#nms-modding
1 messages Β· Page 58 of 1
I think 1st mod Gix introduced me to was Gumsks freighter lighting mod, or maybe more traders mod when it was just freighter lighting
For myself, I will still provide Luas with all of my mods, once I can get them updated with necessary changes.
yeah, more traders really helped for catching exotics, too
We're getting close to MBINCompiler being updated for 5.5x. Which is the fundation piece for most mods to get updated.
I'm working on more traders at this very second
Just not sure if it will work right since it has a table entry
Looks like I may have lost the freighter, which will be the biggest hit I've ever taken with an update. I can see it on the resource page, but when I call for it it crashes the game, hard. I get a token but had to force quit NMS. Save wasn't hurt. Ticket to HG but not holding my breath... I'm going to build some storage on a base to see if I lost all the resources too. π¦
I quit chasing exotics over a year ago when stobbsy humiliated me so badly, finding squids by the hour
Were you or are you using any mods? If so, which
HG won't help you with anything mod related
The most important mod I have ever made has been updated
https://www.nexusmods.com/nomanssky/mods/824
yeah this save editor is just nto working for twitch rewards sadly
Nope, All mods off.
Just built storage boxes and all the resources are intact. I have the freighter backed up so no big deal. I'll wait until the dust settles (and Goat Fungus is updated) to bring her back.
can someone tell me where u put the MODS folder now?
GAMEDATA\MODS
NO mods updated or created prior to 29 Jan 2025 will work. NONE
Those that have already been updated provide instructions for placement and usage.
ok thanks
Gonna add ^TGA_SHIP01 to UnlockedSpecials as soon as I can. Only one way to find out if it works.
And if it does work⦠that just leaves tricking the game into thinking I have the Limited Edition.
Yeah I wonder what will happen. The game has to be looking in two different places to know if you are allowed to get it (either a different json file or maybe some cached platform file or something). It'll be interesting to see if one works without the other, but according to the comments on that mod it should continue to work account-wide (people said they could claim it after uninstalling the mod).
I know that with the similar Sentinel Player Ship mod, which gave the βOG Doritoβ, it would apparently work just fine for my save file after I uninstalled the mod, but it would corrupt other peopleβs save files.
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Do you now put the whole unzipped folder now?
sorry for asking again, but if i wanted to update my mods, i do have to wait for the MBINCompiler to update, correct?
@solid hawk disregard last question, I scrolled up and didnt put folder in new mod location. Works now, and updated one, using one of Gumsk's updated ones as a template π
As end user player, you've no chance of updating mods back to useability yourself.
Will need to wait for mod authors to update.
MBINCompiler is juist the first step in a long process chain. MBINCompiler was updated already, a few hours ago.
If you use Luas normally, AMUMSS still needs to be updated to work with the new system. We quashed a couple of bugs in it tonight, but still a ways to go before it's fully updated and ready for release.
Then, most mod Luas are going to require significant surgery to be useable again, due to the thousands of property name changes in the game files this update.
Yes, have to be able to convert from MBIN to MXML (used to be EXML). I think there might be a mostly functional version coming within a day or two.
ah, i forgot to mention, i also have a single mod that I've published to nexus. so basically when i have the old LUA file, do I need to modify it?
speaking of property changes, which program do i need to use if I want to see all of the properties? kind of end with "explorer" or something like that
so i could expect to mod again in a few days, yes?
When mbin compiler and AMUMSS get updated, you can use AMUMSS PC Banks Explorer to browse the functions. NMSMB is better for browsing stuff, though
I wouldn't expect a few days, but mbin compiler will probably have an update by then. Getting everything updated may take longer
alright, gotcha, thanks for the info and also reminding the "PC Banks Explorer" tools too
I'm not sure what the expected timeline is on AMUMSS, but I know it's being worked on
HG mentioned a new mod settings file, where is that exactly? o3o
some mods come with folders and such with an EXML file in it. do i drop the folder, for example "Globals" into the mods folder, or just the EXML?
