#nms-modding

1 messages ยท Page 57 of 1

fresh arch
#

And possibly more hassle-free installing of conflicting mods

#

They literally state in the patch notes that:

Note that mods are not created or officially supported by Hello Games, and are used at your own risk.

hearty wasp
#

Anyone saying that is literally spreading fake newsSean3

fresh arch
#

YTbers gonna YT

hazy nebula
hearty wasp
#

You should read some primary information on a matter before speculating next time as to help not make stuff up in your head

hazy nebula
#

Which to me translates as official mod support

#

Not sure what is 'fake' about that?

hearty wasp
hazy nebula
#

Still supported unlike before

#

Anyway enjoy the changes ๐Ÿ‘

hardy auroraBOT
#

@dusk saffron

No gifs in this channel please

steel crypt
#

Mustโ€™ve thought there was gif support too.

solid hawk
#

lol

#

@hazy nebula They expressly state mods are NOT supported by HG. Also, these changes do not, in any way, make modding easier. Still making the same changes in the same ways to the same game files. Provides a slight load time benefit, with modded files being unpaked, that is all.

viral oak
#

i'mma be honest, those listed changes are a tiny bit terrifying...

solid hawk
#

We've had change before and will again. Another bump in the road, is all.

vale iron
viral oak
#

hence 'tiny'...think a lot of it is the dreaded "ugh, how many users are gonna screw up their mod installations now because they didnt read?"

vale iron
#

For me it was that based on the way they have it written, none of my textures or custom models would have worked. They do, but that's not what the patch notes say

rotund cosmos
#

I was a little worried with the way they explained the changes too, but if existing setups don't really need to be changed in order to continue working, then my main concerns are moot

#

I don't particularly like the "will now read files in subfolders" change, since I have a "DISABLED" subfolder that I use to quickly compare differences, but in all honesty that's just a small change in my workflow

#

and it might not even work the way I think it does when all is said and done. ยฏ_(ใƒ„)_/ยฏ

upbeat edge
#

Managed to hash up a sentinel phoenix...
using Ultra Base Building mod from nexus....
seems to work with any ship that the mod can spawn.

  1. set a sentinel ship as primary ship
  2. spawn ship from ultra base mod
  3. get in and fly ship from spawn (will glitch and error)
  4. player will become stuck (exit game to desktop)
  5. re-launch game, you will see the spawned ship
    -- but, summon the ship that was your primary sentinel we see sentinel internals with the spawned ship

at first this glitch took my phoenix but I used the same method to get the phoenix back
.....then I named it Sentinel Phoenix..

vale iron
rotund cosmos
#

that's silly but doable lmao

vale iron
#

Yeah I think you can do that. It might load all that disabled stuff, but it will be in the wrong place so it won't do anything

rotund cosmos
#

honestly might just make a separate folder in NMS' root folder for disabled mods instead

vale iron
#

Probably much better

#

Or just in gamedata

rotund cosmos
#

in all honesty though this is really just a me problem and not anything wrong with the change itself, imo

vale iron
#

Exactly

rotund cosmos
#

just means i need to do some minimal adaptation

vale iron
#

I'm sure someone will make a mod manager at some point. I'd do it, but I'm not very good, so it would be a sloppy hacked together thing

rotund cosmos
#

heck this might be a chance for nexus' mod manager to actually be useful for nms

#

though i won't claim to know much of anything about that piece of software, i know all it's useful for currently is just not having to visit the website to know if your mods have been updated

vale iron
#

It would need to be updated and I doubt that will happen anytime soon

rotund cosmos
#

yeah, i doubt they'd care enough to update it, but there is a chance. ๐Ÿคฃ

#

i probably still wouldn't use it, which is probably a big part of why they wouldn't

#

most people who mod nms currently don't use it and it would take some time for people to get the memo that it's actually useful now if it was updated

#

a decent amount of effort for not much reward

vale iron
#

It actually might not need much or any adjustments now. I'll have to look

#

It won't know how to do the mxml adjustments for load order

#

But the rest is just "unzip what you downloaded into this folder"

rotund cosmos
vale iron
#

Yeah I'll be able to split mine up now, since most of those are just a few values that I can now do with exml snippets and not have to recompile and reupload every update

solid hawk
rotund cosmos
#

since mods still aren't officially supported I guess I can't really complain that much, but... come on. ๐Ÿ˜‚

solid hawk
#

Release notes are always vague.

#

Can be frustrating with a major change to how things work though

#

For NMS, current Experimental, Trevor set to 6

vale iron
#

We're lucky it wasn't

  • Changed mods
open bronze
#

Are they thinking about putting mods on Xbox and Playstation too ?

#

Because I saw that last update that came out

vale iron
#

There is nothing to indicate that

#

It's possible, but nothing here gives any hint that is the plan

open bronze
#

I think it'd be kind of cool if we could do mods Though.

vale iron
#

Yes it would be cool

tulip dew
vale iron
#

Why not just use the Phoenix unlocker mod or save editor? Far easier

tulip dew
#

i would have no idea how

#

i got the phoenix

#

and a sweet sentinel ship already

vale iron
#

Oh sentinel Phoenix, I misread. To do that you save edit in raw JSON and change the scene file of a sentinel ship to a Phoenix scene file

#

It would have sentinel innards but Phoenix appearance

pure mulch
#

I think it unlikely on PS that they will get mods, or they will be very limited. Going off their track record with Bethesda Game mods and Cyberpunk

plucky creek
#

Are there mods to add water streams ?

hearty wasp
rigid vale
#

theres a mod to restore old expeditions right

#

i basically forgot about nms for 4 years and have missed all of the expeditions and have no time to complete the reruns

solid hawk
pine gust
fresh arch
#

They should be

#

It uses the same reward objects as original runs

spark cove
#

Save editor

hearty wasp
#

what about em

spark cove
#

Whatโ€™s one I can ues

pure mulch
#

@viscid sorrel Using NomNom, You can put any system coordinates in, press travel to system and then save. When you load game up, it should put you in that system, in space, in your ship as if you just jumped in. To right of screenshot is the bit you need to do

#

I believe you maybe be able to put in anomaly also, but Im not sure how to do that

round sinew
#

lol i was typing the steps on another window for goatfungus:

  • get save editor (goatfungus no mans sky save editor), make a backup of your save folder, run save editor and point it to your save folder
  • open save that needs fixing, goto edit> coordinate viewer. copy "galactic addr:" value to the search box, edit the last 4 digits, to something like 0079, then press "save/warp"
  • launch game, load save, when it finishes loading if you're not in your ship but falling in space, quickly look for ship near you to interact and get in it
#

(note: don't use "0000", like i mentioned above something like 0079 is fine)

pure mulch
#

TBH I prefer Goatfungus, but some stuff I just use NomNom for

viscid sorrel
viscid sorrel
viscid sorrel
#

OH GOD IT WORKED

#

YOU'RE A GENIUS STOBBSY

pure mulch
#

oh you got it was about to send you a system portal address in to put in

viscid sorrel
#

I literally just had to hit warp me without putting anything in

#

Dropped me into space in my ship, went to space station and teleported to my freighter

#

Yo, I owe you big time, you knew even more than Lunivore did. You literally just saved my 600 hour file

#

Thank you soo soo soo much

#

I was freaking the eff out for half an hour there

pure mulch
#

had to be a valid portal address

viscid sorrel
#

I didnt put any address in

#

Dropped me in Euclid

pure mulch
#

luckily you are on pc where you can do it via editor

viscid sorrel
#

I was in galaxy 77

#

Right? I wonder how many people have lost save files due to that collision detection throwing me into the ceiling and saving both restore points

#

Big thanks again Stobbs, I owe you

pure mulch
#

never had that tbh, but worth backup up maybe

viscid sorrel
#

I had a backup from before but it was like from a month + ago. Going to keep my backups updated every couple days now

#

Not taking that chance ever again

#

I didnt even remember backing it up, thats why I was freaking out that I thought I lost my file

small valve
#

Everybody here happy about these latest mod-related changes?

