Big update: https://www.nexusmods.com/nomanssky/mods/2113
#nms-modding
1 messages · Page 52 of 1
Hey, just to report back on this: I couldn't confirm it.
Tried changing the seeds from a few modules across multiple MTs, selecting a few from the top 10 in the list.
The results in-game seemed like a normal average roll. Nothing special. Just to cross-check, I did experiment later with a near-perfect seed from the Wiki, and it worked. Wondering if I did something wrong 😅
hey someone cann help me
i installed vortex, and downloaded the ammus auto modbuilder. its installed and enabled. what to do now
is there some base parts mod ? i dont find any exclusive parts
Ditch Vortex, you might keep AMUMSS if you want to be able to update mods yourself
To install mods all you need is Windows Explorer and some experience in field of copy-pasting
!faq-modding
-#
to view info below, enable embeds
<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding
• [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.
Contributors: friendlyfirepl, .sohail, Atlas Emissaries
1st link for more details
Close AMM, you will not use this. All things initiated from buildmod.bat
I tried a mod that made the nomad go 200uph, that was hilarious and way too fast lmao
would it be possible to make a mod that lets you use your analysis visor in exocrafts?
never made a mod so im not sure how much they can do, but ive had this idea for ages.
nope
With NMS we cannot add new functionality (which this would be) or add new logic. Value changes to existing properties in static game files only.
i was thinking the ability to use the analysis visor was disabled when in an exocraft, and that could just be removed.
but i dont know anything about modding.
Disabled by EXE if anything, so can't touch it 😦
tbh i'd rather just see laylaps using normal sentinel weapons
What about a mod that gives a good roof to the Skiff, so you no longer take hazard damage while trying to fish
Amazing, Thanks @final hazel
im confused, this is supposed to be added in 5.12 version
Yep, maybe it was, maybe it wasn't
Check in 5.12 vanilla and let us know
it was... technically.
problem is the area is a tiny little square in the middle of the glass, so as soon as the skiff starts rocking you'll be pulled out of it (assuming you can even find it in the first place)
ye i noticed it to be finnicky with position
I can only give general troubleshoot tips
Make sure you have removed the Disable Mods TXT file from game's installation directory
Make sure the PAK file for the mod is present in MODS folder (need to create it if it doesn't exist yet)
Make sure the game has been updated / is compatible with latest game version
So either check the mod version on Nexus Mods or try recompiling the mod yourself with tools like AMUMSS / NMSMB if a script has been provided
Okay what moda you guys Generaly using?
was digging thru the lua of a mod and CREATE_HOES really caught me off guard
Yup, Create Head of Empty Section is a great tool
THAT'S what it stands for. okay cool. I couldn't think of anything lmao
If you got AMUMSS installed, there's a link to readme explaing all the instructions
Sean
Are these 2 doors (ones in white) legacy building parts? They don't appear on the list in pinned.
Same for the other 2 sets.
Huh, well they are indeed ingame of course
Guess the list needs updating them, I was curious if maybe they were cut content or something.
Also some freighter parts I'm not sure about:
They didn't give the hazard protection any volume, so it's just one point in space. I fixed it in the mod and sent them instructinos on how to fix it, so maybe this experimental does 🙂
the stairs and internal wall don't really do anything sadly, like the freighter stairs don't snap to anything and unless that internal wall is the cubic room wall then I've never seen it
No fix for skiff in experimental
So basically those are items that were never obtainable? I'm guessing they are the pieces the game generates automatically when you connect the normal ones.
What about the 2 doors mentioned above?
Also the UI_BRIDGECONNECT_NAME_L is just the freighter base core part, one that can never be moved or removed but just acts as a snapping point for your base stuff if you delete everything, idk why it doesn't have a "translated" name
Yeah I figured as much. Any idea bout these doors?
They're not on the pinned list.
The stairs and all the other freighter parts there are legacy ones, part of the old pallet of freighter parts before the Endurance update. Same goes with the planetary base parts but for the Frontiers update that replaced those with Timber/Stone/Alloy
Idk! I didn't play back then, I save edited all these into my learned blueprints and they work and are indistinguishable from the parts around them, someone probably didn't get all of them in that list idk
Fair enough, thanks.
Damn, these parts are nice.
Wood ones are goofy ahh but the rest aren't bad, they should add them as quicksilver rewards or something.
fortunate son starts playing
unreleased objects, no mesh exists in current game
Yeah I can't find them in-game. Would it cause issues if I leave them unlocked?
- old entrance to freighter base, serves as loading zone
- unused corridor iirc, if not then it's a variety with different window pieces
- just a normal freighter part existed along with other legacy freighter parts
- not sure if ever used in game, prolly not
if the IDs don't exist in game files then they're automatically culled on game load
the problem solves itself
From what Grouch said, no.3 (stairs) don't snap to anything. Are they worth unlocking?
idk and idc
try it out yourself and you can remove it after
BuildFrame MILF does include it iirc tho
ig if it doesn't snap I should fix it but I'm not really assed about it cos not a lotta ppl use it\
It looks like this and can't really be used because of that lol, it's like half converted to the Endurance standards
You can still jump in behind the cap on each end
does it not snap to the old ones
Not that I can see, all of the old parts except this one were updated and given proper exteriors (same ones as the new parts) and they can all snap with the new parts, except the old staircase which can't snap to anything at all
Some of the legacy parts have been updated to function with current/new freighter parts. The old legacy stairs were not updated and will not function correctly, hence why it was not included in the pinned list
I see, basically just the inside of the stairs.
Even some of the updated legacy freighter parts, have some minor issues. The differences between A/B/C rooms for example is not quite how it used to be. Some weirdness also exists externally.
Also the new bulkhead doors don't really fit the old rooms, style wise at least, and the old rooms use old colors while the new parts use new colors so making a window the same color as an old room requires glitches
I have all legacy parts unlocked, but only listed those actually being functional. For the freighter those are the ones seen in this image. I have not looked for some time though, so I will look for further changes. I will however not list the stairs, and for some of the mentioned planet side parts, I think the same is the case. There are still some IDs out there, but not functional in-game.
Oh and @remote thorn / @final hazel the internal freighter wall is non-existent. It has never been a legacy part for as far as I am aware. It does exist though, but is used from the regular selection and just turns out to look legacy when used in legacy created rooms. See image
Yeah I was gonna note that when talking about the interior wall listed, since new windows/walls just work with the old parts
Ah yes, same goes for the windows and doors
@remote thorn As for the listing shown in Save Editors, the parts are likely added after extracting from the source files. Not all of them are available in the game menu though. I specifically verified against in-game presence when I created the pinned list.
I thought as much, thanks.
The pinned list does not list other old parts either, only actual so-called 'legacy parts'. There are for example old (short) walls, posts, garage door, etc, still possible, but not part of legacy handling by the game
Some available building mods do include those old parts though
Use of IDs in Save Editor will work, but it does require modding to get them to appear in the build menu
They don't appear in the Legacy section I'm guessing? I didn't even know they had a dedicated section, thought they'd just be mixed in with the current ones.
Yes, there is a dedicated section for 'legacy parts', which is predefined and separated for Freighter / Planet.
The image above showed the Freighter Legacy parts. If you give me a moment, I can show the same for a planet side base
Oh I already added them, I just didn't know about it beforehand.
So the parts you mentioned (short walls and whatnot) don't appear in that section if I managed to add them?