Put the whole mod folder in MODS, not the subfolders
alright
might be good to make a new Pin here that explains the new modding system, would save the awkward repeat questions :P
Very unlikely to stop them, unfortunately π You should see some of the conversations I've had
it would have stopped me at least xD
I made a document for the basics of making new mods, but not for installing mods
where can i read this?
NMS Modding after 5.50 Introduction The NMS modding system will be completely changing in 5.50. The changes are currently live on the experimental Steam branch. The game will no longer read mod PAK files, and the mod directory has moved. Below are the details. All the game data is stored in many ...
thank you again
Very cool, so they just converted some phantom systems to purple right. Do we have numbers/percentage?
System index 21 and higher has purple, I think.
phantom systems usually start at systemindex 250-650. 21 means old systems got converted
Hmm, I could be wrong or it might be a modifier of some kind? I just saw it in the globals. One sec
Ah, here we go. Maybe this is the index where they start putting the new terrain in existing systems?
<Property name="TerrainPurpleSystemIndexStart" value="21" />
End of TerrainGlobals
That might refer to the location / sections in the voxelgen file.
guys how do I install new mods m confused π
Put folder in GAMEDATA\MODS
I downloaded yo mods but can't run em screenshot plz
I don't have time for that, sorry
can anybody who is willing make a video on how to mod NMS kinda sucks having for mods to be updated n I Wana make a super mod
elaborate on "can't run em"
so I loaded "Faster Movement" folder into Gamedata/Mods folder and it works
as in I don't know where to put em or how Shud I put from GLOBAL folder or from mod name folder?
do I unzip it or?
unzip the entire mod folder into GAMEDATA/MODS
like this?
GAMEDATA/MODS as I said
and as gumsk said as well
and as Gix's screenshot
ohh the mod folder moved i see now thnxx guys @vale iron u suck but yo mods dont
Gumsk is one of the nicest guys around, he is busy trying to keep players happy
he also gave you the directory which you ignored
i thought it ddnt chnge hence why it w@s ignored my b@d
but guys i @lso w@n@ be modder @ny in depth guide bwt it or vid
It's confusing since it's a new change, but I updated two mods in the time it took to work that out. I can't get mods updated if I spend time helping everyone more than just "GAMEDATA\MODS"
ok @vale iron nice flex
And stepnotifications but the information will be out of date
what is wrong with your a key?
Is there a way to convert old mods that worked with a lua to the new format?
When everything settles down I'll answer questions. Most of us will, but most of us are really busy right now
not atm since AMUMSS (which handles luas) also needs to be updated
come back in a week or two after work has been done
Ok no problem I will patiently wait
If it's one of mine, let me know so I can put it on my list
ok no prob c@n i @dd u s friend so u c@n let me kno wen things hve setteld down so i dont bug u n stuff
No I was asking a more general question, but thank you very much for the time you are putting into this!
Just check back here in a week or two and ping me. I'll let you know if I have time π
or if theres @ vid u kno bwt tht i cn juss wtch
hmm i see thnx @ny God teir modder juss kno @ video will be @ppreci@ted
No active modder will have any time to show you the ropes
They are all busy working on their own mod collections
Please understand that and stop demanding people to put all that aside just to cater to you
While mods were off, the freighter bridge had mods as I wasnβt able to undo them before the update. Does that mean that the freighter is cooked for good? Even my backup for the freighter has those mods, so it will have the same problem if restored. Now Iβm depressed.
Probably recoverable, just helps to know that. What kind of mod were you using
Had a mod for a save point that made it a planetary scanner, a short range teleporter, a chair, and a wonder projector.
Ahh I think I know. To be honest I don't think that would screw up anything. If it was using the save point object then it wouldn't have an invalid item in the base data
So thanks for the purple planet mod. Is it only good for use in the galaxy map? I tried using a portal to get to a purple planet and it still comes up with the Atlas error and says it will approximate the location, which isn't the purple planet.
