#nms-modding
1 messages · Page 50 of 1
More starship customization galore: now custom textures can be applied to Solar starships as well + 2 new paint jobs were added
By one way trip I’m assuming that means I can’t go back to gamepass? Also is there any risks with me transferring stuff over to steam? I just don’t want to lose my freighters, money, etc
There's no real risk to it, just a little tedious and you have to sacrifice an already existing save on the end platform. You could absolutely do it back n forth over and over but things like bases and settlements may be confused as to why there are two of them there
Well on the steam side I wouldn’t have an existing save but from a video I watched I know there has to be a “dummy save” so I get where the tedious part comes in. As for the settlements should I just disband them or whatever to avoid it overlapping with steam or is it just a visual bug?
I think you would wanna disband the ones on the old side, I has weird problems like I could still make decisions for my settlement but it would say I don't own it lol
Same with important bases since on other people's ends they may only see the old Xbox version of them or smth
Make sure to do all these things after everythings transferred
so once im on steam disband my xbox settlements or?
Yeah, since if you disband/delete things before then they won't transfer of course!
should i be worried about my freighters, fleet, currency etc lol? like will stuff like that overlap?
All that stuff is client side, no problems there
makes sense lol
The only real problems are uploaded bases overlapping, and maybe titles/expedition rewards not being unlocked which you could manually do the latter
thank god lol i was about to say at this point i should just do it fresh lol but it doesnt seem too difficult to do from the video i watched, is there a better guide on here or nah?
yea i havent uploaded any so i think im good and for rewards just do it again you mean?
I'm not sure! It really is just make a steam save, play on it for a bit till you get to scan things, then use NomNom to transfer your save using its like special button for it in edit > save transfer
I mean that the account-wide access to claiming expedition rewards at the anomaly may reset, but using the save editor you could tick all the ones that you earned before so that nothing changes
That wouldn't affect saves that had already claimed any expedition rewards you've earned
So its not a big deal
How can I change the NMS version to pathfinder on steam? I found a mod I wanna try out
Be very aware, you'll only be able to use mod .paks made for pathfinder
specific version of pathfinder*
NMS mod .paks are neither forward, nor backward compatible
no build number either lmao
I dunno man, dude just said Pathfinder. Give ‘em the janxy one. X.0
Bug riddled horror
Is this a good place to discuss customizing ships via a save editor or is there another place to discuss that?
Sorry for the question (guess I asked before), but I saw a Gunter post here stating that save-editing was possible on Mac.
So, has anyone done it? I assume it's by using goatfungus and JRE, just like PC, right?
To clarify: talking about running the editors on MacOS (without using Parallels or similar)
Goatfungus is java, so should be able to run on MAC with JRE
NomNom is win only
is there a mod that removes the noise for the personal refiner?
Go to Nexus Mods, search for the word sound. Multiple mods that silence various sounds, you'll need to dig into the details of each
thanks
Ok guys. Is there a mod that can modify the exosuit? Just curious. Thanks.
In what way? About the only things are to remove or change the sounds and gCharacter Chest Light Colors. What you see on NexusMods, new or updated since 17 July 2024 is about it (Only TEXTURE and sound older than that are ok, anything else will crash the game). https://www.nexusmods.com/nomanssky/mods/newrecently
I see, thanks! Wonder if anyone did it.
Tempting to mess with that, but I'm not installing Java on my Mac. 😆
Trying to keep it as clean as possible.
Sean
Very true
Is that the coding part? I’m watching this guy on YouTube and I feel like he glances over the stuff, not sure if there was a better video/guide you know of
There is no coding part to getting expedition rewards with a save editor, in general. Tick or untick a box.
The issues with youtube videos are they can become outdated quickly and anyone can make them, expert or newbie, so tend to be lacking important information. The save editors are free, grab one and look around. See what's there.
Will the editor tell me which rewards I’ve unlocked? I know the point of this convo is that it doesn’t which is why we need to make sure we tick them before transferring, but I just don’t have access to pc gamepass so I wouldn’t know which rewards I’ve unlocked IF I unlocked any.
The rewards that you have collected during expeditions will be shown with an Unlocked checkmark
Like this, I did all expeds and never had to unlock anything from save editor
Ok I think I might’ve misread what he said then, because I read it as I would have to look between both versions and tick off what I got in expos. But the part that I circled at least to me means that wouldn’t be the case because by the time I do that the editor will have already unlocked everything for me, and I haven’t played in a few months so I’m not worried about anything recent as I haven’t done anything. But please correct me if I’m wrong lol.
https://www.nexusmods.com/nomanssky/mods/2448?tab=description I found this mod but it doesn't say where to install it
it's a .pak file
also, what's a LUA file?
Hey, I'm trying to give myself a new cape with the save editor but i cannot get it to actually unlock for me in-game
i edtied my units value just to make sure that its actually saving, and that did appear to work
Every mod is in the form of a .pak file, you place them in a MODS folder inside PCBANKS
if the folder doesn't exist then make it, and delete or rename disblemods.txt
Is it an expedition reward? Did you unlock it at the robot guy vendor?
it is a reward, however i cant claim it
Sorry beyond me. Never had this issue. Don’t know a whole lot about the editors.
thank you
Uh oh
These are the mods I have, anyone know if they are all compatible with eachother?
Right before the game crashed, I was gonna leave a freighter after saving it in combat, and it crashed when I tried entering my spaceship
are all those updated to 5.05?
as i already hinted at before in -help
As far as I know, yes
then disablemods.txt, see if you can repro the crash again
and that will tell you more
if you can't, then one of those mods is causing it
The earliest update of those mods I found in my downloads is 25 july 2024
well - as i was saying, cut half the list to another folder, delete disablemods.txt, launch game - if you can repro, then one of the mods in there is causing it
if you can't, then the half you cut (and pasted somewhere else, probably) has the mod or mods that are making it crash
The game doesnt constantly crash. It crashed once and showed that message, and I just asked if anyone knew if they were incompatible (as hinted in the crash message). Game launched fine and plays fine (so far)
It did spawn me in the middle of space instead of the freighter I was on, but besides that all is normal
that message can trigger even when there's no mod compatibility issues iirc
but maybe game crash detection got better in that aspect, don't really know
Oh well. If the game crashes again and again, Ill try testing the mods one by one. I just wanted to ask for information about that crash, all is all
you'd have to look at windows event viewer/provide a crash dump for any of us to possibly come to know more
I could do that I guess. Wheres the crash dump located?
The event veiwer route I dont know because I cannot understand how the windows event veiwer works
please post MODS folder like this
and always post MODS folder like this
My bad, I didnt know
where is the bottom one from?
right so it's just named that way lol
looks fine
if it's just occasionally crashing then it's prolly just the game itself
So far it has only crashed once, I just asked because it mentioned potential incompatibilities and I was curious if anyone knew anything about it
NMS just post that whenever you crash and you have mods installed
it doesn't actually know anything apart from those 2 facts
To add to what Grouch said above. The .pak for that mod is horribly outdated, will crash the game. Vast majority of mod .paks new or last updated before 17 July 2024, this will be the case.
You'll need to regenerate\update using the .lua in AMUMSS
I checked and the lua will still be good to use now.
May be a good idea to run a game file verify scan. Be aware, will recreate DISABLEMODS.txt, so will need to be redeleted.
Oh gosh how did I not notice that :<
No I in Team. lol
So which nomnom am I downloading from GitHub? There’s a lot of files and I don’t want to download the wrong one
Probably win x64 stable Setup
The full.nupkg?
NomNom-win-x64-stable-Setup.exe
Is that the only thing I’m downloading too? From what I read nomnom does everything itself so wasn’t sure if I needed something else.
Got it, thanks!
The setup should install everything needed I think
Thank god lol I hate downloading stuff from the internet, gives me ptsd to my younger days of surfing the web 🙃
But thanks I’m gonna download and check it out, then once I’m confident buy the steam version of nms and I’ll hopefully have my stuff transferred over
I got my staff to 80 quintillion damage potential but I can't figure out how to increase my starship that much. Any ideas?
