#nms-modding
1 messages Β· Page 56 of 1
whats grief
A griefer or bad-faith player is a player in a multiplayer video game who deliberately and intentionally irritates, annoys or trolls other players within the game.
As long as your trainers, mods etc etc don't affect negatively other players it doesn't really matter
Personally, I feel safer using mods and save editing than something that alters how the exe functions.
With a 3rd party exe running alongside the game god only knows what happens in the system
Also for the love of god
Custom difficulty presets are a thing since 2 years
You can have free purchases, free crafting, no combat on planets or in space
That's prolly half of what you want taken care by the game itself
The rest can be added with mods which can do no harm on their own
Or save editors which have their code hosted on GitHub or have their own dedicated Discord servers where you can get answers for any security concerns you might have
Tldr whatever that app is yeet it out, use in game options or mods / save editors
understood
Hey y'all I'm using exosolar's building mod and for some reason the prefab base parts (cylinder rooms etc) are unpowered on my freighter. They're powered fine on a different save file, but not the one I'm currently using, despite having base power set to free. Normally I can just place down a base computer and tell it to get its shit together but I can't place one on the freighter.
Hmm, freighter bases have a built in Paragon device (an invisible item that sends wireless power to a base when toggled on), in the ramp from the hangar
It should work the same way, if you haven't overloaded the freighter base power limit or placed outside the range of the Paragon device
Well this freighter base is smaller than the other one in every way
Okay yeah I guess it's out of the device range
Odd
Is the range bigger on a capital ship than it is on a normal freighter? Could that be it?
No, the same
But it is a sphere, not a cube, so if you go diagonal you can get out if it faster than you might expect
It's possible to increase the range, but I'd need to work with Babscoole to implement that
I think he already included the increased power limit. Let me look
He increased the power limit on freighters and the paragon on ground, but the freighter "paragon" effect is built in to a different item. Would need to alter it elsewhere to increase that range. Usually not necessary since you can't increase freighter base radius. I guess the freighter paragon effect has some gaps at the edges
@solid hawk β¬οΈ
He might not want to include it in BBB since it's a completely different file, I don't know. I need to figure out where it is. I think I remember
It's not even at the edge of the base radius though 
I'm just gonna go with "it just hates me" for the reasoning
How far from the hangar ramp are you?
I placed one more towards the middle of the base and it works just fine just like the capital freighter base, so I just plugged it into the working one
That's so weird, bc the other freighter base is massive and the parts work okay
Oh well at least there's a workaround
I think they expanded freighter base size a while back and maybe they forgot to increase the paragon range
@solid hawk If you feel like looking into this, like 95842
<Property name="ConnectionDistance" value="5" />
Would need to be something much larger to cover the whole base. I believe they assumed all freighter base parts pass power, so there's no need to go far from the airlock. But with expanded base building opportunities, it's easy to get unpowered base parts out far from the airlock.
METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MBIN
That's all the time I have right now. Have a good day
You using the lua to generate the pak or just the downloaded mod .pak?
I have no idea, I just downloaded exosolar's build mod from nexus and put it in the mod folder
I think its a radius issue as gum said, another part placed in a different part of the base was powererd just fine
Uploaded a new version. Give it a shot and let us know
@glad spade Keep in mind that the freighter mechanic is different when it comes to power, and may actually be using a different 'network' value than some of the powered planet parts.
Each freighter room/corridor passes power from it's own origin in a range of 5u to cover its own radius and allow to 'just' reach a next adjacent room to pass on the main power source. The main power source on a Freighter is the Airlock as well as the Bridge connector (both being invisible doors). One has a 30u radius (bridge) and the other sets a total power usage (airlock). Neither provide full base coverage of power.
I suggest connecting with the use of power lines, at times in combination with strategically placed coloured lights linked to a/the power source.
Alternatively, modify the actual power source radius from 30u to something much larger, but keep in mind what that will do with powered items, especially logic or logic based items. I personally dislike that power system, because it ruins logic.
Yes, in the mod, I increased for the Airlock in the new version
I see values in game they are different meanwhile values in save edit are different
What I did was put these values (first image) in my save edit...I thought game got corrupted...
But after putting those values in...I get...
What's going on...can anyone explain please
@vale iron
@round sinew
numbers in save prolly goes thru a lot of maths to get recalculated before getting displayed
ala ship stats
having lunch atm sorry
So my actual stats might be different than shown???
are the numbers on screen not accurate
Save edit says something else...
the save contains a "base" stat that gets recalcualted to suit a lot of different things it can be used for
can't really extrapolate what since I have no idea which values you changed and what values on screen you're expecting to see changed
This was supposed to be 100 happiness
1 million productivity
But what was I seeing is in the image...
Then I open save edit and put values of image 1 into save and get the result as image 2 instead...
@hearty wasp
cool so happiness works straightforwardly
you do understand the displayed productivity is calculated
based on production
Uhhhhh... Idk ...
it also may just have been recalculated after you ran the game
cool
I put the values of first image in... And got this as result...
you do still understand that is a value that gets recalculated?
Recalculated how?
that's how it increases normally
can't say
but it does fluctaute on its own doesn't it?
Run through an algorithm, that we can't see, within the exe.
Because that's how the game works. π
these are weasel's, and from the testing he did "back in the day" - maybe this helps some, sorry haven't been following convo
yeah tbh it just looks like time passed and the game fluctuated it a bit
ahuh
also, we've noticed that pop is higher in game than in save file, so we think that's clear indication that, like you guys both said, game is doing some magic ofc
happiness, while not shown on that image, happens the same
NMS is just a disaster for OCD players in general
(lower value in save editor like 94% still gets shown as 100% in game)
maybe some class multi
keeps having people asking about tech stats not having a nice number
So to get to S class I need to get pop to 200
Happiness 100
Prod 1 million
Sentinel attractions 0
No debt..yes???
@round sinew
I think decesion stop coming after sometime... To get more features...???
If you search, you can find my list of s class requirements
I think population 174 is minimum, but going off memory, and that's if all other properties are maxed
Happiness and production have to be maxed. Sentinel avoidance needs to be high, but I can't remember exactly what
If it hasn't changed since then
why not just go over those numbers
i think those numbers got raised
@vale iron remember weasel asking you about it? #emissary-lounge message
I think that was a misinterpretation of what I wrote
For sentinel avoidance 80, all other stats must be maxed. For population 174, all other stats must be maxed
he maxed them all out
They had multiple stats below the levels I specified
not following sorry
to me these are maxed
183 population and 80% avoidance
You need 200 population for 80% avoidance to qualify
It's not a sufficient level, it's a necessary level
So 174 population/100% happiness/0 debt/100 avoidance should work, as should 200/100/0/80. But 199/100/0/99 might not
ok thanks
I don't know the underlying formula, only the individual minimal values if all other values are maxed
Wasn't there a pinned post in modding server about settlement values?
Maybe that would provide some insight
Can I make an all in 1 guide here ?
for what
I Have made my own script that start the game correctly on all cores on your PC ( does not work on 32 core PC)
you're free to just write it as a message
if people find it working and useful it may get pinned
May I credit other people here and with download links ?
or shall I make it all in one package ? to release it here
if whatever you're looking to release requires actual downloaded files/prerequisites maybe consider releasing it on Nexus/GitHub instead
and then link it here
I will return, I want to speak with the original creators first, if I am able to collect all in one.
Doesn't seem shady at all
What is the best save editor
The one you like
AFAIK, only two are actively updated and used: GoatFungus and NomNom.