Yeah it's only for the map. I didn't know portals were blocked. I'll have to see if there's an override for that
fudge
my build bat file wont compile at all
or prompt to. its been so long since ive revisited this
Are most mods broken with the new update?
which is the reason it needs to be updated
all not most
Ok ill wait for a week before i check mods i guess, probably few hotfixes etc, thanks
yeah you should try to follow the instructions
its been so long, that message is all new to me
cool
click on updated filter at nexus mods and anything after jan 29
including 29th
Directed here. On PC, is it possible to use a save editor to bypass the Atlas and Autophage quests to be able to play the new update?
I have done them on an old computer. They were boring, long, and I don't want to redo them. But I am locked out of the new content on my current file without doing them. Was hoping I could just set a flag somewhere, or give me an item to see purple systems.
I believe there is a guide on creative and sharing discord
!creativehublink
Ive read it but never tried/used it
Thank you, I was looking for it when you sent it.
Dunno why NMS suddenly became a linear story-based game, but I'm not exactly down. Hopefully the restriction is removed sooner rather than later. In the meantime, off to play with a save editor
i think its a good thing, you just have to look at living ships and 2 day old people asking about them, when they are supposed to be end game
Eh, I have like ~120 hours on this save, I just never did the story quests because I don't like them and I did them before. Also it looks like you can only edit mission progress on a fresh save π¦
Dont get me wrong once you have completed all on 1 save, i think it should unlock a feature in custom mode to bypass it on future saves
My old saves were on a different harddrive though, so it still wouldn't help
Should just be able to craft a hyperdrive to visit purple systems whenever. Make it require late game materials if you want to gate it.
sometimes it takes more time to find a way to not do something than just do it
These days, i just clone a save thats done all quest stuff
and delete stuff i dont want on clone
like ships or bases
From where I am, I expect the quests to take me another 12 hours. I'm making progress with save editing and I've spent 20 minutes on it. Not bad
12 hours? Are you playing on foot?
Sometimes you just have to bite the lip and do the content, despite how much you detest it. I recently moved my Legacy save (that I hadnt played for 3 or so years) from console to PC with an active Starbirth quest.....
I've tested some early game stuff changing values in the MissionProgress section, and it is like some Rubik's puzzle LOL
So, mods are completely dead, right? I can't just plug my .lua files into AMUMSS and be good to go again?
Nope, AMUMSS needs to be updated as well
Ah, okay. I figured as much, but I just wanted to be sure.
if you mean "completely dead" by having mods already updated on Nexus then yes
otherwise the news of its death may be exaggerated
the exml file isnt loading in game idk why someone help plz
bruh i never knew that
Whatever mod you got there should have the new installation instructions provided
like this?
Cause only a handful of people updated and at least 2 of them are modding veterans
And I'm sure they provided the instructions
The new mod path No Man's Sky\GAMEDATA\MODS will not load .pak files at all?
Putting .paks in the old mod path No Man's Sky\GAMEDATA\PCBANKS\MODS no longer does anything right?
yes
Modding is so much easier now as long as you know what is what. I constructed an exml in notepad by hand changing the galaxy map star colors using reference to the old mod and it worked. Now what I wanna do is brighten the planets. I bet that is a shader. Shaders I can handle. The water color from space is WAY too black. Looks terrible & some planets are really dark. Where are the shaders located for planets rendered in space? Or would it just be better to ask someone else to do it lol?
Shaders don't have any documentation and at least used to not have clear text properties
I love how people think exml is easy now
Yeah I did all my modding in text before. Granted, you don't have to compile or run AMUMSS, so a little easier
and they're also editing globals
I'm happy it's easy on those fronts at least tho
more is still good
Yeah, those are definitely the easy uses
(E)XML is crap I always hated it and idk why they didn't use a scripting language like lua or python in the first place but yeah I find it easier to mod the game now that I dont have to eyeball miles of xml code to find what I want to edit
You haven't looked outside globals I guess?
can always view the mbin's in nmsmb ebin format. it doesn't have any of the xml cruft: https://github.com/cmkushnir/NMSModBuilder/blob/main/Doc/Tab/PakItems/Readme.md
it also decompiles the shader spv's to view if you want ... will have to wait a few more days to get an updated version that works with 5.5x.