Just realized I had to do a fresh windows install so nomnom isn’t detecting NMS because it was deleted 🙃 now I have to get gamepass in order to transfer to steam 😭😭
@broken matrix
No gifs in this channel please
No gifs either? To express my disappointment 😔
That's what the emojis are for
well itd be a first for me, im currently looking in keyshops for a trial for gamepass because i really dont want to pay for it
and generally highly off topic for a specialized channel like this one
ok my b its not like i ws going to spam gifs it was just for that moment
I'm just telling you the reasoning
I as well as you have to follow the rules, as the powers that be have set them. 🙂
...and you post one, for the moment, and I post one, for the moment, and others join in. Less about one individual, more about the group, as a whole.
Used to be allowed, didn't go well, now it is not.
Okay I gotta ask. How this thing work? You use the station thing to create a ship? You gonna need the exotic parts?
Everything is explained on the mod page with pictures in the Images tab
So making sure I understand the installation here. It’s either the PAK method or use AMUSS and install the LUA? Or is it do BOTH?
Either
PAK for Simple copy and paste action
LUA + textures if you want to do it yourself and not having to wait for my lazy ass to update it for each game update
PAKs are archives containing actual game files the game can read
But once HG updates the game there is a chance the mod becomes outdated or straight up problematic
Might be. Thats always the case
While they don’t have the ship in there yet.. they might later.
LUA scripts are resources you can use to generate your own version of that mod any time you want
Yah I use AMUSS to keep things updated
Then you know the drill
Just making sure!
Just keep in mind, if you wanna use that mod to make a custom guppy exotic
- other players will not see it the same way
- once the mod is removed, the exotic will revert to what it should be based on the seed value
I'm still kind of confused. I placed the .pak files in the PCBANKS folder in the NMS directory, and the .lua files in the modscript folder in the AMUMSS directory, they still don't seem to work
!faq-modding
-#
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st link for basic instructions
.pak goes into PCBANKS\MODS
If you put the .lua into AMUMSS\ModScript and run BUILDMOD.BAT, and say Y to copy the .pak to MODS, it will create the MOD .pak and put into PCBANKS\MODS.
In PCBANKS, you got a file named DISABLEMODS.txt?
I renamed it
ok, then should see a screen similar to when you enter the game
yup, I did
Means mods are loaded
but I'm not seeing the effects
Can you give me a screenshot of your MODS folder, preferably in detail view, like this
See what's in there
That's the PCBANKS folder. NMS will NOT see any mod .paks in there
Has to be a MODS folder in PCBANKS
I can see you have one, but no idea what's in there. Why I asked for the screenshot of MODS contents
When you create a combined .pak, you have to remove the original individual mod .paks for mods that are now a part of a combine, in most cases, or will cause a conflict and the combine may not work.
That is what I wanted to check for.
If that's all that's in there, then should work.
How many mods in that combine, just the two?
yeah
do they probably have an options interface like in Subnautica if you're familiar?
no interface
you should elaborate on "does not seem to work" means
HG allows limited modding, but supports it in no other way
it's possible that it does have an effect and you're simply not noticing it
E interaction not any faster than vanilla? I use Fast Actions just fine.
By chance are you in a spacestation in-game currently?
Want you to try a mod that's incredibly obvious if working or not
I did think that I wasn't noticing the silent refiner, but I was at an autophage camp and I still had to hold E to talk to them
try renaming the pak to something short and doesn't include the word "patch"
With fast actions you still have to hold the E, just for a shorter time
If you want instant, use the instant version
If you want to make 100%, https://www.nexusmods.com/nomanssky/mods/2645 won't conflict with what you already have. Puts a big honking portal into spacestations. Can't miss it. Zero ambiguity.
New mod released: https://www.nexusmods.com/nomanssky/mods/3177
Any reason why my save editor doesn't work? I'll make the changes, then I'll save in the save editor, load in my game and the changes aren't made
Are you using NMSSE (goatfungus)?
If you made sure it loaded the last save to then edit and save again, it may not show a change in date/time in-game I have noticed. Just load it regardless and see if it actually still worked. For some reason the Save Editor doesn't really update this or the game doesn't show a change for that matter. If you check the save files themselves however, you should see it having changed though.
Because of this, it is extra important to edit the save the game believes to be the last one.
link?
NM, I made an Lua for your mod.
Run through AMUMSS, will generate an update .pak for your mod.
just curious, is there a way to play with the Atlas path completely removed?
Not really. Mission mods are a pain in the ass and constantly get made out of date
interesting
Only four people have made mission mods. One said "forget this", two vowed "never again". The other is on the fence. They're an ENORMOUS time sink, will little bang for the buck.
Even a small Mission is many thousands of lines long in the game files.
Possibility https://www.nexusmods.com/nomanssky/mods/3159, but makes a ridiculous number of changes for what it's purporting to do.
Give it a shot. Works, great. Doesn't,or creates issues, pull the .pak out of MODS.
is there a mod to change the arrive to U and not how long it takes to get there ?
Most likely no
The label you see is controlled by the game's executable, to which we have no access
that sucks dont like a ting telling me how far someting is that changes cos useing someting faster means it will not take hours sucks its not clear
Using exocraft does change the timer to instead go off of average exocraft speed, but I don't think it takes upgrades into account of course :<
And don't get me started on companions that can go fast, it ignores them
I think I recall mention of a variable that says when it flips over from u to time somewhere
but I don't have time to dig right now
<Property name="HUDMarkerDistanceOrTimeDistance" value="1250" /> in UI Globals
Maybe this?
Looks right
it might not be modding, but is tehre an up to date DB with Artifacts, their IDs and their Values?
Not sure if up 2 date, but there's the extracted tables. https://docs.google.com/spreadsheets/d/1J8WdrubKgo8A9hPY-hbQLq4eVrb3n3lZAgiI2J7ncAU/edit?gid=0#gid=0
Not up-to-date and prolly not what they are looking for
They look for seeds for proc gen items
ids for delicate floras, etc
i know there is a wiki with ids and stuff, but the data is outdated
Probably all there is
Thanks Babs and Fire
Small updates for both Exotic and Sentinel Starship Fabricator mods rolled out, fixing the holographic previews and adding the indicator dots
I want a squid ship to my collection.
Feel free to find one in the wild or use save editors or service bot delivery
I am doing my best to find one in the wild. I know there are streamers who have coordinates already for them. But I rather find them.
Then why are you replying to my mod about fabricating exotics?
I didn't know what you were doing.
Trying to see if there's a mod that makes the galaxy map easier to navigate (more zoom, pan, proper free look) as it's a pain when Nexus missions unlock stuff in some wildly different area. Couldn't see anything on Google, does anyone know if this kind of thing exists?
I forget which key, but you can hold down a key to go super fast in the map
during free look
maybe sprint?
