#nms-modding
1 messages · Page 55 of 1
Oh nice, ty
i kinda already started using vortex and things are working atm. also i was modding cyberpunk 2077 a ton about 4 months ago and started by installing the mods manually in the game directory because i saw that that’s how to do it on youtube. but then when i told ppl i was doing that, they said i should’ve been using a mod manager. so then i switched all my mods to vortex and its a lot easier. so why should i not use vortex for nms?
is it just not possible because there’s no first person character model to begin with?
Vortex doesn't add any benefits and can cause problems. Some of the problems are rare (like deployment not working right), some are more common (like installing every version of a mod where all the versions conflict with each other)
It's just way smoother and less troublesome to copy the PAK to MODS
For other games I use managers, but not for NMS
I guess it does notify you when a mod has updated, but you can just follow the mod on Nexus and check occasionally. Most mods only update when the game updates
do you think it’d be ok if i still use vortex for now? i’m currently just using quest timer redux, no lag when leaving planet, and i think a better performance mod when flying into a planet’s atmosphere.
oop meant to reply to you
@vale iron
if i were to one day start adding more intensive mods and need to switch to manually modding, would that cause any save file conflict?
You can keep using it, just be aware of the possible issues. If a mod has multiple versions, make sure it's only installing one. And be aware that vortex can't know anything about mod conflicts or out of date mods
gotcha thanks. yea i’m kinda stuck on the loading screen atm lol. the loading screen where it’s just moving forwards past all the stars
like it’s MOVING but smoothly in this loading screen but not loading me into the game
maybe i will just start manually modding it since i just started doing this
@vale iron do i have to extract the files from the mod folders and then put them into the mods folder, or can i just have the whole folder go into the mods folder?
and only the .pak files not anything else that’s in the folders?
right
ok cool thank you
I make a separate mods folder in Gamedata that I store luas
what does luas stand for?
i have a mods folder on my desktop for where i keep the original mod folders if that’s what you mean
if you end up learning to use AMUMSS, then you use the lua
also rq again you mean extract the mod folder using winrar or something, and THEN take out the singular .pak file and put it into the games mod folder?
ok i’ll have to look into what that is too
gotcha thanks
AMUMSS is like the coolest thing in the world because it just like fixes ever problem i ever have with mods
loving it
does gbase boundaries work with multiplayer?
dunno why it wouldn't
but it does
other people just download the base wholesale from the servers
and the base will get uploaded no matter what
wrong channel Im stupid
@steel crypt ❤️ that overlay
Oh cool 👍
Glad you like it. Do you think the moving refraction (heat waves) is about right?
Anyway have fun 😀
I made the red overlay part as minimal as I could because it actually hides refraction oddities at the edge of the screen. I also changed the cold/frozen overlay if you haven’t seen that one.
if i add a mod that gives me a multi-tool or a expdition reward can i remove it afterwards?
yeah satou
I don’t know saves well, but I’m pretty sure those things will be part of your save after you get them. Removing mod will not change the save.
thnx
is there a mod to give me all expedition rewards or do i have to do the save file thing, i have data of expediton on my file
Search Nexus mods. There is one called Consumerism that I think does that. Alternatively, you can save edit.
Best graphical mods? I have better planet generation, exo grass fix, fine lod lite, relight, and natural nights. And I feel like it looks worse than before. Maybe it's because I'm in vr.
Sean
None of us (major NMS modders) have VR, so can't really test or design our mods for VR.
You buy me a VR rig, I'd be happy to do so. lol
Trust me i wish I could. I'd love to contribute. I just sold my quest 2. Otherwise I would've been down to workout out a deal for someone that would then dedicate some modding time for vr. No mans sky is soooo much better in vr.
Maybe someday
@solid hawk and i wasn't trying to shit on your mod. I know it's takes a lot of time and I definitely appreciate the contribution. Im sure it looks great. I was really only listing those incase someone noticed a conflict between them that would mess it up.
not a problem, I get it. 🙂
Fortunately the quest 3s is only 300. So now you can probably get a quest 2 for 100 or 150 and they are still pretty good. Especially for pcvr. So I forsee a lot more people transitioning to vr the next couple years
does anyone know if u use save editor where settings are ( eg where do i unlock difficulty) in the raw json thing
?
Is there a mod were I can change the creature interaction distance?
Companion Pet Unlocker
Does the NMS Expeditions replay mods by Leodium allow me to have 1 save with all the expeditions?
where is the pinned comment on how to mod the game?
!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.
is there a mod that can change the red lighting of the dreadnaught to purple or pink?
If you don't see it on Nexus released past or updated since Worlds Part 1 update then no
I'll look in about an hour. Just finished my day and relaxing at 711 for a short bit.
appreciate it, i havnt found anything as of yet
There isn't anything
There are fewer than 10 people that would possibly make a mod like that, and none have
dang
I'm going to look at reworking the model to use configurable textures instead of fixed RGB values, then just make them match the primary or secondary color of the freighter
Or maybe a mix, some primary and some secondary? That could be cool
Or add a new colour picker
Too much work for tonight, I am lazy
I'm just chilling at 711 trying to understand what these guys next to me are saying about inflation in Korean
I'll go home soon and look at it
Why the hell do they make any player stuff fixed RGB? It's so frustrating and short sighted
i new color picker for the outside lights specifically would be nice
It's like my Galaxy watch face. Why do I have 20 colors to pick from on a 2024 UI, rather than a color wheel?
I should be able to open the camera, click on a color from the camera, and set it that way
like, its just weird to me, and kinda seems like an oversight or just lazyness, but the lights on the outside not being changeable by default is a game sin IMO
The fastest method is going to be just rewriting the exml but I shouldn't do that. I ought to use SECEDIT
Laziness for sure
They took their npc thing and did some stuff to make it PC ownable
Didn't do enough though
yeah, like i also wish i could change the color of the atlas staff by default, but i did find a mod for that
or customize my ships (also found some for that)
pretty sure NO, as you are swapping out an entire section of JSON, and it can only be one way at a time, as I see it. But I am wrong plenty of times about this kind of stuff
I think you can use it to eventually play all expeditions on one save, but not all at the same time.
yes
@fresh arch Yeah, they are DDS, not RGB. Surprising to me, but shouldn't have been. Will have to adjust the DDSes to be texture MBIN compliant
I just want to load one at a time to eventually yes have all of them done, but if the save that does have all of them done needs to be in offline or not is my main question, i want to play online after having done all of the expeditions as if nothing happened and i didnt miss each one
You already gave me enough info with just the fact im swapping out an entire section of JSON, that just tells me that i can do all the expos up to the current one and have a master save, thanks!
update on dreadnaught lights?
Is there scripting in NMS? I'm thinking about creating a mod but NMSE is last updated in 2016
not for general use, still in alpha phase. goto the NMS Modding discord, you'll find a couple channels dedicated to runtime modding.
Anyway we can get a mod showcase channel on here?
What do you mean? You can just look at the main page on NexusMods
Yea of course. But if modders wanted to show off particular ones they built on here, that would be cool.
😬
Oh we usually do share links or images when we publish or sometimes update
is there an estimate when will be public release? in a few years?
Assume never and be pleasantly suprised if it happens
From what I understand, almost everything was built on one debug release from a year or more ago, and the engine keeps changing over time to prepare for LNF, and HG has no plans of sharing more engine information in the future, I'm sure
There isn't really any point in creating a channel for like 2 dozen people max to showcase their work
Only some active mode authors visit this server, others hang in another community servers or made their own ones
I can only think of one that has their own, and they aren't allowed on any of the others 😛 Does anyone else have their own server?
No I was covering the one you're talking about
Hey guys, i just downloaded the goatfungus save editor on my computer and was wondering if i use the regular bat file or the 4G bat file?