I have I used to mod this game more ages back, mostly color tables. Trying to see how much color I could add to the game etc. I made a color table exml generator in c++. It was for Atlas Rises but it was for personal use. I think I still have the files around somewhere lol
I'll bookmark this, thanks!
Surely you've seen that, outside of globals, you definitely do have to look over miles of xml. That hasn't changed.
Well what I'm meaning is you no longer have to use the entire file, you can paste sections of the file, only those sections you are editing, yes complete sections sometimes which might include many lines but it just seems easier to deal with a small block of code. So you are not constantly viewing the entire file, just a section. Plus it allows mixing of mods, other ppl who want to edit the same file no longer have to merge them. Still seems easier to me then the old way.
Did the recent updated change modding alot?
have to read new instructions to make them work.... go figure π
I want instructions how to change from lua to whatever using now π¬ preferably step by step in simple English a 50 year old can understand
You don't need to change from Lua, just that some mods are better as EXML patches
AMUMSS will update soon
The 1 mod I've updated, I changed 2 words from one of Gumsks π
It's been like 36 hours
you'd just be manually doing AMUMSS's job
you search for the key words manually in mxml
find the right section of code
and then replace the values of the targeted parameters
delete unchanged code while maintaining data structure of the edited snippets
change file exntesion to exml
done
I said simple English a 50 year old can understand π
copy term in PRECEDING_KEY_WORDS/SPECIAL_KEY_WORDS
search for term in MXML file
copy term in VALUE_CHANGE_TABLE
paste term in value field
delete unchanged code
HI, WINDERTP HERE FOR CONSUMERISMβ’οΈ 1.2
ARE YOU SECRETLY A SLIMY, WET, DIRTY, PUNY, TINY, HUMAN BUT WANT TO DISGUISE AS A FISH BECAUSE YOU WISH TO TURN BACK EVOLUTION?
ARE YOU AS CONFUSED AS I AM BECAUSE THE TITAN HAS CLEARLY WOKEN YEARS AGO BUT NOW WE NEED AN ENTIRE EXPEDITION ABOUT IT?
HAS ANYONE REALLY BEEN FAR EVEN AS DECIDED TO USE EVEN GO WANT TO DO LOOK MORE LIKE?
JUST BUY, BUY, BUY YOUR WORRIES AWAY AND STOP THINKING ABOUT IT BEFORE YOU ARE FACED WITH YOUR OWN MORTALITY AND DESPAIR
GET IT TODAY, AND YOU WILL GET SOME FIREWORKS, ABSOLUTELY FREE
Anyone know of a mod that completes all quests so i can play with the new Worlds II update?>
There isn't one. Usually quests are done in save editor
Thats what I was trying to figure out. Im assuming theres no sure way to do this other than manually?
There might be a way, but no one has done exactly that and it's not on the top of my list
Is anyone getting mod incompatibilities warnings with the new update? I have no mods installed
Those are sometimes false positives, a generic error message
phew, finally i can manually update my mod (https://www.nexusmods.com/nomanssky/mods/3095)
thanks @vale iron for the info!
"NMS Modding after 5.50" document updated to include mod installation and troubleshooting information.
http://tinyurl.com/nmsmodding550
NMS Modding after 5.50 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below. For Mod Users For Mod Authors Link to this document: tinyurl.com/NMSModding550 For Mod Users Installation Download your desired ...
<@&590975379678953522> Could we get that pinned, please?
Thank you!
Anytime π
morning guys a 5GB update dropped so does that mean I have to wait for mods to get updated again or Nah? π
Depends on the type of mod. EXML patch mods should be fine
probably no need to update
most of it
MBIN replacement mods could have problems if they modified one of the updated files
@vale iron since we can directly edit the .exml, does that mean that if we want to further customize the mod, we can just straight edit the .exml?
no need to build with lua and thingamajig?