#

I can't tell how good/bad this is.

hearty wasp
#

it's fine

#

if you can't tell chances are it doesn't matter much

#

so don't worry about it

rapid sandal
#

likely won't affect players much, mostly affects the mod tools. it may make it easier for mod managers to now work with mods correctly.
may be faster to load ? before you had a single mod pak with compressed assets to read, now you read uncompressed asset files. so now there is more disk io but no compression to deal with. whether that leads to a noticable change in load times will depend on things like your io speed, size of mod assets, number of mod assets, when the mod assets are being loaded, ...
biggest affect will be that all prior mods are now 'broken', at best they have to be unpaked and put in the new mods folder. however once the mod tools are updated the existing scripts should be in no worse state than they would be after any other release, so shouldn't be much issue rebuilding mods.

solid hawk
round sinew
#

well, i'm not sure if this was an intended effect, but i no longer have the 1s freeze when leaving a planet after these last couple experimental updates

#

it's just smooth when leaving atmos now

solid hawk
round sinew
#

not using that "no lag" "mod" either

solid hawk
#

Which is a good thing

round sinew
round sinew
solid hawk
#

lol

round sinew
#

"did it freeze but i didnt notice because used to it?" ๐Ÿ˜‚

solid hawk
#

I don't know how many mods you use or even if you've changed your mods to use the new system yet, but if so, have you noticed a decrease in load time? Time from choosing a save to being in-game.

round sinew
#

not currently using any mods actually - hmm, has lo2k updated his to the new format?

solid hawk
#

NOBODY is going to publish mod updates for an experimental build

#

Would break the mods for use with current public

round sinew
#

you're right

#

forgot that bit

#

forget i asked ๐Ÿ˜…

solid hawk
#

In many, but not all cases, would just need to go to GAMEDATA\MODS, create a subfolder, and unpak the mod into that subfolder

#

Gets more involved if there are GLOBAL files involved though

#

Some mods will work, as is, others not.

round sinew
#

iirc, and to confirm, i'd just need to place pak in amumss/modscript, run the bat, then copy the tools/unpacked_something_something/modname/extracted_pak folder to gamedata\mods

solid hawk
#

Most of Lo2ks should be ok, as the majority only change a small number of values

#

You won't be able to use AMUMSS with experimental. Being updated, but may take a few weeks, due to lots of changes

#

Just take the .pak from PCBANKS\MODS and copy\extract manually

round sinew
#

i meant using amumss with the mod pak files/to extract them

solid hawk
#

OK, yeah, your method will work then

round sinew
#

ty, gtk

solid hawk
#

As mentioned, if there's any GLOBAL files, slightly more involved.

#

Instead of being loose at "root" of a mod subfolder, as we're used to, GLOBALS have to be in a folder called GLOBALS

#

So....

round sinew
#

gotcha

solid hawk
#

GAMEDATA\MODS\Mod1\GLOBALS
GAMEDATA\MODS\MOD2\GLOBALS
etc

round sinew
#

yep, root being each mod's "parent folder"

#

gotcha

solid hawk
#

The folder name seems to be non-case spacific. I've seen Globals and GLOBALS work

round sinew
#

also gtk

solid hawk
#

cool

round sinew
#

tysm, much appreciated for the time you took to explain the basics! HeartExo

solid hawk
#

Things may change as HG works on and tweaks this new system further

#

No problem. We're doing a ton of testing on the modding Discord to figure out how this all works, since the experimental release notes were high level and generic

#

We'll get there, just takes time

round sinew
#

i bet! -- wont forget, i'll test running with some mods i normally use, when jason puts out a new update i'll test it as well - for loading speed

solid hawk
#

The only specific file we know for certain, if used from an 5.2x mod .pak with the experimental build, that will cause a crash, is GCDEBUGOPTIONS.GLOBAL

#

This is due to a new mandatory property which was added to the file with current experimental

#

Easy enough to fix manually, if you don't mind fiddling.

#

Add the line:
<Property name="HotReloadModGlobals" value="False" />

blissful pine
#

Can I get a modded ship? Or multitool please?

hushed gust
#

As a file?

vale iron
# blissful pine Can I get a modded ship? Or multitool please?

Are you wanting save edited, modded, or a vanilla ship that has technology modules installed?

  1. Yes, people can share files that have the data for a save edited ship and you can use the save editor to import them.
  2. No, modded ships require you to have the mod. The mod will tell you what to do.
  3. No, ships traded in game have their stats and contents rerolled as if they were a new NPC ship.
limber crater
blissful pine
limber crater
#

They're a feature

blissful pine
#

is there not a way to gift items like ships or multitools?

hearty wasp
#

there is but we just tell people how to get their own in here

viscid sorrel
#

Using a save editor just deleted a bunch of photonix cores, starship trails, and statues I had stored in my storage for some reason..

#

At least I can just copy the ships from another expedition over and over. But the time spent ๐Ÿ˜ข

languid plinth
#

has anyone made a mod that makes laylaps less useless, or even one that just disables the dialogue pop up? i love having the little thing follow me around even if it doesn't do much, but it would sure be nice to stop talking to it by accident!

fresh arch
#

Disabling the interaction pop up could be possible in theory, but dunno if anyone has tried it yet

#

This mod package has a component that supposedly makes Laylaps not get in the way if scanning / analysis visor

#

But it also has a note "needs testing" so yeah

languid plinth
fresh arch
#

Mods can't add new functionality ever

#

It would be possible to change the projectiles shot by Laylaps to deal higher damage or replace with different projectile types

#

But nothing that would let us "install tech" on them like we do on MTs

languid plinth
#

i know! i was just saying it would be neat if we could. it is cool that they added some more mod support in the new experimental build, so we can always hope they'll expand on that some more.

hearty wasp
#

they can't expand on how mbins in its nature work unless they do work extensive enough to make an entirely different ass game

#

feel free to dream about LNF doing anything near that but for NMS what we see is what we'll realistically get because it's been what we getting for nearly a decade

mint totem
#

Is there a way to make your own sentinel ships ?

fresh arch
frank lantern
#

Whanted to ask is there was a mod for minotaur emotes/ custom player emotes

hearty wasp
#

All 3 of mine should show up

queen onyx
#

so im thinking of moding no mans sky but is there anything i should know before i get any?

#

like can they currupt the my saves at all?

#

and are they multiplayer friendly?

fresh arch
#

Mods don't cause save corruption

#

Mods do work in multiplayer, whether the effects are shared in multiplayer, that is highly dependant on the mod in question

#

!faq-modding

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding

โ€ข [How to enable and install mods:](#nms-modding message) #nms-modding message

โ€ข Learn how to use AMUMSS to compile mods

โ€ข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message

Info Always check the correct path and contents of the MODS folder! Example Image ยป

โ€ข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated

alert 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.

queen onyx
#

good to know thanks

fresh arch
#

Also prolly the most important thing

#

Only install mods that were released or updated recently

#

Anything older than June 2024 will not work

#

Browee Nexus by recently updated or new releases and pick mods from there

queen onyx
#

ok

main trout
#

I have a slightly weird request, but I wanna test if every system has an interceptor model attached or only dissonant systems

Would there be a way to mod the game into making every system dissonant with at least one suitable planet in each system, to see if it spawns an interceptor or not?

hearty wasp
#

we don't need to experiment to know what we already understand

marsh eagle
queen onyx
#

is there a mod that fixes the model of a tamed diplo so that its head isnt so large compared to the rest of its body?

vale iron
#

It's an age thing. Heads are scaled to what they will look like when fully grown

#

There is no mod for that, but you could breed a smaller one and get it fully grown and it should look right at the same size

queen onyx
#

is the the issue exclusive to tamed wild diplo's?

#

because the diplo i have is elderly but its head is disrprotionatly large compared the rest of its body

cobalt condor
#

I've noticed that tamed adult creatures have different proportions from their wild counterparts too

fresh arch
#

To give players some variety within a single system

violet fable
#

Hey fellow modder travellers, I have a question for y'all

#

can you guys see the temperature range of planets in the files?

#

like coldest/hottest planet possible

solid hawk
#

^ FYI, information given in Modding Discord to the OP.

soft nest
hearty wasp
soft nest
#

Interesting, so the range could potentially be infinite?

hearty wasp
#

more like it's not written down but a result of going through algorithms

#

like stat numbers

solid hawk
#

No, nothing is infinite in NMS. Always some kind of limit, but we've no means of seeing what it is. Buried in functions within the exe, that we've no access to.

#

We can only see the base values in the game files, which do not correlate with real world temperatures. Example, if the normal temp for a planet type is 1, it does NOT mean 1 degree. Fahrenheit, Celsius, or Kelvin. Then there's potential modifiers.

wheat oxide
#

Is there a mod that will improve performance and prevent crashes on a low end pc

vale iron
#

There are a couple, depends on what exactly is causing your slowdown

#

I think Mjstral put together a package of stuff, and I have one that removes the mining particles

#

But, modding is going through a really big change and everything needs to be redone very soon. Might be best to wait a couple of weeks and ask again.

wheat oxide
#

Ok thanks for the info

mint totem
#

Can you customize alien ships

vale iron
#

Customize in what way?

fresh arch
#

If you're talking about fabricating your own living ship then no, no such mod exists yet

honest meadow
#

Is there any kind of mod for terrain generation that "scales" everything to be closer to "irl" sizes (I suppose not)? Planet terrain features are too small, everything is too close together

vale iron
#

It is possible to change the terrain gen and spacing, but what you want doesn't exist

hearty wasp
#

the closest is prolly just any terrain mod

solid hawk
#

Even then you won't get mountains as tall or oceans as deep as IRL.

crystal raft
#

I wonder if there is a mechanism in-game allowing to make a mod, that will keep your ships in same landing pads you left them in on your freighter