You'll run the executable jar file
I use regular .bat
I dont know if im just doing it wrong or what… I have the java thing downloaded, ive tried doing a manual zip download, and ive run all three (the 4G didnt work at all) and i still cant pull up my save in the editor. Every folder ive supposedly saved my file in shows up with nothing :((
I’m not super computer savvy either, i mostly play xbox and have just recently started playing my save through the pc xbox extension so im sorry if im wrong :(((
might need NomNOm for the xbox save file
Goatfungus works as well, I've used them both for XBox
Yeah i heard it was pretty good so thats why i decided id try it out
Ok, have you tried to enter the path for where your save files are located?
Mhm and when i click on it to open it it just takes me to my “backups” folder and theres always nothing to actually pull up
I can try to send a pic
The No Mans Sky folder is the same place ive tried and tried again to save the zip to
Ok, the path should start with c:\Users<yourname>\AppData\Local\Packages\Hello.Games folder
And will then be in the SystemAppData\wgs folder
And the folder should be just a bunch of numbers if anything like my PC game pass install
Just ran a search through my files and nothing like that popped up. I think its just actually not downloading my saves
Have you run NMS on the PC already?
Yeah through the pc Xbox application
Ok, then it definitely should have synced so there would be data
Try going through the path manually
Ahhh, I see....AppData folder under the user seems to be Hidden, so will need to tweak the settings to see Hidden files
Yeah running it through still popped up with nothing :((
Hmm its alright. I might tinker with it tomorrow and see what happens. Its super late atm so i’m about to hit the hay
Thanks for helping me out though 🫶!!!
GL
so, does anyone know if I create a "backup" of my freighter via goatfungus savegame editor, is it the freighter itself or the base? Like, I got a S class dreadnought during expedition, but it's not a fresh save. I'd like to keep that
@lost jackalWhen I want to replicate a freighter to a new save, I copy paste the base out of persistent player base section in JSON, then the freighter inventory tech section, then swap the seeds in the freighter tab
I have those JSON sections saved in a notepad file
I really dont care about the base. I just want to keep the freighter itself. So I guess it would be better to just "save" the seed and stats?
yes
is that stuff enough then?
I take a game photo, then name the image to the home and model seeds of freighter, then keep a folder of the images
yes
I guess a textfile is enough 😂
personal preference of how you want to read and type or copy paste seeds. I don't want to mess up from re typing them 🙂
eh I just copied it out and will paste it later, seems to be the safest way 😛
@lost jackal Whether that will be enough depends. The info above does not include inventory and tech, or slot layout, etc
any better way then? I really don't have a clue, I never "moved" a freighter to another save or similar
" I copy paste the base out of persistent player base section in JSON, then the freighter inventory tech section"
I personally prefer to copy over raw json data sections, but it does depend on what data you actually care about. Inventory and tech can of course be recreated if need be. Slots can be added again as well. Some other more specific things may not always be possible to change through in-game means. For example your freighter bridge crew, slot layout, supercharged slots (if present). And as said by @dusk saffron, there is also the base of course.
I mean, I've looked at that JSON stuff but it didnt make any sense to me. I think I'd need a better explaination 😂
the only code I am able to use would be HTML 
not much of a coder myself
I personally dislike the use of the backup feature, even though useful, it is not in a format I prefer, as it is compressed and therefor unreadable
With regular updates, that format can be problematic at times
Yes, I can understand the raw json not making much sense either, unless you become familiar with it all. So in the end it is a bit of a personal preference
not much worth saving here anyways. It's literally just the freighter itself I want to save 😂
Then the data you copied earlier is likely all you really need.
and I'm familiar with the save editor, at least the "basic user" stuff. I know how to resize the inventory, add items, supercharge them or whatnot
and my freighter base of the current expedition is just "what I need", not much work in there anyways
Oh yes, basically anything else can be fixed again if need be
you're in great hands with Devilin to open up a huge toy store of goodies if you want to find out more about JSON editing
You should be fine. I just want to make sure you are aware that there is more to it, to avoid any misunderstanding
And after all those years, I actually do not really care about specific parts in the data anymore. I just keep backups of all my saves. Size is not really that much of an issue when it comes to backups, and I am sure all data I may ever wish to use is in fact there
Found a cool freighter ... alright, backup!
I feel that, yes. But in all honesty, I have 18 different NMS saves... and I rarely touch any of them
I keep a folder of Saves like that. File them, then delete from game menu
even less since you can just start an expedition from an existing save, but I guess regarding stuff like freighters, I guess I should start new saves for expeditions again. I think I have one save with over 200 hours, the rest is just below 100 😂
despite owning NMS since release, I only have short of 500 hours anyways lol
Who knows. I never intended to become a save editor expert either, but hey ... intrigue caught me ... hooked me
I have too many other games I play on a regular basis, and all of them I play way more than NMS... I really like NMS, but these days it's mostly just "cool, new expedition, gotta finish it before I miss out on the rewards" 😂
... and I said that after completely missing the cursed expedition
Cursed was good, IMO. I did it 6 or 7 times
with PC, you can still access it with JSON editing in offline mode
pretty sure it got added to the data files
yeah I don't know how to do that at all. 😂
that is why this channel exists
Yes, 'leodium' has it included on their github
No way, would be horrifically abused
Really it just needs one post with Sean pictures
I just use backup/restore button
tech and base is saved i think
Any mods that adds animations or just make the main quests more interesting than just reading text? Some narration or something hell
These do not exist and not possible to do. Way the game works.
We've no means of doing much of anything with animations beyond adjusting speeds and the quest system is entirely based on reading and responding to texts. No text to voice system exists. HG would have to add it, modding cannot.
We can't add new features or introduce any sort of logic, nor anything at runtime. We can adjust values of existing properties in static game files, loaded when the game starts. That's it.
Gotcha
Also, i installed the shipstore mod but I'm not seeing any options for them at the trade terminals.
Not my mod and I don't use it. Don't normally see the author hanging here. Leave a message on the POSTS tab of the mod page and he'll get with you asap.
Can anyone help me with a corrupt save issue?
I was told people here would know better how to act
Did you make a manual backup of your save? That's one way to deal with it, by deleting the corrupted save and placing a copy of the backup on the save file location.
Never before, but i have had save editor almost since i started playing nms
I don't know about save corruption so imma go with easier possible cause
Are you trying to run any outdated mods?
Cause doing that can proc this message as well
Well, i removed any mod from the mods folder and booted the save, getting the same message, so i don't think mods are to blame here
But i've been updating a specific lua file with AMUMMS for some time now, maybe that mod is too old for the program to update it properly and is corrupting my saves
That's not likely to happen, an outdated LUA script would just fail to compile and not generate a mod PAK file
Yeah, that's what i thought too
And booting the game without mods with saves with custom data will purge that custom data
Well if it's save editing expert you need, I'd recommend checking with Devilin Pixy
I mean, save editor has auto backups doesn't it?
Cause
But I never really used it, in general my experience with SE is minimal
I have a save file gap where i can select either my 2 saves the game normally does
Or the backups
Maybe those are the key, idk
And you sure you're running thr latest available version of the SE of your choosing
Yeah
It recently auto updated
The only time I've gotten that error is when I was trying to run it at too high of a resolution
@fresh arch Ive been having some thoughts. how well do you know save editors? I have a crazy idea on how to do some random community things, but are probably impossible. I might be a day or two to respond
I want a way to make random checklists for people to do, like cooking recipes, ets
make a fake exped, with steps based on what someone might have checked off in their catalouge
Sounds like not a save editor thing, but a mission mod
yeah, but youd need save info to pick things to do
I want it to be able to pick things that people HAVENT done
I know that the save editors can do all that
This is all random thoughts, I dont mind getting shot down
I was going to look through my own stuff, and make personal goals
Just thought it would be cool, if someone could get a mod or whatever, that would give them direction to do anything they havent done. And make it automated enough, to not need to stress on the upkeep
What I was going to do, just for myself, is look up everything I dont have, and put it all in a list
That to me, is all about a save edit
Im far too dumb to do that
was just a thought
But a "you havent dont this yet" thing would be cool
I have minimal experience with save editors
And I won't be undertaking any mission related mods anytime soon
I can't tell whether a mod telling people of stuff they didn't do would be doable in the 1st place
the Mission lines in JSON are so complicated and ordered in a bizarre way..... good luck to anyone digging into that 🙂
Seems a dangerous plan. JSON editing should be approached with utmost caution. Not treated as a trivial scavenger hunt game. One typo and your 1000 hour save could be turned to trash.