For an EXML mod, yes, you can just edit the EXML
great, thanks, here's a thumbs up since i can't give a react π
hah, thanks
Could anyone help me find the mission progress in JSON editor by chance? Trying to skip in the Trace of Metal quest but can't find the right text
Much appreciated!
Why you want to skip it?
Its not needed for Echoes nor WP2 missions
!faq-purplesystems
-#
to view info below, enable embeds
Worlds Part 2 Content
How to get started...
π Warning: Purple systems are end-game content so you must finish certain quests before you can access them.
- Complete the Artemis Path (the main story of the game).
-# >!faq-artemispathin #bot-spam shows the steps. - Atlas Eternal must show in your mission log, once Atlas Path is completed.
- Find a Harmonic Camp and release the multi-tool seal.
-# >!faq-interceptorin #bot-spam shows how to find them. - Warp to trigger: They Who Returned and complete the Autophage missions.
- Return to space and pulse until hailed.
- New mission: In Stellar Multitudes should trigger.
- Finish the mission to reveal all purple systems on the galaxy map.
These are the known steps as of update 5.5 Worlds Pt II (<t:1738163940:D>) and are subject to change.
-# See patch notes Β»

I've had people tell me it is and tell me it isnt, I don't know anymore. I can't get the next questline to trigger but I've done the Atlas path and the Sentinel Interceptor. Did I miss a different mission?
You need Artemis Path first
Upload a screenshot of whole mission log page to #nms-questions channel
Any save editors updated?
Not just yet, that I am aware of. Keep an eye out on their download location (NexusMods/Github)
Hello, I don't do modding but I'm curious about one thing, is it possible to see how the terrain generation works? (Like a 3d visual or something?) To see the difference between Before world part 1, and the arrival of world part 2 on the new planets?
Too specific for any tool to reproduce as this is part of the executable. You'd have to compare visuals between in-game versions
Ooh ok, thanks you !
Goatfungus has not been updated, but seems to be working fine if you are not looking for new rewards.
Wish a fast refiners mod was updated
keep wishing
I'm amazed how many mods have already shown up on Nexus since this huge update with the changes for modders
I'm working on it right now
I took a break to unpack and decompile the latest experimental
@vale iron @strange nebula - how is this done using save editor? Like Nom Nom?
I am stuck on the "Trace of Metal" quest where I need to present the robot brain to the space anomaly - game just hangs on the conversation. I even tried re-adding all of the components to my inventory (that was a solution Reddit offered). Thoughts?
do I have to do something specific to get "launch costs" mod to work? I put both the lua and the pak file in my "mods" folder and it didn't do anything
only other mod I have is the fast actions one
yeah you wait for it to be updated
Using mods one should be aware that updates in the game will most likely mean your mods need to be updated.
luas and paks arent used now
good morning everyone, since the update is there a functioning save editor?
not unless you're into editng json files
ok, TY π before the update what was the best one to use?
Hey guys, I was trying to use analogue voice mod, but it's a pak file, any idea if those still work?
I see, thanks
Since most of the audio authors are not active, you probably want to try to figure it out for yourself. It might work if you use an older version of MBIN Compiler to unpack the PAK file into a folder structure, then put that folder into GAMEDATA\MODS. Be warned that the experienced modders are busy learning the new system and updating their mods, so you want get much hand-holding
I did that a few times to make an old voice pack useable, I can give it a try, thanks!
Yep! That did it, unpacked it with psarc, made a folder with the name of the mod in GAMEDATA/MODS and put the unpacked audio folder in it
Is Goat Fungus safe for live JSON editing?
Can't promise, but I did it on experimental without problems, and I think some people have on public.