Oh and here is some of the old parts I was referring to. A short wall and post. A curved 90degree also exists
These are all that are listed in the default Legacy section if you have that available on your save (last tab in building section, using the arch icon)
Any other part that exists and functions, not listed, has to be modded for selection in the build menu, but can be directly added into the base data of the save, to be visible in-game
So when using the base building app/addon for example, you do not need a mod.
I remember that fucking corridor...if you used jetpack to fly straight up, the freighter base area would load and it'd lose collision, and you'd fall to your death...
because they sneakily had 2 different segments that transitioned by hitting a certain point
it seems like freighter bases still work this way, because I was messing around on mine and noticed that the area where the staircase leads down into the garage, when viewed from the outside, actually just cuts off right at the beginning. and of course you can't see any part of your base until you actually enter the captain's room
The automatic doors trigger the loading and unloading of the base or hangar
they do, however in earlier versions of freighters it was more egregious and could EASILY lead to what I described
the amount of times I had to reload save because I fell to my death in an unreachable spot was...just...ugh
yikes. yeah i'm glad they fixed it then lmao
question: are mods able to modify and/or remove the camera rotation restrictions when you're in exocraft, riding companions, etc.? and if yes, is there one already? 
if it's controlled by a value in the mbin files, yes. if not...no.
guess the simplest way to do it might just be to look through em
yup, because I have no idea. never bothered to look at those
Well, there is a whole file dedicated to camera settings - GC Camera Globals, at the root of unpacked game files
There are multiple sections for GcCameraFollowSettings like VehicleCam or CharacterRideCamMedium
Might be a place to start looking
ok i spent the last 10 minutes wandering around amumss' pcbanks explorer, found the section you're talking about,
Honestly never used it that way
I just use PC Banks Explorer to unpack + decompile game files
Then I open the whole folder in VS Code and browse them that way
assuming it's just camera data i don't think i need to unpack anything, i should be able to just write a lua script and pack it with the thingy (i forgot what it's called)
It's called AMUMSS
well yeah-
i meant more specifically, the batch file that does the mod packing
forgot what it was called, it's not important tho lol
oh this is interesting
unrelated, but interesting
.>
I just use Vortex and called it a day
all fine and dandy if you only use one mod
Kind of guarentees you'll have numbers of non-functional mods, if you use more than a handful that you carefully check for conflicts before adding to Vortex.
ok i've got the hang of packaging them, think i'm gonna merge this tweak with the other camera mod i've been using and tweaking so far
Im using 4 actually
and that mod's file only packs one version of it in its zip
what he said ^
it's fine as long as you don't have issues
but if you ever encounter any you'll be told to install manually
it is the best way, manually.
since both of these modify the same file i figured there'd be no issue just patching this mod with my own tweaks, but like..
am i not allowed to make multiple different adjustments to the same file? or am i doing it massively wrong? 
you can, just make sure it has priority in loading
hmm, oh nah i think i'm just misunderstanding lua
it may just be the way this one is written, but--here lemme paste a snippet
["EXML_CT"] = {{
["PKW"] = {
{"CharacterUnarmedCam"},
{"CharacterRunCam"},
{"CharacterCombatCam"},
{...}
},
["VCT"] = {
{...}
}
["PKW"] = {
{"CharacterIndoorCam"},
{"CharacterNexusCam"}
},
["VCT"] = {
{"OffsetY", "-0.5"},
{"BackMinDistance", "2"},
{"BackMaxDistance", "3"}
},
["PKW"] = {
{"CharacterAbandCombatCam"},
{"CharacterAbandCam"}
},
["VCT"] = {
{"OffsetY", "-0.5"},
{"BackMinDistance", "2"},
{"BackMaxDistance", "4"}
}
so basically what happens when i build this is that it completely discards the first two instances of PKW and only applies the third. why?
they're values under different sections
if no changes are made you set the wrong PKWs
they were copied directly from a mod that definitely works
yeah that too lol
Chaining PKWs gets you deeper and deeper into 1 section
When you wanna select multiple different sections
Then you should prolly use a list of SKWs
ooooohhhh
<Property name="CharacterUnarmedCam" value="GcCameraFollowSettings.xml">
If you see Property Name and Value in one line you can target that section easily with SKW
this is what's getting done in yours rn
hmm so in that case...
the original mod used that syntax, and it's real convenient for setting most things how i want. will the builder yell at me if i do that, and then use another method afterwards?
pkw for the mass changes i really, really don't want to have to manually re-type; then skw after
Where the same changes (VCT) are applied to 3 different sections, each targeted with different SKW in a list
@@@ ********** Analysing script... **********
@@@ Checking script using LUAC...
- : LUAC_CameraModByJase.lua:136: '}' expected (to close '{' at line 24) near <eof>
@@@ line number above ^ refers to TOOLS\ModScriptCheck\CameraModByJase.LUAC_Script.lua
@@@ Done but found problem(s)
@@@ Scanning script for container...
> Ended file scan with 107 '{' and 105 '}' brackets
> Check for some missing '}' or extra '{'
> CONTAINER starts at line 16-(ending uncertain)
> CONTAINER is malformed!
@@@ Done
@@@ Basic Syntax Analysis...
@@@ Detected these other syntax problems, see also TOOLS\ModScriptCheck folder...
> line 136, col 2: "error[parse_error]: unexpected token ``"
says right in the log
Start on a smaller scale
you just forgor to close a table
ENDING UNCERTAIN
Pick just 1 section, try to modify only that
imma make it certain
read the log if you ever get any error/warnings
especially when you're making the mod
ok this is the heart of the problem,
now that i've fixed the missing brackets (there were a few)
@@@ Detected these other syntax problems, see also TOOLS\ModScriptCheck folder...
> line 112, col 5: "error[duplicate_keys]: key `PKW` is already declared"
> line 116, col 5: "error[duplicate_keys]: key `VCT` is already declared"
> line 121, col 5: "error[duplicate_keys]: key `PKW` is already declared"
> line 125, col 5: "error[duplicate_keys]: key `VCT` is already declared"
EXML Change Table is a table of elements, each element inside of it can have it's own instructions like PKW / SKW / VCT
You are packing PKW / VCT / PKW / VCT ... in series, so for AMUMSS these are all inside 1 element, so yeah you're duplicating them
See the yellow brackets, each one is a single element of EXMLCT
You will need to have these as well
so, if i wanted to do this, would i need to do another instance of MBIN_CT and specify the same file source? or would that end up with the same problem?
.... the docs sound encouraging
No, you just need one MBIN Change Table
You need to go inside the EXML Change Table and add sections to it
1 section = 1 PKW + 1 VCT (in your simplified case)
that sounds like exactly what i'm looking for
wow is lua just generally like this
okay.
yeah i'm not getting this at all. am i correct in understanding that i need to tell it to save the section i just edited (somehow?), then recall it to make another edit on it, which i will then save and recall to do another edit on?
i'm still not totally clear on what a "section" is, actually
i guess i could build the original mod and then patch it twice. that'd probably work
Read Script_Rules in README folder of AMUMSS
i have been
No you don't need to tell to save anything
kk
EXML Change Table is a table of elements
the word "section" appears over 200 times, so it's very possible that i just haven't found the right mention
this is a language, takes quite some time to learn, especially the more complex you try to be. No shortcuts
EXML_CT =
{
{
-- this is element 1 of EXML_CT
PKW = ...
VCT = ...
},
{
-- this is element 2 of EXML_CT
PKW = ...
VCT = ...
},
...
