#nms-modding
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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.
Anyone saying that is literally spreading fake news
YTbers gonna YT
Purely speculating as an outsider of modding after seeing update nothing else
You should read some primary information on a matter before speculating next time as to help not make stuff up in your head
I don't even understand modding I just read they were making it easier in future which was apparently a first
Which to me translates as official mod support
Not sure what is 'fake' about that?
I'm sure you've read this already but#nms-modding message
@dusk saffron
No gifs in this channel please
Mustโve thought there was gif support too.
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.
i'mma be honest, those listed changes are a tiny bit terrifying...
We've had change before and will again. Another bump in the road, is all.
The way they worded the change list was scary, but once you see how everything works, it's fine
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?"
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
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_(ใ)_/ยฏ
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.
- set a sentinel ship as primary ship
- spawn ship from ultra base mod
- get in and fly ship from spawn (will glitch and error)
- player will become stuck (exit game to desktop)
- 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..
I don't think it will recognize stuff two levels down. I think it just takes the first level of subdirectories as the list of mods, so you can probably do a Disabled folder, as long as you put more folders in there
/DISABLED
../DISABLED_ACTUALLY
..(mod files)
that's silly but doable lmao
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
honestly might just make a separate folder in NMS' root folder for disabled mods instead
in all honesty though this is really just a me problem and not anything wrong with the change itself, imo
Exactly
just means i need to do some minimal adaptation
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
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
It would need to be updated and I doubt that will happen anytime soon
yeah, i doubt they'd care enough to update it, but there is a chance. ๐คฃ
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
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"
that is, unless the zip comes with multiple versions, then you'd have three of the same mod in the folder...
but that could be considered an uploader issue and not a mod manager issue
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
As well, currently, hard to do tooling work of that sort because we don't know all of the new "rules" yet. Some of us are testing to determine how all of this works and limitations. The release notes were very high level vague.
I think the vagueness was part of what made me worry a little bit too, lol. they definitely could have been a little more descriptive with what exactly is being changed.
since mods still aren't officially supported I guess I can't really complain that much, but... come on. ๐
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
We're lucky it wasn't
- Changed mods
Are they thinking about putting mods on Xbox and Playstation too ?
Because I saw that last update that came out
There is nothing to indicate that
It's possible, but nothing here gives any hint that is the plan
I think it'd be kind of cool if we could do mods Though.
Yes it would be cool
could ya please send me this in a dm, as it looks really cool!
Why not just use the Phoenix unlocker mod or save editor? Far easier
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
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
Are there mods to add water streams ?
just fyi those are not "water" in the pic either
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
are the rerwards still cross save?
Save editor
what about em
Whatโs one I can ues
@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
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)
TBH I prefer Goatfungus, but some stuff I just use NomNom for
Lunivor has me in the save editor but he got stumped when I postted him my galactic address
I dont know how to do what you posted, I'm new to this editor
It wont let me change the portal code. How do I alter coordinates?
OH GOD IT WORKED
YOU'RE A GENIUS STOBBSY
oh you got it was about to send you a system portal address in to put in
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
had to be a valid portal address
luckily you are on pc where you can do it via editor
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
never had that tbh, but worth backup up maybe
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
Everybody here happy about these latest mod-related changes?
I can't tell how good/bad this is.
it's fine
if you can't tell chances are it doesn't matter much
so don't worry about it
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.
There's no happy or other feelings. It just is.
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
Been reported. Has to do with the new .pak format
not using that "no lag" "mod" either
Which is a good thing
ahhh nice!! thank you for confirming that others are experiencing the same and it wasn't because of OS updates ๐
it's so awesome dude - first time leaving atmos i 2nd guessed my own brain
lol
"did it freeze but i didnt notice because used to it?" ๐
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.
not currently using any mods actually - hmm, has lo2k updated his to the new format?
NOBODY is going to publish mod updates for an experimental build
Would break the mods for use with current public
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.