I'm going in to cut out the bridge mods...π€
I know this has probably been asked, and this is probably not the correct place to ask. Any idea when it will be updated? or where to go to get that info?
when it's done
not sure if there're commands linking to their perspective discords but maybe check the github
thank you fine person π
I've been using goatfungus since yesterday without any issues
Hi, I want to use AHK to mod my NMS so that it doesnt pause when i alt-tab. Can someone please run me through how i should do this?
wasn't there one years ago and then didn't work anymore
no i mean like, i dont even know where to begin. all i've done so far is to download AHK and thats it
just read the reddit post and go from there
Hello i need help with the (goatfungus) save editor i am trying to replace the raw .json (generated from creature builder website). Everything is fine when i log in to the game i can make the sandworm spawn but it start spinning around and despawn. What am i doing wrong? Thank you have a nice day))
edit. now when i m going to edit the raw json the save game keep resetting and nothing is changed its like the save got resetted and i still have my spinning giant worm
turn off steam cloud if you have it on
Alternative Vehicle Control - Updated to Worlds Part II (5.50+)
https://www.nexusmods.com/nomanssky/mods/2848
i turned steam cloud off and it doesnt change maybe it s the save editor resetting the save
it can happen but is unlikely
do you log out of the game when you edit?
make sure you are saving edit by clicking the save button in the GUI after making the edit
@timid peak Do make sure to actually edit the last save, which is either auto or manual. If you edited the manual save and the game then creates an auto save after, you are likely still editing the manual save, while the game forces the auto save to load. I recommend switching the selected slot to a different and back to make sure the save editor updates to edit the latest save.
(this is actually a NMSSE specific issue, as it does not correctly update with the game upon saving)
I had that happen, had me flustered for a min
there are 2 files i m editing save3.hg then i press "save changes" but when i go in game nothing changed and that s strange cause it happen to work and sudden it bugged
how do i get mods to work ? since the update all mods i want to install dont work
even if they are updated
hello?
The way to mod has changed, make sure to check you are doing things correctly and make sure the mods used are also updated. See the pin here for further info: #nms-modding message
I think i m missing someting but i found a way to make it work now the real question is why the sandworm is spinning around and disappearing? i used the creature build webiste .json and tried with the service bot too (pet egg delivery) help(( i just want a normal giant sandworm
this correct path now?
yes
If it does spawn initially, I doubt it has anything to do with the save editor, although it could be due to values it may not like? This seems to be due to the new Worlds Part II update. Values I would be thinking of, may be related to speed, movement, or something else similar. Just like having too high a maneuverability speed for ship can cause such spinning issues. I am not savvy enough with pets to know what causes it, but I suggest looking into this. I suggest asking around in the Creative Sharing Discord.
!creativehublink
.
Yes, the old folder within PCBANKS can be removed
thank you so much man i ll go askin in to the other discord have a nice day))
dont you haveta pay for this?
You don't need to pay to talk, no
They're not looking for custom ships so it's not really relevant
ok well i didnt read the previous convo i just saw that and asked about it
Fair and fine
so, how do we get the mods working now?
deleted the text file, extracted the files into the MODS folder. I receive the warning about mods starting the game but NONE of them are working at all.
I also checked the NEW file GCMODSETTINGS.MXML
the game just ignores everything in the MODS folder
need the mods to FIX BS in the base game, like the five-week wait to activate anything in the game
All the mods have these instructions now, and IT DOES NOT WORK
`Installation :
- remove or rename DISABLEMODS.TXT file from PCBANKS folder if present (I rename it into ENABLEMODS.TXT)
- create a MODS folder into \Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA folder
- copy/paste included mod folder into this MODS folder`
Thanks modders for your patience with all the crazy entitlement lately β€οΈ
Weird, I don't see a DISABLEMODS.txt in the PCBANKS folder
yup, none of the mods are working at all, the game is completely ignoring them.
prolly old mod
doesn't matter now
Weird, the mods I installed are working for me.
deleted ALL the mods, got the latest versions, and it does not work
Need a Faq-modding
Are you sure you renamed or deleted DISABLEMODS.txt?