}
Mucho simplified
it was that easy the whole time? lol
You have all the PKW and VCTs inside 1 element
I told ya earlier to look at my example, at the yellow brackets
not familiar with lua, i was going back and forth over the readme to find out how to make a section but maybe that was more basic lua knowledge. let's see if this works >:o
because really i wasn't sure how much of the cryptic vibe this whole thing gave off is because i'm unfamiliar with lua or unfamiliar with amumss (when in reality it's just both)
Like Babs said, it's a language you gotta learn, nobody knows it from the get-go
One of the key things to remember is lots of stuff you write is gonna be lists of elements
You rarely see something being written as ["some instruction name / symbol"] = <a single value>
In many cases it will be a list of elements, hence the whole bracket mess
ok. no warnings, no errors, log file shows a buncha things being changed, let's see how this goes
it works
script rules has all the functions explained you can search "PKW" and find out what it does
yeah, problem was i was trying to just copy-paste the syntax without knowing the syntax
which is maybe an important step
but it worked in the end ✨
now you know what to look for at least
I think they way they had PKW works they way they wanted it to. It was just other problems existed
yeah pkw was doing what i thought the whole time, but i didn't know anything about the particulars really. in my brain pkw was a "function" so why can't i "call" it multiple times to do a couple different operations? (turns out you can, i just couldn't intuit how)
yo @fresh arch hmu on dm when you have time, nothing serious I just have something mildly related to you happen to me
Is there a way to get modded things on ps4?
Examples?
The only thing I can think of that can be transferred between players that's "modded" is companion eggs but that's just save editing
hey i need both in my ammus folder , the pak and the lua ?
or just the lua in the modscript folder ?
Question: in the Goatfungus editor, how do I go backward to a previous save backup? I can choose a zip file in the selector but it’s not clear how to use that to overwrite or replace the current save file
load the old save and then save it?
should've said that's what I thought I did but maybe I did it wrong - or maybe the game grabbed the other save file or something
So for the mods I have selected I can use them through vortex but I get an error, is that due to nexus or is there something else I need to do?
you can, but doesn't mean you should
install manually following this #nms-modding message
and then post a screenshot of your MODS folder
do it like this
Well I know that, but I figured it would work though I know generally what to do with modding as I did it manually for palworld
NMS is just a bit weird innit
Just a bit
Though the only thing I didn't know about modding nms was where my folder was actually supposed to be, so thank you!
If you have building permissions, is it possible to edit other players bases through the JSON?
No
Just use the export/import bas3 function in NMSSE
Dunno if NomNom has the equivalent
Well
Im trying to add things through the save editor to someone elses base
I assume thats not possible then
Theyre a console player without json access btw
If you can't get hold of their save you can't do it
Just build while you're together
Thats a shame
Is there a way to get that on console whatsoever
Which console
Think I may have borked the recipe unlocks when I added the legacy parts to my save, but I'm not entirely sure because this issue is happening on my expedition save as well, which I never edited / modded.
Basically, the recipe unlock pop-ups I get are incorrect. They seem to lag behind the actual recipe unlock, like I unlocked the fishing rig and ten unlocked something else after it, but instead I got the pop-up notification for unlocking the fishing rig.
Is this something that happens when you unlock parts through save editing?
How can you transfer your save file to Steam from gog without losing your bases/discoveries?
NomNom, I believe
This has been a bug since the last patch I believe, nothing to do with your save probably
Thought as much, thenk
So ive mirgrated to a online copy of gog instead of my offline one but all my discoveres are discovered by Explorer
i still have my base tho
is there anyway to fix this?
is there any up to date draw distance mod out there? I can't stand this "no load of any features until you get within 3 meters and wait three seconds" crud any longer.
no idea, but given the abundance of abandoned LOD mods that have either no luas or the luas are compiled inside the paks only...I wouldnt hold my breath
A LOD mod will not change this.
Matter of fact, it has a good chance depending on context that it will make it worse.
If I'm not mistaken, LOD changes will just change how good something looks at different distances, but shouldn't change popin
Anyone having issues with Goatfungus NMSSE constantly shifting colors?
dang, I hope to find a solution to this one day
no, but they still havent fixed the resolution scaling issue, even after all these years.
I reported it many years ago, the issue on github evaporated, many more have taken its place. still not fixed.
No. Win10, old ass pc. Seems all working fine, haven't tested extensively.
If you walk slow and everything loads better than when moving fast, you are really only going to make it better by changing hardware or lowering the demand on the hardware.
If you had a mod that changed LODs the other direction i.e. using the higher (lower res) LODs at closer distance, it would lower demand and might make pop-in better. Using a mod that makes lower LODs (higher res) load at further distance will only increase load on hardware and make pop-in worse.
Can be all sorts of hardware/system config issues that make it worse. What are your in-game gfx settings? (GPU and CPU combined load stuff) How fast is your pc at unpak-ing a file? How fast at reading from storage? What else is your pc trying to do at the same time? Is a virus program checking all processes? The list is long.
I mean I'm using an SSD, nothing else running in the background, all settings are bottom of the barrel low, and I'm not going that fast for the most part.
NMS loading is mainly based on CPU, as it has to calculate exactly what should be in the area using procgen
Also the reason why you'd see some spikes on CPU usage regularly while playing NMS (it could decently stress the hardware)
They did change something in Worlds, though, so it's not as heavy as before
ok why Euclid Ea has a few models that make my fps drop hard?
only one is custom, everything else is vanilla
smh
which models are causing the problem?
it's likely that the models in question are just poorly optimized compared to other assets in the game. this is especially likely if the models were custom made by someone with little experience, or acquired from an asset store and dropped in as-is
i don't really know much about this mod in particular though, i can't say where they've gotten all the new models
Guys you should mod in a comically large shit bubble
I mean just a normal bubble
I switched ideas at the last second-
Eucli only has custom models. Nothing in there is pure vanilla.
uhhh not sure if this is the right place to ask, but if i use a save editor tool, will it prevent me from doing multiplayer? assuming i don't do anything out of bounds of vanilla?
It's pretty far down the pins, so hard to find now 😦
Any mods that fix the stutter when you leave the planets atmosphere?
There's one in the Nexus (#nms-modding message -- first link) that decompiles some game files and ends the hiccup
Be aware your game size will be way higher than normal on your HD / SSD
Still not much for today's standards, but anyway.
Do you know what it is called?
Don't remember, sorry, but it's probably the most popular one, shouldn't be hard to find
It’s looks like the mods not supported anymore and you have to do it manually
Gumsk to the rescue. There it is.
thanks
When I was looking for other mods I found this one, would it work better than the one you recommended? https://www.nexusmods.com/nomanssky/mods/3126?tab=description
No Lag Leaving Planets just fixes the lag spikes when entering space, Decompressinator will remove all loading related lag spikes but will make your game install take up significantly more space than No Lag Leaving Planets will
would it be possible to raise my starship stats past the usual limits via save editor? or would that break my game
actually even beyond that, anyone able to help me out figuring out how to use save editor? or a tutorial would work just as well; wanna make starship go vroom
no
why they're called limits
i have save editor open and have:
- gone to freighter
- accessed tech
- right click - add item
- search for tech: singularity engine
- added next to my warp drive slots
- is there anything i need to know beyond the usual saving to save file procedure to do it safely?
- like it needs a second item or something?
make a backup of your save before editing
i tried but couldnt find that, but yes i could easily cancel changes and start again (havent done much)
NMSSE should automatically back up anyway
both NMSSE and NomNom automatically back up. but...they arent the 'most' obvious because people sometimes dont think to look >.<
What file are are the hover exocraft configuration under?