DNA might be updated, but also less feature rich and more niche, for a specific feel.
how do I use goatfungus
new to modding here
Save editing isn't considering modding in NMS, completely different thing. The creative and sharing hub is gnerally the best place for save editing information, though you probably don't need that right now. Just install it and look at it
so mods are files you install and run and save_editors are 3rd party apps to tweak games?
which is more manageable to keep up with updates
I gather the mods I've installed become obsolete if theres updates to this game
Mods are changes to the game files and become obsolete and need to be removed or updated. Save editing only changes the data in your save file. Those changes should stay fine after updates, but the editor itself might break with updates
also do i have to let go of these frigates so that i can recruit new s class ones?
or can i edit these
If you want to use mods, just look at their update history to see if they seem to update frequently enough to be reliable
i see
Yes, you would need to get rid of ones you have, if you already have 30
understood
aiming to make an entirely organic fleet
ty
Hey. I want to mod my game so I can get the expedition rewards. I only just got the game on my computer and cross saves are full. Any mod recommendations
Consumerism
Thx
Is there anything where I can just get them immediately
Save editing. There are a few that let you summon or claim some of the items. Let me look
Yeah, easiest is probably just install No Man's Sky Save Editor and just use the right/account tab to unlock everything
Thanks
Is it the one on GitHub by Goat Fungus
Yes
It has all expedition rewards
If it was updated past Cursed expedition release then yes it has
Question. Looks like they have save file migration or cross save functions. Could I port my save from Xbox, save edit it, add mods that allow me to have like 20 ships, then port it back to Xbox and still have the 20 ships?
You can save edit your save on PC and sync it back to console
But you won't be able to bypass the limits enforced by the game
There are no mods or other ways to edit the hard coded limits set by developers
And even if there were, mods work by providing modified copies of game files that are loaded during startup of the game
Not by "embedding" custom data in save file to be used elsewhere
Consoles don't let you modify / replace the game installation files so no mods are possible
Limits in your save are mostly untouchable
What was the plan for changing to 20 ships, since there no ability to set this in either saves or the game files? Hardcoded limit set in the exe.
Ah. Answers my question. I thought there was a way to use a save editor to glitch over the limit like there is in New Vegas.
Reason I asked is because my ships duped and apparently I have 11 out of the 10 limit.
No idea how they duped but what happened was I was buying an exotic for a friend and when I bought the second, the C clas solar ship merged with the one I bought. Still the exotic just with solar ship parts.
But now the merge dupe merged with the legit so now I have two of these.
Wait a sec. They merged again.
Just export your 12+ ships to a .shp file and important them back whenever you need. That way you can have unlimited ships but you will depend on a saveeditor
You might have gotten a duped ship somehow, but 11 is still within the bounds of 12
Is there a mod that allows me to get Quicksilver items without doing the expeditions? I already know, how to put mods into the game, i just don't know where to find the mod files for what i need.
just edit your save
What is that supposed to mean?
i have a quick question i installed most of the "lo2k" mods without an issue but i want to install no lag leaving planet mod too but creator didn't mention which file it affects so how can i know if it will work with my mods or not or which one should i merge with
seems no need to merge it works flawless
I finally got Vortex to work with NMS
Congratulations! Now stop using it and do things manually. It causes more problems than it solves for NMS.
Oh ok Thank You
I did stop using it
"Congratulations Terrible choice!"
in theory vortex could work, but someone would have to write the plugin so it can read the paks to find conflicts. without that ability to detect conflicts it's just going to cause grief once you start to add a bunch of mods.
Oh I see
And some of us (me for one) put multiple versions of one mod in one zip file (hell no I'm not uploading 10 versions of one mildly used mod every two months), which Vortex can't understand and tries to install all the versions at once.
yeah, gumsk is another reason vortex won't work π
I'll happily take the blame for that π
A simple solution would just be to have a popup when multiple files are in a zip and a checkbox next to which one you want to install
Or let me batch upload
i mean there must be a way since a lot of the bethesda mods are like that and it seems to work.
If you build a fomod installer, but I don't want to do that for 50-100 mods, either
i thought that was a simple formatting thing for the zip e.g. how to structure the folders, and putting a text file that describes things
I thought it had images and stuff for the display that pops up
think that's optional. if the images are present it shows, else no prob
If I get bored over the winter break I might look at it again
I could probably automate the packagign everytime like I do now
it was yrs ago but i looked at it a one point for some oblivion mods i made
yeah, i'm sure nmsmb and amumss could create the correct files and formats.
but again, think it starts with the pak plugin for vortex, not sure anyone is lining up to write that
oh I mean I use a bat file that copies all the lua and the appropriate PAKs into the right zip files, renames everything for upload, etc
I use AMUMSS Mod Manager for building all my updates, then a batch file to organize and zip
ah, yeah, that works too
I don't think I was using that bat file before when I looked at fomod the first time, so it was probably more onerous to me at that time. Now that I automate everything, it is probably doable
I may have to generate the config file every time to match the new file names, though. Or I could remove the version number from the file names I guess
Hmm, yeah, looks like general practice with FOMOD is to make different versions and options of your mod be named the same thing. I hate this, as troubleshooting is much much harder. I can't ask someone to show me their MODS folder and instantly know which option and which version they have installed
I'm sure there's some way around it, though. I'll keep looking
i wouldn't spend much time on it until vortex can read pak's.
Eh, just making my stuff compatible for installing purposes would be a decent step forward in compatibility
Hey all im looking for stack mod anyone that can recommend one and one that is save compatible?
There are a few, always new ones coming and existing ones dying. I make gStack, but there may be better ones
Looks like there are only three recently updated. gStack, KuroPeach's, and a Chinese modder I don't know
What stack is yours? Always will to support modders with a download
gStack
There are different versions in the zip, just choose which one you want. It gets everything I could find
Hi
Hello
Hey, what's the word on BPG now that Worlds is out and all that? I read on Nexus that people have some crashing issues with it, still worth using?
You'd have to look at POSTS on the mod page to get current status. Nobody here would know.
Author of BPG doesn't hang here.
Yeah, I did.. Mixed reviews there, figured I'd ask here on the off chance some people here use it.
Could try regenerating the .pak using the .Lua version, which will update the 300-something vanilla files the mod makes changes too, BUT will not update the ~32,000 custom files in the mod. Kind of a crap shoot as to what may be causing the crashes
Yeeeeeeah, I'm gonna pass on all that. Haven't properly done a full run for half a year, so I think I'll skip on BPG to fully appreciate vanilla Worlds update. Already found a paradise world with the floating islands, adorbs.
Question: is there a recommended mod for having a hotkey that hides all the UI for immersion?
I know there are a couple of things on Nexus but they seem to be more for VR? Or if any of you use one of them non-VR and like it let me know?
would just be nice sometimes to fly around and forget about the little markers and whatnot
There's mods that hide selected UI elements, but nothing to remove the UI completely.
even some would be nice - which would you recommend? if you don't mind?
Can't think of any off the top of my head, as I've no use for them, but I think authors lo2k and lmonk both publish some.
Here's a couple https://www.nexusmods.com/nomanssky/mods/1166 https://www.nexusmods.com/nomanssky/mods/914
Tricky thing is finding the right keywords in a search, since I don't think any use UI
Am I able to edit "collected knowledge" in the catalogue with a save editor
i dont recall seeing that in either nomnom or goatfungus', except for the fact that you can learn languages using the save editor
and glyphs
Very likely in the raw JSON, but not in the UI
oh hey gumsk. thanks for your hard work
chest light colors is an absolute must have for me
Nice. Do the black light options work right? I wasn't sure how they would look
I mean, I'm not really sure actually? I just picked them to make the outline of the circle as dark as it can get. I'll fetch a pic
Funnily enough using the backpack camera black option actually makes the tiny little diode red (and other diodes like on the Blazing Orbit helmet). when I used red, backpack camera was kind of purple-ish and the diodes on the helmet were actually green. Thought I was going crazy for a second
circled lights are affected by the backpack camera mod
so funnily enough using the RED camera mod made them green, using the black has them dark red like this
but yeah all of that in combination with TrueBlack is just 10/10 look
Thanks for the screenshots. I'll look later. They probably have a base color on the model with a light on top, and a black light is making 0 light or something. And it looks like some helmets share that light texture. I think I noticed that before
yeah i mean it might have its quirks but fuck it, still a goated mod. to put it into perspective, last time i reinstalled was before you updated the chest light ring mod
and it wasn't working with the current version
i straight up said fuck this, uninstalled and checked last week to see if its up to date now
i literally cant play without it lmfao
Haha, I guess I underestimate how much people like some of these cosmetic mods. If you come across issues or have suggestions, please let me know.