It'd also be crazy useful if the teleport menu could tell you the closest option to your selected mission system if it's not a system you've unlocked a teleporter in
That would be cool, but no way to get that info that I know of
Thanks btw, I'll have to try this, thought it seemed to be locked to a fixed radius around your current system but maybe I was mistaken
Nah, in free look you can go as far as you want
Cool, I might finally be able to figure out why some of my task locations just seem to vanish off into the far depths of the galaxy
The auto mapping drops off after a few jumps, unfortunately, but you can eventually get there. I think just jumping to random stations in your gate list is more likely, though. Actually, the gate should show quest icons next to its entry
Hi guys i lost my whole ps5 data on Nms and i wanted to ask if someone would be so nice to give me some void eggs that would mean everything to me i am so frustrated cus i lost everything. I hate to ask something like that but i dont know what to do anymore
If someone can dupe them
Not a good channel for that. Try #nms-lfg-or-trades maybe
literally never realised you could move around the galaxy with WASD, was only trying to control with mouse. Map is WAY better than had thought 😂 (although 'fog' not showing discovered systems at a distance is still making things awkward)
This makes some improvements, as well. https://www.nexusmods.com/nomanssky/mods/1348
thanks, I'll take a look
i replicated my ps4 save through save editor, but the story is now stuck because i need to repair the radiant pillar (which no longer exists because i replaced it)
any recommendations on what i should do?
start again but make your own ship after fixing the radiant pillar I guess
that'd be the least complicated method
fuuuuuuuuuuuck man
alright
wait could i just add the broken radiant pillar into my save?
just need the seed for it
there we go, added in the broken radiant pillar
wait the ship isnt crashed
damn
well, i warped to another system and i got the first artemis message, and now that's my main mission
so i guess it just fixed itself
hey! so when I'm playing the game I usually just stick spotify in the background and that works well and good, but it does impact my performance a little bit, so I was just curious if there was a radio mod of some kind where you can import your own custom songs like the bytebeat library they've got built in
Nope
Mods can't add new functionality like that
Closest would be a mod that adds a bunch of "music player items" that play one hardcoded track from vanilla game
ah, thats a bummer, really wish it existed though because a radio mod built into your starship would be good for long trips
That actually sounds like a fun mod idea for hooking mods...
do Reshade's depth shaders work for this game? the ingame DoF is ass for screenshots
or which channel would I ask about Reshade stuff in
can prob check #nms-questions or #no-mans-sky
Well, modder job is never done, apparently the new update plays havoc with the mods
That's every major drop
We're all working on it. MBINCompiler currently getting updated
so no reason to recompile lua files now, before MBINCompiler is out again right?
correct
noted
yep sad cant play till mods gets updated i wish there was a way to down grade the game or stop updates
don't say that
the fact that the game dishes out updates like this after 8 years says a lot abou commitment
Well then, my favorite mod just got nuked. xD
The one that gave me the ability to snap things together like mineral extractors, supply depots, etc. (Snappy Industry).
Like wise. I mean temporarily, of course. There’s some mods that are honestly a necessity. QOL.
Give us mod authors time to fix the mods and get updates published. Takes time
Definitely, take your time.
run the snappy lua through AMUMSS, to generate an updated .pak and will be fine. Else, I'll start pushing updates in a few hours.
Interesting. Wasn’t aware I could update that file myself. I’m a new player and this whole lua file thing is new. I’ll try it out now.
It worked out. 😉
Snappy Industry works now. Going to try out with another mod now. Thanks for the tip.
Didn't realize you're the maintainer of Snappy Industry till this very moment when I was checking up the GITHUB of amumss. Making mining bases without this would be so tedious without it, thanks for your work!
You're welcome. Ethreon did 99% of the work. I just keep it alive and kicking. 🙂
Is it worth setting up Amumss? Ive been hearing things about it and I am curious
Yes it is
It allows you to update mods on your own
Without having to wait for mod authors to get their shit together
probably a bad question to ask but with the new mechanic to load into an expedition.. using the save editor where is the information FOR the character that is in the expedition?
can you get previous expedition rewards through save editor (autophage cosmetics)
I believe so. otherwise.. voidmotes and then go and buy them
For real?
So I can technically use all the mods I was using yesterday>
yes for real. I used it today to update and get in
This is my modlist
And we, the mod authors, are using it right now to update all our shit
Nice. I guess Ill try to set it up
right. AMUSS will load those in and update for you. follow those instructions tho.
Im still cautious about adding it as an exception to my AV, because that seems slightly suspicious, but I guess Ill try
Not quite, AMUMSS will not update stuff "for you"
So.. Back to the question then. I am assuming no one knows where the expedition information is kept inside the save editor
Once you get used to it. running that auto-bat is a thing 🙂
For a total beginner at NMS modding, how long is it going to take for me to set it up and update the stuff? And how hard will it be?
There is a guide
If you're a functional human being who can read, understand, click and press keys as asked
You'll do just fine
If not
!moddinglink
Wow.
it takes as long as your ability to read and follow instructions
Dedicated AMUMSS channel there
Oh theres a guide on updating the mods too? I hadnt clicked the link yet, but thats immensely helpful
Ok thanks for all the info
Right. so no one here knows the file save editor. got it.
I wouldn't assume the param it's stored in has changed just because the UI is changed
!creativehublink
ask there
thats creating your own ship?
that server also does save editing
Wait its possible to create your own ship, besides the thing from the starbases?
I never did the expedition they were introduced in. I can still buy the rewards?
the autophage sell things at their console. they use VOIDMOTES as the currency.
oh ffs this game really needs a currency exchange office
Status update: all my mods except for a handful were updated for game version 5.10. The exceptions are:
Misc Text Fixes
Project Apollo - Lost In Time
Liminal Opportunities - Custom Nexus Mission
No ETA on when those will become available.
I followed the instructions step by step for my mods, and I got this. What I did is:
- Download any mod updates
- Download
.luafiles for all my mods - Put all the
.luafiles on theModScriptfolder - Ran
BuildMOD.bat - Selected
DEVELOPMENTmode (same one as on the pdf) - Selected
Publicversion - Selected
COMBINEDmods - Chose the
.paktype that shows all the names in a row (Option 3) - Selected
Copy All mod PAKs(option A) - Waited for AMUMSS to finish
And that created this result. I assume its not good, and I have to do further stuff to fix it
This is my MODS folder
I would recommend startin with trying to compile individual mods, 1 mod from 1 LUA file at the time
Some LUA scripts need to be updated due to changes HG made to the game files for the 5.10 update
Trying to run them through AMUMSS might result in a failed compile
So I delete the 2 files AMUMSS generated, and follow pages 5-7 of the pdf?
I cant tell what pages you have to follow since Im way past using that guide
Chapter about How to compile a single LUA
Ok, understandable. In other words, I run AMUMSS individually for each .lua file?
Oh! Right. Yeah, I have the autophage stuff on my main save; I just want my expedition characters to have cool cloaks lol
No, you can run multiple LUAs at once
But it's not recommended when you are just starting to learn how to use AMUMSS
Baby steps, you know
Also easier to troubleshoot when you run 1 script and 1 script breaks
Than when you run a dozen scripts and 2 of them break
Yea I understand that. I am just asking because I am not that fluent with english
I just have to run the .lua files one by one, until I find the one that breaks. And from what I understand, I dont mess with the .pak files and keep them as they are
Ok I found one of the mods that creates 1 error and 2 notices. How do I proceed from here?
wait for LUA script to be updated by the mod author
which mod
Huh? I got 1 error and 2 notices
Are you running the latest version of AMUMSS with the latest MBIN Compiler?
As far as I know, yes
AMUMSS should be 4.5.7.0, MBINC should be 5.10.0.1
Both are latest, yes
!moddinglink
Go to AMUMSS-LUA channel there, post the log.lua and report.lua from AMUMSS' main folder after failed compile attempt
I did other mods while waiting to hear what to do about the 1 error 2 notice mod. Does that reset/clear the log.lua and the report.lua files? And if so, should I try again?
Oh. I decided to run the same mod again and I didnt get any errors, warnings, or notices. Could be a fluke?
There is no such thing as fluke
Its a deterministic process, the same algorithm does the same operations producing the same result
Then I might have done something wrong that first time, because now it displays nothing wrong
So now that Ive run AMUMSS for each .lua file on its own, whats the next step? Is my game good to go? Or do I have to run it once with all the .lua files?
1 processed LUA script = 1 up-to-date mod installed
(assuming the script is good for latest game version and you dont get any errors / warnings)
Repeat for all scripts you have / wanna update and play the game
So I have done all I need to do, if I understood correctly
I just have to take the .pak files that AMUMSS created, place them on my MODS folder, and remove the old ones, and I should be good
If you answered correctly, AMUMSS will do it for you
No need to copy PAK files over
Just yeet the old ones
I chose not to move them, because some of my mods dont have .lua files (because they just replace textures), and I dont wanna get confused, so I took each .pak file that AMUMSS made in the CreatedModPAKs folder, and placed it on a temporary folder as a buffer
So I can easily move them all into the MODS folder
Last question. Now that Ive (presumably) done what I needed to do, do I keep the .lua files, or are they not needed?
