size to increase.
Causes bad performance on some systems.
In other words, might be good for you and others, but not good for the spectrum of systems NMS runs on. Especially when it’s just for the first load until culling because after the first load it gets loaded from memory anyway.
got it, thanks
Okay so i tried modding it but i can't find the file i need to replace anywhere