"if someone could get a mod or whatever, that would give them direction to do anything they havent done"..and no the automated thing isn't going to ever happen, unless you're going to make it. If you don't have the technical ability to do so, then nobody needs suggestions. In this case, you could just write up and post a step by step walkthrough of doing things you want to do, BUT then also be willing to take on the responsibility of fixing anyone\everyones saves that get broken by following your checklist, from the time you post until the game is ended by HG.
I had a backup, but I broke a save with a comma missed or in the wrong line
Even the whole json aside
I don't see how it can be done using the blocks the game already provides
Some stuff can be in theory tackled by conditions like "player has finished mission ID"
But that's just a portion of the activities the game provides
No way to check for stuff like "has player used ship fabricator" or "has player caught a legendary fish in the past" etc.
And then there the issue of scope
Good luck getting someone to do hundreds of missions to run in the background and nag player with tooltips "do this", "do that"
since the runtime api modding tools are still in infancy you'd have to create a pre-processing type tool. as you describe it would scan a users save to see what missions have been started, scan the game missions mbin's to see what's available, create a diff of missions that haven't been started, identify the conditions to start those missions, build a custom mod with a master mission that can kick off the ones that haven't been started. all doable, but likely a massive undertaking. if you just want to create a help that lets them know offline how to start the remaining missions, that will still be a lot of work to walk through all the mission mbin's, but likely more feasible.
One message removed from a suspended account.
There are only two, and it's up to preference betewen them
whichever you choose, NMSC companion app by Dr Kaii is a powerful tool that compliments either
how to find a game crash log?
i got the game running with mods again, and am playing the expedition, but im on a planet and got several exped milestones mostly using the minotaur's scan ability with the exo's scan upgrade mod to find all locations.
the game first crashed while the minotaur was jetpacking using its own movement mod and was basically flying with the ai, which, i saw it crashed the game as it couldnt control its flight path in the low gravity x movement mod
so i removed the ai pilot, but now the game is repeatedly crashing while flying between locations found with the minotaur's scan
*i assume a game crash log is how you find whats causing game crashes/which mods arent working as described
Sounds like it's not the bug you thought it was. In my experience, if it's intermittent like that, it has to do with something graphical like LOD, not something like AI or mech movement. It's also possible that it's not mod related (though less likely)
To answer your question, though: there's no way to derive any information from crash logs or numbers
damn then
graphical though... i am having some missing graphics in my main save (some parts of the minotaur arent showing and in the main save exped i have some parts of my freighter missing (as in my fighter bay is separate from the main body)
but the minotaur looks fine in the exped, probs because its not using the modded parts (its in its base form, not super mech 2)
i didnt think much of it
doing it now
i can sc if need be, but this was quicker
all mods show no error and all needed to be merged
Oh, if you're using Better, it's going to have a lot of problems
There's a reason I haven't updated it yet 🙂
*as i understand things they needed to be at least
better? i thought i removed all of better nms
I'll look at it more closely, though
ah, i left like 3 in i think
I thought I saw it right away, but I'll look one sec
im not sure why its named that though, but its not bnms
You've definitely got some conflicting mods in there, things modifying the same things
I mean you have two versions of pulse upgrades, two versions of procedural rare crystals
they were like 50/50 but now its almost every mod
And I've just barely looked
I didn't write the mod so I'm not sure, but they sound like one does the same as the other, but more so
post REPORT.lua from AMUMSS so we can actually see any conflicts
i dont recall having 2 proceed crystals but good catch just found it
Two differnet versions of shorter arrival messages
two versions of damaged machineries
two versions of quick crates
god damn it - howd that get missed?
hoarder 🤣
i just fixed this
two versions of gsquad damage
time to re mod my game
i must have downloaded updated files and didnt delete the old ones
Two versions of better ship lighting stations, but that's my fault. I didn't delete an old filename
BUT, I don't see anything that jumps out to me as a cause of crashes
that explains my stations! just remembering my space stations look like either theyre rusted out or in a cyber frameware matrix code stuff
The station light mods only affect the lighting on pads inside the station, not the external appearance
station lighting: all and pads, are they the same?
well theres something else to figure out then
Yeah, just get rid of the pads one
right
Best approach is going to be clean up what you can, then cut down to like 1/4 of the mods at a time and see what happens
Got it now, so no worries
thats tessarect done, moving onto atlas and eva-01
ill run these through again and recheck
game ran for a while longer, but it crashed in the mech while looking away from the alien monolith i just found via scan
Ok, so cut more from what you are loading and try again
theres around 100 mods - is there a recommended method
- with minecraft, you cant just remove 50% of mods due to require core mods
- i install minecraft mods based on a known non-issued system of increasing complex mods
- are there "complex mods" that should be looked at removing over others or such with nms?
or should i just go "rngesus if life"
There are more than 100 mods. It just depends on what you want and what they modify. If a mod affects many files, it's complex. The mod page or a referenced page should say what files they affect. If it doesn't maybe avoid it. Mod packs are usually a one thing and done, for example. Don't try to mix modpacks with other mods
Unless you want to take the time to understand how NMS mods work, you just have to take the path of least resistance
hmm, seems im still using some mods (at least one) from decompiling bnms
just found fix hardframe engine source that i havent downloaded
i heard recently my experiment to update bnms myself by decompiling it into individual luas and updating them shouldnt be done. so i might go through all mods again before removing them and download any i havent down so personally
Yeah, don't do that. I created Better and haven't updated it, because it's not easy.
it was an experiment from ages ago and it was causing issues that i didnt realise
i fixed it, or i thought i did, but yeah, seems there are more mods from it that i havent downloaded (there are a couple "better nms" mods i want to keep, but the rest ill download fresh)
and i just found out one of my mods got replaced by a new project (though it was technically still working)
man, something happened with inventory rebalance both pak file upload - huge section just for both paks option
i assume glight always on all is the same thing as the glight better ship lighting station all and isnt required?
or is it an aio always on lighting pak
You assume incorrectly
i literally just finished compiling, i guess i need to start again
glight always on is for lights to always be on. The all variety of that mod covers all base light types.
glight better ship lighting all is for lights on landing pads to give cleaner lighting for ships. The all variety covers base landing pads, stations, Nexus, freighter
so it is a more aio for ship lighting - either all or the 5 or so separate paks?
but certainly not both
Which is? They are two different mods. That's why they have different names
i was just making sure it wasnt along the same lines as that all option that was included with another mod that shouldnt have beeen in it
They affect different things. Just include both mods, the all version of each
glight always on all + box + standing + etc is in the zip
yoou said previously all shouldnt have been with station pads
always on all.pak is the compiled mod that includes all the different Luas. There is no Always On All. Lua
Just include all the 10 or whatever different luas
all in that case is an aio for that mod (for my own understanding)
well, i used the other luas instead so i should still be ok to go
certainly didnt use both
yeah, that is what the pak file does, just puts all the luas together
so that was a good decision
To make it easier to maintain for people. One file instead of 10
but the station all and station pads are a different thing
slightly. I need to rename station all
Station pads just covers the pads. Station all does the pads plus all the other ambient lights
Some people like having the weird colors in stations, but it makes it hard to get a clean color on the pads
so you wouldnt need pads if you use all
correct
interesting
slightly different to what i thought was said earlier, but makes more sense
I need to think of better naming for those two
I might have said it incorrectly before
either way, i think i have more work to do for station all
and take the pads part out of the ambience one
lol, already?