I usually keep in a separate folder, so I can find them easy to update the addon each patch
Got it, thanks
UBRLLU, WINDERTP BURLBURL CONSUMERISM™️ 1.1.16
BRUL BRULBRUR BURLBURL BRULBRULB BRULBRUBULR RBULRUBRL RUBRUBLRU?
RUBRL UBRLUBR UBRULBRLBR BRULBURLBR URBRUL?
BURLUBRLBURL BRUBLRUB RBURL BURLUBRLBR BRUL?
BRUL UBRUBRL UBRLUBRL RUBLBURL LUBT CONSUMERISM
BRULB BUBRLUB RLUBULRBUBRLUBRL!!!!!
Would i be labeled a cheater if I used consumerism
you won't be labeled for using anything
Is it considered cheating
nothing is
Wym
nothing is considered cheating
It isn't a competition
There is no cheater label in this game
It's all up to you if anything is cheating or not
Play the game how you want to
I'm not sure if I can elaborate on what nothing is as that is a very metaphysical question
anybody else running into camera and mobility issues when using mission timer redux?
can't move the camera and stuck in black screen in first person, and can't move it left or right in third person but can move it up or down and still see things. also ships seem miniaturized. Also can't move without using jetpack
mission tables are broken as shit and can't be updated as of now
Actually, better now.
Big thing, in most cases, is to update the path
i never say they shod stop it they shod make it like other games like 7 days to die where u can go to old builds of the game is all
i have a stack size one os i cant even play cos it put all the stack size back to normal so i lose alot of items lol
the one i cant live with out tho is instant actions hate the time it take to do stuff
like what? instant refining?
instant actions ones the refining one is not to bad i set it only to 10x tho ill like 5x cos u have the backpack ones so u can refin when doing stuff
im just wondering what other instant actions are there, besides refining or farming which aren't even actions
when u start the game and u have to hold to play or the farms getting in ship or mech
hmm okay i guess im missing something or miscommunication.
For what is worth, there are Settings in the game to switch off the "hold button to confirm action"
*vanilla game
o i see u where thinking what other mods there where for instant actions my bad just kinda woke up lol
tho the mod i have is just fast actions for inputs like
- menu selection
- creating/dismantling technology
- transfering resources to/from ship
- entering ship
- discussing with NPC
- gathering small plants
- launching refinery processing
- recovering deployable technologies
i never try the vanilla one cos play long ago when it was not in and just all ways had the fast Actions mod on
and there the scanner one for scaning plants and rocks and stuff had that one but can live with out
and it seems like all the mods got updated today
Alright cool.
But yes most of those actions on your list, you have the option to switch to instant in the game settings
good to know
Yeah, the vanilla option covers most things. There are still a few things it misses, but it does pretty welll
what it missing do u know ?
I can't recall, sorry
Open your archives on the left, I assume that's where your save file is
Glad it's fixed
love the description, very informative
Don't mind me, just doin some fishin
this has just happened to me twice (once with a bulk of non-combined scripts, and once with it being the only script)
i will try it without the rebuilt mods from the modscript manager in the mods folder and see if that fixes things
did not help
confirmed amumss and mbinc up to date
all good, just saying i got that same error
See the AMUMSS-LUA channel there, post the report.log and lua.log files from failed compile
I was told this would be the best place for support transferring a save from Mac to xbox. I am aware i need to use windows so i have an emulator. How do i do it??
Ive been redirected 3 times now loooool
You can wait for an answer here, but that server is better at saves
So, uh, putting multiple of the same weapon on the same ship with a save editor creates domain expansions in No Man's Sky... Who knew?
(⚠️loud)
you added multiple copies of the same weapon? Oh good lord
Heheeeeee..... safe to say they were swiftly removed.
are there any mods i can install to make stuff render quicker? kinda a nitpick but whenever i jetpack around really fast the grass and such takes a while to render fully
I thought I saw a mod for PC that allowed you to rerun old expeditions or at least get rewards? I’m obviously willing to wait till end of year for some, but I’d like to do older ones.
Do you still unlock rewards?
Yes
Anyone mind telling me how to make a backup through nonnom?
I’m clicking the backup box and it’s not checking it off
Does nonnom create backups automatically?? I recently ran into the bug where you lose you freighter when leaving a system. But I’m assuming if there was a backup it would show along with the other saves unless I’m wrong?
I’m currently reading through the read me for nonnom
Well if anyone could help it’d be great especially if I can get a backup to before my freighter was lost, I wasn’t able to find nor make a backup so just ping me if you can help
Official Discord for NomNom: https://discord.gg/nomnom-762409407488720918
Best to go to the source
googled around and i think it's sadly just an engine limitation
NMSSE does
And you can just copy the entire NMS folder to somewhere else as a back up
The one in AppData I mean
So I downloaded the updates for the mods I use, and I ran all their .lua files together on AMUMSS. The result was 0 errors, warnings, or notices, and it, as far as I understand, combined all the mods into one. Does that mean I can delete all the individual mod .pak files, and keep the one AMUMSS created?
If you keep the individual PAKs, AMUMSS will report conflicts
Because the same modified versions of game files exists in standalone PAKs and in the combined PAK
All I needed was some clarification, thanks for providing it :)
New mod released: https://www.nexusmods.com/nomanssky/mods/3186
does anyone know of a mod that fixes the planet name interface for exotic & explorer cockpit that works? I only found one by VirtualVoyager and it's not updated. when I try using it, it removes the entire interface instead.
If you dont see such a mod released / updated within 2 last mod then no, there is no such mod
Is there a site or tool for trying different ship parts to plan out builds?
Reducing interaction range may be doable
As for changing the behaviour / flight pattern - hard to say
There is some data that might relate to movement of the drone (any Sentinel drone has it), but how does the game engine interpret it is anyone's guess
is there a reason with the 5.11 update that every time i run amumss through the modscript manager i get a new errored mod that fails to compile - plus nearly every mod identifies as a conflict - so i have to merge them all?
I dont use AMM but Im fairly certain I can tell
Its possible some mods fail due to compile - specifically mods targeting mission files
All mods should not show as conflicting with each other
the conflict happened after adding one specific mod (mech customisations - cause gmech doesnt have one yet) - that mod page said to add the lua and pak to make another lua and another pak that has access to extracted texture files (from the original pak)
or something or other - now i remember this, i may have done something wrong - or the new texture files are conflicting with nearly every pak in the mods folder for some reason
dont believe ive got mission file mods in the list atm - but that i might be able to check somehow (certainly already removed gmission no aprox location)
hi im not surre how to use nom nom to transfer from game pass to steam
is there a guide or sum
nom nom is not detecting my steam save only my microsoft one
Official NomNom Discord. https://discord.gg/nomnom-762409407488720918
- Updated with MBINCompiler v5.11.0.1 for NMS Build 15615455 - 128776 from 06/09/2024
- Added 17 new decorations
- 13 Stone structures under Eucli-ea Outposts > Ruin Structures
- 2 fishing rods, fish decoration under Eucli-ea Decoration > Tabletop Objects
- Exoskiff sail decoration under Eucli-ea Outdoor > Outdoor Decoration
- Moved Eucli-ea Outposts > Other Structures to under Eucli-ea Structures > Other Structures
Spend less, Furnish more.
https://www.nexusmods.com/nomanssky/mods/367
is there a mod to remove the biome requirement for creature egg production?
You could just save edit to change their biome requirements all to lush
Or whatever your most-inhabited biome may be
Yeah I was thinking of doing that if the mod wasn't an option
Look here: https://www.nexusmods.com/nomanssky/mods/newrecently. If you don't see a mod here to do something, updated or new since at least July 17th, it doesn't exist, in usuable form.
...and if you can't find a mod to to something, in the last eight yearas, 99% of the time, because it's not doable.
Anyone know if save editors are up to date with the latest update??