#

Am i the only one to ever be bothered by that ๐Ÿค”

crystal raft
#

Sad ๐Ÿ˜ฆ

mint totem
#

Is there a mod to customize living ships?

hearty wasp
#

all good

undone agate
#

hi all just a quick question does anyone here know how to downlaod a game save and use it my buddy and i cant figure it out theres always an issue

solid hawk
#

For simplicity, may want to try NomNom, has an import feature. Probably best if exported from NomNom as well

undone agate
weak star
hearty wasp
#

"importing" implies you have an exported ship

#

if you have an exported file from something like NMSC you just import it back using the corresponding program

solid hawk
#

There's also mods which allow you to get certain reward ships

wheat oxide
#

Does anyone have any recommendations for mods for to help the game run better on lower end pcs

hearty wasp
wheat oxide
#

I dont remember that and I didn't save it

#

I'm blind mb

hearty wasp
wheat oxide
#

I remember now sorry

solid hawk
wheat oxide
#

Thanks I will look into it

wheat oxide
solid hawk
#

The how to is a pdf in an archive, downloaded from nexusmods

wheat oxide
#

Uhh, I downloaded it like three ways and I couldn't figure out how to show it as a pdf

vale iron
#

.7z? That's a compression

#

like zip

#

I'm not sure why it's .7z instead of .zip

#

latest windows supports 7z, though, I think

wheat oxide
#

It was like .lua

vale iron
#

The manual download there downloads a .7z file

solid hawk
wheat oxide
#

will amumss improve proformance

solid hawk
#

No. Process those Lua scripts I posted, through AMUMSS, which will turn them into mod .paks you can use. That will increase performance

#

UltimateLowSpecFpsBoostV2 makes multiple changes. The grass fix one reduces the amount of grasses. Less grass, less to render on the screen, better performance.

vale iron
wheat oxide
#

Sorry I was confused

dusk saffron
#

and in the save edit channel there, you can make requests for specific ships, and if I have them, I can share them there

ivory ginkgo
#

can i use both Better Planet Generation and Dud's Sky Colors together? Thing is, duds has a crap ton of PAKs and i don't know if any of them would conflict with bpg

lavish olive
#

Hello, my save refuses to load and was thinking that I could perhaps use a savegame editor to try and fix it. It is a new expedition save game, only 30 hours old but I really don't wanna start over. Does anyone know anything about what to do?

cobalt condor
ivory ginkgo
#

ait thx

#

i did some research and ran anumss

#

it detected a couple conflicts between bpg and dudsky so i just removed those dudsky components

#

it runs perfectly now

vale iron
merry wasp
vale iron
#

Yeah I just use .zip for wider compatibility and fewer questions

#

Most mods are so tiny that I only put them in zip because Nexus requires it

hexed parcel
#

are there any mods for living freighters? cryalot

solid hawk
#

Can't be, without major changes to the model. Just scaling up is the easy part. Then you need the entrances\exits and hangar placement within. Would be quite nightmarish.

vale iron
#

Yeah, the docking bay is the main reason I've never pursued it

solid hawk
#

To be blunt, best potential placement for entering\leaving, would be a bit on the gross side. lol

vale iron
#

And I'd need to model my own hangar entry section. Everything else uses the vanilla hangar entry

empty egret
#

@solid hawk How are you feeling?

solid hawk
#

Thanks for asking. ๐Ÿ™‚

empty egret
reef stirrup
#

Anybody know if itโ€™s possible to mod in a summon starship call box?

vale iron
#

Mod it into an existing placed item, buildable item, inventory item, something else?

fresh arch
#

... You know you can summon any of your starships almost anywhere on the ground, right?

#

I don't see much reason to mod this item in, even as portable tech

hearty wasp
#

Also Eucli-ea already has it

#

I know it's hard to find one single thing among 1493

ivory ginkgo
ivory ginkgo
#

if i supposedly didn't trust myself enough to follow these directives properly, would vortex mod manager work anyways?

hearty wasp
ivory ginkgo
#

ait i'll just wait to start playing modded again

#

ty for the info

shy grove
#

Sharing this here too so folks from the modding community hopefully see it too. RedBlush As a follow-up to our #community-news message announcement about Babscoole, here's also a link to this Reddit post: https://www.reddit.com/r/NoMansSkyTheGame/s/ZEE7ZncuJL

-# If anyone here's on Reddit, maybe we can help raise visibility there via upvotes. Comments of support could help too pleadingpoint RedHeart

Reddit

Explore this post and more from the NoMansSkyTheGame community

dense shale
#

Lucky PC players
'

dusk saffron
#

having a PC depends on luck?

vale iron
#

Not the best look... (I know what you meant, but it's still funny)

reef stirrup
#

Anybody know the official HG object ID_NAME, P_NAME, and PATH for this starship summoner?

solid hawk
#

P_NAME is the name of the vanilla game file, PATH is where that file resides in the game file structure, ID_NAME is usually the same as P_NAME, but as that field has a limited character count, is separate to allow for truncating to something smaller.

#

You need to find the vanilla SCENE file, somewhere in the NMS MODELS folder

#

Chances of someone just knowing are small, since not used in any other mod, or UBB

#

I can dig, but won't be for awhile. Mod authors busy now preparing for upcoming modding changes being initiated by HelloGames. I'll poke about and get it into next version of UBB, when I can find what model it is.

reef stirrup
#

Thanks

hearty wasp
#

what is an "official HG object"

#

do you think this exists as a buildable in vanilla

solid hawk
# reef stirrup Thanks

MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BUILDSHIPSUMMON.SCENE.MBIN is the SCENE file

#

["ID_NAME"]="BUILDSHIPSUMMON",

#

["P_NAME"]="BUILDSHIPSUMMON",

reef stirrup
#

Pretty sure it is not. Only found in buildings like manufacturing or observatories.

solid hawk
#

["PATH"]="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS\"

hearty wasp
#

yeah which is why it's not "official"

#

which is why we mod it in

solid hawk
#

I'll put it in ["GROUP_NAME"]="UBB-OTHER-I", ["SUBGROUP_NAME"]="BUILDINGS",

#

But you can put it wherever you want if you edit into the mod on your end.

rustic marsh
#

is modding hard?

hearty wasp
#

define "modding"

#

using is not

#

making is

#

well can be

rustic marsh
#

like downloading mods and putting them onto NMS

hearty wasp
#

yeah you just drag and drop

rustic marsh
#

cool

#

i wish nms stopped making me download 6gb updates every time i wanted to boot it up

#

i wonder what some interesting mods are

hearty wasp
#

Sean

rustic marsh
#

where is he

solid hawk
hearty wasp
#

everywhere

reef stirrup
#

Awesome. Thanks.

rustic marsh
hearty wasp
#

but just go on Nexus Mods if you wanna explore

#

sort by last updated

rustic marsh
#

I looked, i immediately downloaded no launch costs

#

I can and Will not pay my taxes

hearty wasp
#

just make sure you sort the saerch list by last updated so you don't get outdated broken mods and crash your game

rustic marsh
#

i'm doing most popular mods ๐ŸŸ

reef stirrup
#

Will you put it in โ€œBeyondโ€?

hearty wasp
#

also you should quote the whole mod's name

hearty wasp
solid hawk
solid hawk
#

Beyond Base Building is different for different purposes

rustic marsh
#

from the most popular mods

solid hawk
#

Sorted newest\most recently updated, first

#

Should be reasonably safe going back as far as 7 November 2024

#

Older you get from there, greater and greature chance of issues

reef stirrup
#

Yeah, sorry I use both but had a brain fart. Any chance you could send me the extra code to add to the UBB .lua?

solid hawk
#

Actually back to 23 Oct should be alright

rustic marsh
solid hawk
reef stirrup
#

UBB

solid hawk
#

Next time, when mod specific, usually better to make a POST on the mod page at NEXUSMODS. You just got lucky the mod author happened to look here tonight. ๐Ÿ™‚

#

Else, most others wouldn't even have known what you were talking about with P_NAME, etc

rustic marsh
#

i wonder if there's a mod to fix the pause between going from space to planet and vice versa

reef stirrup
#

Awesome. I was really just looking for the object ID so I could search all the base building .lua. I indeed got lucky finding you here. Thanks

solid hawk
rustic marsh
#

got it, i'll put it on my steam deck in a little

solid hawk
#

Have to run either the exe or .bat version in order to generate the mod .pak

#

The end result .pak will be fine, but not sure about the exe or bat compatibility with Steam Deck. Normally would run on a PC with NMS installed, then could move the .pak onto your Deck.

vale iron
#

And know that, based on the current experimental, the lag will be gone in the next update. Might not be worth troubling to build a pak for it now.

solid hawk
#

Will be weeks, at least though

rustic marsh
solid hawk
#

That's not usual

rustic marsh
#

thank seandeck

reef stirrup
# solid hawk Added line 706

The summon object can be placed but the functionality is missing. In the "wild" this allows you to summon a space ship and it also displays the green rings to help you land. The button for "call" appears, the top of the cylinder slides down but nothing happens. I guess it calls these other routines from code that's missing.