Yeah, was an easy change
Updated on Nexus now
love your work
Thanks 🙂
and i completely did misunderstand the atmohover and atmoreverse mods - i thought they did separate things, one allowed hover one allowed reversing, but DUH if youre reversing carefully you can hover as well
found that one while reseting everything up
hah, maybe I should archive some of these old versions?
LOL
That's one mod page
Yeah, I prefer hover to reverse. I want to stop by holding back, not go in reverse
i use nexusmods' vote system thingy to keep track of mods that i like over other versions of those mods i didnt like
but not another trade mod has been retired and replaced with another and now i cant delike the original mod to remind me i dont need it
as for reversing, sometimes i come in too hot and overshoot the target, by like 10m. and its easier to reverse than swing around
but it may not have been working properly as ive always had both versions installed, ill give this a try with reversing and recheck what i prefer
instant crash after scanning with exocraft scan upgraded scanner and flying for like 5 seconds
-_-
Using all luas or some paks too?
there were like 6 paks that i extracted the luas - i beleive that was fine to do so (these were mostly colour swap paks)
yeah, just wondering if you had any paks in the mix. So that means you've got a lua doing something wrong. Any errors/warnings/notices?
no errors on combined pak creation - still have the last report i think, one sec
there really should only be a very small amount of decompiled luas from better nms, no more than 3 i believe, i sacrificed all the rest - so thats my first stop
32 warnings - very low for my normal attempts
Most of those warnings are DDS files you are missing
missing?
most of the decompiled colour swap mods had erros from wrong mbin compiled when made - i guess i should jhust add the paks instead?
i think
Yeah, those recolor mods usually don't conflict with anything
usually
But you can see where it says 'cannot find file'
It's looking for DDS files to add and can't find them
but if they didnt convert to luas properly would these dds files be missing - or was i supposed to grab more than the luas
More than the Luas. It needs the DDS files it is looking for
well, im in their extracted folders - heres a question i havent asked previously - what do i need from an extracted lua? and where are they?
lua and models folder?
Depends on the pak you are extracting. Sometimes just the lua, but if it's a visual mod, many need DDS files
You need the Extracted_PAK folder
But really, you need to look at the Lua to see what it is doing. See if it tries to add files
If it does, you need those files
so, not a one rule for all then?
Not all mods do the same thing, so no, not one rule for all mods 🙂
Like you couldn't add custom ships mod with just a lua file, obviously
You need the models
makes sense
would the paks have these included, just cant update/recompile without lua?
right, for instance, gmultitool boltcaster colour blank
the folder has:
- exmlfiles_pak
- models
- extracted_pak
- gumsk
- models
- amumss.txt
- lua
- pak
- lua
- report
i feel i need the exml folder contents - the models folder
and if this is the case, is this a globalmefti folder?
(sorry my brain goes to mush when modding nms - takes me months to get it to work, then i find more things ive done wrong from the last several times it worked, then i stop playing for weeks and it updates starting everything again)
Look in the Lua to see what it says at Add File
hmmm - no, this isnt a global mefti folder
i have 3 modlist folders based on colours that sync to my game contents and my pc's rgb
a global mefti blue colour swap would conflict with the red or purple/green setups
so... i guess i have to extract the lua and mefti folder, run through amumss to recompile x update it to a pak again then add just that to the modlist folder
You need to look at the Lua file 🙂
(yeah models/common & models/effects)
No
{
FILE_DESTINATION = "GUMSK/BOLTGUNWHITE"..ColorName..".DDS",
["EXTERNAL_FILE_SOURCE"] = "BOLTGUNWHITE"..ColorName..".DDS",
},
{
FILE_DESTINATION = "GUMSK/BOLTGUNNOISEGRADIENT"..ColorName..".DDS",
["EXTERNAL_FILE_SOURCE"] = "BOLTGUNNOISEGRADIENT"..ColorName..".DDS",
},
},```
ah there it is
The external file source is where the file is coming from and where you need it to be for the mod to compile properly
Are you using subfolders in AMUMSS Mod Manager?
(never opened an lua before - another thing it seems ive been doing wrong all this time)
amumss yes
not just AMUMSS, AMUMSS Mod Manager
If you want to do much with mods, you need to be very precise with your reading
yes - modscript manager
Ok, great
Thanks
That's the folder setup for that mod
But only include the DDS and Lua you need
right - i had no idea how to add additional files to the modscript
When the Lua runs through AMM, it will grab the DDS from the root of that mod folder
It doesn't use MEFTI or GlobalMEFTI because I don't want all the DDS in every version of the mod; I only want the colors for that specific Lua included in that PAK
yes this example exactly didnt make sense to me before
how to add custom files without it being mefti
Yeah, for that you use ADD_FILES and tell it what the filename is
1 - does the folder you showed need to be called that (gumsk mods uncommon) or anything i can remember
2 - i guess after decompiling a pak into an lua, i now have to edit the lua?
No, that's just how I have my AMM subfolders structured
The contents of the folder are what matter, and how you select it in AMM
Like that
The way that Lua is written, it will always look in the same folder as where the Lua is located. So put the DDS file(s) with the Lua
But you have to look at the Lua to find out how each one is built
Luckily, most of your warnings are from my recolor mods, and I build almost all of them the same way
so:
Modscript/<ModList Folder Name>/<Extra Files Folder Name>/Models/<Common & Effects Folders>
Sorry, I don't understand
I still don't understand at all. I don't know if that's a question, and if so, what it is asking
i just saw its the actual dds files not necessarily the models and effects
Hmm, I think I figured out what you are saying. It's not necessarily the MODELS or EFFECTS subfolders in the TOOLS\Unpacked Mods folder, but it could be
You have to look at the Lua to see what it is doing
Again, there's no universal rule
right (im always on a different thought wave length to everyone else)
the structure of the extra files - in this case, the dds files are added to a sub folder within the modlist folder
eg: .../modscript/<insert modlist folder name>/<insert extra files folder name>/.dds files
For the boltcaster colors mod, there is no subfolder for the extra files. They go in the mod folder with the lua
RIGHt - thats where i was getting caught
Some mods do have a subfolder, though. Just have to see how the ADD_FILES section is setup
Some use MEFTI, never know until you look
You probably NEVER want to use GlobalMEFTI
in this case, the files needed are in the "extracted_pak" folder not the "exmlfiles_pak folder"
Correct, the unpack process first extracts all the contents to Extracted_PAK, then looks for any MBIN files in that folder and decompiles those into the EXMLFILES folder
so would that be a rule for all? (please...)
So a DDS isn't going to get decompiled and won't be in the EXMLFILES folder
The rule for all would be: look at the lua
It's like driving a car, there's no universal rule for what direction to turn. You need to look at the instructions
i guess in that illustration the process for each time driving is the same just the destination changes
i was hoping for some autonomy in checking this (like ignore the extracted pak folder)
right "loose" headcannon accepted
You want the Lua and maybe some other files from EXTRACTED_PAK
so - final question before i go off on another trek to get my game working again
if the lua doesnt "ctrl+f" add_file, it not necessary?
as in, its always add files?
I can't say 100% 🙂 If the mod was relying on a MEFTI folder, then it wouldn't be using ADD_FILES
good thing i asked
Let me look for an example
neutron cannon blue doesnt have add files
well that one was easy
Just search your report for WARNING and that will show you all the places it couldn't find a file
That will cover all ADD_FILES issues
MEFTI are not as easy to find
...
i did before while talking to you, and couldnt find the start of the mod info to find out what it was
...
scrolled for ages - guess id have to scroll further
-_-
i literally was looking for the name of the mod at the start of the info
You might want to rename "No Man's Sky" mods folder to NMS. That's getting to be a long path and any kind of special characters could be troublesome
Y'all should mod an unnecessarily big black hole that sucks everything into it with the force of a thousand suns
Phase Beam color is only lua, no extra files
i went into a black hole during an expedition - broke my progress and couldnt finish it
... blackblue?