Goatfungus editor specifically
Nomnom updated yesterday
Is that usable on steam deck??
Yeah I have since noticed this
Any idea when it will be fully up to date or can only time tell??
That's up to when Brandon has free time to do it. Can never tell. Might be a day or two after an update, can be weeks.
!NomNomLink
Hello, I need help with getting to open and play older expeditions. I have the https://cwmonkey.github.io/nms-expeditions/ download files just need help withaplying the files on my PC.
Is there a trick to getting the Nintendo Switch exclusives to appear at the quicksilver merchent by using the goatfungus save editor? I thought it might be like the twitch drops, and you had to be offline while doing it. That didn't work. Do I need to create a new save after ticking them off in goatfungus? Or can you only claim them on a switch?
Don't have to be offline for those. Just have to check them in the accountdata tab, I believe
If not, might have to edit knownspecials or something like that
I checked it off in the account data > platform rewards. I don't see known specials under Discovery or whatnot.
Oh I found this. I'm not familiar with how to edit an MXML file though.
https://github.com/goatfungus/NMSSaveEditor/issues/846
^ Okay this worked. Just took me a little bit to figure out. 🙂
Thanks @vale iron, your suggestion sent me down a small rabiit hole and i figured it out.
Are there any mods that make freighter turrets do damage? and also do mods prevent other players from spawning in places like the anomaly?
DUD’S SKY has a AI ship mod that includes that. But it’s not updated yet and am not sure if it works right now.
Thanks
does anyone know how to prevent the inventory from closing when you release a fish from it?
i have unpacked game files but i have no idea where to look or if it's even possible tbh, i'm new to modding nms
Try Consumable Item Table MBIN, there should be a property that dictates inventory closing on use
ty, gonna take a look
ah, found it, this should be it, right?
<Property name="ID" value="FISH_COMMON" />
<Property name="RewardID" value="R_FISH_COMMON" />
<Property name="TutorialRewardID" value="" />
<Property name="ButtonLocID" value="UI_RELEASE_FISH_LABEL" />
<Property name="ButtonSubLocID" value="UI_RELEASE_FISH_LABEL_SUB" />
<Property name="CloseInventoryWhenUsed" value="True" /> /// <-------------
Yeah probably
nice, tyvm!
lol don't thank me yet until you checked it actually works in game
hehe
also found out that the legendary fish chance is only 1% when i was looking through the files earlier
kinda low ngl
but idk the math behind it with lures
Help! Is there any mods that remove the sideways sliding when running around on foot? This is giving my friend BAD motion sickness to the point they can't play. I'm talking about when you run forward and a hill is to the side, you slide sideways down it as you try and go over. Makes your camera weave back and forth erraticlly.
works like a charm, thanks again ❤️
I think there was some camera shake setting in vanilla game
Either in camera or accessibility settings
It's not so much the shake, although that can be bad too. it's pressing forward and going sideways when walking over tilted round
Then look on Nexus Mods, if there is no such mod released / updated in last 2 months, then most probably no
Does anyone know where I can find my settlement in the save editor. I wanna do something with it in the base builder app? ChatGPT has helped me vaguely and I've found the settlement technically but I can't find the json code to copy into the builder
And I rly don't wanna try copying a bunch of code from the (99) numbered folders in hopes to get it
This is the closest I've gotten
Do not use chatGPT for anything game related
It doesn't know shit, it makes shit up
It helped me find the settlement folder at least. The only one in the edit json section
I just wanna take my settlement and put it into the base building app
There's 0 guarantee the settlement data is saved like you think it is
Keep in mind the settlement buildings appear on pre-generated plots of land
So it could be that the position of these plots is handled only by the game's exe based on seed
And the individual builds are saved like: plot 1 = bar, plot 2 = landing pad, plot 3 = market, etc
Yeah I've kinda noticed. So whay imma do is glitch place a base computer in my settlement and work from there
any way to save edit with the expedition this time? When using goatfungus to test stuff the save keeps getting changed to normal
Have you tried Nomnom save editor
not yet, its working better?
Yeah works exceptionally well
Also CE also works when it comes to duplicating items if you know how to run it
Also there is a trainer for NMS.
3rd party app that modifies the various values of game's parameters stored in memory
F
just watch a movie instead
do i get the stuff online if i replay the expeditions offline?
Make a POST on the mod page, asking the guy who makes it. Not the person who's never used it, just directing you to the resource. 🙂
If I ask somebody on the street for directions to the closest McDonalds, do I also ask that same person for the ingredients in a McFlurry and expect he should know? 😉
NMS save editor has been updated everyone
is the better planet generation mod good?
To some, yes. To others no. Mods are highly subjective. Eye of the beholder.
Try it. You like it, keep it, you don't like it, remove.
fair point
also do you know how i can search for specific things with the consumerism mods
like i dont see anything in synthesis shop
i have amuss installed i believe
It is one of the most downloaded and highly endorsed mods for the game.
Is the consumerism .pak in your mods folder?
Run AMUMSS_Check_CONFLICTS_in_MODS.bat
Do the results report any conflicts?
If so, can read details in the REPORT.lua file. Can open with whatever text editor you use
I'm thinking maybe have a mod conflict with consumerism
If not, next thing to check is in your PCBANKS folder, the one your MODS folder is in
If there's a file there called DISABLEMODS.txt, delete or rename it
NMS updates often recreate it
No errors
Nope it’s fine
not error, conflict
ok, not sure then. The items from consumerism should be available from the QuickSilver shop in the Nexus then
In the nexus?
is it supposed to cost this much?
or can i buy the iron vulture ship itself
i dont want to buy component
The components are there so if you want you can mix and match them with other hauler parts.
those are added by a mod i'm fairly certain, and that's why they're that expensive; the mod doesn't adjust the price of those parts. internally, the price is just a number...the store front is what determines the currency.
.> still think winder should either remove the parts from the list or use an interim container
Hey, so idk how to mod. I don't pkay PC at all. I'm trying to save editor my xbox save. Tbh I need some really basic xbox gamepass to PC gamepass stuff explained to me before I buy and extra game pass
NMS Xbox Game pass for PC has cross-save with Xbox, meaning if you log into NMS under either you'll see the same saves, as long as you're on the same Xbox account
If you have Gamepass Ultimate, you get GP for PC along with it
Alright, thank you
I was wondering if the mod reduced launch cost could be modified to cost 25% of the origional cost instead of 5% or 10%
i want to use save editor to fix my exoskiff slots as apparently since my save was created pre 5.10 im only getting 10 slots in the skiff
i have never touched a save editor and im scared
help
so ive got the goatfungus save editor but i dont see anywhere to increase the exoskiff inventory
Would anyone know how to use a save editor on steam deck?
If you can install java runtime environment on steam deck, can use goatfungus, else can't
How do I transfer my Xbox game pass to Steam?
that is not how that works. it is not because your save is old, it is because non-expedition saves have only 10 slots. expedition overrides it to 60 for the expedition. 🐱
You should just need to use the Nomnom save editor's Save Transfer feature
Nomnom has their own discord I believe which would probably be able to explain this better
i have been told by people in this discord that it has 60 slots and that having 10 is because my save is older than 5.10
Is that inaccurate?
pretty sure the answer is yes to that
but...yknow...I just had a thought, I can go verify this real quick. I had made a new save recently for testing
...wow, I stand corrected, it really is the case...wtf
okay, so they're right. but I -do- know how to fix this at least

im all ears
I just need to find the exact location in the raw json first. and i'm fighting ADHD right now. XD
well dont worry about it, if it requires me to do something like that i likely will just wait for HG to fix the bug lol.
i'm okay, really I am (not)...lol
think i've found it where I expected it to be...in vehicle data FishPlatformInventory. this is definitely advanced editing though ._.