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
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
i meant using amumss with the mod pak files/to extract them
OK, yeah, your method will work then
ty, gtk
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....
gotcha
GAMEDATA\MODS\Mod1\GLOBALS
GAMEDATA\MODS\MOD2\GLOBALS
etc
The folder name seems to be non-case spacific. I've seen Globals and GLOBALS work
also gtk
cool
tysm, much appreciated for the time you took to explain the basics! 
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
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
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" />
Can I get a modded ship? Or multitool please?
As a file?
Are you wanting save edited, modded, or a vanilla ship that has technology modules installed?
- Yes, people can share files that have the data for a save edited ship and you can use the save editor to import them.
- No, modded ships require you to have the mod. The mod will tell you what to do.
- No, ships traded in game have their stats and contents rerolled as if they were a new NPC ship.
What ship specifically?
I wanted to get a sentinal ship.
They're not modded
They're a feature
is there not a way to gift items like ships or multitools?
there is but we just tell people how to get their own in here
if you want a vanilla ship then #nms-questions may prove more fruitful
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 ๐ข
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!
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
thank you kindly! i had seen that first one, but i'll definitely check the other one out. now, if only we had the modding support to add a whole new inventory screen and let you mod laylaps weapons, etc. ๐
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
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.
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
Is there a way to make your own sentinel ships ?
Whanted to ask is there was a mod for minotaur emotes/ custom player emotes
Search "emotes" on Nexus
All 3 of mine should show up
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?
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
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข 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.
good to know thanks
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
ok
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?
the "models" are generated from a seed which all planets have
we don't need to experiment to know what we already understand
The game generates two sentinel seeds for every system by default even if not used. One for the police and one for potential planet spawns
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?
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
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
I've noticed that tamed adult creatures have different proportions from their wild counterparts too
Only one seed for space police ships? Damn I thought there would be more
To give players some variety within a single system
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
^ FYI, information given in Modding Discord to the OP.
Well what's the answer then?
too complicated, lots of maths, no set ranges
Interesting, so the range could potentially be infinite?
more like it's not written down but a result of going through algorithms
like stat numbers
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.
Is there a mod that will improve performance and prevent crashes on a low end pc
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.
Ok thanks for the info
Can you customize alien ships
Customize in what way?
If you're talking about fabricating your own living ship then no, no such mod exists yet
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
It is possible to change the terrain gen and spacing, but what you want doesn't exist
the closest is prolly just any terrain mod
Even then you won't get mountains as tall or oceans as deep as IRL.
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 ๐ค
no
Sad ๐ฆ
Is there a mod to customize living ships?
Ohhh didnโt see this ty
all good
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
For simplicity, may want to try NomNom, has an import feature. Probably best if exported from NomNom as well
ahh okay also last thing is there a way to import ships o do you just have to find them?buy them?
In a save editor you can use the seed string from the ship you want a clone of to create one (as long as it wasnโt someone elseโs fabricated ship - only the game-generated seeds work across saves)
I assume they could share their JSON file too?
Thatโs the limit of my knowledge though.
"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
There's also mods which allow you to get certain reward ships
Does anyone have any recommendations for mods for to help the game run better on lower end pcs
gumsk already gave you an answer last time and you acknowledged it
I remember now sorry
@wheat oxide Can try these two, which are designed for potato systems. These are scripts used to generate the mod .paks, processed through AMUMSS. https://www.nexusmods.com/nomanssky/mods/2626
Thanks I will look into it
opening that file looks like just a bunch of code and its not a pdf
The how to is a pdf in an archive, downloaded from nexusmods
Uhh, I downloaded it like three ways and I couldn't figure out how to show it as a pdf
.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
It was like .lua
Because that's how GMBE wants it
will amumss improve proformance
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.
And this will decrease multitool mining effects for better FPS. I don't think it will conflict with the others.
https://www.nexusmods.com/nomanssky/mods/3204
Sorry I was confused
at the creative discord hub, many of us have shared .sh0 files of ships in lots of channels that can be downloaded and imported using the goatfungus save editor
and in the save edit channel there, you can make requests for specific ships, and if I have them, I can share them there
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
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?