define "latest"
I deleted that file completely
the mod was updated when
this is ALL MODS, not one mod
ANY mods I try, does not work
If older then 29th they wont work
whether it is a PAK file mod, or a EXML mod
then you simply downloaded a lot of old mods
cool so you do understand the difference
paks wont work anymore
I got the latest version on the modding site
"latest" can also be old
mod is old when not updated
Are you saying not one single mod works at all now,
that is ALL the mods on the NExus site then
not one I have tried works, even ones updated today
no I'm saying many of the mods on Nexus
well it is ALL of them right now
for you
there must be a new way to enable mods now
yes because I made this picture years ago
and most ot them are within the past week
because we have dealt with this for years
but that's irrelevant and you should post yours
or no one will be able to help
Here's mine, if it helps any
well the method that has worked for "years" no longer works
for you
Yes, because they've changed how modding works in the new update
so, none of the modders on Nexus have it right?
do you want it solved or do you want to keep talking about how it doesn't work for you?
And you still refuse to post your mod folder, so I'm getting the feeling you're hiding something that you don't want us to know about
Or, as Quintessential Professional said, maybe you don't actually want help, you just want to keep complaining that nothing works
we can talk after you've posted your MODS folder
thank you
you have installed into the wrong MODS folder
GAMDATA/MODS is the correct one
Yeah, they're not supposed to be in GAMEDATA/PCBANKS/MODS
ahh
Move the MODS folder up a directory
none of the mods I doawnloaded had that in the instructions
you have also extracted the contents of the mods instead of the entire downloaded file's folder into it
they said to do that
that was probably the old way unfortunately
some of them, others still use PAK files
Here's my mod folder as an example of how to do it
paks are all old and will not function
well mods updated in the past few days are still using them
the mods that are updated in the past few days are using the new loose file format
which are many more files inside a folder
well the loose format has always been better, and simply extracting the loose files solved the stuttering and lag in many games
I can think of four games where this works better, even for the unmodded game
so, move the MODS folder to here now?
can you post a screenshot of one of the mods you downloaded that are packaged with the loose files instead of a pak?
you can move it or make a new one here but none of the existing ones you have will work because you didn't install them correctly
seems like a lot of modders on NExus need to update their instructions then
the first thing I do after a major NMS update, is DELETE ALL my old mods
and only install the ones that have been updated or changed AFTER the game update
This is one of the mods you asked about
thank you, you should be able to just drag the Better Binocular Scan Colors 3.9 folder into the MODS folder to install it
so instead of moving the folders within it, you just move the folder containing them
I have not aeen a single mod that says ot just throw the archive into a folder
show me one that says that
there may not be one because everyone has been busy making mods
Ahh, sorry I know what you mean now
yes, I did that
but since it was in the wrong folder, it had noeffect
what you did in the old MODS folder was you move the folders inside the folder you should've moved
sorry for the typos, Copilot keeps lagging my typing and cutting and pasting words to the end of the line
so, now like this?
so, what about mods that were updated that still use the PAK files?
like this one
hang on
you don't use them because they cannot work anymore
yes exactly
here is a better example
none of them can be used by the game anymore
then how it is that peoplee are posting they like the mod, recently, and not saying it is not working?
the update came out on 29th Jan
comments can be as recent as th 28th and it would've still worked for them
Okay it seems some of the mods were updated, but the modders either did not test them, or they are not up to speed on the latest method.
I found it pretty easy to add new mods in the last couple of days
okay, IU will move all my mods from the "installed" to the "not working" folder that have not honoured the new raw files method
I read how to do it, and it worked
I just got the latest mods, but many of them might have just been updated with a script and republished without actually testing to see if they work
Looking for someone who knows a ship reskin method that works as of the latest patch
I'm on ps5
This happens all the time with code, not just mods.
which one after the 29th was republished without being tested to see if it worked?
I think the new method is better, as it allows the mods to be tweaked easily also
I have found 8 so far that have not followed the new method
I will just exclude them
which ones?
I am sorting that out now. Going through them one at a time and checking their URLs on NExus
Looking for someone who knows a ship reskin method that works as of the latest patch
I'm on ps5
Thank you, I know what to do and look for now. Thanks for your help!
π
I did see someone I don't know post an 'updated' mod as a pak. They just did what they always did and didn't know things had changed.