Apologies, I figured out what my problem was and forgot to message you.
It turned out nomnom was glitching because my .net install was corrupt. Re-installing it made all the difference.
ok, did you sort freighter battle out?
Yea, the number on the line above the trigger was some weird 15k number... and hitting the trigger cleared it.
I find all the bugs
Did you use some sort of time skipping? Sounds like a glitched timer
New ship for 5.29 https://www.nexusmods.com/nomanssky/mods/3270
bruh did todays update break mods again
i thought it was just an expedition switch
π©
oh thank fuck christ it was two mods that have already received updates
nope nevermind.. deleted a bunch cos expedition crashed once u had freedom to move
fuck sake
rip appears to be DUD's Sky Colors thats causing it
I was looking at that without realizing I was in modding
You can mute the channel to not see the new message notif in the future
Fewer confusing channel messages that way 
How is it possible to get a ship or Freighter you want per save game file editing ?
Can somebody explain pls
If you're going for the Pirate Dreadnought, it's the easiest, cause you just select the Pirate category (in GoatFungus' SE at least) and hit generate seed
As for the rest of them, you gotta look up their model seeds
If you select Capital and then hit generate, it'll just generate a random capital ship.. can be a sentinel dreadnought, star destroyer, p much anything in that category
so you look up the seeds of the freighter you want, copy the model seed, put it there
bonus points if it has the home seed too, otherwise some small parts of the exterior might be miscolored
Was this directed at me?
If it was, I have no idea what you mean.
Thanks for explaining, but what if you already own a Freighter, wouldnt you have to sell it before doing that ?
No, you actually need to have a freighter in order to be able to edit it in a save editor
Without it the Freighter tab wont be accessible
How is modding on MacOs? Impossible?
yes
oomf
Are the developers against modding? What if i mentioned it through zendesk? π
yeah I suppose you can add onto the pile
does anyone know of a mod that could help me get a squid ship?
i have jj's better ships, but even with that its still incredibly difficult to find one
It was. Some people try to adjust their system clock to bypass timers like for living ships. Doing so screws up other timers in the game, like the one for how long since your last freighter battle.
If you're willing to mod to get one, just use a save editor instead. Find a list of exotic seeds
I find it shocking the code is weak enough to let you bypass timers by changing the system clock.
And no, I didn't do that or similar.
Expect with every update and you'll rarely be disappointed.
yeah i seem to have forgotten the golden rule of updates
is there a working mod that increases or speeds up the LOD generation, or maybe not LOD per se but i just groan when im landing on a planet and stuff in the immediate vicinity takes a bit to appear
!faq-settingsfiles
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Settings File Locations
Steam 
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bd190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\Binaries\SETTINGS\...
GoG 
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
Might be a bit of a strange question, but would it be possible to mod/save edit discoveries/wonders to be whatever?
I recently started using the wonder projector in builds, and it allows for some great detailing. I was wondering if it would be possible to have a discovery be something like a sentinel drone, or possibly even a npc model. I don't know a lot about how the discovery system works, nor modding, but any help would be appreciated.
both nomnom and goatfungus do not have a function like that
could /maybe/ do it via editing the raw .json file but A) thatd be a giant pain in the ass B) might also just be impossible
Don't think that's possible with the wonder projector
More likely you would need to grab the holographic friend decoration and rework the scene to swap the gek model with whatever you wanna display instead
My Ships Stats
i cant really tell, but if i had to guess you are a really big hyperdrive kind of person?
Yeah I am
You could free up some slots by save editing the base hyperdrive stat of the ship
I got my Starborn Phoenix which is a Steam Only Ship
Now I got both Starborn Ships the Starborn Runner and the Starborn Phoenix
quite a feat
how does the stuff with modding works ?
Download pages and including the into the game ?
oh, never mind
cant use mods, playing pn GFN
what can i do to upgrade my atlas specter ?
Base Starborn Phoenix file, for importing into GoatFungus save editor especially for in future when it becomes unavailable.
@round sinew ok well nevermind, reinstalled duds sky colors again and it doesnt crash
recreated the exact conditions under which it did but nothing... guess it was a diff mod that i overlooked at that moment
so no fear
ty for letting me know
@vale iron hey, dont think ur mining beam color mod is working atm. got ur most recent version, brand new save, RED variant of the mod - nothing, nicht, nada
There I think she is et
also installing either optical drill or advanced mining beam just turns it blue (as it does in vanilla) which seemed to have been an issue even in the previous version
Thanks for the video. Do you have any other mods installed, particularly that affect the technology table?
i don't think so.. this + duds sky colors + super ship teleporter
super ship teleporter might
that'd be a bummer.. i'll remove it and see what's what
Thanks
yeah... that was it.. works fine without it, even with optical drill/advanced mining beam
didnt occur to me, figured ship and MT tech tables are separate
i'd rather be limited to 100u ship teleporter and have the red beam, than 1000u teleporter and not have it 
Glad you sorted it out. All fixed bonus tech are in one table and all procedural bonus tech are in a second table
ah gotcha. thanks for the help
My pleasure
is reshading a thing?
lol
tyty
Do MTs have a base Mining stat? No matter what MT I get, it always shows 0 in a save editor. Same with ships' Hyperdrive base stat.
Can use both. Combine the mods with the Lua scripts. See https://www.nexusmods.com/nomanssky/mods/2626
yeah i figured it'll be possible with AMUMSS, i remember i used it at one point for something else
i'll see if i can be bothered π
Is there a mod that decreases hazard effects even lower than the minimum 35%? I'm on a planet I love but when it storms there's a gross green cloud that consumes me like I farted. Thanks in advance guys
Are the mods broken? I have 5.29 versions of the mods and my game flashes like I have broken mod
I used amumss to scan for outdated mods and disabled two and still flashes like I have an outdated mod in the game
I also disabled them one by one to see which one was causing it and no changes in results for a solution
Vanilla issue
Uh interesting
Feel free to post MODS folder if you want someone to make sure for you
I think I figured it out
Using amumss buildmod I used mods that was enabled /luas β¦ but didnβt account for it scanning an disabled mod then including the enabled to make mod combined
I read it included a outdated mod in mod combined when there was no Luas or paks involved
I removed the outdated mod and deleted it and it works
Mmph I didnβt get that solved actually
I was using no man's sky companion and all the packaged tech I had in my inventory disappeared
Ask there if NMSC makes backups for you
If not then you should back up your saves next time
π
Creative hub are the people who make the app, they will know more than anyone here
did this recent update break all mods?
Not all but many due to changes to Reward Table MBIN
But you should still assume game updates break all mods and those need to be updated
Either by mod authors or you can try doing it yourself for mods where LUA or C# scripts are provided
since the last expedition patch when i try to open a save in save game editor, it shows a long list of name issues, so i dont dare to use it atm. Any info if the author will bring an update soon?
Best to raise an issue on the GitHub repos for the SE in question
Or ask on their discords, I know NomNom has one, not sure about Goatfungus
thanks. i now tried the NomNom and it seems to work, although its a bit slower than SGE
Goatfungus does not have a Discord. He prefers communication via ISSUES tab on Github.
NMS updates break mods. Always. No need to ask. One of the few areas it's ok to assume. π
Ok im trying to scall unscaable stuff like the walls but the scale glitch doesn't work.