@rare forge can get goatfungus <#nms-modding message>, all it needs to run is the java runtime installed
@round sinew thank you will look into it
anything comes up just drop by again 🙂 good luck
Is there any save editor that can edit expedition 15 saves?
can anyone help me with a LUA script? i'm getting an error while compiling it and i can't figure out why exactly ;D
yes, but: no log = no help
and you might be better off in the NMS modding discord for that
can i DM you?
uh, yeah, though it may, again, be better in the modding discord. i'm not that great with AMUMSS as a whole
do you have a link to it?
thanks
The game files specify 10 slots for normal exo-skiff storage. Only expedition is setup to have 60. There is no indication this is a bug, as many people keep claiming; it could very well be intentional.
I thought that too, however I started a fresh non-expedition creative save...and the skiff had 60
The one mod I've been dying to see for years: Advanced Filters in the Galaxy Map.
Such as being able to filter systems based on Economy Wealth, System Color, Water/Dissonance etc...
For example: Searching for a 3-star economy would display all 3-star economy systems with a bright color, and anything not meeting that filter would be a dark color, nearly invisible.
Or, searching for a Yellow system would either change the color of all other systems to a dark color, or hide them entirely.
not something we can do with modding, sadly.
poo
How do I make any nexus or windows mods work on a Mac? I can run windows games perfectly on my computer so I might think it should work for mods
new to mod, do better planet gen need to be in PCBANKS/MODS folder?
The mod is a .pak file, so yes
Creative might be different. I don't have my files here at work to check that
fair enough, i'll have to try with a normal save too
i have a problem, this is all my mods but i still get an error message and can't continue the game, help?
Remove the 2016 mods
Only use newly released or recently updated mods from Nexus Mods
60 slots on the fresh normal mode save.
i'm gonna just go with what others have been saying; pre-aquarius saves are stuck with 10, new saves are fine
so i've had this idea for a while to take the galaxy map loading screen and somehow put it on shadertoy.
the thing is i barely know how shaders work, so i'm not sure if it's actually doable.
wish me luck.
Yup, you will need it
Only a couple people in modding scene that understand shader stuff
You don't. HelloGames has mods hardcode disabled for mac version of the game.
If you can run the PC version of the game on your mac, then you could run mods.
Interesting. I wonder about the reason. Apple is strict about what runs on MacOS...
It could well have been a demand of Apples. We will never know.
interesting. nmsmb lets you do text searches on the decompiled spv files, so you may be able to take a fragment of unique text from Nsight and search for it to find the spv to edit. Haven't used Nsight, does it allow you to tweak the code and see the changes at run time ? If so that might be a path to editing the shaders.
That's really strange, as the files show 10 as the setting. I'll look more tonight
Hmm, maybe I had an old unpack?
BackupSaveData has 10
Ah, this is what I saw
<Property name="Slots" value="10" />
<Property name="Seed" value="GcSeed.xml">
<Property name="Seed" value="1" />
<Property name="UseSeedValue" value="True" />
</Property>
<Property name="Level" value="1" />
</Property>```
🐱
Hmm, maybe they planned on having one for cold fish storage and one for bait, instead of both for fish?
So I'll just change backupsavedata and hopefully that will fix existing saves. I'll check
Yeah I dont know if changes made there are "retroactive"
The limit should be set when creating a new save, no?
e.g. that shader seems to be: SHADERS/CODE/BIN/PC/PSTREAM_FRAG_PSTREAM_STARS_0.SPV
Seeing all the floating point numbers is kinda funny
what reasons as of why they would name their variables like that? 
eh, makes sense to them internally I'm sure
they didn't. the original variable names are not stored in the compiled binary spv file. what is shown is the binary spv decompiled by spirv-cross. it assigns random variable names. the same thing happens with most decompilers e.g. any of the .NET ones. that's one reason the shader modding is non trivial, you have to really understand shaders to try and guess at their intent. that's why the op using nsight is interesting, because if it allows changing the code or values at runtime then it would make it much easier to reason about the decompiled code.
Is there a goat fungus nMs save editor discord like nom nom discord?
No, just the github
@balmy sorrel where do i claim it? i added it to my account and saved it, but i cant find it in the quicksilver menu
when you talk to the quicksilver guy you choose the last option "claim expedition rewards"
but i think that the paint might just automatically become available for choosing from the appearance station
or the ship building station, rather
got it, tysm
any tips on navigating the sound folder
im trying to find ship engine sounds
and multi tool weapon sounds
Can I use a save editor to delete glitch ghost ships?
Use the bnk loader tool, start listening, one by one, until you find the one you want. If really lucky, may be able to find the name of a given sound from the applicable ENTITY file in MODELS\
MODELS\COMMON\SPACECRAFT
I'd think should be able to
I can not, they don't even show up in the save editor
look in the xml and txt files in the audio folders. there you'll see some descriptive names and the id is the wem file name
May need to dig into raw json
Not sure where they'd be, as I'm unclear what you mean by glitch ghost ships.
Aegis of the void
I know the frigate, just confused by the use of glitch in relation too. If it's related to fleet being messed up by switching universe bug, I'd hold off on making any changes. HG is working on fixes to restore fleet.
There's a partial fix in current experimental.
It's ships I've scrapped returning with the name "aegis of the void" and not having icons
ah ok. Not sure about that bug. If they don't show up in Frigates in the GUI sections, try JSON at BaseContext>PlayerStateData>FleetFrigates
i thought maybe i could do this easier if i worked of an opengl version of the game, so i downloaded the version released on the 19th of october 2018. problem is i have no idea which one of these files has the shaders in it, and i'd rather not extract all the files.
(the current version's shaders file is just NMSARC.Shaders.pak)
anyone know how to find out?
by the way, my goal for all of this is to have my pc background be the galaxy loading screen using wallpaper engine
edit: just found a recreation of the loading screen that looks pretty good https://www.shadertoy.com/view/MtcGDf
All the shaders changed completely when they switched to Vulkan AFAIK. I don't think you'll get a ton of help looking at the old stuff. That's just a guess, though
You might have some luck searching backward from number values?
i was thinking that the old shaders might have all the variable names, but im not sure if that's actually the case.
nope, most have changed
not frigates, they're starships that bugged out after scrapping/trading to NPCs. and they do exist in the shipinventory table in the save, but removing them is not recommended unless you know what you're doing, because it can break the appearance override association with any fabricated ships. you'd need to update that part of the save JSON too. source: cat tried it and didnt fully investigate first. derpderp
Moral of the story, leave it be then.
they can be dealt with without save editing; by trading to NPCs and such, or trading for ships you wanna scrap...and as long as you dont keep scrapping them you're not likely to end up with more
so yeah, no touchy
Yeah the shader system changed completely, I believe
That's why all shader mods disappeared when they switched
how do i make a protogek in the creature builder? it only has the weird bear face and the shielded one with the compound eyes.
found it in next's files (v1.6.5) it has comments and proper variable names here.
If you feel like documenting anything you find, it would be appreciated by people later
Matching up old variable names to new random ones based on value matches
I've been playing the expedition with some friends, but my save converted itself to a normal save and now I can't join them anymore. Does anyone know what all I need to edit in the save file to make it show up as an expedition save again?
It won't be a guaranteed match, but possible
I believe all support is via the NMS Hub Discord, link at the bottom of the app page
are these the legacy freighter parts?
ye
Your issue will be fixed in NMS 5.12, next patch.
I too have been experiencing this, and Im afraid I passed the issue on to another friend of mine. I actually came here to look for answers
I am happy to know that it will be fixed
See release notes for current experimental here: https://steamcommunity.com/app/275850/discussions/0/4751949102177895811/
found this in the soundbanksinfo txt and this type of file is what im looking for, is there a way to access that specified folder though or will i just have to search through the giant mess of encrypted wem files
/SFX/Weapons
Giant mess, I believe
is there any way to decrypt the names or get any lead on which one it is
There's an audio editor tool over on yhe modding discord in audio-editor channel. In the stickies, might help
Very few mess with audio mods because it's a masive pita. No easy shortcuts
Sweat equity
hello, can some one advice some good mods that adds some content and QoL
Sean
But serious answer, if you're looking for QoL stuff, Lo2k is the person to check out
Aside from that, just go through the recently updated and new released on Nexus Mods
Keep in mind, only use mods that were updated to latest version of the game
thanks, gonna check it!
https://www.nexusmods.com/nomanssky/mods/80 is this good mod? it's not updated, will it be compatible wil latest version?