So long as you don't rename the paks the two should work fine together. BPG just needs to load after Dud's, the underscores in it's pak name should guarantee that.
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
Modding NMS after 5.30 document
https://tinyurl.com/NMSModding530
Want... Not really just that i use 7-Zip it can technically also compress it to zip or rar or whatever format, just .7z is first option lol
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
are there any mods for living freighters? 
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.
Yeah, the docking bay is the main reason I've never pursued it
To be blunt, best potential placement for entering\leaving, would be a bit on the gross side. lol
And I'd need to model my own hangar entry section. Everything else uses the vanilla hangar entry
@solid hawk How are you feeling?
Been better, that's for sure
Thanks for asking. ๐
You're Very Welcome ๐
Anybody know if itโs possible to mod in a summon starship call box?
Mod it into an existing placed item, buildable item, inventory item, something else?
... 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
thanks for the document and sorry for this late reply!
if i supposedly didn't trust myself enough to follow these directives properly, would vortex mod manager work anyways?
vortex'll need to be updated to accommodate the new directory too
Sharing this here too so folks from the modding community hopefully see it too.
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

Lucky PC players
'
having a PC depends on luck?
Not the best look... (I know what you meant, but it's still funny)
Anybody know the official HG object ID_NAME, P_NAME, and PATH for this starship summoner?
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.
Thanks
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BUILDSHIPSUMMON.SCENE.MBIN is the SCENE file
["ID_NAME"]="BUILDSHIPSUMMON",
["P_NAME"]="BUILDSHIPSUMMON",
Pretty sure it is not. Only found in buildings like manufacturing or observatories.
["PATH"]="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS\"
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.
is modding hard?
like downloading mods and putting them onto NMS
yeah you just drag and drop
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
Sean
where is he
ok, I added it to lua, so will be in mod at next regular update
Awesome. Thanks.
Into the Seaniverse
just make sure you sort the saerch list by last updated so you don't get outdated broken mods and crash your game
i'm doing most popular mods ๐
Will you put it in โBeyondโ?
BBB doesn't add base objects
also you should quote the whole mod's name
the top 1 mod is from 2017 so it's not always useful going from there
No. Those are based on number of downloads. Many in there abandoned years ago, so very outdated
Ultra Base Building, which is the mod you referenced in the original questions with P_NAME, etc
Beyond Base Building is different for different purposes
im seeing last updated from 2024
from the most popular mods
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
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?
Actually back to 23 Oct should be alright
yeah, im seeing like, up to october
You use UBB or the +Unlimited version?
UBB
Added line 706
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. ๐
Else, most others wouldn't even have known what you were talking about with P_NAME, etc
i wonder if there's a mod to fix the pause between going from space to planet and vice versa
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
Yes
got it, i'll put it on my steam deck in a little
Read the directions, not a standard mod .pak
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.
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.
Will be weeks, at least though
what about me installing 6 gb of nms every time i open it
That's not usual
thank seandeck
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.
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
i love my pre shader caches
Would only happen if something is corrupted
The green rings are a separate SCENE
no, that's just shader caches
May want to try doing a game file verification
Repeated downloads like that can be fixed, I believe. Ask in #nms-questions
i'll try that now
It takes a few steps, disabling shader pre-cache, deleting shader cache, verifying files, launching, re-enabling. I think that's the process
uugghh, pita
Same with the "call spaceship" command?
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
Try it, as is, and see what happens
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
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
Just the mechanics of shipsummon work, it need to interact with a scene to get the spaceship to come.
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?
It doesn't move the ship. In the wild, the object acts just like the landing pad.
The object doesn't, it just has a summon ship action. The LANDINGZONE next to it acts as a landing pad
There's also a landingpad in UBB. Can place that next to the BUILDSHIPSUMMON and you'll be set
Unless I looked in the wrong place, which is always possible
LANDPADTRADER
Yeah, that's what I was looking at
At the small manufacturing building there are no visible landing pads, you land directly of the object with the rings it produces.
Right, I'm saying those are separate scenes
"on the object" in the grass.