Anyone know a work around
Dose anyone know a build bot in nms
Missing mappings like that are saying they don't know what to call that combination of characters. Those three letter combinations are used in the save file to refer to certain things. The save editors rely on a mapping file. If the file is missing or out of date, it will be missing those combinations, like what you see.
Try the mod named Beyond Base Building
No such thing
To add to what Gumsk just said, you'll need to wait for the save editors to update with any mapping changes.
All mods updated for NMS v5.29
- New custom Frozen biome planet filter.
- Headlights for new Starborn Phoenix Starship.
- Extensive expansion to custom planetary wind system!
https://www.nexusmods.com/nomanssky/mods/507
https://www.nexusmods.com/nomanssky/mods/968
https://www.nexusmods.com/nomanssky/mods/2022
Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v5.29
Extensive modular collection of color and visual effects mods that can be used together. Compatible with NMS v5.29
@round sinew
jasonnn!! how are you? π€ tysm dude, as always
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Quicksilver Items 
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March 29th 2025
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π€© mandatory mod pak, no question. thank you!
Is there any mod that makes it so that the sun doesn't show in your freighter base?
You got any gold by chance?
No
Imagine the shadow volumes would take a while to make if one is to do it
Better just zendesk HG
Might not be an actual mod per say, but how does one return to the RetroManβs Sky?
Like release foundations update idk
the real question is why
Because i wanna Play it, tbf its more bc i saw the retro concept art heh
did my save edited super hyperdrive upgrade (+100,000ly) become "obolete technology, corrupted by the Atlas"?
I dunno did it?
was it a hyperdrive upgrade in that slot before and obselete tech after?
Obsolete tech usually happens if you try to change the type of tech or you put tech in from the wrong type of ship (living/normal/sentinel)
It's called not using windows in your frieghter base
i believe it was (at least i cannot find that specific tech installation anymore)
prolly
and the one before
I mean if you can't use it now then you can't use it now
grrr
i learnt how to prevent steam game updates (for dbxv2)
(until the patcher catches up at least)
OH - the latest update for the game didnt seem to update amumss
so i deleted my mods as i couldnt update them and really wanted to play exped
maybe this tech was modded? but i thought it was save edited in
but that itself may have been a freighter tech install
(and that is still there either way)
Any recommended graphics overhaul mods that give it higher quality look?
The game and AMUMSS are completely different pieces of software. Just because there's a game update doesn't mean there will be one for AMUMSS. Think you may need to clarify your statement, because as it is, doesn't make any sense to anyone other than you. π
sorry, yes thats obvious, i didnt word that right
i was in turn trying to subtly request if ammumss had been updated
Latest version of AMUMSS is 4.5.8.2W and latest MBINCompiler is 5.29.0.1
yes i have those - but the other side of that coin of a question is if those latest versions are compatible with the last update yesterday
i suppose a better question would be how do i figure that out myself?
Take a look at here (will need to join the Discord): #289099380600864768 message
If a file is listed as being changed by an update, then any mods which use that file will need to be updated
In the case of NMS 5.29, any mods which use these files
so this would require going through each mod's file changes and comparing that to the game's updated file changes
i get overwhelmed when i try to update my mods once it fails a couple of times in or the game updates 1 week after getting it working again, and i just stop playing for a while
this, isnt possible for me
in other news, since yesterday my mod update tonight brought my errors from 20+ down to 0, warnings from 30+ down to 4 (expected and unfixable from memory), and the notices down to 5 (again, expected and unfixable)
A good practice is to assume all mods get broken with each game update and update then yourself in a bulk
Here's what I do: i have a folder on my drive with LUAs for all the mods I use for my gameplay
When I see an update on Steam, I get out all mod PAK files, I wait for game and MBIN compiler update
Then I throw all those LUAs at AMUMSS to generate all these mods in a bulk
something that happens my whole life is i ask what i think is a very obvious question, and i get basic answers that do not actually answer my question
my issue is that im always on a different wavelength to everyone else - we might think we are discussing fruit, but i could be discussing apples, they would be discussing oranges
so yes, i know:
- about game updates breaking mods
- keeping mod luas in folders (i go further to collect colour changing laus by colour scheme on my pc's rgb)
- about deleting my pak file once a game update is released
- that i need to wait for amumss and mbins to update to continue using amumss to recomplie my pak to work with the latest game files
none of this answers the question i asked, but at least you now know im talking about apples and not oranges/fruit in general (metaphorically)
(ive been struggling with crap and this different conversation wavelength issue has reared it head in a huge way recently, ignore me)
No I don't
The problem is having to figure out what mods get broken
I propose a way out of it: don't think about individual mods, yeet out and rebuild all of them
Seems like you understand the concept and have the skills to perform it, but still something blocks you
But I won't be able to help with that
I agree with FF, just update them all and don't be pedantic about individual mods. That's what I do. What apple did not get answered?
- only about 3 of my 100+ mods do not conflict so theres just the one pak - they all need to be merged
my question was specifically how to tell when amumss/mbins update for recompiling paks. instead of being told how to tell when the "patcher" is ready (rather than having me ask repeatedly here if it was ready to be used again), i was told how to tell if mods were broken by finding out which files got updated and then compare every one of my 100+ mods to tell if they need updating
basically i want to wait for patcher/amumss to be updated, then run amumss mod manager and run my colour scheme modlist folders through it to use with the latest game update
right now, everything is working fine until the game updates and i sporadically run build mod every other day until i find it randomly updates
how to tell when AMUMSS updates
When the developer behind it decides they want to push a new version with new functionality or bugfixes, not dependant on the game itself
how to tell when MBIN Compiler updates
When the developer behind it decides they need to push an update because HG changed game files in a specific manner (ex. added new properties to existing files)
That one is game dependant but does not mean each update of the game requires MBINC to be updated
how to tell when game MBINs update
Ok, seems you want to know when MBINCompiler updates, after an NMS patch.
Watch this page: https://github.com/monkeyman192/MBINCompiler/releases
When a new game update gets pushed by HG, a handful of experienced modders will run a comparison between previous game build and new game build using a dedicated tool that will tell them the list of affected files
Not every NMS patch requires a new version of MBINCompiler, but when one is released, AMUMSS will pick up on it and update on run of buildmod.bat
I run buildmod and it randomly updates
No random updates, either AMUMSS got update (explained above) and it will automatically download MBINC even if you already got the latest version as a safety measure
Or MBINC got updated because also explained above
Anything else? Cause after saying it all out it starts to get convoluted, which again will prompt me to repeat my suggestion
Don't overthink it, just make a habit of yeeting all mods and rebuilding all mods after a game update
Really isn't tooling to do automatic notifications for things, which seems to be the apples you're leaning towards. As a mod user, the impetus is on you to go to where the data is and stay informed.
That's kinda true, modding requires some elbow grease from the end user
Especially in case of NMS which is far different from your standard 20th recompilation of the same engine from Bethesda
Just unpacked game files
hey all i am wondering about modding
is there one i can replay yhe leviathan expedition?
or no?
can someone help me where to copy and paste the stuff to?
Nope, don't use it myself. Should be instructions at the link above
There was a video guide linked in the description page
oh ok
question on the mod can the rewards from doing it offline will those rewards be saved for when you turn the game back online to use??
Yes, you unlock the same rewards for your whole account just like if you were to do original expedition
You need to go offline to trick the game into thinking now expedition X is active by supplying the dedicated cache file
oh ok that is fine i cna do that lol
that way i cna do all that to get the stuff i missed
alternatively if you dont want to actually play the expeditions for the rewards you can just unlock them for ur account via a save editor
or Companions tab if youre using GoatFungus' save editor
I'm tryna make a mod so it always makes the pets happy without feeding it
Can u help?
Help
i dont think anyone's gonna make a mod for you unless you pony up some money
You really think pinging random people is the way to go?