vale iron
#

Yeah, but just a fraction of a second for weeks is probably less than the time it takes to figure out and build that pak

rustic marsh
#

i love my pre shader caches

solid hawk
#

Would only happen if something is corrupted

vale iron
#

The green rings are a separate SCENE

rustic marsh
solid hawk
#

May want to try doing a game file verification

vale iron
#

Repeated downloads like that can be fixed, I believe. Ask in #nms-questions

rustic marsh
vale iron
#

It takes a few steps, disabling shader pre-cache, deleting shader cache, verifying files, launching, re-enabling. I think that's the process

solid hawk
#

uugghh, pita

reef stirrup
vale iron
#

It's a combination of multiple SCENES. You have the shipsummon object that needs to be tied to the ENTITY and I'm not sure how that will work with placeable objects; Winder or Babs know that better. The green rings are a LANDINGZONE SCENE file. Both are included in a higher up SCENE

solid hawk
#

Try it, as is, and see what happens

vale iron
#

Yeah, I would expect the SHIPSUMMON to work, but I've never tried it. I looked yesterday and it's just an interaction component that triggers an action in the ENTITY

solid hawk
#

What we did is add the SCENE for the object in your screenshot. If that scene calls the landingzone, then will also have the rings

reef stirrup
#

Just the mechanics of shipsummon work, it need to interact with a scene to get the spaceship to come.

vale iron
#

I didn't see anything in the ENTITY that required a separate scene, but I haven't tried it. It might just move your ship to the closest available landing area, which happens to be the LANDINGZONE in vanilla scene constructions

#

Do you have a landing pad nearby?

reef stirrup
#

It doesn't move the ship. In the wild, the object acts just like the landing pad.

vale iron
#

The object doesn't, it just has a summon ship action. The LANDINGZONE next to it acts as a landing pad

solid hawk
#

There's also a landingpad in UBB. Can place that next to the BUILDSHIPSUMMON and you'll be set

vale iron
#

Unless I looked in the wrong place, which is always possible

solid hawk
#

LANDPADTRADER

vale iron
#

Yeah, that's what I was looking at

reef stirrup
#

At the small manufacturing building there are no visible landing pads, you land directly of the object with the rings it produces.

vale iron
#

Right, I'm saying those are separate scenes

reef stirrup
#

"on the object" in the grass.

solid hawk
#

If there's separate scenes involved, not called by the one in the mod, can't change that in UBB. Outside the scope of the mod to make major edits to the SCENE files. If that's the case, then in vanilla, HG is adding multiple SCENEs, but they are separate objects

vale iron
#

If you look at this, you'll see how there's a a landingzone scene and it also places down the summon object as a reference:
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BUILDSHIPSUMMONZONE.SCENE.EXML

#

Change it to the one above and it might do what you want

#

Since that calls the object

#

and the object calls the entity

solid hawk
#

Give me a minute, I'll load up in Blender

vale iron
#

I have to walk the dog, back in a while

reef stirrup
#

Thanks for the brainstorming.

solid hawk
fresh arch
solid hawk
#

Used BUILDSHIPSUMMONZONE, but you'll notice that I had to truncate the ID_NAME, because the SCENE name is longer than allowed in that field in the game file

fresh arch
#

All you can do is just disable shader precaching or whatever it's called and wait for Steam to actually fix their stuff

reef stirrup
solid hawk
#

Cool, I'll change all my copies on this end. Again, will be officially published at next regular update. ๐Ÿ™‚

reef stirrup
#

Thanks for the preview...

solid hawk
#

Feel free to endorse on the mod page. If you'd like to make a donation of some kind, see #nms-modding message

#

Feel free to share the link too. Having a few rough spots hit at once

#

Anyway, enjoy the new summoner

young turtle
#

ive finally released the tool i worked on ages back ๐Ÿ˜„

#

if any of you try it be sure to let me know the score reading you get

fresh arch
#

So it's a spreadsheet, how is that related to modding

#

Or am I missing something?

young turtle
#

i wouldnt call it a mod. i suppose its more classified as a tool

#

im not sure how much interest there would be in such a novel idea but i figured here is the most relevant place to show it off

#

im genuinely interested to see what kind of score people get out of it

weak star
#

Question: is there a way to just tweak the seed string for an exotic ship to make it a non-standard color? For some reason Iโ€™ve been jonesing for a purple guppy.

hearty wasp
#

All colours in the list should be able to be already generated from natural spawns because all seeds would be available across all systems throughout the galaxy

fresh arch
#

Won't work for ball cockpit exotics

#

Those have fixed colour textures

hearty wasp
#

Any "non-standard" colours then would mean one that is not in the list

fresh arch
#

Yeah but you won't be able to change a texture to a non standard colour by applying a different seed

weak star
#

Thanks for the answers above - followup question: to convert a guppy / ball exotic into a wingless ball -- I assume that's a specific tweak to a seed?

hearty wasp
#

no

#

you edit in a new file path to the ship model

#

again, the proc gen already does all possibilities of what it can generate

#

and there's a reason balls aren't natural spawns

chrome steppe
#

is there a way to remove armor from my character through save editing or something like that? i've seen videos about it but they don't explain anything

hearty wasp
#

yes

#

or just use Getting Head

small oyster
#

Anyone else used Decompressinator? How long did it take to finish? I'm estimating that it will take an hour on my end.

hearty wasp
hearty wasp
#

well matter a lot less if decompressinator is updated

#

if it's not updated it won't matter because you won't be able to use it

small oyster
#

You mean it will be incompatible?

hearty wasp
#

yeah HG's new compression format allegedly improves performance

#

but also make it not decompressible without the tool being updated

small oyster
#

Oh ok. Thats probably better anyway since its a PITA to wait 45 minutes for the files to be repacked.

steel crypt
#

DUD'S SKY updated v529-B
https://www.nexusmods.com/nomanssky/mods/507

DUD'S SKY - COLORS updated v529-B

Nexus Mods :: No Man's Sky

Modular collection of gameplay enhancing-quality of life mods that can be used together. Compatible with NMS v5.29

Nexus Mods :: No Man's Sky

Extensive modular collection of color and visual effects mods that can be used together. Compatible with NMS v5.29

magic lava
#

@round sinew ^

round sinew
#

๐Ÿคฉ

round sinew
round sinew
steel crypt
signal fog
#

why cant i change my frigate class

#

on nomnom

hearty wasp
#

Frigate class is just a letter

#

Just change its stats

signal fog
hearty wasp
#

no

#

class has no relation to stats past initial generation

#

you can change the class letter and it won't get better at anything

signal fog
dusk saffron
reef stirrup
reef stirrup
#

๐Ÿ™

reef stirrup
#

I think I see what's happening. After copying/pasting the good save folder when I launch the game it is adding the last corrupted save file back into the folder. I guess there's a cache?

steel crypt
#

I don't know how it works on Steam, but maybe you are downloading a cloud backup?

solid hawk
#

Not sure why you crashed, again may have been something in cache. Using the same Lua that I sent you, ran through AMUMSS to generate the .pak, fired up the game. Tried with three different saves. One on a planet, one within a base, and one in space. No crashes. With the in base one, I even placed the new summoner we added.

#

Normally, when mods cause a crash, it's due to a difference between version of the game the mod was made for and the game version being used. SHouldn't be an issue in this case, because you ran the Lua with AMUMNSS on your computer, so would be for same version of NMS as you are using (assuming latest, NMS 4.29, build 134078).

#

That being said, I think we all, myself included, occasionally get the random crash out that isn't due to mods or anything else discernable. Game just decides to take a break.

steel crypt
#

I really think they have a lot of race conditions when loading. Works most of the time.

reef stirrup
# solid hawk That being said, I think we all, myself included, occasionally get the random cr...