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
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
Give me a minute, I'll load up in Blender
I have to walk the dog, back in a while
Thanks for the brainstorming.
Try this one and let us know
It's a known issue with Steam and Linux based PCs, other games experience it as well
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
All you can do is just disable shader precaching or whatever it's called and wait for Steam to actually fix their stuff
Whamo, blamo! You hit it out of the park. Thank you Obi-Wan...
Cool, I'll change all my copies on this end. Again, will be officially published at next regular update. ๐
Thanks for the preview...
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
ive finally released the tool i worked on ages back ๐
if any of you try it be sure to let me know the score reading you get
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
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 Iโve been jonesing for a purple guppy.
Shouldn't be able to if proc gen works properly
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
Any "non-standard" colours then would mean one that is not in the list
Yeah but you won't be able to change a texture to a non standard colour by applying a different seed
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?
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
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
Anyone else used Decompressinator? How long did it take to finish? I'm estimating that it will take an hour on my end.
just a heads up but it won't matter when the next update hits
Ah dang
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
You mean it will be incompatible?
yeah HG's new compression format allegedly improves performance
but also make it not decompressible without the tool being updated
Oh ok. Thats probably better anyway since its a PITA to wait 45 minutes for the files to be repacked.
Or can also use https://www.nexusmods.com/nomanssky/mods/1261. There's a version to remove armor as well
DUD'S SKY updated v529-B
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v529-B
- Wind system more robust, dynamic, and in-depth.
- New mod added! SeaPlantFix_v529-B
- Fixes several sea plant textures.
- Restores all the intended (original) proc gen variants.
https://www.nexusmods.com/nomanssky/mods/968
@round sinew ^
๐คฉ
thank you ๐ค
thanks to you too jason :)) ๐ค
Thanks for that.๐
will that change its letter
no
class has no relation to stats past initial generation
you can change the class letter and it won't get better at anything
i js like how the s class looks lmao
give the frigate all positive traits
Did both and happy to help. You must beat the C, you're too good to lose. ๐ If you're on now send me the UBB + Unlimited .lua for the ship summoner. May the force be with you, always. Bob
Here you go sir. Thanks. ๐
๐
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?
I don't know how it works on Steam, but maybe you are downloading a cloud backup?
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.
I really think they have a lot of race conditions when loading. Works most of the time.
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.๐ 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
Anyone know how I can transfer my save files between steam accounts?
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
Are there any mods that add repair stations for ships?
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
There is a ship repair reward. So you could place a interaction locator somewhere that triggers the reward via GcRewardAction.
Does it repair all damaged tech or just one at a time?
Never used it myself sooo ๐คทโโ๏ธ
I think all but if not you can just add 120 repair reward actions into the action list so outcome is equal
๐ ๐จโ๐ Replay ALL No Man's Sky Expeditions โญ ๐ // No Man's Sky Expeditions as they were when they were released. Progression through the stages preserved so that rewards can only b...
@crimson radish
Alternatively this one: https://cwmonkey.github.io/nms-expeditions/
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
oh nice thanks so much will defo look into this ๐
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
link?
you don't have it? how did you check all them are windows only lol
i didnt say i tried very hard
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
Is there any mod that makes it so that NMS doesn't mute upon being unfocused ?
Nope
NMS modding can't add abilities or features that don't already exist in vanilla
Nothing in the settings to allow for that
@warm widget
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 thatโs a PITA)
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
Experimental is ironically way more stable though
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?
On that note though, I figured out which mod was making my game crash (public branch)
Better Exocraft Cams, last updated 2020
Nobody told you that mods that weren't updated past Worlds Part 1 would do that?
I find it hard to believe
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
Hey all I know nothing about mods etc but can i get the singularity helmets thru mods?
Yes, with Consumerism mod or by using the save editors
Links can be found in pinned messages
The mod, Getting Head, might also work
is it pretty user friendly Im pretty bad at computers
!faq-modding
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st link for installing mods
Getting Head will only work if the helmets are unlocked because HG changed how customisation unlocks work with character customiser
So getting head will not help my gaming experience?