Unfortunately, I don't believe there's any kind of actual pull to a black hole in NMS; they're just a visual effect surrounding a point in space that you fly into

this phase beam has add_files
put a LARGE AByssal Horror in it LOL
Y'all should mod an entire galaxy specifically designed just to piss you off.
I actually have no idea wtf Ixm even talking about. I'm just tired af
You want LaserCoreBlack and LaserBlue DDS files
i hear that - im trying to mod my game but my brain went to sleep
They go in the same folder as the Lua, not in a MEFTI
right so not all textures are mefti
My first example was not MEFTI 😄
Pff. Y'all got the DDS whike I got the 3DS with Smash Brothers on it 😎
didnt notice it being a texture
DDS is an image file, thus texture
It's a jank ass console in my eyes
Aight imma go pass out and forget I even went here
Sleep well
so. general rule for your mods:
- if it says add files to textures - its mefti
- if it says add files to gumsk - its main lodlist folder
?
...no
{
FILE_DESTINATION = "GUMSK/GUMSKLASERCORE"..ColorCore..".DDS",
EXTERNAL_FILE_SOURCE = "GUMSKLASERCORE"..ColorCore..".DDS",
},
{
FILE_DESTINATION = "GUMSK/GUMSKLASER"..Color..".DDS",
EXTERNAL_FILE_SOURCE = "GUMSKLASER"..Color..".DDS",
},
},```
Look at the EXTERNAL_FILE_SOURCE . If there's no folder listed before the filename, it goes with the Lua
MEFTI is an automatic include and wouldn't appear in the Lua at all
Honestly, I think you're too tired right now to be working on this
then... why do my other texture mods work? this makes no sense
i give up on the game for a few weeks and sacrifice my 3rd expedition
brain is numb
You are completely capable of playing without mods. I just mean that I'm saying things and either I'm not saying things clearly or you are misreading them. You aren't making any progress right now
I think with sleep you might make better progress
yeah and that always happens with me - communication issues with others cause im thinking apples theyre thinking oranges but were trying to explain describe fruit to each other with no exceptions on what the object can be
its been diagnosed
i am generally a tech savvy guy (im the resident tech support for the family)
so its weird that i cant get my head round this - and the rules seem to be different (or explained further) every time i start again
If it's a mod that doesn't change textures or colors, you probably don't need to worry about extra files (probably)
i havent used the dds files for your colour mods so far fine
but that doesnt mean i dont have a list of bugs forming voltron to crash my game because of ithem all
You can be tech savvy and not think like a programmer. That's not any better or worse, just different. Programming requires very precise, careful approaches to everything. Don't make assumptions, make sure everything matches perfectly, etc etc
Right, without the DDS files, it would just not do anything. Or actually you'd probably have blank textures or black textures where there should be colors
i guess my main issue is im still thinking like minecraft modpack creation but this is oranges
I haven't done minecraft modding, so I don't have any idea 🙂
as in im drawing knowledge from that experience
I think you're stack is close to working. Just need to clean up a few things, and those would necessarily be edge cases that don't fit the basic explanations
i learned how to make modpacks in minecraft by reading the error log - but i dont have that with this game, so ive got one hand tied behind my back
those would necessarily be edge cases that don't fit the basic explanations
this is my life
basically, if i have to contact it support myself, ive already exhausted the first 3 levels of support staff
like i learned something new the other day
- BAM - power outage for a few minutes, shut down my pc of note
- power came back on and i set up music on pc again and went back to sleep
- 4 hours later, pc still doesnt have internet
the answer? - my brand new router has all my devices with static ips, but when the power came back on, the security camera switched ip to the pc ip and the pc ip didnt change
look for those add files errors and put the DDS files where they need to be, then run the stack again and you'll get a pretty clean result. Then just need to track down the few remaining issues
and if there's still a crash, find out what is causing that
sounds simple
ill start again tomorrow on that - need to bring my brain up to operational level again
I used to do networking work, so I know what you mean on that point
but how the static ip of one device changed to that of another device's static ip i have no idea
Most likely the security camera is setup to use dynamic, so it just grabbed whatever was given (usually .1 or .2), which happened to be the same as the static IP of the PC. Make sure the camera is setup to not use DHCP and make your router DHCP pool separate from your static IPs. I usually put static IPs at the top of the range, around 200+, and the DHCP addresses start around 10 or 100 and end before 200
i know those words - i swear
but ill relook at them... later... when they make sense again
they will, i just gotta bludge for a bit
exocraft scan upgrade needed metadata folder - maybe this is why my game crashes after exocraft scanning on exped... -_-
@junior hatch
No gifs in this channel please
waah
had a cuppa tea - helped
i think mefti files and addtional .dds file in main modlist folders are correctly setup
Strange, why would an exocraft scanning mod need MEFTI
it said add_files metadata
That could be a problem. If it's including an extra file, it's likely an MBIN file, and if it hasn't been updated, it would cause problems
what mod?
exocraft scanner upgrade
link?
last updated 31 oct 24
ok, lmonk is reliable
let me look a little more
The file it is adding it is making itself
You don't need to include anything other than the Lua
It builds the file inside the Lua, then adds it
right... i was just looking for add files and those files were in the extracted pak - let me double check if i missed an original lua and went pak to begin with
(this time round, not the last couple of days)
The lua is in the ZIP file from the Nexus page
there deffinitely is an lua
and... its not in the base game paks - just add missing ship trails and no overlay texture there
other than the colour swaps no other paks
(so why was it in my extracted lua folder?)
It would get extracted because it's in the PAK. That doesn't mean it was added by MEFTI
not what i meant, if the lua was in the base collection, i wouldnt have needed to extract the lua from the pak
i downloaded everything fresh, and extracted the zips and collated them into particular folders
Ah, ok
this implies it was in both the base lua folder and base pak folder
but... i dont remember that - either way, i deleted the existing one in my lodlist folder and copied the orginal lua from the base lua folder
damn it - i got the windows for the blue and purplexgreen modlist folders swapped and the .dds files for each went into each other
time to go again
custom mods galore and gGUI Clean MultiPlayer seems to be throwing errors of missing files, but none were included in the fresh download, and i used the luas included i believe
will recopy those over again, in case of reasons
so... i need that?
i decompiled the pak and found the folders that were missing in the report
there was player and building folders missing too
so i decompiled it, thanks for the idea (i get thats not what you said, but still)
and now im looking at the actual site, my god i think ive been struggling with several things not knowing its been this mod the whole time, now ive fixed it, im removing it
i need the green landing markers and save beacons at the very least
i think this dates back to my experiment for decompiling better nms
custom mods galore, i just decompiled it (to check) and its got 2 folders of mbins, which may be the missing files from the lua freshly downloaded
do i need these? if yes, where do mbins go, mefti?
and the reason i ask is that it has add_files
but theres no info in these sections of the lua
If there is no data in the ADD_FILES, then it's just a template they are using and there's nothing being added by the Lua. Any MBIN modified by a Lua will show up in the extracted PAK, even if it's not added to the PAK as a whole. So if my Lua changes one value in the PlayerGlobals file, the whole PlayerGlobals.MBIN file will be in the extracted PAK folder. That's why I said it's not crystal clear when you need included files and when you don't.