No it will not work
As I said before
Only recently updated or newly released
Anything before the release of Worlds Part 1 is toast
Does unlocking season rewards and expedition rewards with the save editor bind them to your whole account?
Using the goat fungus editor
Thx
https://www.nexusmods.com/nomanssky/mods/688 is this one pretty similar right?
dunno, never used it
Read the description page or posts, make your judgement if that's what you need
There's generally 3-6 good, long lasting flight mods going at any goven time. If you don't care for one, try a different one
The Id is usually the wem name. The names you see there are what they were on the HG build server, not what's shipped. So you'd look for AUDIO/WINDOWS/832498532.WEM, which happens to be a real file. So extract that and use monkeyman's audio player to listen to it. There are also tools by others to convert other sound formats to wem, but i haven't really played with them. In some cases the sound you find won't be a stand-alone wem, but one embedded in a bnk, that takes a bit more work.
I'm trying to get the Iron Vulture (well, a few Iron Vultures, trying to build something else), what is the best way of doing it? I have heard "save editing" everywhere but I don't have any idea how that works
Since asking in a modding channel, https://www.nexusmods.com/nomanssky/mods/3060
thanks mate it worked!
though it does require 1,400 nanites and to exchange with my current ship
need to find a few crashed ships I guess
Nomnom save editor works well. Can unlock all expedition rewards if really wanting to.
Along with can add parts and items to invatory using it
Plus with Nomnom no worry's about units/nanites or Quicksilver you can modify to max using it if really wanting to
Also tip of anyone wants infinite items on PC, Use Cheat Engine don't need a script. Just open cheat engine with game open. Open invitory and click one of the stacks of the items in your invatory. Search the number. Then split that stack in half then search that number. Once you get that to a single find. That will be the correct one. Just add it to the list check it and change the amount to double max limit of the item such as a stack of 9999 you would set it to 19998 then can copy it to multiple spots or if you change number to 1mil you can make stacks of 1mil by copying once to another slot on items that aren't 9999 capped.
Make sure to make copy's of stacks before giving any away to friends so you can keep duplicating them if they are stacks of 9999 any stacks that don't go to 9999 just do the 1 million stack like I said above before sending to anyone else. Then can indefinitely have unlimited of anything.
For the trainer
^
Use the v1.5 -5.01.plus 27 link to get the free one.
so just to check, Im completely fine using modding tools to change the colour of my ship right? I won't get sent to the shadow realm if I board the space anomaly with a slightly different coloured ship lmao
There is no punishment for modding and/or save editing
In fact it's encouraged! Though idk how you would go about changing your ship's color without using nms.center to rebuild it with a new seed
is it gonna be one of those days where I spend 6 hours on a fools errand when I could just find a new sentinel ship lmao
technically you can, but it's very advanced save editing
All of 3 people use cheatengine for NMS. VAST majority use mods or save editing to achieve the few things cheat engine does and a boatload more
ship customization is a separate table, but once you know how it's set up you can probably just directly set the ship's appearance there...or, yknow, just build a ship normally
why can these things never be simple, and I totally would, if it weren't a sentinel ship
There are mods to change the color palettes for ships, but with this methodology, the changes are strictly local and only as long as the mod is installed.
HG went for a method that does not directly impact the already-present ship data, rather than one that could potentially break things...the consequence is that thing's more convoluted and unstable >.>
the devs just gotta make a ship customizer man, or atleast make sentinel ships buildable
word of advice if you wanna keep your sanity: don't look under the hood. Better that cat stays where it is, unless you're prepared to have nightmares. 🐱
FF released a mod that does that last bit, but it's not compatible with the shuttle/exotic variants. and it's limited.
They don't "gotta" do anything. They are provided a punch list of items to complete during a sprint, set by management, and that's what they work on.
point is its a wish more than anything, since it would be really nice if they did, not entirely sure if it would be incredibly hard to make a ship customizer either since they have the code already there in the ship builder
In this specific case, the big issue is UI limitations and the Sentinel ship has an order of magnitude more parts than any other ship type
It's why the FF mod is limited in scope.
HG would need to do a fairly significant overhaul to achieve
its just unfortunate at the end of the day, since the sentinel ships are so damn cool, and Im gonna have to go on a galaxy wide manhunt to find a ship thats not only cool, but S class too
class is unimportant.
go for appearance, maybe supercharged slots, you can upgrade class later
oh I was under the assumption class determined the number of supercharged slots
lower class means less SC slots but it isnt as important overall
There is https://nms.center/, where you can dial in exactly what you're looking for, BUT last I checked, sentinel ships were still locked down to paetron only and not free users. May have changed though. Can get more info at https://discord.gg/AEXcap6
as you upgrade you get more
and it's not like you can't easily save edit to move slots to your liking, much easier than trying to customize a ship
is there any kind of RNG manips I can do to make my hunt a little easier? is there a save scanner I can use to find crashed sentinel ships on my save, or maybe force the distressed sentinel ship to happen?
there are mods that enable that, for example one of the exocraft scan mods lets you pinpoint those specifically. if you wanna override class, there are mods to override class weights globally
Im sorta new sorta not new to NMS, I've been an on and off player since launch, so alot of this stuff is new to me
and there are mods to make ships start with max slots
is modding easy, and compatible with existing saves?
almost every mod is compatible with existing saves. modding itself is largely easy, the initial setup is a bit of a pain
babs could help better there though ,the amumss side of things.
I'll look into it tomorrow I reckon, but I appreciate the help, and hopefully I wont lose my sanity searching for the sentinel ship lol
Mostly if you need to update an abandoned mod from lua script or combine conflicting mods
also one last thing, sentinel ships have the fastest possible speed in the game right? or atleast one of them? planning to pump the thing full of as many speed modules as I can and just become a plague lmao
For finding crashed sentinel ships, two choices off the top of my head. Firmware Update for the Signal Booster or Galactic Positioning System. Cannot use together, have to choose one or the other.
Not really
think speed is agnostic, it's maneuverability that's different between ships
To be blunt, especially if modding, any flight characteristic differences become negligeable
fair, I just wanna go fast lmao
and if modding have to be careful the flight mod is balanced.
and 'agility' is one where you would want to mod it...toward zero, honestly. if you go too high your ship spazzes out and is unusable on planets
so wait, what about the modules that increase "pulse engine power" does that not inherently increase the speed of a ship?
Fast can have it's issues. Unbalanced flight mod, speeds set too high, when entering a planets atmosphere, can crash into the surface, clip though, then you're stuck. Happened to me more than once. lol
I have no idea what that one does
Spins like a top
Increases pulse speed
yeah yeah no thats what I meant when I said go fast lol, I wanna be able to go planet to planet in no time
not like, go 1000u/s on non pulse
so in that regard, would there be a better ship type to go for?
not really. those speed values are agnostic. but if you want QoL there's solars for efficiency
yeah I had a solar which could cross a galaxy in 15 seconds, but I wanted to go even faster, which is when I heard that sentinel ships can go faster, but idk if thats a load of shit or not
taps
so basically its a go for what looks coolest kinda deal?
or what has otherperks you like
I mean idk if its placebo but that sentinel cannon seems to be considerably more powerful than most other ship weapons I've used lol
Sentinel and Living Ship photon cannons do more dps than normal photon cannon
about 8 or 10% more
Hi iam a disable streamer and was told ask in here do any you know of any mods that can turn off the warp screen effect as been hurting my eyes an some my vewer on stream its this effect.
thanks alot
I made a version for someone that is very very dark and minimalist to help with seizures. I'll try to find it.
kk it be big help as it been give me head ake an when some got warp a lot it not fun
Trying to get my work machine setup and recompile it now
Crap, can't make it here 😦
Installing NMS so I can try to build the mod pak for you
Try this. Lua for building with AMUMSS, PAK for just using as a mod.
thank you so much that 10x better
I share to my commuty in my discord
@vale iron hugs
coolio, credit to Silent, I just tweaked it to make it more liveable
how do I get the "Ironclad" and "stealth" paint style for ships?
did a bit of googling and seems like there are no mods for it
is there any other way?