It was my only installed mod that was that old. I was pulling my hair trying to figure out which mod it was until I realized I should check when they all were last updated.
Quick question, do you know if it would be possible to create an altimeter and /or speedometer for the exosuit for use on foot and flying with jet pack?
No.
Rule of thumb with NMS modding: If it doesn't exist in vanilla, modding cannot add it.
We can change values for EXISTING properties in static game files, loaded at game start.
I thought you guys might have more insight than the main channel...
Why is only Public branch listed - why no longer Experimental, Internal?
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 โบ 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
I like to know when Exp updates so I can backup before playing with each update.
Ooof
Anyone here who is skilled in modding other games? I know it is off topic, just wondering if i could get some help.
given how different modding NMS is to other games any advice would most likely not be applicable anyway
Okay. Any Ideas on where I might look for a better chance at finding someone?
your game specific community?
I want to mod god of war ragnarok
I have not been able to get any advice from GoW discord or santa monica.
then you're very likely on your own
Okay. Thanks for the time
๐ช
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.
@sick kelp
I googled it and it's a proprietary engine
hello is someone able to mod a ship for me? ๐ ive been using nms ship customizer but cant find a seed for the specifications that i want if anyone could help out ๐
screen shot for exact setup im looking for IN ALL BLACK
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.
ooo ok ok ty ๐
!creativehublink
Tyyyy
okay, I hadn't found that yet, thanks.
@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
Basic question, are you on Public or Experimental branch?
Does anyone know any visual mods to make the games shadows and draw distance better?
Nope
Anybody know if NMS would have the data available to create an altimeter/speedometer for the player on foot/jetpack?
nope
- mods can't add new functionality in general
- even if this data existed, good luck working with UI files to actually display it
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.
deja vu
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?
what is the error it is crashing with?
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
Negative.
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?
When it comes to finding stuff, the only mod I can think of is this: https://www.nexusmods.com/nomanssky/mods/2144
Maybe it has options to scan for wild base comps
Firmware update for signal booster can do this
How's that?
Thanks
autoscanner plus makes a difference in how much easier stuff like that pops out when flying just outside the atmospheres and orbiting, good for finding graves, monoliths, trade centers, minor settlements, etc
also expands visibility significantly on foot
Those base computers don't show up at all on any scanner or HUD normally tho, I think. Wonder if it will appear here?
they have. often. I used to run a new permadeath start every morning to see how fast I could jump to the core, and that mod was cheaty because it made thst stuff way more likely
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?
Cool. Will try it.
Incidentally, how long did it usually take you to get to the center in permadeath? I've never done it.
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
So far as I can tell, this is just in the inventory itself during play(not a permanent switch in the settings), and only changes the display temporarily. And it doesn't display tech. Only cargo.
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.
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?
Mods don't hinder MP in any way
Mods work by replacing local vanilla files with modified versions that carry desired changes
- there was mod that made these reminders have a very long cooldown, maybe I can dig it out
- not that I know of, there aren't really any mods for performance
The mod, will find unclaimed base computers. Cannot be used with GPS, one or the other
avg about 90 mins, have done in under an hour. The main factor is finding a traveler or grave quickly.
@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?
Is it the case that no harm can come from attempting to load existing mods into this entirely new setup?
Sounds like none of the mods on Nexus will work with PC Exp then
Currently
Donโt 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)
You can convert old mods, but they won't work in their current format. They need to be in a different location and in a different format
Suggest you switch back to Public, for now
Then your mods will work fine, as is
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
unpack your game
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
just use a settlement mod
but i like breaking my game
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
thats crazy cause im doing exactly that
try dragging only one of the paks first
post a screenshot of your PCBANKS folder
scroll to bottom
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
just to make sure can you screenshot the folder where psarctool is located as well
is it supposed to be inside pc banks?