What parts of Clean Multiplayer do you want?
this is what i expected the answer to be, but good to confirm
im not even sure, i think originially my main goal with that bnms experiement to keep it updated myself was to maostly grab all the unreleased g-- mods believing they would be better than their released counterparts if any
therefore, when i kept it, i doubt i even checked what it did beyond being a bnms g-- mod, even while downloading all the mods fresh and ignoring the bnms versions
an example of that was gsentinel less annoying laylaps
(which ive removed this time around)
Yeah, that one might work, but I just don't know
Clean Multiplayer is mostly used for hiding comm balls
But has some other stuff
I can make a stripped down version of the Lua if I know what you do want in it
the two i mentioned sort of started working recently and i didnt know why
theres no need for that, youve done a heap of work for me already, and i dont feel its needed to go further into that mod (as much for your sake as it is my own sanity getting this working again)
If you didn't have BLANK.DDS, Clean Multiplayer wouldn't be hiding lines. That's what the blank does
i see
So if you added blank, it would start hiding the landing rings and the line for the save beacon
i dont remember adding blank so maybe it did it itself last round of downloads the other day - i kinda forget when it started but that would make most sense
warnings down to 13!!!
congrats
i placed gship starborn and utopia colour swaps into mefti - fixed now - so thats a few less to contend with
Hmm, those don't use MEFTI
starting to understand the REPORT file - this is the file i needed to look through, this is reminding me of minecraft modpack building
What colors are you using for each?
(and CyberCrank's Starborn Runner skins are far better, imo)\
black/blue and blue/white
black/red and red/black
purple/black and purple/white
or something close to that
huh? that's six sets of colors for two mods
Can you screenshot it? It doesn't make sense to me
i have a set of red, blue and purple x green (aka: EVA-01) folders
.../modscript/modlist blue (tesseract)
.../modscript/modlist red (atlas)
.../modscript/modlist purple (EVA-01)
so each folder has the appropriate set of colour swap mods
- gsentinel quad & laylaps
- multitool & ship weapons
- etc
For BLUE.BLACK Starborn, your folder should look like this:
Same for the other colors and Utopia
yep, i just decoded that within the report folder now im starting to learn how to read it
Coolio
I wish it really did say that. Would love it
it may be... clearer for some if it did
myself included
theoretically just cmg warnings left now
and i dont know how to fix those
He doesn't usually use Lua
oh no, and ive used both the lua and pak
What mod?
cmg - custom mods galore i did decompile the pak and found mbins
ohhh, I was thinking of CMK, the mod author, sorry
That's why I was confused. CMK makes his own tool that 'competes' with AMUMSS. Great tool, but uses c#, not Lua
It's a great tool, though
but cmg has a disclaimer saying its wip
so... maybe? not?
10th of November, and he's a reliable author, too
its similar to another mod i got - maybe theyre the same? im not sure
files affected haven't changed in the past couple of weeks
It does affect four common files
METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN
METADATA\REALITY\TABLES\NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN
METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
GCDEBUGOPTIONS.GLOBAL.MBIN```
And since he's adding stuff into those files, could cause issues if you have other mods affecting those files
Yeah, try just grabbing the Lua again and deleting anything else you had related to it
lol - yep seems very similar in priniple o another mod - so maybe i doubled up on features here
oh yeah, those likely wouldn't play well together
same author - but are these the same thing? feel like they are
woo! i found a conflict!! several have been found by me uploading my reports and modlists, but i found this one
CMG is new tech that does interesting stuff. CraftUM lets you craft the things you would normally buy from tech vendors
probably shouldnt have both, im thinking the interesting stuff (cmg), thoughts?
I don't use either, so not sure
9 warnings now - i decided to test with both kept
huzzah
i didnt crash heading to the next alien monolith
BUT
i did something different
after scanning, i usually marked it by holding E
but then i gotta get out of the mech with E and i kept pressing it while still highlighting the next monolith
this time i deliberately moved off it first then exited
deliberately did it this time round and no issue
Sounds good. Get those other warnings cleaned up (notices would be good, too)
5 notices
each time
FINALLY finished the exped mission for language! - so many crashes
my game crashes because of some mods installed
doesn't give me information on which ones, i kinda hoped it would be like minecraft forge where it just threw a helpful console log at your face
do i have to find another log file or do the grueling turn-each-one-off-and-on-again thing
oh oh oh - i got this one
use amumss mod manager is best
but when building mods (i assume youre combing mods to avoid clashes), read the REPORT file - this is when i was looking for in minecraft on nms
if you dont combine/merge your mods they probs wont work well
the idea is to get NO errors, preferrably no warnings
will it interfere with vortex (e.g. screw up the mods in the staging folder)?
and now im out - i dont know vortex
i get the lua files for each mod, through them in a folder and run them through amumss to rebuild them so theyre all compatible with the latest game files
*without waiting for a mod update™️
*theoreticallly
Vortex is highly un-recommended by NMS modders
It adds almost nothing and creates problems
Net negative
Post a screenshot of your PCBANKS folder and MODS folder
damn i thought they were responding to me and was confused for a bit
First, delete everything out of MODS that isn't a PAK file. You can move it all into a subfolder if you want
you should not have AMUMSS installed anywhere in your game folder
or in the primary drive, optimally
you can make a new folder in your secondary drive's root and install AMUMSS there
even the folders
Folders don't matter to NMS
the other stuff doesn't matter either, but it makes it hard to look at
Best to just have PAKs there
why is REPORT in lua (thought it would be text)
Because the author likes Lua. It's just a formatted text file, basically
its wroks with notepad++
they do them
you might be a lifeline
They do them? I don't understand
ive hard a hard learning curve that i remember what ive done
third person 'you do you' i think
Ahh, I see. Thank you for clarifying
'To each their own' might be more clear in the future 🙂
Unless you're trying to make fetch a thing
Because it allows for some formatting options wouldn't have in .txt within major editors like npp and vs code. 🙂
got to my first space station since fixing glight better ship lighting station ambiance & pads
amazing compared to the rusted look i had prior
but just discovered several mods that i had deleted restored themselves? glight bsl all is back in all three colour modlist folders
ill have to do things again after im done playing
If using Vortex, that'll happen. Stop using Vortex
hey guys im new to save editting how do i do it
Get save editor of your choice, load save, make whatever changes you want, save changes. See individual save editor sites for more detailed instructions and guidance.
Modder entities

I have noticed (and sanctioned the construction of) a tower in the Vy’keen settlement. If that asset is in the game is there any way to create a mod to use them for base building? If so, how do we go about it?
Also, is there any mod or a set of mods that unlock hidden base parts to be used for base building?
@junior hatch Updated station pad lighting
Updated for 5.x, finally
https://www.nexusmods.com/nomanssky/mods/3056
omg! its happening!!
the best mod is back
ooh - i have to redo things anyway due to a double up of mods that somehow restored themselves after i deleted them
time to update while things are working!
OMG!! the rebuilding files for BNMS!
in one download!!
ima deck my game so hard it'll kick itself out of the simulation
Let me know if there are things you think should be added. I'll need to contact authors, test, recalculate donation points, etc etc, but I do want to include more.
purple+green ship colours (but thats just me)
as for starborn/utopia colours, does rebuilding them work? or am i dependant on updates?
seems the extracted luas require dds files (thats fine). but the dds files do not match the names required by the lua (like there isnt a colour in the dds name but amumss throws an error as it requires a name in the dds files)
if rebuilding them works, can i just rename the matching dds files to match what amumss/the lua is requiring?
Ship colors wouldn't be part of Better, as that's more subjective. Texture mods don't usually need rebuilding; 5.0 fucked everything up, though, where a bunch of image files had to be updated, then the mods rebuilt. I'm pretty sure the same won't happen anytime soon
oh, that ship colours question wasnt a response for better nms, my bad for bad phrasing
in that case, ill just use the .pak files then
as for better nms inclusions:
- Black Space & Nebule (blacker space colours, more vibrant nebule)
- Colourful Starfield (clearer star colours)
- More Options for Starship Textures?