Mabye
Not really make a mod it's I'm tryna troubleshoot this certain bit of it
doesnt maky any difference, the save editors aren't able to edit a pet's happiness at least as far as i can see
so you'd need to modify the game files, so a mod
and i doubt youre gonna find anyone to do that for you just out of the goodness of their hearts
Happiness level is in the save file, accessed via raw JSON. Couldn't be a mod, as mods can't directly make changes to save file data.
figured if it was possible itd be in the .json, but isnt that just to edit the existing pets' happiness level?
as in, itll have to be done for every new pet you obtain
and it's still gonna deteroriate if you neglect them, no?
if that's what he's after, it's just easier to pet them three times
Yes
100% concur. Not a good or persistent way to achive via modding game files.
@crystal dirge METADATA\SIMULATION\ECOSYSTEM\CREATUREPETBEHAVIOURTABLE.EXML
<Property name="Hungry" value="3400" />
<Property name="Lonely" value="1275" />
</Property>```
Make those really big
I have to make a test in the next hour or I could throw one together
done - thanks for that one
Really isn't tooling to do automatic notifications for things, which seems to be the apples you're leaning towards. As a mod user, the impetus is on you to go to where the data is and stay informed.
didnt know where to go to be informed - not necessarily how to automate this, just where to find it to be self reliant rather than just pester you guys repeatedly (give a man a fish/teach a man to fish sort of thing)
i mean, im happy to pester you all for the information after each game update, but i felt being self reliant would be fair more efficient, i just didnt know where to go to be informed - you all must get that info from somewhere
but if the main channel for this information to be released is that mbincompiler github page linked, than i have finally got the apples i was asking about
The github page will tell you when it gets updated (though AMUMSS checks that, so it won't tell you much more than AMUMSS does). If you want to see when MBINCompiler is being worked on, that's the mbincompiler channel on the modding Discord
For example:
During the past 4 or 5 weeks, almost nothing was needed. Before that there was a string of things being worked on for the frequent updates
@crystal dirge Try this
Nice find
Why Hungry twice in the VCT?
Let him know if it actually works though. Currently just theory and wasn't checked in-game yet.
go get a sandwich
Its a enclosed outdoor base and the sun has a glitch where it can enter in some places it shouldn't. I have no rooms in my base
Would have to look at the individual parts and see if they are set to block light
yeah like I said #nms-modding message
Does anyone know which (if any) stats on mods affect mining yield? And if Atlantid MTs have different base mining stats or if theyβre all the same. And finally if a square SC layout has the highest yield or of another pattern does. Trying to optimize my mining MT just because.
Can i use mods on gforce now ?
can't modify files you don't own
How do I install mods? I know about Nexus, I just want to know how to actually do it properly
Nah like where do I put the files?
A message reaction doesn't help π
!faq-modding
-#
to view info below, enable embeds
β’ [How to enable and install mods:](#nms-modding message) #nms-modding message
β’ Learn how to use AMUMSS to compile mods
β’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image Β»
β’ 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.
!faq-settingsfiles
-#
to view info below, enable embeds
Settings File Locations
Steam 
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bd190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\Binaries\SETTINGS\...
GoG 
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
I'm guessing I have to extract the .zip files or no?
Have you read the instructions in the links provided by the earlier bot response?
It mentions PAK files, that's the only format the game cares about
Yeah I did, was just making sure
Alr I think I have all the mods I want for now...
let me test
Yep I got it working
Nevermind...
It crashed
And I have NO idea which mods are incompatible
Only use mods updated for the last game version
How do I check that?
On the mod description page
Post a picture of your mods folder
So now I have to go through every mod I downloaded to read them π
This tells nothing
Omg I have to read them?! π
true
It's annoying because I already closed my browser
Everything should read my mind for me
What's the current update caled?
Need a picture of that
okay
The update name doesn't matter usually
Current game version is 5.29
Okay thanks
Some people refer to it as Cross Save update
Oh I already deleted all the mods I installed, just so I can read the current version of them, then remove the ones that are incompatible
π©
Recycle bin?
Yeah, but I copied the .pak files into the mods folder, not moved
So they're all there still, just not inside the mods folder
GeneraΕ tip, all mods older than Worlds Part 1 update are guaranteed not to work
So anything older than half a year
Just put the PAKs back in your MODS folder, screenshot it, and put it here
Okay
Had to take multiple screenshots to get the full folder π
wait
That's not even-
π€¦ββοΈ
Lemme fix that
Ok now apply the basic rule of yeeting all non PAK files
And yeeting all PAK files older than July this year
there better
Okay
There was only 1 mod in there that was before July
I swear if one mod caused my game to break imma laugh
Because it was literally just the "no fade" mod
Done that already :P
Screenshot 1 has a lot of old stuff in it
Wait what do I do wth the .lua files
Ohhh
Nothing
yeah the years
You don't need Luas, right now
You do need to pay attention to the mod pages though. For example, some of my mods bundle lots of options in one, like the gShip Type Frequency mod. Only one of those will work
You need to pick which one you want and only install one
You have files from 2016
I REALLY don't want to get rid of this one... but it says 2022... should I try using it anyway?
I hate the lag spike when leaving atmosphere
If you wanna break game, sure go ahead
Awwww :(
You're ignoring our input anyway so
There is a DIY version you can try
Later, clean up the old stuff and multiple versions of the same mod first
Not on purpose π
Done that already
All outdated mods are gone
There are like 5 versions of gShip Type Frequency in there
Yeah I got rid of those
gEpic is going to conflict with a whole bunch of stuff, too. It's a bundle by itself of a bunch of mods
Better Planet Generation won't work, I'm 99% sure
For different ship types, they're not the same :P
So they should work fine together
It's my mod, I know how it works π
right?
Oh fr?
No, you pick which one you want
Ohhh okay
Anything that starts with 'g' is 99.9% mine
which would you recommend?
What kind of ship do you want to spawn more frequently?
Hmmm... maybe the exotics (predicatble i know)
Honestly, I'd just recommend gEpic Lite and see what you think. Or Better NMS.
Then Exotic Common
Type Frequency and gEpic should be ok together
So how do I remove the lag myself?
From exiting planets
gEpic and enhanced third person camera will conflict
The bottom three might conflict, I can't recall
You need to read that one
carefully
No idea, I don't use it. Try
You're going to have conflicts, which means some of your mods aren't going to work right, but might be fine for you
Okay :P
YES ITS LOADING
π
Thanks for the help
How do I use gStack? I don't see anything in the quick menu or is that wrong? π
The mod didn't remove the lag π
gStack just increases stack limits. There are no menu options
remove lag works for some but not others. It just depends on your particular hardware
Hello guys, I have NMS on GamePass and I bought it now on Steam, I had already enabled the crosssave 2 weeks ago and so far it hasn't been activated for me to use the save.
Is there a way for me to transfer the save from XBOX GAMEPASS to STEAM without losing ANYTHING? with mod
To my knowledge, still in limited beta, not released for everyone yet. Best bet, sometime in January. Just have to be patient.
Maybe with NomNom save editor. https://discord.gg/nomnom-762409407488720918
Could someone make a mod that adds a feature to be able to actually paint ships gold, silver, copper, chrome etc.?
I have no modding experience so I can't lmao
Even if somebody would do this, only those using the mod would see it.
Can't force color and texture changes to other clients which don't have them in their local files.
So yeah, doubt anyone would be willing to make that, especially with the difficulty involved in getting metallics right. Not unless you're offering a reasonable about of cash for the time and effort involved.
That's a BS copout. Nobody started out knowing how to mod. YOU put in the time and effort to learn. π
Ok This ship is set 2 Billion DPS and 41K Hyperjump Range
y tho
Oh well π€·ββοΈ
Probably an issue on their end.