Need to see more info for it than I've seen, trying to see if I can make it faster on water and normal speed on land. Or just make the boost higher, but leave regular speed alone
Awesome thank you
You can look at that for guidance or just tweak it how you want
I am... at my wits end. It's been 5 straight hours of loading and re loading... I'm trying to use a save editor to give myself the perfect cat, it sort of worked at first... but then the edit wouldn't apply 80% of the time... now it's resetting my test save file to the initialization screen... The heck? I know what I want it to look like, I just need it to work once on the test world to verify and once on the real save now...
I had it sort of working (I got the cat into the game, im very happy with what it looks like) then did the final edit of personality, now nothing is working... it was hard to even get that far, the edits were not taking every time. Only sometimes.
I thought I may be on the wrong save version, as there's 2 per file, but if I change to the one that's not auto selected my file resets.
Also, if someone can tell me what bonescale seed does that would be helpful.
I'm probably going to need to go to bed soon,(it's almost midnight) but if anyone knows like, a lot about this kind of thing and has time to help can you DM me? I don't want to clog up this channel if I need to try multiple things to find out what's wrong...
!creativehublink
save editing stuff best asked there instead
Thank you so much!!!
hi, how i could get this? https://nomanssky.fandom.com/wiki/Boltcaster_SM
a guy told me with save edit
but idk whats that xd
@random nimbus From the pins in this channel: #nms-modding message
aight but what i should use
You have a choice between NomNom or NMSSE. Could depend on your platform and whichever is your personal preference. I suggest to have a look at both and see which one you think you like best, or try them both
@random nimbus I do recommend making a full backup of your saves before making any changes using a save editor.
!faq-savefiles
-#
to view info below, enable embeds
<:atlasnmscord:1269532093076078658> **Save File Locations**
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).
Contributors: Devilin Pixy#9298, bkay201#1943
after i end using it
i will have my normal no mans sky? i can still play in multiplayer?
cuz i dont want to play with mods in this game ngl
You can still play without issue, no problem in multiplayer, it's ok to use these tools (or mods for that matter)
In the end it is your choice if you wish to use this or mods. Just be aware that a save editor is a very powerful tool. Make sure you know what you are doing and keep this in mind.
I have heard that before :)
later im gonna disable the mods again
This is not a mod, but a tool that can change your saved data for the game
do i have to close the game in order to start the thing
Yes, I recommend closing the game, at least to the main menu
which one do i dowload?
In your case, I'd recommend the regular setup
If you have further questions about NomNom specifically, you can check their discord below
!nomnomlink
can i ask there in how to get the module with the mod?
I can probably explain that too
In short, run the save editor, see if it finds the path to your saves and lists your saves. You select the save slot to make changes to, then on the left you select 'Edit' for the save. It opens your save data and you select the Multi-Tool tab, then select the Technology inventory, right-click on an empty slot and select 'Add/Replace item'. A window opens where you can use search for 'Boltcaster SM', you can select it to be added to that slot. Then you check the top left of the window where it says 'File' and there you can save the change you made. Then you can launch the game and see if it shows up now. You edited your save
No it is an advanced tool, where you can make any change you want to your save data
is it safe xd?
I am not sure what it detected there, is that related to NomNom?
yeah
NomNom should be safe, whether you trust me to say so is your decision to make. I am however not sure if the above is actually related to NomNom. I have never seen that, and I am not seeing the NomNom executable in that image either
Ah ok. Might be a false positive.
alr, now what
And you are checking against the setup file there. I suggest you ask in the Discord for NomNom.
You see it detected Steam, you can click the arrow next to it to open the saves
Now further on the left, you see 'Edit' for the save
You select slot 1 and click to edit on the left
Now the Multi-Tool tab to the right
Now you see General Inventory, you need to select the Technology above the slots
Ah sorry, my bad. This is a MT, only tech possible of course
Right-click an empty slot
add/replace item?
'Add/Replace item'
ya
Then a new window where you can search what to add. Either use the drop downs, or type the name and click the magnifying glass
I suggest to type 'Boltcaster SM', it should find it
Clicking that icon appears to be difficult, can use <Enter> too
There it is, select to 'Apply'
Now you see it in the slot, go to 'File' at the top left and select 'Save'
Then go check in the game
Yup, it's that easy
As I said, very powerful and you can do a LOT! So be careful and do not make things to easy for yourself, as it can ruin the enjoyment of actually playing
in first place, was necesary to turn them on? lol
Yes, all is fine, you have no mods running, you just changed the data in the save.
yep, thats why i said i just wanna use it JUST for an item that is unobtainable
haaa ok
very helpfull, tysm
In the end it is always your choice what you choose to do with it.
Now go enjoy and have fun with the upgrade!
🥳
You can close NomNom
this was called disabledmods right?
Another way to get it back, is to verify game files with the steam client
That was not even needed for what you did by the way. That file is only needed when you do install mods
Yes, it can, or you make them all SC if you wish
NomNom has a lot of features, NMSSE is more simplified, but both also allow to edit the actual JSON data, where you can edit everything, including things the tool has no features for. Be careful in there if you decide to check the JSON editor, as mistakes are easily made
JSON editor? thats not a mod right?
There is also the Account section, where you edit all the save data for the Account you have, which is mostly used for Rewards from expeditions, Twitch, Quicksilver
No, it is like a built-in code/text editor
You are then making changes to the 'raw' data, so it gets more complicated and difficult to understand unless experienced
You'd have to enable advanced mode for it too
even twitch? lmao hahahah
ohh i see, tbh i dont see me using that for something
With a little twist, as you can only get them by going offline, because it is verified with Twitch.
It is the only thing that has a (minimal) check
what rewards did twitch gave?
See pins: #nms-modding message
how u go offline
can u go online later?
You can just unplug your internet cable after having added Twitch rewards, before loading the game. It is then forced to use the local data it has, allow to claim the rewards. Once claimed, you plug the cable back in
Of course you can also check your Network settings > Adapter options, select the network connection and temporarily disable and enable again after
Most the cosmetics, if not all, are also available as regular QS rewards
You can just check the Account for those instead
Or you can give yourself a whole bunch of QS and then go on a shopping spree
But ... hmmm, weren;t you only going to use it for that one single upgrade?
HAHAHA
Just a reminder ... hehe
right...
imma be a man
and say no to the ambition
🗿
@fallow meadow btw u said i need to create a backup file before
what could have went wrong?
You just never know, and regret it when it's too late finding your saves corrupt.
There could be an update, that changed something with the save data, or you made a mistake and it will no longer load. Plenty of ways to get your save data to not function anymore, even the game itself can sometimes do this. Making regular backups does not hurt
Now be aware though, that the save editor makes backups too, but I prefer for users to not rely on those.
how you do your backups?
@random nimbus I just browse to the save files location and copy the full 'Hello Games' folder to paste it in a location I can easily find again
here? or where lol
C:\Users\<yourusername>\AppData\Roaming\HelloGames
AppData may be a hidden folder. You can also just type the following in search to get there:
%appdata%\HelloGames
ok, so u copy this one right?
Yes, that looks correct.
Inside is a folder with NMS, then a folder with your Steam64ID, then the saves and a cache folder with files.