All good but painful. The previous 4 save files were corrupted and crashed when restored. The 5th one from 2 days before finally worked. Unfortunately I lost about 20 really productive hours where I was cleaning bases to reduce parts count. Not too hard to replicate and will go faster the second time.๐Ÿ˜ I haven't added back the mods yet, I'm going to do some cleaning/.lua editing before I add them back. One note regarding the Ultra Base Building Object Remove Helper, it threw 170 notices when I compiled it with the UBB Unlimited. I never really got to try the remover tool before the sh@t hit the fan, but unusual. Cheers

lunar pollen
#

Anyone know how I can transfer my save files between steam accounts?

marsh eagle
#

This is super easy. Login into both steam accs and start the game once. Then just rename the savefolder from old steam id to new steam id

hot oxide
#

Are there any mods that add repair stations for ships?

fresh arch
#

If you think about something to fully repair broken slots or tech on a starship, then no, no such mod exists

#

Mods can't add new functionality to the game

marsh eagle
#

There is a ship repair reward. So you could place a interaction locator somewhere that triggers the reward via GcRewardAction.

fresh arch
#

oh really

#

Didnt know this one, nice catch

vale iron
#

Does it repair all damaged tech or just one at a time?

fresh arch
#

Never used it myself sooo ๐Ÿคทโ€โ™‚๏ธ

marsh eagle
fresh arch
#

@crimson radish

crimson radish
#

oh nice thanks so much will defo look into this ๐Ÿ˜„

rigid vale
#

are there any linux-compatible savegame viewers

#

all the ones i can find are windows-only and i really dont have the time to configure a wine for them

fresh arch
#

Goatfungus runs on Java

#

I think Linux can handle Java

rigid vale
#

yeah it can

#

assuming it doesnt drop down to win32 for some reason

rigid vale
fresh arch
#

you don't have it? how did you check all them are windows only lol

rigid vale
#

i was looking at the pinned messages in another server trying to find one and none of them fit

#

im not really in the modding space, heck im only wanting read my savegame so i can get the seed -> color palette of my MT and see if i can find other stuff with the same palette

icy ore
#

Is there any mod that makes it so that NMS doesn't mute upon being unfocused ?

solid hawk
#

Nope

#

NMS modding can't add abilities or features that don't already exist in vanilla

#

Nothing in the settings to allow for that

regal ravine
#

@warm widget

cerulean lodge
#

Have Starborn Phoenix Unlocker and/or Consumerism been ported to the NMS experimental branch yet?

#

I have a Starborn Phoenix and a Switch Pre-Order Ship to collect respectively >:v

#

(Could downgrade back to main branch, but thatโ€™s a PITA)

fresh arch
#

I would be surprised if any mod got ported to experimental at all

#

It dropped on what, the 3rd? All mods on recently updated on Nexus are updated only for public branch, Im pretty sure

cerulean lodge
#

Experimental is ironically way more stable though

fresh arch
#

We still don't know if the current file system is what HG will settle on with public release

#

They might still tweak it and then we'd have to remake mods again

#

Why do the same job X times when we can wait for public release and do it once?

cerulean lodge
#

On that note though, I figured out which mod was making my game crash (public branch)

#

Better Exocraft Cams, last updated 2020

fresh arch
#

Nobody told you that mods that weren't updated past Worlds Part 1 would do that?

#

I find it hard to believe

vale iron
#

If you're asking for updates on mods last updated 3 months ago, why would you think a 4.5 year old mod would work? Anyway, any mods updated for experimental have a decent chance of needing to be updated again because of changes between experimental and public, as FF mentioned. Modders are looking at the changes and trying to get ready, but no one wants to fully commit to anything before it's concrete

#

Typically, experimental is more stable than public and a better choice, but this is one of the few times where experimental is very much not recommended for anyone that wants to mod

sage raft
#

Hey all I know nothing about mods etc but can i get the singularity helmets thru mods?

fresh arch
#

Yes, with Consumerism mod or by using the save editors

#

Links can be found in pinned messages

vale iron
#

The mod, Getting Head, might also work

sage raft
fresh arch
#

!faq-modding

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding

โ€ข [How to enable and install mods:](#nms-modding message) #nms-modding message

โ€ข Learn how to use AMUMSS to compile mods

โ€ข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message

Info Always check the correct path and contents of the MODS folder! Example Image ยป

โ€ข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated

alert 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.

fresh arch
#

1st link for installing mods

hearty wasp
vale iron
#

So getting head will not help my gaming experience?

cerulean lodge
reef stirrup
steel crypt
#

No.

solid hawk
#

We can change values for EXISTING properties in static game files, loaded at game start.

small valve
#

I thought you guys might have more insight than the main channel...

fresh arch
#

We don't know why HG does the things they do

#

Changes to depots are a global thing on Steam, not just limited to NMS

#

What are private branches?

Starting in November 2024, Steam implemented changes to its password-protected branches, converting them into fully private branches. This new system makes these branches completely invisible in the appinfo data, preventing third-party services like SteamDB from detecting or tracking changes to these branches โ€” or even knowing they exist at all.

#

ChangeNumber โ€“ 26892267 โ€บ 27103115
This changelist affected 206 other apps.

#

So looks like since both HGs internal and our experimental branch were password protected (I assume the code we input in Steam settings to access exp was the password), they got converted to those private branches

small valve
#

I like to know when Exp updates so I can backup before playing with each update.

#

Ooof

dawn light
#

Anyone here who is skilled in modding other games? I know it is off topic, just wondering if i could get some help.

hearty wasp
#

given how different modding NMS is to other games any advice would most likely not be applicable anyway

dawn light
hearty wasp
#

your game specific community?

dawn light
#

I have not been able to get any advice from GoW discord or santa monica.

hearty wasp
#

then you're very likely on your own

dawn light
small valve
#

๐Ÿช

rapid sandal
# dawn light Anyone here who is skilled in modding other games? I know it is off topic, just ...

first identify what game engine it uses. if it's unreal or unity then there are plenty of resources. if it's custom then you have to find a community that has reversed the file formats if they didn't release any modding tools. the only gowr tool i found on github is https://github.com/iArtorias/gowr_soundtool, which provides code to unpack repack audio. not sure if the pack code is specific to audio files or can be used for all game data.

regal ravine
#

@sick kelp

hearty wasp
sick kelp
#

hello is someone able to mod a ship for me? ๐Ÿ™‚ ive been using nms ship customizer but cant find a seed for the specifications that i want if anyone could help out ๐Ÿ™‚

screen shot for exact setup im looking for IN ALL BLACK

rapid sandal
#

you're best bet is the No Man's Sky - Creative & Sharing Hub, the ones that created the customizer tool, and where all the save edit people hang out. What you are asking isn't modding it's save file editing.

sick kelp
#

ooo ok ok ty ๐Ÿ™‚

hardy auroraBOT
sick kelp
#

Tyyyy

dawn light
hexed bramble
#

@slow river Im trying to get your decompressinator working and its crashing on launch with an error. Its the only mod installed and i have 300GB of free space so that shouldnt be the issue. I'd appreciate the help if you have the time. Thanks

fresh arch
#

Basic question, are you on Public or Experimental branch?

marsh elbow
#

Does anyone know any visual mods to make the games shadows and draw distance better?

solid hawk
#

Nope

reef stirrup
#

Anybody know if NMS would have the data available to create an altimeter/speedometer for the player on foot/jetpack?

fresh arch
#

nope

#
  1. mods can't add new functionality in general
#
  1. even if this data existed, good luck working with UI files to actually display it
solid hawk
#

Same thing I told you the other day, on another Discord. Not going to get a different answer from anyone who knows nms modding limitations. If it doesn't exist in vanilla, modding can't add it with nms.

dusk saffron
#

deja vu

blissful pine
#

How do I send my nms save for my friend to do a save editor?

#

Also, can custom ships able to have seeds?

#

Like can I combine fighter body with sentinel wings?

slow river
#

Also sorry for the late reply, was at work

#

to elaborate, if it is giving a specific error, please provide the error

#

Looking through it, it looks like your original nmsarc.metadataetc.pak either decompressed wrong or repacked incorrectly, as it's the only thing different between my personal copy of NMS which works, and yours
NMSARC.METADATAETC.PAK,540225356

cerulean lodge
small valve
#

Is there a mod that can point out bases more boldly, or specifically point out the rare unclaimed base computers in the wild, on a planet?

#

And is anyone aware for sure whether or not all worlds have one or more of these unclaimed base computers? Specifically, "dead" worlds?

fresh arch
#

Maybe it has options to scan for wild base comps

solid hawk
#

Firmware update for signal booster can do this

small valve
dusk saffron
#

also expands visibility significantly on foot

small valve
dusk saffron
brave axle
#

So I remember around the same time the last major inventory patch occurred, there used to be a way to permanently shrink the display of the slot size so that everything could fit on the screen(unless I'm just misremembering). I hate the need to scroll my inventory, and having the slots themselves display permanently at a smaller size(not trying to change quantity of items per stack) would be preferable...

Though I'm a little surprised this isn't an option in the settings... is there a UI mod for this?

small valve
fresh arch
#

There is an in-game option to show all tech / slots cargo at once at smaller scale

#

There is most likely no mod for that because UI modding is a giant PITA

brave axle
fresh arch
#

There buttons to expand both tech and cargo slots

#

And yes it's temporary only

brave axle
#

Oh, I must not have the button for tech yet because my tech isn't large enough for it to matter.