Yeah restarting my pc fixed it
Lol
This is why I shouldn't become a modder... I try asking for help before troubleshooting myself π
it's also not a mod issue so it wouldn't have had any impact on if you do mods anyway 
I like things to be easy
i think you crossed easy a million and a half DPS ago
haha
As Babs said, the effect is local only, other players won't see it
Im having some trouble with the NomNom save editor, i want to unlock some ships from previous expeditions but when i go to the npc it says i already redeemed the ships. Could anyone help me with this
Check pinned messages, there should be a post about adding exped rewards with save editors
Alternatively you can use mods like Consumerism or individual unlocker mods to get these
No way you actually did it
Also, if other people install the same mod, would they be able to see it then?
No
Thanks, i also found a reddit post from someone with the same problem
How so?
I thought if people had the same mod installed they could see... interesting
Oh well :P
Still worth it
Sorry, didn't know it did metallics
is there a better way to collect ship fabricator parts (i havent done ship fabricating before)
just saw a way to get multiple copies of all iron vulture parts in pins in exped and am doing it now
just seems like a shame to only get 1 part out of each ship - i looked and didnt see a mod under "fabricator" or "salvage" that unlocks all ship parts, or increases ship fabricator extraction parts
would one of the save editors do this? is there a mod being worked on? have i missed a mod? is this possible?
There are mods that add ship fabricator parts to vendors to be purchased
AltF4 and Babs' mods add all of them to galactic trade terminals to be purchased with units
I have a mod that makes scrap dealers sell randomised parts to be purchased with tainted metal
right, i figured this would have been done already - not having done fabricating before i hadnt looked into it
i didnt see these under fabricator - is there a better search term?
Try 'parts'
boom, found both that were mentioned (i did go through all listed friendlyfirepl mods, but didnt see the scrap dealer mod, but found it now, must have missed it)
thank you!
thats because NomNom expedition rewards checkmarks are "Redeemed"
use GoatFungus' save editor
those checkmarks there are "Unlocked"
i was trying to change the save file itself, what people said on reddit is that you need to change your account data instead, because thats where you will unlock them to redeem
yes, thats correct. but the way NomNom SE works in account editing, whatever you check will be classified as "redeemed" already
if you use GoatFungus SE and edit your account data, whatever you check will be classified as "unlocked" therefore redeemable at the anomaly
ive got my gfse up and running, and want to reinstall a hyperdrive upgrade - but need the name of it
anyone know what the name of the +100,000ly upgrade is called - i believe it comes from an expedition (there is also another for freighters, but im sure there was one for starships)
No module i know of for ship or freighter. Nearest one for freighter is the singularity engine, that basically acts like a blackhole and the destination is random
The only expedition one for ships gives you about 600ly, thats a big difference to 100,000ly. The only way to get 100,000 is probably by altering the ships base warp bonus.
I dunno why you would want a 100,000 plus ly range, its a hell of a lot of scrolling in the galaxy map
You can hold shift or space to speed up the movement in the map
And no, there is no 100,000ly hyperdrive upgrade
1 - free look and choose a random star after a while of "walking" through the direction you want
2 - it was necessary after i accidentally went through a black hole (ironically during the 1st run of this expedition) and ended up so far away from the exped systems (and yes i forgot about space station's gates - due to the abandoned nature of the satations, i didnt realise they were still active)
3 - this black hole ended up bricking my exped as i could never complete the final step of the mind arc... arc and thus never actually got the iron vulture
i swear i added one
Somewhere around 300 is the most, not even 1000, let alone 100,000
well now ive got back into gfse, i remember editing in a hyperdrive upgrade that massively increased my hyperdrive range - maybe it wasnt 100,000ly, but i thought it was
but i cant just search for it, i need the actual name
There is no name because there's no such upgrade
If you mean freighter, there's one that does 800, I think
i remember the freighter one, yes - pretty sure that one was only via exped (back before you could use exisiting saves) called singularity engine
im wondering what the hell i installed then, ecause you might remember i asked about an obsolete technology a couple days earlier as i wiped my mods and played vanilla
maybe this was a modded upgrade in that case - maybe one of those customupgrademods and the other matching mod and playing vanilla reset it - and im getting confused between the freighter's upgrade
Singularity engine is like a blackhole, not a warp range
nevermind the technical terminology (i have a game that i call attack and coin when its actually combat and trade)
i guess i have to get back in game and look at those custom upgrades
If you want something that makes you travel really far with no control over it, that would be Singularity Engine, but it's only for freighters (unless you use a mod that makes it available, but I don't know of one)
no im sure i had something similar but with control - but its been so long i have no idea where to look
ill check those upgrade mods and let you know what i find
all my starships have the obsolete tech in them, so whatever it is i used on everything - being so important/useful
I present to you - the Overcharged Hyperdrive: +100000ly
from one of the custom upgrade modules mods (theres 2 similarly named ones)
at the creative hub, in the pinned section of the save edit channel, there are json files of ship cargo sections where I have added all ship parts to the inventories
!creativehublink
i see
Can mods be used on mac platform or can they be used only on PC based platforms, ie PC Steam, Gamepass Ultimate, GoG?
no mods on mac
Im assuming ok on GoG and Gamepass Ultimate and MS Store?
yeah
just writing some sort of guide, but want to get facts straight
@olive cloud You can find the instructions and files needed to play old expeditions here: https://cwmonkey.github.io/nms-expeditions/
(I saw your PC role so I'm assuming you're playing on PC)
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
hello guys is there a mod that disables the Environment warning sound? I'm very tired of the notification, i already know and my planet get them frequently
What Mod is this?
can someone help me with save editing? whatever i edit just doesnt appear in game
Which Save Editor are you using?
and what platform are you playing on?
steam
Did it detect your save file location?
yeah i can edit everything it just doesnt go into my game
Are you saving again after having made changes?
yeah
i edit the nanites, then press save
Ok. Let's move to #964865106334875698 and have a closer look at the issue
ok
I think it's custom mods galore
But could be from craftable upgrade mods
Or craftable modules
One of those in that order of likihood
It unlocks in the anomoly starship research terminal
I think it's the earlier one
Craftable Upgrade Mods was for crafting the vanilla proc gen upgrades (CBASX classes)
is there any mods that will unlock all the ship parts? just wondering
By unlock ship parts, what exactly do you mean? Using parts meant for any ship on any other ship in the fabricator?
This isn't really possible. Parts wouldn't fit right. Would be very wonky.
i meant that will have all parts to make a custom ship in the fabricator thingy
cuz i thought in creative mode, everything will be infinite
but no free ship parts for custom ships
Yeah, we're talking about the same thing then. Can use fighter parts on fighters, hauler parts on haulers, etc.
so yeah, is there mod to have them all or is there any pcbanks file that can be modified to have it
Think in difficulty settings, there's an option to make everything free
let me try, cuz last time i did everything free, no free ship parts
If not, I may be able to take a look tomorrow, just getting late for me now.
nah, didn't work even tho everything is set to be free
but ty for helping
kk, I'll look tomorrow. Have to figure out how costing works for the fabricator.
I haven't used it much
oki ty
Unless somebody else beats me to it, which is always a possibility.
Like Gumsk or FriendlyFire, which would be cool.
if you don't find what you are hoping for, there is this option with save editor: #nms-modding message
right below it is the invite to the creative hub discord
There are mods that add all parts to galactic trading terminals to be purchased with units
Or mods that add a randomised selection of parts to scrap dealers to be purchased with tainted metal
Could you put a link to these mods or their names please? I'd like to try them
does anyone know if its possible to get the starborn phoenix by putting an ID in KnownSpecials? similar to how you can permanently obtain the X.O suit helmet
Try and see. Else https://www.nexusmods.com/nomanssky/mods/3270
i dont know where i'd find the ID sadly
Ty
As far as getting access to all the parts, https://www.nexusmods.com/nomanssky/mods/3211 would be the simplest, existing solution. As far as cost, not a low hanging fruit thing, with all the prices in one central location. Instead each individual part has its' own individual BaseValue listing. Pain in the butt and time consuming, as I'd need to list out all the parts.