Just easiest to copy the main folder with everything inside
alright ty
u do that everytime u modify something with the nomnom? or u just did that 1 time before using nomnom
I just do it before I decide to make some new changes and want to make sure I can get back to that specific moment. I also make a backup regularly when not making changes, just because I have been playing for some time agai and the save has changed a lot since last time
I do a lot of testing as well, so I do make a lot of changes at times, and likely more backups than a regular user would need. If you do not save edit all that often, but for regular backups, you should be ok with once a month, or perhaps bi-weekly, or similar, depending on how often you play.
probably its the case, it was a alternate model of the Minotaur
too late
didn't know that. they look very vanilla tho
ohhh alright
u name your backups with dates or something? xd
I create folders with game version and then within I create folders by date for the save backups
I find version useful, because save editor also updates, so I know which one should match and work.
yeah fr
ill do that too
Updated: Expedition Rewards - Seasons 1 - 15 (Aquarius 5.10)
Note: Included internal season values (reruns too)
😮
Anyway to make flying companions fly over water instead of dismounting the player
The only workaround is making them bigger, so that their distance from the ground is greater
Unless there's a separate mod to make them fly higher of course in which idk
@fallow meadow is this good?
Ok thank you
Flying beetles may always divebomb into the ground but birds and especially worms can get big enough to ignore water
Yes, sure, although to be precise, it would be version 5.12 currently
ok, where can i check the actual version btw?
https://www.nomanssky.com/release-log/
And you can check the pin in #nms-questions or see #nms-announcements
alr, ty!
At a minimum, custom SCENE file, others GEOMETRY as well.
Do you have conflicting mod .paks? Most likely cause for the item listings to be missing altogether. If it was just the icons I'd say it were missing original mod .pak.
The layer being a potential issue when using the mod .lua and AMUMSS. If you aren't doing this, then goes back to mod conflicts.
Awesome thank you, I'll have to see if I can find any I can tame
Note that worms and birds are untameable without mods/save editing/being given an egg of one by another player
Besides the worm from the expedition a while ago
thank you for the info, i'll see what i can do
The mod being referenced is Companion Pet Unlocker
How do I get rid of mod warnings?
What do you mean mod warnings? The disclaimer page when the game starts?
Or game shuts down and there's a popup box about incompatibilities?
Remove all outdated mod .paks from your MODS folder. In this case, many dated prior to 4 Sept 2024, although some dated as far back as July might work. NMS mods are neither forward nor backward compatible. Good for the major version they were made for and maybe another on either side.
If you were grabbing mods from Nexus based on most endorsed or most downloaded, may have a bunch that are old and deprecated.
That message is the game saying, there's mod .paks containing game files that are no longer valid.
So, go to your MODS folder. Sort by datestamp
Anything older than July, delete. Any since 4 sept should be good. Any that fall between these two dates, those are maybe, maybe not.. 100% based on which game files HG has changed between then and now.
which?
If it has an Lua script, may be able to run through AMUMSS to generate an updated .pak
Does the reduced launch cost work in 5.12?
yes
Is it possible to edit (via some editor) the stats of technology?
no
Since the game is procedurally generated are there any tools that can search for systems with all 6 common biomes?
Or search for other things that you can't search for in game?
https://nomansapp.com/ galactic guide export. That is it, the only tool.
awesome thank you
Specifically using the NomNom editor, if i unlock these ones, will it effect the game in any way or steam achievements? i just want to be able to wear the things but i dont want it to ruin me actually progressing
hey, i am checking out the custom freightersmod and i got a C class prometheus! looks pretty cool, i gotta say
I am sure it does not affect the game, it may however affect Steam achievements if associated, as you might miss the trigger in-game and I am not sure the requirements that go with those titles are fulfilled as well. Best to ask in the NomNom Discord to learn if this works as you expect.
!nomnomlink
The only achievements affected by save editing, I believe, are the survival and permadeath journeys to the galaxy center
hmmm... just noticed, my friend got a pegasus freighter in the custom captal ships mod and when he warps it doesnt show the whole freighter
Unless you have the same mod installed, you will not be able to see the modded look of the freighter your friend uses.
Even if you have the mod installed, you may not see it, depending on the mod and change
no, i mean on his pc, when he warps it doesnt show the freighter@fallow meadow
Your friend is not seeing their modded freighter? They'd have to report it with the mod creator.
it looks fine in space, but when he warps using it, it doesnt show correctly warping
i am just mentioning it, i didnt know if the mod guy who wrote it is in here or not
i haven tried to warp with mine yet, now i will...i have a prometheus
Ok, so just during warp. Maybe the mod does not adjust it during warp, only static, not sure?
correct, only warping
the mod says its an alpha, so i am reporting
🙂
ohter than that, i love it so faer
i want an enterprse
Not quite sure which mod is used. Best to ask about it on the mod page, maybe worth a suggestion. Who knows, maybe they can implement it
its one of the 1st few on the "newly updated" page, gFreighters Custom Freighters
@ripe crown https://staticdelivery.nexusmods.com/mods/1634/images/2200/2200-1647001528-1615837282.jpeg
Something like this?
https://www.nexusmods.com/nomanssky/mods/2200
Prometheus, nice!
p sure freighters just don't show up in the warp tunnel
unless they've since changed it in the last year
You are probably right actually. It's been ages since I last used my freighter to warp
they do, you see the baack , just like a regular warp
right so they've changed it
Now I wonder if you can barrel-roll too
it could just be the freighter's ass is so big it's going through the camera
i wasnt in game, loading now
Various scaling tricks depending on situation. I don't know
i didnt know where else to mention it, i kinda figured the author would be in here at least sometimes
Vanilla freighters do show in warp, but the modded ones sometimes don't
Not all authors are here, although this author is around quite regularly
Ah speak of the devil
It's a camera issue, not sure if I can fix it or not. I've always considered it a very minor issue
got it, like i said, i saw you mentioned on the page it's alpha, so i figured i would mention it, other than that i havent foound anything wrong so far and it looks great
Kind of like "my ice water isn't quite icy enough" kind of thing 🙂
The alpha is more about whether textures show up, if the inventory works right, but not the warping thing. That's been around for a while
agree, not important at all, just figured you'd want to know (if you didnt already)
i love it, and cant wait to find an enterprise
I'm taking the night off and playing AC:Mirage, as you can probably see 🙂 Haven't had an actual gaming night in a few weeks. Still need to finish the Aquarius expedition too
I'll test the seed numbers in the morning and fill out the list
cool... oh, yeah, if you put the executor back that might be better than the enterprise (no war starting, just looks cool 🙂 )
I honestly just got the new version to compile correctly late last night and uploaded it before sleep
its a lot of fun
Yeah, I loved the Executor, but the textures haven't looked right in a long time
i think didnt you also do the ship trails mod, for all the boosters to show trails? i used that too
Yeah, I haven't updated that for Worlds. All the texture related mods are last on my list
i think i might still be uisng that, and the freighters as my 2 mods atm
Going to bed soon, but tomorrow is a holiday, so I plan on working on texture mods
love your work, nice to get a chance to tell you... have a good night
Thank you for the kind words 🙂
Does anyone know how to make a save that is pc work on ps4using save wizard?
You would need to transfer the save files. NomNom should be able to do this. I suggest you ask in their Discord
!nomnomlink @pseudo wedge
@pseudo wedge https://discord.gg/nomnom-762409407488720918
Thank you!
Is there an updated mod that improves mining amounts? Got some outdated at Nexus.
hey, just wanted to let you know, i installed your gCamera mod and it now shows the freighter in warp 🙂
oh yeah, forgot I put a fix for that in gcam 🙂
looks great!