I thought you meant one button to display both shrunken.

wraith rain
#

I have a few questions about modding, 1 about modding in general and 2 for looking for specific mods. Firstly, can you still play online with mods, or must all multiplayer features be disabled to enable mods? Secondly, is there a mod to make those random maps and echo locaters sitting around in my inventory stop reminding me they exist every 5 seconds? Thirdly, a friend of mine is suffering from severe performance drops in a base we built over an ocean, even on low settings. Is there a mod that improves performance when dealing with large bodies of water?

fresh arch
#

Mods don't hinder MP in any way

#

Mods work by replacing local vanilla files with modified versions that carry desired changes

#
  1. there was mod that made these reminders have a very long cooldown, maybe I can dig it out
#
  1. not that I know of, there aren't really any mods for performance
solid hawk
dusk saffron
small valve
#

@fresh arch @dusk saffron Oh wait -- I'm on PC Experimental -- the entire mod structure is changed in this version vs. the Public release, right? I can't use any mods right now, can I?

small valve
#

Is it the case that no harm can come from attempting to load existing mods into this entirely new setup?

small valve
#

Currently

cerulean lodge
#

Donโ€™t bother with the independently powered hazard protection modules in this expedition, except the cold one: None of them work, though the cold one is still helpful on the Derelict Freighter (which I learned the hard way, burned through half my Elixir of Glass supply)

vale iron
solid hawk
#

Then your mods will work fine, as is

spare citrus
#

hallo.so im trying to find some files like
GCSETTLEMENTGLOBALS.MBIN and i am lost in the sauce

#

where in the dorg ass do i find said such files

hearty wasp
#

unpack your game

spare citrus
#

i have no interest in doing save game editor i just wanna make settlement management and minute tasks not as diabolical to take care of

hearty wasp
#

just use a settlement mod

spare citrus
#

but i like breaking my game

hearty wasp
#

then unpack your game ig

spare citrus
#

and acting like i know what im doing but in reality im about as smart as a shard of glass in a truck tire

#

im so confused lmao its only command line and i cant press enter to do anything and the psarc readme does absolutely nothing lmao

hearty wasp
#

read the whole thing please

spare citrus
#

thats crazy cause im doing exactly that

hearty wasp
#

then the files should be beside the paks

#

if you're on experimental, don't

spare citrus
#

i am not on experimental

#

there are no files

hearty wasp
#

try dragging only one of the paks first

spare citrus
#

ive only been dragging arc.globals

#

thats it

#

and it do nothing

hearty wasp
#

post a screenshot of your PCBANKS folder

spare citrus
hearty wasp
#

scroll to bottom

spare citrus
#

im not dumb common sense wise but

#

am i dumb?

#

i ONLY just drag the pak onto psarc and not touch anything correct

#

i dont do command line i do almost no coding now cause i bang metal together like a monkey in a shop

hearty wasp
#

just to make sure can you screenshot the folder where psarctool is located as well

spare citrus
#

is it supposed to be inside pc banks?

hearty wasp
#

if you have any antivirus it may be cockblocking it as well

spare citrus
#

antivirus always be off me boy

hearty wasp
#

user folders are always unfriendly to executables

spare citrus
#

games on my c drive and its not in user its in program 86

hearty wasp
#

that's a protected folder

#

move it to a secondary drive

#

I mean psarctool

spare citrus
#

so just shovel it to my D drive gotcha

hearty wasp
#

I mean psarctool not the game

spare citrus
#

yes i got that

#

its moved and i did the throw the pak into the command line

#

do i not touch anything or what

hearty wasp
#

what is the "command line" you speak of?

spare citrus
#

cause the wiki isnt very specific with just waiting or hitting enter and waiting

hearty wasp
#

you drag and drop the pak onto the psarctool icon in file explorer

spare citrus
#

ah

#

cool

#

they should expand on that ngl lmao. i am computer smart myself but holy moly

hearty wasp
#

most people can understand drag and drop onto psarctool because most people don't open command lines as their first reaction

spare citrus
#

i need picture book

hearty wasp
#

anyway if you want to make a mod then I would advise moving to the modding discord where most modders lurk

#

!moddinglink

hardy auroraBOT
spare citrus
#

tank

hardy auroraBOT
#

@spare citrus

No gifs in this channel please

spare citrus
#

:(

#

holy shit its that easy? woaw

#

do i leave the mbin files alone that were leftover after recompiling now?

small valve
#

HG warns of this in their pinned message in the Steam Discussions.

vale iron
#

Save format didn't change with experimental. There should be no issues with switching back right now

solid hawk
#

Stay on Experimental, if it makes you happy, will have to wait awhile to use mods again then. ๐Ÿ™‚

#

Up to you

tulip dew
#

how do we onto the experimental build?

magic lava
# tulip dew how do we onto the experimental build?

To play in Experimental, right-click on No Manโ€™s Sky from the Steam library page and select โ€œPropertiesโ€. Among the available tabs will be the โ€œBETASโ€ tab. Enter โ€œ3xperimentalโ€ in the textbox and press โ€œCHECK CODEโ€, then select it from the dropdown menu.

#

Leave out the quotes in the password

small valve
# fresh arch We still don't know if the current file system is what HG will settle on with pu...

I saw a tweet from one of the devs talking about moving the (more advanced / flexible) file system from consoles to PC, part of current Experimental branch code. File system. If Windows file system isn't used, I picture a large single file - like a emulator or virtualization system's storage disk image - in use, with files handled inside that, hidden from Windows. If that's not what's being discussed, does "new file system" just mean a rearrangemenyt of what game files contain what, riding on the Windows file system? It doesn't sound like the latter, though.

Is this known?

fresh arch
#

No it's not like that

#

Game assets are still packed inside archives, but those use different format and compression

steel crypt
#

A virtual disk would be less flexible

fresh arch
#

Lets say they were using ZIP archives and moved to RAR archives, same purpose of handling the game files but better optimisation

#

(this is just how I see it, I havent done any work with new files, other people will prolly have better explanations for it)

small valve
#

Gotcha

#

The games does load much faster now, PC Exp

#

I guess all assets are loading faster, as a result.

rapid sandal
#

I personally haven't seen the new pak format be faster at extracting assets, for me it seems to be slower. If the game is faster at loading now it may be due to other changes they've made, or the c/c++ code they use for the new pak decompression is much more optimized than both the previous pak decompress and the c# code to do the same.

solid hawk
hot oxide
#

I'm completely new to modding nms and a mod I downloaded from the Nexus included a CS file what am I supposed to do with that? Or is that similar to a text file for instructions

hearty wasp
#

if pak works fine then you can just keep using it

hot oxide
#

And this mod comes with the Lua a pak and a CS file. So you're saying I can ignore the Cs file?

hearty wasp
#

lua is for AMUMSS which is another tool that does similar things to NMSMB

#

if you don't know what they do you can ignore them

hot oxide
#

Okay thank you very much

solid hawk
#

Lua and CS scripts are used for two purposes, 1) To self update a mod .pak that may be outdated 2) To conbine\merge mods which conflict with each other due to making changes to the same game files

rapid sandal
# hot oxide I'm completely new to modding nms and a mod I downloaded from the Nexus included...

Modding is limited to creating modded versions of the game assets e.g. mbin's, dds', ..., i.e. you can't really add or change any logic unless it's config driven. You could make these modded assets manually, but with the frequency of game releases this can become quite a burden. To help quickly recreate a mod for a new game release the community has developed 2 tools that use 'scripts' to perform the edits so you don't have to do them manually. AMUMSS uses specially formatted .lua , and NMSMB uses .cs. The game doesn't deal with either .lua or .cs, only the resulting assets. Using scripts you just have to rerun them through the corresponding tool and within seconds your mod will be regenerated using the current game release you have installed. Mods that are generated using either of the tools usually come with the script(s) used to create it so that users can recreate them if the mod is abandoned, and so they can use the scripts to merge mods to help deal with conflicts (2+ mods mod the same asset).

versed ember
#

The game is almost nonfunctioning after attempting modding, despite doing everything right. Furthermore, even after turning off mods, verifying game file integrity, and uninstalling and reinstalling the game, We get 18 frames moving Our mouse around on the main menu, and in the game, moving the camera around causes excessive hitching and frame drops, on the lowest settings, and standing completely still.

hearty wasp
#

post MODS folder like this

versed ember
# hearty wasp sounds like old mods

We were wondering that as well, but Our friend is using almost the exact same mods, We had a few extra, but cut them out to match his exactly; his game runs fine.

hearty wasp
#

cool

#

post MODS folder

versed ember
versed ember
hearty wasp
#

I'd say try yeeting the one from 2024 first

#

and if not improved try flushing your system

#

and if not then your PC prolly just not specced enough

versed ember
#

Part of the problem is that, even with the mods disabled, it is still not running properly. But, before installing them, We were getting much better performance, We were still having a memory leak, but nothing like this.
We attempted to use AMUMSS to rectify mod conflicts, but something is broken with it. Our friend theorizes that it has to do with Our files being in Program Files(x86) rather than Program Files.

Just tried removing all mods from the folder, and still getting the visual hitching in game, and frame drops in the main menu.

versed ember
hearty wasp
#

verify game integrity

versed ember
hearty wasp
#

yeah then it's prolly your PC

versed ember
#

So what caused it to suddenly start dying? We've logged just over 200 hours in this game, and it's only recently started to have problems.

hearty wasp
#

something in your save or something unrelated to the game but your PC is running?