This one is specifically for making fabricator ship parts cheap. Have it set to 1 for all parts right now. Give it a shot and let me know.
omg tysm so much, mery christmas
Better Space Stations Sell Everything (EISS) will give you easy access for all the parts, this is known. The Cheap Ship Parts script, I haven't tested in-game, will leave that up to you. Hopefully you know how to use AMUMSS to process an .Lua script to make a mod .pak. If not, see https://www.nexusmods.com/nomanssky/mods/2626
Happy holidays, everyone
Does anyone know the order of the professions in the JSON NPCWorkers?
Big update to Sentinel Starship Fabricator mod - now players can pick one of 4 paint options and assign custom colours (where applicable) to these elusive spacecrafts! https://www.nexusmods.com/nomanssky/mods/3044
NPCWorkers:
- 0 Armorer
- 1 Farmer
- 2 Overseer
- 3 Technician
- 4 Scientist
an ball ship with decent weapons try it
so, hmm. does anyone know of a mod that adjusts / gets rid of these annoying dust clouds that just... spawn near the player constantly?
i've searched around a bit but haven't found anything yet. if it doesn't exist maybe i'll look into tweaking it myself
I think that's how game renders weather effects, it does it only in this bubble around the player, not across whole of FOV
Haven't seen any mod that would affect it
Can this mod be used and the ship be seen by other players ?(Sorry new to modding)
Most mods that affect ship appearance are only client-side. Sometimes they can be seen by other players with the same mod installed.
My work not real enough for you?
You are free to research how to hack the network protocols used by the game and tell them to send data that exists only for 1 client
And while you're at it you can make NMS a proper MP game in all aspects
No its not possible in terms of network code. Only chance is to brute force a proper ship seed that has all parts/colors you want
why do you need other people to like how your ship looks?
am I selfish because I only care that I like how it looks? LOL
By getting employed by Hello Games and implementing the feature yourself
Feel free to evaluate the chances of that happening
What i meant is actual in game by the devs , just curios ,sorry If i said smth wrong,english not my first language
I was curios thats all
ok, god dang it. π
Now, now Gix, Ive seen you sat in Anomaly, for hours n hours showing off your Rasa Fighter....π
Chances are slim, BUT even if they decided to, we would not know until implementation. HG tells the community very little about what happens internal to the company.
Happy Holidays, dude
@marsh depot There's one option if you just want to play rather than debugging your offline issue. You can go into %APPDATA%\HelloGames\NMS\{steam id}\cache and drop this SEASON_DATA_CACHE.JSON into that folder. It will tell the game to run the Liquidators expedition with the community milestones replaced so you can do them offline. Normally I would have this on my site by now but I've been lazy finishing this expedition. On phase 3 and everything is working well.
If you figure out how to get back online it will seamlessly convert over to HG's rgular Liquidators settings.
Interesting. I was reading about this option to replay earlier expeditions. I just started the game the week before Aquarius so missed a lot of content. Thank you - option of next resort
TYVM
Yeah it's pretty simple. I paused my permadeath/hard mode run to do Liquidators and once I confirm it works I'll toss the redux version on my page: https://cwmonkey.github.io/nms-expeditions/
Leodium's off being a family man so his may not get updated for a while depending on where you look π
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Thanks! Just tried rebooting my router but that had no effect beyond disconnecting Lofi Girl LOL
Any1 know here if ** eucli-ea - more buildable base decorations and structures** is multiplayer compatible?
It multiplayer compatible in that other players won't have any negative impacts when visiting your base. It is not multiplayer compatible in that other players won't see any of the non-standard items you build. (AFAIK, Winder can correct me if wrong)
Okay ty!
I activated creative mode on my survival save just so I could finally find all the frigate modules I'd need (because I can never find enough) and now my storage "stack" size has been boosted to 9999 and I can't change it back to 1000. How do I fix this? Ive downloaded goatfungus' NMS Save Editor but I can't find the setting.
I know this sounds silly but this honestly upsets the heck out of me.
nvm i think I found it, DifficultyState, Line 42
players will see the objects if they have the mod installed so the solution is obviously to get all your friends to use Eucli-ea as well. It's totally not a pyramid scheme @leaden geyser
What is the best save editor atm?
There is no best
There are 2 main ones, Goatfungus and NomNom, each with their own features
The links can be found in pinned messages
Hey, does anyone know if there's a way to get older mods working? I'm trying to use this: https://www.nexusmods.com/nomanssky/mods/1636?tab=posts&BH=0
But the game keeps crashing on me. I kinda need the mod. =\
99.99% of mods older than September won't work at all. Probably 90% need to be sometime after October. The only way you'll get this mod working is having someone completely rebuild it from scratch.
oh no! dang, yeah, this is the only HUD-UI fix for multi-monitor that was out there. that sucks
Yep, 4.5 years old. I looked, the files being modified have changed significantly since then. No easy way to update this, would need to start from square one.
mm then there is not a way i see
anyone know why there's a white screen with flashing black shards on it before the mod warning screen?
and does anyone know why both
- Fast Pulse Drive Engage
- Fast Ship - Fast Landing
lock me to first person in my ship and have two circles off to the right side?
Very likely out of date mods
One of our colleagues wrote a script to (hopefully) recreate the original mod effects in current game files. Do you have\use AMUMSS or should I generate a .pak for you?
@solid hawk Hey thanks a ton! No, I don't use it, because I've never heard of it. -_- Could you generate the pak file?
Sure, please give me a couple
@solid hawk Oh yeah, no worries.
Slight technical delay. Be a little bit. Will ping you when I post. π
Thank you!
In the meantime, here's some info on that AMUMSS thing I mentioned. It's a script process (and mod conflict checker, among other things). We write Lua scripts for NMS mods. When run through AMUMSS can generate\update\combine mods.https://www.nexusmods.com/nomanssky/mods/2626
Quicker than I figured. π Give it a shot and post back. Fingers crossed.
@solid hawk Yaa! gimmi a few π
Take your time. I'm the middle man here. Guy who actually wrote the script to generate the .pak went to bed.
Reason he asked me to get it to you, knew he wouldn't be on long
for sure π
@solid hawk Yes! Worked perfectly. Everything (except the mod warning screen) is perfectly centered on AMD Eyefinity (multi monitor).
cool. π
Can't say the mod warning screen will get fixed any further, but better than it was for you. π
it's a small issue, since everything else works
FYI, don't know if anyone has trouble with this, but ALT + TAB (at least on my system) will cause the game the freeze, turning off the GOG Overlay fixed it, along with the long loading times lol.
how out of date would count? last updated 23 Oct 2024 and 06 Aug 2024, respectively
nvm, both have posts asking for updates.
faster pulse seems to function but at a cost
I have that in Better NMS and/or gEpic, but you might not want all the other stuff that goes with it.
hi, is there a mod that unlocks past expeditions and limited events rewards?
https://www.nexusmods.com/nomanssky/mods/2062, or just save edit them in
ty!
This keeps happening to me, everytime i reload a save these keep getting added. Removing them in save editor does not fix it, on next load it will keep coming back again. I don't know what to do...
It seems to happen to a ship whenever I make modifications in save editor to a ship, and after that the ship will be permanently getting certain tech duplicated. I don't know how to fix this, tried making new saves but it will still happen. Anyone knows how to solve this?
if you don't have any mods then it's prolly a vanilla bug and you should report to HG's Zendesk instead
if you do then post MODS folder
Never ever had that issue with a save editor
Yo can you play online even if you have mods?
What does the mod "Exosolar's Beyond Base Building" do?
Does it let me build bases in space?
No, nothing lets you do that
It removes some restrictions on placement and number of particular items, among other things. I'm pretty sure the mod description has a good explanation of what it does
mod description is a thing you can read
maybe throw it into ChatGPT if you can't bear it
Could a mod be set up to show position on the screenshot, or perhaps in the file details of the screen shot? So a dingus like me that forgets to save the position of a really good SC layout on a really nice ship I found, can't lose it?