if you have any antivirus it may be cockblocking it as well
antivirus always be off me boy
it can be anywhere but ig you can try moving it a secondary drive's root
user folders are always unfriendly to executables
games on my c drive and its not in user its in program 86
so just shovel it to my D drive gotcha
I mean psarctool not the game
yes i got that
its moved and i did the throw the pak into the command line
do i not touch anything or what
what is the "command line" you speak of?
you drag and drop the pak onto the psarctool icon in file explorer
ah
cool
they should expand on that ngl lmao. i am computer smart myself but holy moly
most people can understand drag and drop onto psarctool because most people don't open command lines as their first reaction
i need picture book
anyway if you want to make a mod then I would advise moving to the modding discord where most modders lurk
!moddinglink
tank
@spare citrus
No gifs in this channel please
:(
holy shit its that easy? woaw
do i leave the mbin files alone that were leftover after recompiling now?
It's very unsafe to switch between Exp and Public, especially when infrastructure changes have been made, as in this current Exp
HG warns of this in their pinned message in the Steam Discussions.
Save format didn't change with experimental. There should be no issues with switching back right now
No it isn't. Do so on a regular basis and have for years. Worst that happens, if Experimental contains save-game formatting changes, won't be able to use any saves used with Experimental, until it goes Public. The ONLY structural change in the game files in current Experimental is one property added to GCDEBUGOPTIONS.GLOBAL, which will not affect switching back to Public branch.
Stay on Experimental, if it makes you happy, will have to wait awhile to use mods again then. ๐
Up to you
how do we onto the experimental build?
To play in Experimental, right-click on No Manโs Sky from the Steam library page and select โPropertiesโ. Among the available tabs will be the โBETASโ tab. Enter โ3xperimentalโ in the textbox and press โCHECK CODEโ, then select it from the dropdown menu.
Leave out the quotes in the password
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?
No it's not like that
Game assets are still packed inside archives, but those use different format and compression
A virtual disk would be less flexible
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)
Gotcha
The games does load much faster now, PC Exp
I guess all assets are loading faster, as a result.
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.
Just be very aware, there's NO support for using current experimental and mods. You'll be entirely on your own, mod authors cannot and will not assist with issues.
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
cs file is for NMSMB, a tool that generates a mod file based on latest local game files
if pak works fine then you can just keep using it
I'm using this video as a guide https://youtu.be/XBr6Fgr8Zio
And this mod comes with the Lua a pak and a CS file. So you're saying I can ignore the Cs file?
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
Okay thank you very much
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
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).
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.
sounds like old mods
post MODS folder like this
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.
We were working on that.
I'd say try yeeting the one from 2024 first
and if not improved try flushing your system
[size=6][b][u][center][code]Preliminary Actions for mod Issue Notices
[/code][/center][/u][/b][/size]
PAIN is a document written for No Man's Sky mod users experiencing issues related to m
and if not then your PC prolly just not specced enough
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.
Except it was running, not fine but well enough, just the other day.
if that's the case then it's prolly not a mods issue
verify game integrity
We tried that. Steam said everything was fine. We uninstalled and reinstalled the game. Still nothing.
yeah then it's prolly your PC
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.
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
I guess. Thank you for your time and assistance.
How would We do that?
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?
No
try it
Just did, completely new save, still having the hitching when turning Our camera.
Okay. Thank you for your time and patience.
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?
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
Yes, that's easy, just a global setting
I've modded my first person fov. is it in a similar file?
Yeah should be on camera or gameplay globals I would think. There's a maximum FoV and zoomed FoV
I'm not seeing it in the files in binaries/settings would it be located anywhere else?
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
nope. sorry lol
ig I should check thunderstore for a fov mod before I make my own
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
so I've heard
Most NMS mod authors use Nexus. I don't even know what thunder store is
Can pak files be put into amumms & combined with the lua files to remove conflict?
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
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข 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 2nd link for a guide on how to use AMUMSS
And you can only do one PAK file in a combine, not multiples
oof okies i will just remove the mods thank you
how to edit item files
how to ask a detailed question
how to edit item files example edit egg companion file
Question: A while ago, I remember there was a mod/editor that would unlock all twitch rewards in exchange for quicksilver in the Nexus. Does anyone remember where to get/the name of this mod?