What mods should I download for quality of life and stuff to make the game look better?
Whatever mods you wish. Too subjective
Look into mods by lo2k, Exosolar, and DUD's
That'll coverr some visual (colors) and some QoL, but many more
You have to look and decide
i just noticed something small with the camera mod added to to custom freighters mod.... i used amuss to combine them and i allowed the on foot camera change so its now centered and higher (less me in frame), but because its centered, my small curser/dot is a bit obscured by the back of my head
not a big deal, but i thought i'd mention it
@random yew check nexus mods for newly updated mods and go to town.... @vale iron makes some really cool ones
Sean
having a blast with the custom freighters mod.... i just found a b class venator(the custom one, not vanilla) to replace my prometheus, and my friend just traded in his yamato for an imperial II 🙂
great mod!
i don't use amumss. Just Vortex. I'll just ignore those lagging assets and everything run just fine
looking forward to try it. It can be used with the custom ships too? the gShip Custom Ship one
For NMS, Vortex causes way more issues than it resolves.
yeah, that's what i had been told
Yes
N I C E
my friend got the enterprise.... its HUGE!!!
Hey does this mod work in multiplayer?
Hey does the custom ships and freighters work in MP?
tldr vanilla ppl see vanilla model
appreciate it
it seems like it is consistent though... my friend has it installed also, got an enterprise and gave me the glyphs and i got one too.... now i 'm shooting for an s class enterprise
that has nothing to do with people who doesn't have the mod not seeing the mod's contents
but yes same seed in the same spawn pool will yield same result
good to know, in the pics seems small
give me Enterprise E or nothing
I got a question i recently started playing with mod better planet generation out of the bat and i being finding this mountain of resources like that instead of underground, any of you know of this is normal?, ps i only got 58 hpures still a newb here
most likely
you can barely find the docking bay the ship is so big
since it looks exactly like the way deposits were done in early NMS, I would assume it was done on purpose.
ok playing around here, it seemslike if i want to add gShips Custom ships mod i need a save editor, he recommends the goatfungus one but i got a bunchof warnings about the exe file it wants to download
i've never used a save editor, just amuss and paks
ty for the information 🙂
If it is the actual Goatfungus save editor, you can trust it. Many users (including me) have used it for years without issue.
This is what happens with shite virus programs. (All virus programs are crap in one way or another, but there are a couple that do a good job with virus/malware.... while doing a bunch of things... not good things... in the background.) I have never seen a virus program that only does what it claims to do for the last 20+ years at least.
so the custom ship mod is skins for the ships, correct? its not like a new class of ship with different stats, etc, right?
No you don't. Only have to use save editor if you want to choose one for yourself off the bat. Don't need if going to just get one that you find spawning normally.
correct
We cannot add new, only skin existing
so if i use the save editor to grab from the mod lets say the white x wing, it'll have the stats of teh ship i was using to base it on?
Stats will be based on Golden Vector
cool, thanks
gShips doesn't use spawning in the wild, only can be had with summoner or save editor
And I recommend against summoner
oofff, sorry
No worries, just clearing it up
Does it with winders collection script?
The summoner is updated though if they want to try it
Yeah with winders I think they spawn in the wild
Yeah I purposely built mine to not spawn in the wild, as I figured people want them to feel unique
That's why I used the GV
For the most part, unique anyway, since only local.
Have to use the mod to see
Currently, only ~300 others who play the game would be able to see. 🙂
I mean the atmosphere for the one with the mod. Like if I want the Razor Crest, I want to feel like I'm the only one that has it, not see NPCs flying around with it, too
@vale iron There is something to be said for the hunt of trying to find a specific ship (or Winnebago in the case of SoM) by random spawn
Sense of accomplishment\relief when you finally find it
i finally got an A class enterprise, after countless C classes
^ He made the case for wild spawn. lol
I need to check all the freighter models in game. It sounds like from your posts the enterprise might be too big. Could have changed with Worlds or maybe just too big.
this error means what it says it means
"game directory", not GAMEDATA
go up one folder for your NMS directory
and actually unpack your game
unless your unpack's also in GAMEDATA
my friend and i have now played a bit with almost all of those new ones, and to say the size of a ship we timed a pulse drive along the hull... the enterprise is the biggest at 10 seconds long, with the others being 4-7 seconds to pulse along the hull
docking bay IS kinda small i guess...
Yeah, that's too big. It should be smaller than the annihilator. I'll take a look at it
Yeah, docking bay is in the wrong location there
in warp, with the camera mod, from behind the nacelles dont show, just the rest
i love theis mod
so much fun
the docking bay should be up by the 1701-D logo
So I guess it got blown up somehow and the docking bay is in its fixed location, which would be correct on the old size
I'm going to bed, but I'll compare scene files between old and new mods tomorrow
i see... this is fun
You can also tell because those textures are just awful. They already weren't great, but they are sooooo stretched out in your pic
cool, i hop you know i am not in any way critisizing, just mentioning small things i notice...
Yeah, I appreciate it
btw, the battle cruiser ymato is absolutely awesome
i think i am gonna do something silly
i'll add the custom ships mod and get an xwing, then take a pic of it landing on the enterprise 🙂
Hi there guys. I am looking into the JSON file of a save trying to extract the coordinates for certain discoveries. Like say i scanned a "flora". In the discoveries section I have a block of code called "DD". I then have "UA" which I know is the planet portal address, The "DT" which is the title "Flora", and then I have "VP" which has 2 prefixed HEX numbers. Needs to know if this is the X and Y coordinates for the discovery? Thanks.
does the game ever display the coords of where you made the discovery?
and are you using a save editor or just reading it raw
because those look like untranslated param names
using a save editor.
But yea. I already know what the "UA" is, which is the prefixed planet portal address (taking out the x0 and the 5th and 6th numbers, which is the galaxy number).
may have better luck asking there
Ok thanks.
but if the game doesn't show the coords of discovery anywhere I won't expect it to be saved at all
Ok.
hmmm, i think i need some guidance...
i am using multiple mods and amuss to combine stuff where needed and i am trying/desiring to add another mod or 2 and i'm not sure how to do it
i already am using and combined gCustom Frieghters and gCam, so i have that combined pak
i want to add the Ships of Moar, which includes also if wanted gShip Custom Ships
obviously i need to use amuss to add ships of moar, which has its own amuss script
i dont know what order to do things in
end result SHOULD hopefully be Custom freighhters and ships all installed and available to me in game
You need to look into Winder's script that combines our two ship mods
On the Ships of Moar page
awesome thanks
Does anyone have this as an egg?
ok, i THINK i did it all correctly, and now hhave a single mod pak file that has been created from gFreighter Custom Freighters and gShip Custom ships, modified by gCam lua and ships of moar lua.... now i'm going in 🙂
Hey why is the custom freighter mod not working with all the freighters?
i have seen most of the new ones just warping around using it the last day or so
What do you mean?
Why aren't all vanilla freighters replaced with the custom ones?
Well I have the nexus mod that’s makes freighters into starwars one. And even with a new game it didn’t load for mine and only got a couple.
Doesn't replace all vanilla with the custom ones. Random chance. Maybe you warp two dozen times and don't see a custom one or you see custom the next three freighters you run into.