You were only able to get them from Expedition 13: Adrift, which should be having a rerun for the final time near the end of the year! Otherwise, you can save-edit or use mods if you're on PC to unlock them from the Quicksilver Synthesis Companion
thanks mate
I'm already downloading the NomNom save editor thing (hope I don't break the game)
I could have waited for the expedition to return but school and sh*t , you know
Understandable honestly, and the save editor shouldn't be able to break your save unless you try to do something out of the line like editing JSON incorrectly (which you don't gotta manually touch whatsoever for this)
All expedition rewards included
oh wait
this could actually be better for me
I still want to feel like I'm getting "rewarded" the items and not just "given for free"
thanks a lot!
teehee
beeg progress
how the hell do i get reshade on linux (or a alternative) on NMS
cant seem to start the game with it
(the game starts just the reshade doesnt)
https://reshade.me/ they have a forum. Would be a good place to ask. But right there on the front page
i know, theres for example this https://github.com/kevinlekiller/reshade-steam-proton as well for linux in specific
the issue at hand is
i cant ge tit work with NMS due to it being vulkan and ^ being uhh not supporting of vulkan
🤷♂️
but nms is also not natively on linux and only uses vulkan from what i know (correct me if im wrong) so it doesnt work with vulkan based native linux programs
(also no i cant use use wine to run the actual reshade exe to install with vulkan)
I haven't run linux in twelve years, so not sure what is or isn't possible nowadays.
basically anything is im just asking for ppl who actually know
cause my dumbass cant get it to work 😭
Why I directed you to that forum. The numbers running NMS on Linux are tiny. May be a while before you hear anything here.
ima just use vkbasalt and figure that out instead then throw in reshade filters if i need to 😭
rip the UI
reshade via wine/proton doesn't have vulkan support, which is what nms uses; i use vkbasalt as an alternative https://github.com/DadSchoorse/vkBasalt
i mainly asked about it cause i wanted some type of convenient UI (look above me discussing vkbasalt), follow up question then
can u modify the conf while ingame or should u do it outside and then reopen?
Is there a way to buy ships from players? If so I’m looking for the Starborn Running
the latter
👍
so the move is to go on windows make the reshade there go onto linux with vk, disable the vk stuff then link to the reshade in the conf file to be extra lazy?
Just use the mod Consumerism or a save-editor to get it.
CRESCENT WORLDS IS BACK!!??
ye
i don't know if vkbasalt ever got support to import reshade inis, i don't think so. vkbasalt.conf also doesn't support tweaking values with more than 1 float, have to tweak those in the shader file directly
🥹
it does 👍
Can I use a save editor to change the stats on upgrade modules?
Is there any way to?
What mods
not sure if there're anything that just do that but searching "tech" in Nexus and sorting by last updated seems to yield some results
You can by changing the seed for the tech module in question
Game does not save tech modules data by each stat like: fire rate +x, damage +y
Is there a way to put in the stats I want and get a seed out?
No
I assumed they meant proc tech, doesnt make much sense to alter blueprints with their limited stats
Oho, I see big M is typing, gonna get the facts delivered or ratio'd lol
How does this work? You change the seed, the installed tech changes in-game? Or just the stats?
Also, is there a place with known seeds for the best tech modules somewhere?
(Asking for a friend)
The game generates a new version of the module from the new seed
New name, new set of stats
As for where to find best seeds, no fucken clue, not my department really
Ex. how it shows up in Goatfungus SE
I see, thanks! I've been wanting to experiment with this... no access to save editors right now, but perhaps when I'm back on PC. 🙂
👀
is there any mod that always make S Rank for ship, multitools, etc that work in current patch?
i try the 2nd version of this mod that have max inventory slot for ship but it's not work, does the 1st version work?
I dont know what you mean by 1st or 2nd version
I know this mod exists and is updated, that's all
oh i see, it doesnt work for me sorry, thanks for your reply anyway
But what do you mean by "mod doesn't work"?
What do you expect it to do vs. what do you see in game
Do you see any effects at all? if not, have you checked for conflicts with other installed mods?
the mod supposed to remove RNG for Ship and Multitools, so every merchant have S Rank on them right? But i still got Rank C most of the time
how to check for conflicting mods? sorry im new to this game
You check for conflicts by checking the list of affected files between installed mods for any overlap
If you have 2 mods targeting the same file, the one that loads later wins, the data from other mod gets discarded
Also, do you know the procedure to install mods? Do you get the Mod Warning screen on startup?
i installed them using vortex, yeah i got the warning screen, every other mods works except that mod
then check for any other mods targetting METADATA\REALITY\TABLES\INVENTORYTABLE.MBIN
Or try to disable all other mods and running this one standalone, see if it works then
it works now after i disabled some other mods that related to ship, thanks sir
hey, is BPG more redundant since the worlds update or is it still worth installing
Better planet generation? It seems to work with the current version, at least going off of the comments
As for if it's worth installing, that's always gonna be subjective
Yeah, I saw that too. I used it before but I guess I'm gonna go vanilla on world gen cause I haven't played the last two major updates
is there a mod to make sentinel drones shoot more?
they kinda stay there looking and then decide to shoot
Comes to mind
ohh exactly what I was looking for, thank you very much
Ask and Babscoole shall provide
Amen
any voicepacks for exosuit messages that work? I tried one, even followed instructions for conversion, not working
Do we have some official only modding discord? Want to ask some questions to the more advanced modders out there but I don't know if it's the channel.
Thank you kind man 😁
Your experience is the reason there ain't any
It's a huge pain in the ass
does anyone know of an alternative to the mod reduced asteroid, https://www.nexusmods.com/nomanssky/mods/1129?tab=description since it does not work in 5.11
iirc there're others from people who frequent this channel so I'll let em promote their own stuff cos I can't rember them rn but this mod has a lua that you can edit to make it do the opposite
oops wrong pic
Does it also reduce asteroid quantity?
because i wanted to reduce the quantity of asteroid but increase the amount of resouces
Oops I prolly perceived the title wrong
okay
https://www.nexusmods.com/nomanssky/mods/2801?tab=files Comes with an Lua, so you can self-update to current with AMUMSS
Do mods for No Man's Sky only exist on PC, or do they also exist on consoles?
PC platforms only
😢
how to install mods
I want to unlock all the legacy building parts in my save. Is there a list of them somewhere? Or can I identify them some other way? I have several saves, some of them new-ish, don't want to unlock anything I'm not supposed to.
You should just have to search for wood, concrete, metal and freighter to find all the major ones, idk if there are more than those, or more that still work (old freighter stairs don't work)
In any save editor that lets you search through blueprints to add to your "learned" list
From the pins: #nms-modding message
How to make ships faster ? Dose any mods work on game pass?
All mods should work on the PC game pass version
I've tried the fast ships mods but they don't seem to do much
I made sure to put the pak file in the mods file and remove disable mods text file
Any other ways to edit ship speeds?
!faq-modding
-#
to view info below, enable embeds
• [How to enable and install mods:](#nms-modding message) #nms-modding message
• Learn how to use AMUMSS to compile mods
• [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image »
• Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
I'm looking for fast ship speed mods but they don't seem to work
Or they crash the game on game pass
Running outdated mods can crash the game
I was told a few were outdated sadly
Grab mods only from recently updated or new releases categories on Nexus
Is it possible to edit ships speeds in editors ?
No because speed is not a parameter saved in save data
It's a part of flight model declared in game files
You can modify that and it will affect all ships using that flight model
How difficult is that to do?
I don't have coding experience