On a similar note, is this (https://github.com/leodium/leodium-ReLive-NoMansSky-Expeditions-Offline) a good way to play past expeditions?
Thanks!
Use one of the save editors to unlock twitch rewards. Be aware, must be offline to claim in-game
Or Consumerism
Wasn't sure if Consumerism did twitch
Do you happen to have a link to it's Github?
NM, jsut found it on NexusMods!
Is there a way to disable everything BUT just the ability to purchase twitch rewards?
Thanks!
Nope
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?
Shouldn't matter, just with Consumerism, you'll have access to the rewards. It's not just twitch, but expedition rewards too.
Thanks!
@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?
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.
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
correct
Yeah, old style mods won't work
modding discord?
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
!moddinglink
but for general usable stuff you can just ask here
+17 hour wait (i think ill skip the marvel rivals 54gb update for now)
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.
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
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
@vale iron When you get the chance could you look at your gShip Types Mod Part of them aren't working
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
Thank You ๐
wait a week
or better, 2
What update was this Morning?
Ok
Possibly the biggest update ever
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?
The exported folder is old i think
So what is going on?
But yeah I think that's a bug in current release. Maybe it's looking to see if you have a modsettings file
You can
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
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
check if you have the old MODS folder
Watch https://www.nexusmods.com/nomanssky/mods/newrecently. The gMods updated and new at the top of the page should work. Currently nothing else will until updated.
Play vanilla for now, like everyone has to. Mods will come back in the coming days and weeks.
"Enhanced Third Person Camera" is invalid, Can I fix it myself?
unless you know how to make a mod yourself, no
Ok. Then I have to wait.
Yep ,thx๐
See my screenshot above. Or - where would the old folder be otherwise?
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
Thanks.
Twitch Drops updated to include Season 10
I want to apologise when I said that I did not know that Worlds Part 2 had dropped
I noticed the Art of Storms staff in the Twitch Drops list. Is that the Atlas looking Staff from one of the Expeditions?
So is PSArcTool.exe not working for anyone else? Should I be using something else?
Hello Games changed the filesystem with the most recent update
So people will have to reverse engineer that first? Fun.
I donโt know if it has anything to do with your issue, but it seems like the most likely culprit
Most likely, I was just surprised nobody had seemed to mention it yet
Defaulted to thinking it was a me-issue ๐
Well, the update literally only dropped this morning
Get in touch in the modding discord please - we've a new tool for the new compression format
Well heck I looked there, too, lol
Can you pop a msg over there so I can share it and then probably also pin the new tool somewhere
I got a question for anybody with a background in JSON editing, and specific knowledge pertaining to platform rewardsโฆ 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 wonโt work because I donโt have PS+.)
Also, for those familiar with No Manโs 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 donโt 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 โhereโs a copy of the ship so you can manually add it to your savefileโ and โyou should download the save editorโ type responses. Eventually, I was redirected here.
Does anybody know what mods will be breaking due to this update?
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.
So for the time being I just need to remove or rename my mods folder?
your pcbanks/mods/ folder is now useless, don't believe the game looks at it or reads what's in it.
Oh okay I just didn't want to break my game by using mods that were not compatible thank you for your answer
hi guys, since we need to download the whole game again, are there any changes for ways to updating a mod?
aaamumuss
i mean for me, steam download the 20gb update, so i was treating it like downloading the whole game lol
May still not be terribly helpful, but I'd guess it's somewhere in the UserSettingsData.UnlockedSpecials section. I don't know what the key is, but you could diff mine and yours and see what you need to add (may need to alphebatize first).
Oh ok
If itโs in there, Iโm not seeing it.
Maybe I just donโt know what Iโm looking for.
Did you claim the Starborn Phoenix when it came out on Steam?
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.
Yeah, unfortunately since then I've bought a bunch of quicksilver stuff. If not for that it may have been easily identifiable at the bottom of that list
^R_TGA_SHIP01โฆ ^TGA_SHIP1โฆ arghโฆ
Unfortunately the mod will no longer function due to the filesystem change
Yeah, itโs not in UnlockedSpecials
Try Platform Rewards
I have nothing in there ๐ค
Umโฆ Expedition? Twitch? Anything?