#

haven't heard much about the former causing issues tho

versed ember
#

I guess. Thank you for your time and assistance.

hearty wasp
#

and none related to mods

#

maybe scan your PC for bitcoin miners just to make sure

versed ember
#

How would We do that?

hearty wasp
#

idk maybe malwarebytes

#

haven't needed to do that a lot myself fortunately

#

just as an aside have you tried it on a new save?

versed ember
#

No

hearty wasp
#

try it

versed ember
#

Just did, completely new save, still having the hitching when turning Our camera.

hearty wasp
#

yeah then prolly a PC thing

#

driver thing maybe

versed ember
#

Okay. Thank you for your time and patience.

silent kestrel
#

would it be possible to mod in my own multitool models? ik they are mainly procedural, but is it possible to assign a custom model to one?

vale iron
#

It's possible, but not ideal

#

There are a more elements that go into multitools than ships, I believe. They have animations sometimes and have to interact with the character and their animations

silent kestrel
#

alright

#

also is there a way to mod the multitool fov

vale iron
#

Yes, that's easy, just a global setting

silent kestrel
#

I've modded my first person fov. is it in a similar file?

vale iron
#

Yeah should be on camera or gameplay globals I would think. There's a maximum FoV and zoomed FoV

silent kestrel
#

I'm not seeing it in the files in binaries/settings would it be located anywhere else?

vale iron
#

Yeah you would have to actually mod, which is different than changing a setting. When you said you modded your FoV, I assumed you meant you made a mod

silent kestrel
#

nope. sorry lol

#

ig I should check thunderstore for a fov mod before I make my own

vale iron
#

Globals are the most basic file to mod, but that requires a decent amount more. You need to unpack your game files first, for one. If 3 honestly recommend waiting about two weeks because modding is changing a decent amount

silent kestrel
#

so I've heard

vale iron
#

Most NMS mod authors use Nexus. I don't even know what thunder store is

silent kestrel
#

I meant nexus. forgot what platoform it was on lol

#

I'll wait ig.

hot oxide
#

Can pak files be put into amumms & combined with the lua files to remove conflict?

fresh arch
#

Yes they can although it's not what we would recommend

#

Combining LUA scripts only guarantees you get a file that is compatible with your current game version because it's created from its files

#

In case of doing PAK + LUA you need to make sure the PAK file is up to date with current game version

#

If you use an outdated PAK file the result will also be outdated and potentially causing issues

#

!faq-modding

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding

โ€ข [How to enable and install mods:](#nms-modding message) #nms-modding message

โ€ข Learn how to use AMUMSS to compile mods

โ€ข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message

Info Always check the correct path and contents of the MODS folder! Example Image ยป

โ€ข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated

alert 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.

fresh arch
#

See 2nd link for a guide on how to use AMUMSS

vale iron
#

And you can only do one PAK file in a combine, not multiples

hot oxide
#

oof okies i will just remove the mods thank you

lime mesa
#

how to edit item files

dusk saffron
#

how to ask a detailed question

lime mesa
amber storm
solid hawk
#

Use one of the save editors to unlock twitch rewards. Be aware, must be offline to claim in-game

hearty wasp
#

Or Consumerism

solid hawk
#

Wasn't sure if Consumerism did twitch

amber storm
#

NM, jsut found it on NexusMods!

#

Is there a way to disable everything BUT just the ability to purchase twitch rewards?

amber storm
#

Ah, no worries!

#

Would you recommend installing Consumerism and then do all the expeditions or should I do the expeditions first and then install the mod?

solid hawk
#

Shouldn't matter, just with Consumerism, you'll have access to the rewards. It's not just twitch, but expedition rewards too.

amber storm
#

@solid hawk BTW, is there a way I can check which expedtions I've completed so I don't re-do ones I've already done?

solid hawk
# amber storm Thanks!

Good question. Probably the best way, that I can think of, is fire up one of the save editors and check in the account to see which expedition rewards you currently qualify for. With NomNom, it says which expedition a given reward was given for.

junior hatch
#

holy crap - i just ran my lua's through amumss mm...

it worked perfectly with no errors and the usual 4 warnings and 5 notices that i cant get rid of!

amazing that i didnt need to "relearn" the whole process like ive had to every other time!!

except
...
...
...
i just wish i realised i hadnt completed the 20GB game update yet so it was all for nothing

steel crypt
#

correct

vale iron
#

Yeah, old style mods won't work

wintry venture
#

modding discord?

junior hatch
#

oh, so ill need new lua's? updating the game and soft updating them via mod manager wont work for this major update i take it

#

either way, just wish i was on higher dl speed than the less than 3mb/s i have now that the hardline hasnt been connected to the house and im on 4g failover in a 4g deadzone

hearty wasp
hardy auroraBOT
hearty wasp
#

but for general usable stuff you can just ask here

junior hatch
#

+17 hour wait (i think ill skip the marvel rivals 54gb update for now)

solid hawk
#

Be very aware that things have changed drastically with mods for this update. As Gumsk mentioned old mods will not work. Mods will need to be updated as well as modding tools. This will not be a quick process. Expect days to weeks, realistically.

junior hatch
#

yeah, i get that, but i ran amm to check for an update and it did a massive one so i figured it was ready for some reason and got ahead of myself

solid hawk
#

hehe

#

When you see AMUMSS incremented to v 5.0.0.x, you'll know you've the NMS 5.50 compatible version. May take a few days though

#

It was around 80% ready before the game update hit this morning, which also added additional fixes needed

empty egret
#

@vale iron When you get the chance could you look at your gShip Types Mod Part of them aren't working

vale iron
#

All of them aren't working

#

I'll have it pretty quickly, not sure if it will be tomorrow though. It's an easy one

empty egret
#

What update was this Morning?

empty egret
vale iron
#

Possibly the biggest update ever

small valve
#

When I load Worlds Pt II for first time, it says mods are active --- but they are not. I moved a mod into the MOD folder (PC Experimental) last week, then moved it out.

#

Is sanyone seeing this?

#

No Man's Sky / GAMEDATA / MODS contains only a directory called EXPORTED

#

should I delete that EXPORTED directory if I am trying to start without mods?

vale iron
#

The exported folder is old i think

small valve
#

So what is going on?

vale iron
#

But yeah I think that's a bug in current release. Maybe it's looking to see if you have a modsettings file

small valve
#

Should I delete EXPORTED?

vale iron
#

You can

solid hawk
# small valve So what is going on?

Please be patient, NONE of us know what's truely going on. We all got the update at the same time. Mods that worked with previous experimental will NOT work with new public, to a great degree. There've been further structural changes to the game files. See #nms-modding message

small valve
#

Right. I deleted EXPORTED -- my MODS dir is now empty -- and I still get the mods message on load...

#

I will report it as a bug now

hearty wasp
#

check if you have the old MODS folder

solid hawk
#

Play vanilla for now, like everyone has to. Mods will come back in the coming days and weeks.

leaden niche
#

"Enhanced Third Person Camera" is invalid, Can I fix it myself?

hearty wasp
#

unless you know how to make a mod yourself, no

leaden niche
#

Ok. Then I have to wait.

solid hawk
#

Not just you though, everyone in the same boat

leaden niche
#

Yep ,thx๐Ÿ‘

small valve
hearty wasp
#

"old" MODS folder i.e. the one under PCBANKS

#

yours is the new one

small valve
#

Oh - yes - and it has 3 mods in it that I haven 't used in months -- but..
The NOMODS.TXT or whatever file is gone

#

which is how I was disabling them - I put that back in the dir

#

Since they didn't use it, they must have removed that file in this update.

#

And assumed my old dir would be empty

#

I'll be that's it.

#

bet

#

I can delete the old MODS folder entirely, right?

#

That did it

#

That was the problem

small valve
fallow meadow
empty egret
#

I want to apologise when I said that I did not know that Worlds Part 2 had dropped

wraith rain
#

I noticed the Art of Storms staff in the Twitch Drops list. Is that the Atlas looking Staff from one of the Expeditions?

cerulean lodge
#

No, theyโ€™re separate

#

Check the website for dates

frigid grove
#

So is PSArcTool.exe not working for anyone else? Should I be using something else?

cerulean lodge
#

Hello Games changed the filesystem with the most recent update

frigid grove
#

So people will have to reverse engineer that first? Fun.

cerulean lodge
#

I donโ€™t know if it has anything to do with your issue, but it seems like the most likely culprit

frigid grove
#

Most likely, I was just surprised nobody had seemed to mention it yet

#

Defaulted to thinking it was a me-issue ๐Ÿ˜†

cerulean lodge
#

Well, the update literally only dropped this morning

hearty wasp
frigid grove
#

Well heck I looked there, too, lol

hearty wasp
#

Can you pop a msg over there so I can share it and then probably also pin the new tool somewhere

cerulean lodge
#

I got a question for anybody with a background in JSON editing, and specific knowledge pertaining to platform rewardsโ€ฆ if I missed out on the Steam promo last December, how do I edit my account data to unlock the Starborn Phoenix account-wide? (Service Bot is a no-go, ISP laid the hammer down on my PC multiplayer access, and PS5 wonโ€™t work because I donโ€™t have PS+.)