- Mech Customising (unless you're fixing gmech hardframe colours to work with the Liquidator; this allows colourising of the Mech from the Suommoning Station)
- Multi Pass (Bronze (v.1.0), Silver (v2.0) and Gold (vanilla v3.0) Atlas Passes)
- No Empty Crates (to complement Quick Crates, hardly a game breaking cheat)
these out of the mods i use seem more along the lines of Better NMS's QoL Goal
I do need to update gMech skins to use the customization screen, but I have to get comfortable with doing that, and I have to figure out how to handle the textured ones I made, like digital camo
added new better nms luas and mefti files to my tesseract (blue) modlist folder and ran it through amumss...
4 warnings and 5 notices
- 4 warnings from cmg (it would have these as im still using craftable upgrade mods) (
Some KEY_WORDS not found, script result may be wrong!) - 4 notices for cmg (again, see above) (
Could not find ["PRECEDING_KEY_WORDS"] = {"TradeSettings",<Insert 1 of 4 different Key Words: Ship/Suit/Weap/Vehicle>TechSpecialist","OptionalProducts") - 1 notice from atmoreverse-pulsespeeddefined (
Added .pak extension to MOD_FILENAME) not sure what it is or how its fixed but is the only "non expected" thing that shows up in the report
Not sure on any of those. They all sound like they are native to their own scripts
-
my fast mouse menu actions is working again
-
my running mod is working again, yay! (maybe due to the return of gplayer bnms or such)
(wasnt working last run through of mod rebuilding) -
i had some graphical "rgb static" over my cockpit controls of my starborn runner while reentering a planet (not sure if its due to specific mod updates or mod conflict)
-
and i cannot scan trees/shrubs behind laylaps after the bnms update (unsure if it did before as i didnt know what it did)
in that case it shouldnt™️ matter
Did you remove less annoying Laylaps?
If you removed that and noticed that you now can't scan things as often, then it was doing what it was supposed to and I should add it back and publish it
Anyone have a NMS mod tutorial Google sheet or anything?
so less annoying laylaps is in the latest nms rebuild files download, why i tested it specifically
as it merged with everything else, i cant test without it right now (trying to get to bed early - aka at 1am), but can try that tomorrow night sometime
*and the test resulted in couldnt scann anything it was fractionally in front of
!faq-modding @wintry onyx
@wintry onyx
-#
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.
Less annoying Laylayps won't break anything I can imagine. It's just a question of if it actually doesn anything useful
@wintry onyx If you are interested in creating your own mods, you may be interested in joining the NMS Modding Discord
!moddinglink
speedrun question
with gbase boundary
is past the regular build limit still uploaded and visible normally?
ye
base is base
and base gets uploaded
Base boundaries are a restriction on what you can do, not on what can be uploaded nor on what can be seen by others
I installed a mod to make the living ships quest go faster but it does not seem to be working I changed it to "ENABLEMODS.TXT" then made a folder called "Mods" then added the pak to it but nothing has changed as its still 19 hours
Is it a mod from Nexus Mods? When was it last updated? As for the folder, make sure to name it MODS and have it inside PCBANKS
post MODS folder
do it like this
Is this the mod?
https://www.nexusmods.com/nomanssky/mods/3046
"directory visible" as shown in the example
also almost certainly old and modifying a deprecated file
August 9th 2024, for a very early Worlds update (5.04)
@brisk berry Although we have not seen the directory in the image posted, if correct, you might want to give this one a try instead: https://www.nexusmods.com/nomanssky/mods/1921
I could go through all the comparison files to see when the old mission tables got deprecated but it'd be simpler if they just link the mod page and let us see which files are listed
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Entirely subjective. Depends on what you like
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For building, you want Beyond Base Building (BBB), gBase Boundaries, UBB, Eucli-ea, maybe one or two others
For ships, what do you want in ships?
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There are custom ships, reskins, expanded fabricator options
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Custom ships: Ships of Moar and gShip Custom Ships
skins, just search NexusMods for the ship type you want to reskin. Almost entirely limited to expedition reward ships
Adds over 70 new ships. Does not replace any ships and won't crash multiplayer. Added two color variations of Firefly's Serenity and a resize of X70B Phantom. More ships coming soon.
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They have slightly different approaches, and we try to keep the models completely separate between the two mods. But Winder does have a way to merge the two
For mine, they purposefully don't spawn in the wild. For Winder's they do spawn, replacing shuttles
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Unlimited, but you will start having conflicts very quickly. Then you either need to get rid of some mods or learn how to merge them
So these two are for maximum base building options and freedom?
They both add items that are not normally available in base building; however, they would not be visible to visitors without the mods, and if you load the game without the mods, the items would be auto-deleted by the EXE
It just depends if you want maximum freedom, or some balance with multi-platform/survivability
I see.
BBB and gBase don't add new items and would be available to everyone
I think UBB is only items that exist in the files but aren't normally buildable, while Eucli-ea adds new items (along with other hidden items already existing). But, both don't work for multiplayer without the mod, and get auto-deleted
Also, even if some of the buildings are procgen to have a “cylindrical tower” in game would mean that asset was built and placed for the procgen code to use. That’s what I meant by having a mod that uses such assets.
So UBB
I will test that out
It very well could be that each level of that tower is procedural, so there's no one model that has a tower, but multiple levels
Even in that case a cylindrical asset needs to be in game.
I think Eucli-ea is more robust, but I don't know for sure
Ok, will test out both
If you want to use both at once, you also need Build Frame RECTUM
(yes, a Winder name 🙂 )
Easiest to just use one at a time
Lovely name… lol
Am I wrong for using a save editor to unlock all the expedition rewards I couldn’t go back to play?
You play this game how you want. It's non-competitive
It's like solitaire, can't really cheat at that
is there any mod with which you can get the xbox preorder exclusive helmet in the current version?
consumerism might
The save editors can do this
I do not have one
Ahhh, can look into NomNom or goatfungus - they're similar and pretty simple to use if there isn't a mod that can do this for you
Are mods primarily client based?
!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.
3rd link for more details
Awesome, thanks.
@split condor Here you go, they don't like me talking about it in the #nms-expedition channel, lol
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Not technically a mod, more of a config hack but 🤷
ah cool, and this would add the loot/stuff gained during the expedition to my main profile? or would it be its own separate thing?
Yeah it'll unlock everything account-wide just like normal expeditions
nice, thanks
So, i wanna install a mod, and there are these MEFTI - TEXTURE folders. The problem is, in the instruction, there is no guide whatsoever in where to put the folders. what am i supposed to do?
In what guide?
in the mod folder
There's a guide in the mod folder?
Do you mean the MODS folder, or some sort of folder included in a mod you downloaded
Ok, what are the contents? It's ok, we just need to be precise
aight a minute
I'm not trying to make you look stupid, but I want to walk you through the thought process
so there is this mod
What's in the installation instructions.txt?
there is this folder
Focus on the installation instructions
and there is this folder
yeah in the installation instruction there is no mention of the 2 folders
What does it say?
hence why I asked
wait
Freighter Retexture (Golden Freighter)
v. 1.6
by hemis FEAR
Lua created by both Lowkie and I.
UPDATED FOR WORLDS 5.28
DESCRIPTION OF FREIGHTER RETEXTURE VERSIONS:
Normal - this is in the middle as far as shine goes.
Full Matte (FM) - as the name states, it is fully matte.
Squared - the textures are raised and gives a more pronounced, less streamlined look (most evident on Capital Freighters.) This has the same shine / gloss as Normal.
Super Shine (SS) - shine to the max!
Super Metallic (SMetal) - metallic to the max! With this version you will find the new and improved Golden Freighter!
Note: mods such as DUD'S Sky - Colors can bring out the gloss even further, so keep that in mind. Super Shine can be almost too shiny with that mod installed.