Should be everything.
In the GCUSERSETTINGSDATA.MXML, look for:
<Property name="UnlockedPlatformRewards">
<Property name="UnlockedPlatformRewards" value="TGA_SHIP1" />
</Property>
!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.
"tga" is nowhere in my account json though. nm, it flipped back to case sensitive, sigh. Just to make sure I loaded a save and collected the Starborn Phoenix, so I know I have it unlocked, just no idea what the id is. My UnlockedPlatformRewards = [].
My bad, put ^TGA_SHIP01 in UnlockedSpecials. Apparently it didn't show up in my array until I claimed it on a save once ๐คท
Did you find the new HGPAKTool?
Hard to see in all the messages I missed above
Yes. I had to be guided to the right discord ๐
Didnโt work when I tried it last time
And it was all worthless anyway, because I was trying to help my dad unlock all the stuff we missed out on, via cross-saveโฆ but Hello Games just revoked our cross-save access
1, or 01?
I copy/pasted
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
HG changed how mods work, massively. you will need to update them. and you will need to wait for them to be updated. the toolmakers for our dear modding stuff...have a LOT of work on their plate to get everything up and running again.
Aw man, i liked how simple it was
on the bright side it may make nexus installation not ass
Vortex
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?
most people wouldn't know because most people don't play in VR
For the people that do, what might be the best channel to ask ?
prolly just #no-mans-sky
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
So for the new update, should we disable all mods?
usually a good idea for every update
Modding has changed in general, with structural changes to the game files. If you were using mods in previous Steam Experimental version prior to 5.50, they will most likely require updating with current game versions. Be patient as tools and mods are being worked on.
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!
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
Exo's Abyss, after it gets updated within the next week or so
Yeah thanks, looks like a bunch was changed not just water. I'm noticing all the lush planets have a very limited color table. Sort of like Next when it dropped. This update is very disappointing. I'm hoping it is a bug because last Worlds update gave us MORE color now its all gone lol
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.
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
@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.
See ^
This update really broke everything
We will be whole agin, but going to take a few weeks
@pure mulchYou should come play Elite Dangerous, and learn how to not cheat in video games. ๐
If you're going to criticize modding, maybe go do it somewhere other than the channel dedicated to...modding
lol
Thanks Gumsk and Babscoole, I didnt know if changes meant that they had to be rebuilt from scratch or what
Kind of hard to cheat in a completely non-competitive, non-scoring game
Yeah. Things have changed substantually. Most major update for modding ever, since day 1.
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.
Gix is person who introduced me to mods, so I know he is biggest cheater
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
Just keep an eye on https://www.nexusmods.com/nomanssky/mods/newrecently?page=1. Mods updated since 29 Jan 2025 will work. EVERY other mod before that is toast, until updated
hello :) returning player .is the save editor thing still a thing? i wish to obtain the event mission items i missed
Yes. May or may not work until updated though. Got a massive game update today
So basically any mod where author isn't active and people used to update via lua are screwed then
Your two choices are Goatfungus and NomNom
okay cool :D i'm in no rush, glad it still exists. thanku!
Yep
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
Thanks. It sounded like HG was trying to make modding easier? Any idea what that means?
Yes
Once things settle, I might have to try learn, but I have issues programming washer machine ๐
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.
if that was for my cheating comment, it was a full on joke, stobbsy and I used to compete at finding the most exotics per hour and used mods to get freighter battles on every jump
Right now, mostly for value changes for unique property names in files.
So AMUMSS will still be the best option?
Usage with lists or arrays is flakey, at best
Ah ok, to an outside observer it seemed like the normal mod hate. My apologies ๐
Not necessarily best, but will still be an option and relevant, once updated
besides, you should recognize me as KilgoreCC from the other channel
Yeah, I was surprised by the attitude, but don't have much time right now for deep analysis ๐