Also, for those familiar with No Manโ€™s Sky: Limited Edition (man, that was a long time ago), is it possible to trick my game into thinking I own that so that I donโ€™t have to manually add its two special blueprints to each new save file?

I already asked the the save editor discord, but only got unhelpful โ€œhereโ€™s a copy of the ship so you can manually add it to your savefileโ€ and โ€œyou should download the save editorโ€ type responses. Eventually, I was redirected here.

hot oxide
#

Does anybody know what mods will be breaking due to this update?

rapid sandal
#

depends on what you mean by breaking. if you mean taking an existing mod pak off nexus and expecting it to work - then none will work. if you are willing to unpack some of those old pak based mods and put the assets in the new mods folder correctly, then some may work. if they have the scripts that were used to create them then even more (most) will work once run through updated versions of the scripting tools.

hot oxide
#

So for the time being I just need to remove or rename my mods folder?

rapid sandal
#

your pcbanks/mods/ folder is now useless, don't believe the game looks at it or reads what's in it.

hot oxide
#

Oh okay I just didn't want to break my game by using mods that were not compatible thank you for your answer

severe snow
#

hehe

#

amumus

toxic barn
#

hi guys, since we need to download the whole game again, are there any changes for ways to updating a mod?

severe snow
#

aaamumuss

empty egret
#

I didn't have to Redownload the whole Game again

#

Steam updated as normal

toxic barn
#

i mean for me, steam download the 20gb update, so i was treating it like downloading the whole game lol

frigid grove
cerulean lodge
#

Maybe I just donโ€™t know what Iโ€™m looking for.

#

Did you claim the Starborn Phoenix when it came out on Steam?

frigid grove
# cerulean lodge Maybe I just donโ€™t know what Iโ€™m looking for.

Yeah that's the problem. There's this mod: https://www.nexusmods.com/nomanssky/mods/3270

It gives you this reward: R_TGA_SHIP01

I assume within that reward there will be an id with the ship unlock. Either way if that mod works it should unlock the ship account-wide, not just give you a ship.

Nexus Mods :: No Man's Sky

Unlock the Starborn Phoenix reward with a instant quick action in the emote menu.

frigid grove
cerulean lodge
#

^R_TGA_SHIP01โ€ฆ ^TGA_SHIP1โ€ฆ arghโ€ฆ

#

Unfortunately the mod will no longer function due to the filesystem change

#

Yeah, itโ€™s not in UnlockedSpecials

#

Try Platform Rewards

frigid grove
#

I have nothing in there ๐Ÿค”

cerulean lodge
#

Umโ€ฆ Expedition? Twitch? Anything?

fallow meadow
# cerulean lodge Try Platform Rewards

In the GCUSERSETTINGSDATA.MXML, look for:

    <Property name="UnlockedPlatformRewards">
        <Property name="UnlockedPlatformRewards" value="TGA_SHIP1" />
    </Property>
#

!faq-settingsfiles

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

atlasnmscord Settings File Locations

Steam Steam
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...

Game Pass GamePass
%LocalAppData%\Packages\HelloGames.NoMansSky_bd190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\Binaries\SETTINGS\...

GoG GOG
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...

Linux & Steam Deck Steam
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...

Mac Mac
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...

Info Deleting any of the settings files will have them regenerate when the game is launched.

frigid grove
frigid grove
solid hawk
#

Hard to see in all the messages I missed above

frigid grove
solid hawk
#

Cool

#

Bit crazy at the moment

#

Things will settle down in coming weeks

cerulean lodge
#

And it was all worthless anyway, because I was trying to help my dad unlock all the stuff we missed out on, via cross-saveโ€ฆ but Hello Games just revoked our cross-save access

frigid grove
ornate dune
#

Is there something i have to do to make my mods work again after the update? The txt file is named ENABLEMODS still

#

My game loads like it's a vanilla version

viral oak
ornate dune
#

Aw man, i liked how simple it was

hearty wasp
#

on the bright side it may make nexus installation not ass

solid hawk
#

Vortex

hearty wasp
#

yeah whatever that's called

#

vore text

tidal bane
#

Idk if there is a VR channel or if this is the closest thing, the new Update sounds amazing but... won't it make VR perform that much worse?

hearty wasp
#

most people wouldn't know because most people don't play in VR

tidal bane
hearty wasp
wraith osprey
#

i dont see any pins related to it, but i heard they changed some stuff about modding, is there a new mods folder? stuff doesnt seem to apply in the current old one im using

#

also im more than certain pretty much every mod needs updating, but i wanna make sure

delicate heart
#

So for the new update, should we disable all mods?

wraith osprey
#

usually a good idea for every update

fallow meadow
lime mesa
#

As soon as someone is able too, I would love to see the Cursed water color table brought back in a mod. The new update killed water colors, every planet now has blue water, I seen green once on a frozen world. My main base planet had pinkish water now it's blue. Thanks!

quasi plume
#

I'm using goatfungus' save editor but i can't seem to get the twitch rewards part of it to work, anyone have any help D:

#

I take steam offline, go to Account in Goatfungus' save editor and claim a bunch of twitch rewards. Go to the dude on the anomaly and check out his twitch rewards page and nothing appears

solid hawk
lime mesa
solid hawk
#

I'd have to do color file compares between 5.29 and 5.50, which is non-trivial because EVERYTHING has changed, to see if the actual color palettes have changed. In most cases, they used to be fixed size arrays of 64 palettes per table.

finite wigeon
#

Good evening, I would need some advice, here since the World Part 2 update. My mod that allows me not to have the pixelated ship radar no longer works. However, it is still in the Mods folder, and the TXT file "disablemod" has been deleted. Do you know if there is an update of this mod or another one that does the same thing?
https://www.nexusmods.com/nomanssky/mods/1512

#

i dont want this s

pure mulch
#

ALL mods need updating, will maybe be a week before they are

#

Maybe longer who knows

pure mulch
#

@solid hawk the mod update, I usually update mods myself using amuss, will the mods still be updatable via that method, or is it a case that all mods are going to have to be remade from ground up? Reason I ask is that some of mod authors arnt around any more for mods I use.

vale iron
#

Eventually, but not right now

#

AMUMSS needs to be updated itself

solid hawk
#

This update really broke everything

#

We will be whole agin, but going to take a few weeks

dusk saffron
#

@pure mulchYou should come play Elite Dangerous, and learn how to not cheat in video games. ๐Ÿ™‚

vale iron
#

If you're going to criticize modding, maybe go do it somewhere other than the channel dedicated to...modding

solid hawk
#

lol

pure mulch
#

Thanks Gumsk and Babscoole, I didnt know if changes meant that they had to be rebuilt from scratch or what

solid hawk
#

Kind of hard to cheat in a completely non-competitive, non-scoring game

solid hawk
#

Mods are moved to a different location, with a new delivery system. Game files have changed a huge amount as well, with many property name and vlaue changes to boot

#

Most mods will need to be rebuilt manually, as automated systems to assist , like AMUMSS and NMSMB, aren't updated yet.

pure mulch
#

Gix is person who introduced me to mods, so I know he is biggest cheater

solid hawk
#

Many Lua and cs script will require surgery

#

I publish close to 150 mod .paks, will take me weeks to get everything update, I fear.

#

...and I'm moving in a couple of days, which doesn't help

sharp island
#

hello :) returning player .is the save editor thing still a thing? i wish to obtain the event mission items i missed

solid hawk
#

Yes. May or may not work until updated though. Got a massive game update today

pure mulch
#

So basically any mod where author isn't active and people used to update via lua are screwed then

solid hawk
#

Your two choices are Goatfungus and NomNom

sharp island
#

okay cool :D i'm in no rush, glad it still exists. thanku!

solid hawk
#

Once I get a handle on mine, then ones I directly support already, I will probably look to taking over some others, if popular and abandoned

reef stirrup
solid hawk
#

Yes

pure mulch
#

Once things settle, I might have to try learn, but I have issues programming washer machine ๐Ÿ˜†

solid hawk
#

They added the ability to create\use patch mod. Only contains changes....

#

BUT, currently can only be used in limited situations

#

So many mods, with any level of complexity, at all, won't be able to use.

dusk saffron
solid hawk
#

Right now, mostly for value changes for unique property names in files.

reef stirrup
#

So AMUMSS will still be the best option?

solid hawk
#

Usage with lists or arrays is flakey, at best

vale iron
solid hawk
dusk saffron
vale iron
#

Yeah, I was surprised by the attitude, but don't have much time right now for deep analysis ๐Ÿ™‚