To install:
- Navigate to Content> GAMEDATA> PCBANKS folder (inside of your NMS installation folder)
- Rename DISABLEMODS file to ENABLEMODS
- Create MODS folder inside of the same directory (PCBANKS)
- Copy one of the following versions into that MODS folder:
"_hF_FreighterRetexture_1.55.pak"
"_hF_freighterRetexture_FM_1.55.pak"
"_hF_freighterRetexture_Squared_1.55.pak"
"_hF_freighterRetexture_SS_1.55.pak"
"_hF_freighterRetexture_SMetal_1.55.pak"
Do those exact four steps. Installation will then be complete
that in which i already understood
The other files are for building the mod, if you need
thank you my good sir
Why di you need to AMUMSS a texture mod
anytime
Am I missing something
I doubt it
i dont understand your question but i was just confused what to do with the MEFTI - TEXTURE folders and nothing else
Texture files don't get written by AMUMSS
The point of AMUMSS is it deals in exmls and mbins
Then that's fair
why cant i use some chairs and the bed? like the weapon rack, why is it cosmetic only and i cannot store mutlitools in it? cupboard doors dont open or function?
why are there no mods that i can find (by searching for furniture, chair or bed) that that allow this?
is it a game restriction?
also, i cant find a mod, i wonder if anyone knows of one
each minotaur/mech armour piece (hardframe, left arm, right arm, legs) has 3 variations - Base, Sentinel and Liquidator.
id love to be able to pick which of the 3 variants to display over the other (cosmetically) while keeping the fully upgraded functionality
is this a thing? if not, is it even possible?
because HG didn't implement them
game restriction i figured that
you can't have something if it's not made
so... is that in response to the exomech question or about the furniture?
and if furniture youre implying if the game doesnt have it included you cant modify it to do it
and if the exomech, youre implying the mod concept i asked about hasnt been made before
both are equally applicable to the statement
the first one
i see
I'm not sure about the mech one
well thanks for that info at least - really just want to be able to lay down from time to time
I can think of ways of making possible but unsure if it's entirely feasible
(i literally made a bedroom in my base to do that, just to find out i cant)
the main thing is that the game doesn't really have a lying down anim
chair wise HG just didn't out the necessary components to make the old chairs sittable
We cannot add what doesn't already exist in vanilla. No new behaviors or actions possible with NMS
anyone ever have the issue where you used the save editor but when you go to redeem stuff it doesnt redeem anything??
Need way more information. Which save editor? What 'stuff'? How did you redeem said stuff? How are you expecting it to appear in game? How does it actually appear in game?
nothing edited in appearance just simply goatfungus and unlocked everything from expedition synthesis but it wont fully redeem
see it just gets stuck here
i switched saves and it seemed to work ok but this is the save i was trying to make my main
My best guess is to check your 'redeemed specials' or something like that in the JSON
I assume you unlocked those by using the 'Account' tab?
If it's a ship it could jist be a game bug
Yes
Also starting a new save seemed to do it for me so now i just need to add all the Craftables to the save
No
who i got to talk to to get all the expedition ships on xbox 😂 😂
!creativehublink
i luv u thx
you have to pay for their service?
There are free and paid tiers both
gotcha
With NMS, if it doesn't exist in vanilla, mods can't add. We can change values for existing properties in static game files, is all we can do. Can't add new features or functionality.
whats the max health sheilds and energy you can have in the game
sidenote @arctic kestrel ; avoid copy pasting the same message across multiple channels, you could trip a spam filter
oh sorry
200/100/100
im making a new save and i was wondering if there is a guide/spreadsheet that i can use that shows ids and tags and stuff for skipping missions in the game by using a save editor and editing the raw json file?
I do not believe there is such a thing. You can feel free to make own though. 🙂
Here's where you say, "But that would take too much time and work"
That's why nobody else has ever made this.
Someone just made a post about that on the C&S hub funnily #629389071718023222 message
na i would i just dont know how it functions
i cant see that channel
Nice
You need to join the server, would be first step.
The link at #nms-modding message, should take you there...
can i use better planet generation on my current save or do i have to make a new one for it to work properly
the former
😕
Don't like it, talk to HG. We can't mod what we want, we mod what's allowed.
are there any mods related to character customization?
aside from the generic hide cape shit
You will not find much more than this "generic shit" because the community doesn't really have the tools to create brand new models and animations for custom body parts
Easier to tweak or repurpose the existing bits
If you're looking for some "new" additions, that leaves pretty much only these options: https://www.nexusmods.com/nomanssky/mods/2003 and https://www.nexusmods.com/nomanssky/mods/3231
Hey guys, is there possibly a mod that can reduce No man Sky's graphic quality so much that it could run on a potato PC? Like, lets say I would struggle with 800x600 4:3 low graphics...
Almost not necessary anymore because there is a reolution scaler. So you can keep the desktop resolution and the ui and hud will be fine and the game just scales down the world pixels so to speak. You can set it to like 10%. Even if you barely see anything anymore it will run on the most potato like pc
Cool
There's also the option to use FSR upscalling in Performance mode
Although I wouldn't recommend it cause it makes the game really look like a potato
I'd go with Balanced at least
FSR ain't gonna help when the specs are that shit
It'll take more processing power to upscale than to actually just render the thing
That's actually a thing
It depends since FSR is handled on cpu. So with strong cpu but weak gpu its a option. Common scenario in pcs with intelhd without dedicated gpu.
Not really, for reasons FriendlyFire gave
You'd have to run the lua script through AMUMSS to generate an updated .pak for the mod.
You could also include gmultitool no resource gathering effects and maybe clean multiplayer if on an expedition.
New mod released: https://www.nexusmods.com/nomanssky/mods/3263
is it possible to complete all main story and side quests/missions with a save editor quickly or with a mod? i tried to find a mod but found nothing and couldn't figure out how it worked on the editor so if anyone has any ideas please let me know
Nothing from the mod side of things
As for save editing, you would need to do some raw JSON editing which can be tricky
Saves have been shared recently at the Creative Hub with all missions done
You could ask the person that shared how easy it was
Save editing missions is tricky. I don't recommend it unless you have a save breaking bug
Another mod released: https://www.nexusmods.com/nomanssky/mods/3264
New mod released: https://www.nexusmods.com/nomanssky/mods/3265
'd be funny if there's a version with 50x the smoke
like rather than removing the emitters you just multiply particle count
PC destroyer simple edition
Is it possible to save edit without downloading a save editor?
No
There are several SE's you can get.
The NomNom SE can be obtained from Nexus Mods site and the other one I know of is Fungal's SE from GitHub (this is the one I use).
Thanks for the extra info. I’m leery of downloading stuff in general, so the vetting is helpful.
What mods can i use without being offline on discovery services?
I want to play the current expo and like be online but i am not sure if i can use them along with being online
Best answer ive had ever
have fun
!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.
3rd link for more detailed answer
hey, is there a mod that stops my ship from automatically orienting while flying within a planets orbit?
No
Not really, there is bytebeat radio in Quick Menu - Utilities
You can save other players' BB tracks and listen to them on the go
kk
My big question is why does he want to listen to sausages?
LMAO, I was so tempted to search a GIF for 'bangers'
is scale glitching still a thing, or it has been patched?
try #nms-questions
if we want to scale shit here we can just enable them 
valid argument, was checking the channel that would bend the rules more
lol
There is no bending of rules. Can either do something or can't.
If you can, not against any rule.
anyone know how upgrading warp drive capacity works with modding?
nvm i fixed it
hahaha
WOOO
Would anyone here have the griffin companion eggs that have been circulating for a few years?
petah?
Peter Griffin? That'd be a cool pet!
alright ill come clean
I've pirated the game first to try how it was, it satisfied me so I bought the game
I used this trainer with the pirated version
what does the vanilla game community think about this stuff
things like translate all alien languages and quicksilver is what i wanna use