"got a couple" means it's working and you're just having the issue of being ✨unlucky✨
so far, i just loaded my game with the new mods and i still have my A class Enterprise freighter, but the ship i was in changed to a star wars ship.... up to now, the custom freighthers has been and still seems o be working, and now i'm going to the space station to see some new ships
my save editor doesnt let me load my latest saves for some reason
does PTSd drastically change the game?
does it help give things u do in game more meaning?
Read the description tab on the mod page, tells you what it does https://www.nexusmods.com/nomanssky/mods/2225
If you have further questions about the mod, best answered by the author, make a POST on the mod page.
ok, that was weird.... i went to 2 crashed ships sites that had no shis at them and also a site with a comm beacon that said it was an s class shuttle.... beacon is therer, no ship
i was hoping to find new ships there
"engage"
Did you check if there was an interaction option in the empty space? Might be models not showing properly
I've heard of that happen before specifically for crashed ships
never knew why it happens because the spawned ships are all fine
Well guys, seems I cannot extract the coordinates of a location with a single plant scan but can find coordinates of checkpoints and terminals I interacted with. That will help immensely with my quest to find that abandoned building I originally planned to make a base out of. Should be good!
"Thank you sir, may I have another!"
Please sir, more sentinels?
🐴 how much more
Yes please
Been looking for a mod that increases ground based sentinels, that makes farming them faster
just use DPPBFOYA
I've tried it multiple times, doesn't seem to do anything
At least when I'm solo
Which is 100% of time
I suppose i might have conflicts with other mods maybe
i did nt check but both times when i hit the beacon next to the ship that isnt there it says i can check the pilot or cargo hold
sothere might actually be something there to claim?
Step mods is generally more updated https://stepmodifications.org/wiki/NoMansSky:The_Modding_Basics
Not always but for beginners shit it should be
thank you
That really is the most basic tut tho so if you have a goal you should elaborate on it in the modding discord
!moddinglink
anyone know how to use NOM NOM Save Editor for creatures
hello
!nomnomlink @timid iron
@timid iron https://discord.gg/nomnom-762409407488720918
Ok guys, found the save position of possibly the main interactions I had with my lost base area. Now to try and figure out an easier way of converting that to actual coordinates without all the math headache that I am getting. Any ideas?
I was able to get a python code to run to convert coordinates but needs to know how to run that code. Probably needs to install Python compiler on my machine.
anyone has the seed for save editing unobtainable pets? (monstruosities, sentinel walkers, sandworms, dragons, etc)?
Hi Gumsk, in your gDamage mod,i want to increase damage of sentinels. Is it "robotgundmg" that i should be looking at? default 2 , your modded value is 4
i also want to play around and increase hazard damage,what are the max values?
if say, i just add a flat "10" to all your values should i be safe?
for example what confuses me is a value like "impact ground" has an 10 as default,but your modded values are 800 lol
was that just a way for you to garauntee a ground impact always destroys the ship?
Vanilla ground impact is almost nothing. 800 might be too high, but later ships should survive it. Let me know if I need to turn it down. I think there are more than jsut robotgundmg, as that should just be the basic shots. There are still grenades, lasers, etc
for hazard, I'd have to look. What are vanilla and modded values?
Ah, so I adjusted hazard from 28 to 40. You could do more, but I'd be worried about beginner characters
I should check the latest damage table to add any new things
Looks like only bugs and bug queens were missing
yeah i had a play around with PTSd and it felt clear that your incoprporated gdamage mod values were altered a tad,which gave me the idea. i think where your value is 40, PTSd may have changed it to around 60. Il start at that
which is the instance of the quad dog laser? do you know?
these guys are too buggy for me to want to give any damage buffs to
Just updated gDamage mod file, tweaked some stuff up and the impacts down a lot
would it be id "LASERDAMAGE"?
Nice so that included the new enemy type?
that large bug queen(she isnt hostile for me usually)
they are buggy, horrible hit boxes
yes, added normal bugs and bug queens
They should be hostile, odd
took hazard up to 45, but you'll probably want more
thank you,il DL the new version and play around with various values. Quick general question: does the hazard damage value affect a hazard protection module rate of use?
as in vanilla mechanics
hmmmmm, not sure on that
I thinkkkkk so
just bump it up to 400 and see if your hazprot goes away immediately 😄
yeah, definitely be careful with PD!
im suprised no one modded to replace all sentinels for just walkers
or "mechs". when i learn modding here im going to try make sth like that
hmm, might not be too hard. Let me look at experiencespawntable
that would be cool. fliers are too easy, dogs are too buggy, mechs are just awesome
mech or walker?
and you want even the basic patrols or only wanted levels?
no medics either?
Looks pretty easy. Want me to tell you how so you can learn it or should I throw something together?
i think leaving the small flying drone as the 1st basic patrol would be important as,if they were large walkers,they would be patroling around settlements and stuff,might be odd. but the first wave could just straight to mechs,then walkers(im unsure if walker is higher or lower than mech)
walker is the highest
if you throw it together,thats better and i can look at it later as an example
drone, combat drone, medic/summoner, doggo, mech, walker
yeah maybe walker could be the 3rd level what u think? still give players a chance to get item drops before big daddy comes to stomp on them
I'll put it together and you can test it 😉 I don't like testing
i cant wait thanks !
RN im gona take yr suggestion and test the hazard module
cool, let me know!
i think im missing something... i changed the value "EXTREMECOLDDMG" in the .lua to a value of 400. saw no change. so i thought perhaps its a null value and defaults. so i changed it again from your 40( previous version still) to 90, and i tested and theres no discernable difference even from 40
is there a step im missing to edit?
You're compiling with AMUMSS, right?
change the modversion or name to something else so you can make sure your pak is different, and make sure there's nothing conflicting in your MODS folder
this is how new i am to this. i wasnt aware the need to recompile i assumed the LUA was a simple edit
my bad, i need to start reading up on this
Lua you have to edit, then compile it into a PAK. NMS doesn't care about Luas
it can/will only read PAKs
i think i understand why its needed tho
Do you have AMUMSS setup?
Lua is like a list of instructions for AMUMSS, telling it what to change in the game files. AMUMSS takes those instructions, makes the changes, and builds a PAK file for you
i see, im reading up on the nexus page for AMUMSS right now
There's a how-to as well on Nexus
thanks mate, im gona read up and watch a few tutorial vids on it
if you leave that other file here with mechs i can test asap
yeah, will take me a little, multi-tasking
il start a fresh save for testing or not matter?
and Babscoole is going to get mad that I'm not updating texture mods instead 😛
doesn't matter
just anywhere that is convenient for fighting sentinels
gona terrain manip an arena for testing lol
NO DOGS ALLOWED
what is glitch building
Check out pinned messages in #nms-base-building
Glitch building isn't really related to modding
i got correctly working gFreighters Custom Freighters, gShips Custom Ships with Ships of Moar and gCam.... so far its really cool, i have an A class Enterprise for my freighter and now found a Starwars ship i dont know the name of, a tie bomber, and i'm not sure where this other ones from
pics to follow
The first one is a Jedi starfighter, though I don't recall the exact model. The second looks like a Cylon raider, but not the one in my pak
my friend with the same mods installed found a whole bunch of star wars ships, i got a tie bomber
this is fun!

2 screen ship is to similar on prometeus film
Is there a mod to let you auto sort inventory? Like something buildable in a base that will let you designate types for certain storage bins?
not in game
nothing can auto bin either
It's not possible within the modding framework or it just doesn't exist yet?