If you use photo mode, will show portal glyphs
I know that part. I mean position, not glyph coords
No other data can be displayed
Dang, not even something that would put the position in file details?
Like, right clicking on the file itself, and checking the comments, could something be made to put the player position there?
If you switch to interior view in your starship, you can see the position on a screen on the left
Yeah, but thats not telling me where I was when I took the screenshot of a very good SC layout on the ship. That's what I need to know. I know I can't go back in time to get it now, but in the future if I find something nice, and take a shot, I wouldn't have regrets of forgetting the position
Do you guys recommend Goatfungus or NomNom
Neither\both. Personal preference. Nothing says you can't use both. Frequently, when broken by NMS update, one will be updated and useable again before the other.
Invest in pen\paper to write down what you need to. As mentioned, not possible to add features which don't exist in vanilla. You are more than welcome to Don Quixote yourself.
Hahaha, yeah, I was hopin. Was looking through the mods on nexus, and saw a few things that did save exports, was hoping something similar could work for making a logfile when a screenshot was taken. I'm just sad I missed saving that ships location. Thanks for your answers
It's a 3rd party program, completely external to NMS, but maybe try https://www.nexusmods.com/nomanssky/mods/1312
There's a facility to backup all locations in a save, which then allows to access on the coordinate share tab and add notes to these listing.
Would need to run every so often, as the game save only stores so many locations before it starts overwriting.
Not automatic, by any means, but maybe a happy medium.
Yeah, was looking at exactly that
take the screenshot from the HUD view
Yeah, is what I started doing
It`'s a nice mod idea and I think I can include that into the visor seed display mod. With a hotkey to toggle that info. Also galaxy name and galaxy index should be included. Such a huge oversight from hg to allow glyphs on photos withozt knowing the galaxy name
https://www.nexusmods.com/nomanssky/mods/3211
Added WOSP (WithOut Ship Parts) and WOE&WOSP (WithOut Edibles and Ship Parts) versions
is there a mod that can hide most of the hud elements in VR? like the quest objective thing on the bottom/right corner? gets annoying, been having to turn around to have the hud behind me so it doesnt get in the way of my view
nvm, found one, took a bit of searching, nvm, posts say it crashes..humbug
If the mod has a LUA or C# script available, you might try to update it yourself for current game files
!faq-modding
-#
to view info below, enable embeds
β’ [How to enable and install mods:](#nms-modding message) #nms-modding message
β’ Learn how to use AMUMSS to compile mods
β’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image Β»
β’ 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.
2nd link is for using LUA scripts
is there a mod that highlights any item on planet that I have NOT scanned without me having to hover over every square inch of the planet, walk 10 ft and start again?
Nope
Am loving this rn π youre a legend
Molnia racer is fire...
Does other gamers in multiplayer see the custom starship??
Unfortunately, only if they have the same mod installed. They will see a normal Golden Vector.
What will happen if i use some mode in multiplayer mode ?Like there is a mod in nexus mod that give you more view in ship.What will happen if i use it on multiplayer mode
!faq-modding
-#
to view info below, enable embeds
β’ [How to enable and install mods:](#nms-modding message) #nms-modding message
β’ Learn how to use AMUMSS to compile mods
β’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image Β»
β’ 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.
See 3rd link for details
Ty !
wow bunch of modding related changes in latest experimental
Is better world generation still a good mod to get or the world's update made generation more interesting / varied?
Also is there a mod that lets u resize building components u wouldn't normally be able to? without the mod unlocking or adding a bunch of building things
I would suggest having a look at this mod: https://www.nexusmods.com/nomanssky/mods/1096
Not quite sure which mod you are specifically referring to. Make sure it was recently updated and it would then likely still change enough to possibly be worth a try
August last year, makes me doubtful it still works.
Ah, works with AMUMSS I guess, and yes, if this is the kind of mod you have an interest in, most likely still worth the effort.
Aight, I will figure Amumss out, thanks
Thx for this too, was looking for something like this
I am seeing a few recent posts with possible issues, but you'd best ask for some help in the NMS Modding Discord regarding this mod and AMUMSS (separate channel).
!moddinglink
Cheers!
got it working with luas also its up to date according to AMUSS and no conflicting files, thanks for helping
interesting experimental changes
https://steamcommunity.com/app/275850/discussions/0/595137109171403017/ seems like this'd break mods no?
Hello Everyone, First of all, thanks so much to everyone who has already spent time playing No Man's Sky and letting us know about any issues you've experienced. To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Enter "3xperimental" in the t...
every single update does
Does this mean MacOS support?
does every update break every mod?
ex: the last update on "no milestone notifs" was july
but if nothing has changed about milestones, might it still work?
that's the suspicion around the "apple tweet", from what little i've heard
It's good practice to assume so
rip. i'm so tired of tabbing through 30+ expedition milestones
No
Eyyyy, I donβt remember if I submitted that ticket or not regarding macOS mod support. I do remember mentioning it here.
You are free to attempt to prove otherwise
Oh. Iβll take a look at the files in the experimental version of the game.
Once Iβm home.
"might" is about the right assumption, you shouldn't expect things to work but you can still test it
Ohhh.
- even if macOS depot got updated, the modding community is just starting to figure out how to get mods working with the new system pushed by HG
All done trial and error style, so it might take a while
Itβs all good. I mod Minecraft and Stardew on my Mac so playing with mods adds so much variety.
no read the bottom part
aren't like
all mods pak files?
it breaks mods no more than every other update which also can break all mods
we've had at least one update with which all mods are most definitely broken within the last year
and an update that was more troublesome to update mods to than this one most probably
with this one all you need to do is bring the files out of the pak
Currently, all of our tooling is based around mods being in .paks in PCBANKS\MODS. Will have to change to not in .paks, in subfolders, in GAMEDATA\MODS. Will be a complete loss of compatibility with current mods for those who choose not to update NMS. Mods authors are not going to want to double up on their mod downloadables.
It'll be on the end user to .pak the mods, if they want to use an older version of NMS.
Not too familiar with NMS modding, are the latest changes good?
Time will tell. For now it requires changing the way we used to mod prior to this latest experimental update. This also means figuring out how to deal with the changed .pak files to actually be able to decompile those into understandable format again
Sounds like possibly a pain for now but hopefully there may be more complex mods in the future?
The game uses .mbin files right? Having mods use those seems like it could be easier hopefully?
It all starts with .pak files, which for a great deal contains mbin files. Not sure if the whole process is going to be any easier, just different. Also not sure if load times are going to be improved or not. Likely still a bit too early to be able to tell.
more complex mods in the future?
Not seeing that to be honest, and may actually remain this way
we've also been using mbin files since launch
changes in the update is limited to the deployment method, not the contents we already use
I doubt we'll see more complexity in the future. I was expecting loss of complexity a few hours ago, but all seems ok now, with more mod authoring capabilities and mod sustainability
Nope, nothing even close to an API or API related. As such, does not change complexity. Only the delivery method has changed. Still the same files.
To be blunt and realistic, there's a better chance of winning the lottery than there being an official API in the next decade. Just not something HG is even close to considering.
hey super niece but is there a mod that allows for unsupported vr controllers to be used? im trying to use the psvr 2 via steam but it dosent recognise the buttons so the game is unplayable
That not something a mod would be able to do
Look into Steam Input API options instead
there a mod to increase render / draw distance? on ultra things are popping in way too close
Increasing the draw distance would make the pop in worse.
No there is no mod.
Is there a modded client or something like subnautica and terraria has where you can play older versions of nms on pc?
No, it doesn't work like that
There are communities dedicated to playing retro versions of the game on PC
You can look them up in Google
And how you'd play older version would be different depending on if you use steam, gog, or gamepass distribution
I wonder with this news of official mod support coming to NMS if its a sign of the game eventually getting fully unlocked to the mod community & HG moving on to LNF