I haven't looked into modding for NMS at all, played for years on PS4 and hopped to PC a few weeks ago. Might make it a project if it doesn't exist yet
the former
there isn't
if you don't want to believe me you're free to learn to mod and try to dig the in game files for yourself
have fun!
External save editor called DNA can do auto sort inventory
Moda can't add new functionality / logic to the game
We are limited to tweaking existing values / properties
Hey, just wondering if anyone knows the property value for the expedition 4 titan egg reward? I'm trying to get it with this method:
https://steamcommunity.com/app/275850/discussions/0/3094515496017427027/
But I haven't been able to find anything about it's property value.
See pinned messages for a table of all expedition rewards and their IDs
it's way easier to use nomnom to unlock rewards
hi guys does anyone know a mod that removes or increase limit of ships that you can own?
Not possible
oh ok thx
Define work?
Like Vortex, it can install\uninstall NMS mods, but also like vortex has no built-in means to understand outdated mods, which will crash the game, or mod conflicts, which will keep mods from working. With NMS, recommended to always install manually.
uhhh not sure if this is the right place to ask, but any mods help with hoarding? like, adding extra storage containers into the game, or increase the available inventory in storage containers?
nvm figured out i could just add more slots using save editor
You can use a stack mod; there are 81296324x10^32 published stack mods
I have one, and feel dirty for it. gStack
you don't have to xD
when i was a PAK mod enjoyer and didn't know about AMUMSS your stack mod was one of the few that got updated really quick. i really appreciated that so i could keep playing ^^
the other stack mods always needed a few days at least to update
anyone have tips for nom nom save edit?
Hello Everyone
ok, i'm sure someone has said it before, because i know people always are asking for more than 12 ships, but how about this?
a personal mini-space station/dock so that we can have up to 4 freighters, EACH with a 12 ship max? 😉
like a space station of some sort?
yes, something that theoritically would allow for rotating freighters 1 at a time in "active" mode
@ripe crown NOT possible. There's no properties to allow for this.
We cannot add anything new via NMS modding
We have the capability of changing values for existing properties in static game files. That's it.
Anything else would need to come from HG
i didnt actually mean someone should make it as a mod, more a "hey, what do you think of this idea?" kind of thing, like if HG did it
Guys I was thinking about adding a little more action to the game with more Pirate and Sentinel battles.. is there any mod about that? To add more and tougher battles in the game?
There is a mod in DUD’S SKY for that. Also PTSD is popular.
Hello
Is there any mod that lets me mix parts from different ship types?
For example, I want to mix the wings from a solar ship (not the sail) and the cockpit of a fighter
I thought I could do that but I went to craft a ship only to realise that I can't
No there is not
The only mods related to starship fabricators are those that add new ship types to it (shuttles, exotics, interceptors)
Or add new texture modes / paintjob options to vanilla ship types
@vale iron big thank you : https://www.nexusmods.com/nomanssky/mods/2469
just got my first wingman and noticed how useless he was even at S rank
what file do you suggest i use from your mod? im also using gDamage mod from you
looking to keep it between realistic and challenging for myself: x5 times ok?
Hello Everyone 😄
I'd Love to Mod NMS but I have the MS Store Version so how do I Mod it?
Can anyone please Help me and Thank You
@mortal pike See you can no longer Mod the MS Store Version:
https://www.reddit.com/r/NoMansSkyMods/comments/jezv3a/are_mods_compatible_with_the_microsoft_store/
That post is 4 years old. See the pins in this channel
Ok
You can use mods on any PC version: Steam, Game pass and GoG
On both Windows and Linux
Of course you will need mods that are updated to latest game version
How do I tell what that is?
Current game version can be found in #nms-news-ticker channel
Am I Experimental or Internal?
I just started
if you don't know then you're on public
just saw you're on gamepass in which case you don't get to choose to not be on Public in the first place
I bought the Game
same platform doesn't really matter
not referring to how you get to play the game gamepass is just a term that includes all platforms that works the same way as it does
May I send you something in DM I need to show you the Path Vortex chose
And see if it is the correct Path
-#
to view info below, enable embeds
<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding
• [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.
Contributors: friendlyfirepl, .sohail, Atlas Emissaries
See 1st link
I got it
Vortex is great!!!! All of your mod .paks will always be latest versions automatically. Even if latest version for 25% is outdated and will crash the game and 50% won't work due to mod conflicts. 🤣
I'm looking to 3D print one of my custom ships, does anyone know if I can rip the 3D file of my custom ship as a whole 3D model or will it only be available in the seperate pieces it's built from? (Sorry, I don't know much about how files work)
you unpack your game, and then import the scene into Blender via NMSDK
here's for unpacking more or less
may wanna head to the modding discord for anything NMSDK related
!moddinglink
I got my Hyperdrive Range upto 1905267584.0
Thank you! I'll check that out
hey, I play vanilla but was suggested to ask here because I save edited my permadeath file back to normal so that I could change my difficulty settings, I want normal stack sizes
my game shows its a custom difficulty save
and save editor says the stack size setting is set to normal
but I can only carry 500 of an item
and my in game difficulty says restricted, and changing it doesnt persist on reopening the menu even after applying
I LOVE this Pulse Mod I found
I could be "Weeks" away from somewhere and hit Pulse now and be there in Seconds
Hey! Are there mods that make the flight more free and more difficult? Like more simulator-y?
And also is there a mod that makes space fights harder?
- no 6DoF is possible if that's what you mean but otherwise ig try Galaxy S Flight Ultra
Water flight seems to me a bit cheaty? Or is it optionalv
- searching "combat" returned this https://www.nexusmods.com/nomanssky/mods/1537
everything is optional if you use AMUMSS
Might be, thanks!
and you also control the buttons you press
Also check out PTSD mod, it's a staple mod for increasing difficulty
or the joysticks you wiggle, I suppose
Has couple modules, gotta have something for space fights
Looks cool, you recon it’s compatible with galaxy s flight ultra or other flight mods?
No I don't reckon anything because I don't use it
Check the list of files affected by each mod and draw a conclusion whether those mods will conflict
when in doubt, use AMUMSS to check conflicts
Or use tools like AMUMSS to check for conflicts and merge mods if needed
!faq-modding
-#
to view info below, enable embeds
<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding
• [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.
Contributors: friendlyfirepl, .sohail, Atlas Emissaries
2nd link for a guide
Cool, thanks
Oh, last thing - do you still get a free freighter in super early game when you jump into a pirate raid?
Weird question but is there a mod to get rid of it?
Yes you still get a free freighter
It's not likely there is a mod to get rid of that
Since it's baked into mission structures I believe
does not accepting it not work?
I rember hearing people asking how to bring the freighter back
because they just declined
ah ok, I just remember I couldn't get rid of it forever ago
iirc back when I played, if you decline, you get the same event every next time you jump. Maybe was a weird bug
fair enough
Not a bug
As long as you don't own a freighter, game will try to push a free freighter onto you from pirate rescue events
-_- oh well
Define "fix storage"
Mods can't add new functionality to the game, so no auto sorting
Nor setting up any filters / rules for sorting yourself
You can sort outside of game using the save-editor called DNA
@solid hawk
Unapproved Discord invite
Look for link to Github site on the DESCRIPTION tab, latest version
wow, that is a big ass mod
and it does have autosrt
It's not considered a mod, save-editor
not exactly
you can have the game open after saving and run the tool
and then save in tool and reload in game
Question about PTSD: can it be installed after the game starts? Or is it something that has to be enabled on new save?