@sullen pier All of this is in the first pin of this channel. Also all the mods I've updated or made fresh, which is like 20, have pictures and a instruction.
I don't read all the pins of every server and channel I can access. No one does. The people in my server never see or read the pins it seems.
I am currently in the process of trying to find out which mod is crashing the game on start, by trying them one at a time.
is there a way to see what mod crashed the game?
They all work independently but together I am getting a crash,
No, there's no logging. Can you post an updated screenshot of your MODS folder?
Are any of these known to cause a crash?
I took these out already, but still crashing
The game starts with any of these installed by itself
Try gStack next
The game sometimes doesn't like messing with numbers, especially big ones
After that, probably markers, then upgradeable slots
these two seem to use the same file
Good point, maybe try one of those. If they crash when together, could be a bug with exml patching that we should report to HG through zendesk
Could be some problem with how NMS is patching multiple times to the same file
so, how does the new method deal with file conflicts? ... because this just seems like a new way of doing what the old XPATH method did
The document in the pins has a section on mod load order that explains it
also, I am wondering why they include a folder with the mod name, why not just use the files with the modified data?
like just these folders
then it should be a fairly sumple matter of just copy and pasting files with the same name, into one larger file
So you can have multiple mods patching the same file, like you have in yours
If you only had the subfolders, one mod would overwrite the other
That should be ok, but maybe it's not. Did you take one out and crash went away?
I haven't played that, so no idea. I just am trying to make the best out of what we have been given π
no dice yet
I didn't recognize them, either. I posted about it in the modding discord earlier in case any of you wanted to contact them
Goat Fungus is working great, but no joy in cutting out the objects on the bridge. I only get a slightly different token when the game crashes after calling the freighter. It was a lot more work than I thought, I had used a mod to shrink all the storage rooms back in the rest of the freighter. Tomorrow I will try to replace the entire freighter section from a pre-mod save. If that doesnβt work, Iβll probably delete the freighter in Goat Fungus and create another with the seeds. This upgrade hurt. I have learned my lesson on the freighter, NMS doesnβt like it when you mess with them. Copying last un-modded freighter file to recent save was a failure. Similar crash token. So the end of repair attempt. Now wondering if deleting the freighter in GF will make any difference. Seems like the glitch is deeper than the PersistentPlayerBases data.
my hole is updated https://www.nexusmods.com/nomanssky/mods/2007
so most of my mods that updated dont seem to be working, im assuming cause the new update, but also i use vortex and am on the Gamepass version of the game
Vortex doesn't know the new mod location, Gamedata \mods
im assuming i can redirect it?
I don't use it, don't know
okay, thank you
Just manually copy the folders that are now in PCBANKS\MODS to GAMEDATA\MODS
Is it now a bigger, darker hole?
The mod files must be in a subfolder of GAMEDATA\MODS. Won't accept files in the root of that directory. But, you can combine multiple mods into a single subfolder, as long as there's no conflicting files, which also resolves an issue we're seeing when there's too many subfolders (arbitrary number, seems to change) causing a crash.
so i just unpack the zipped-up mods into gamedata/mods like normal then?
...multiple mods are using similar EXML files. is it possible to just subfolder them since i wouldn't have the first clue otherwise on how to merge them?
Keep the full structure of the zip. There needs to be a folder with the mod name inside MODS
How do I use save editing to get the expedition rewards
go to account section and unlock
Acount section in what?
save editor
where do i get a save editor?
most use either goatfungus save editor or NomNom, google is how I find hte links
okay
if you get goatfungus, I can try to help, if you're patient, I am also multitasking a volunteer thing with a live webcam at a antional park
My mods work as long as I use only one at a time, more than one and no matter what combination, the game crashes
spent four hours trying various combinations, and no dice. More than one mod, and the game doesn't even get to the menus. ANY mod, one at a time, the game loads and runs just fine.
I got the goatfungus .exe file and ran it, it turned into a .jar, what should I do next
I copy all the files to a new folder on your drive
then open up the bat file
what files?
you might need to install java if you dont already
did you dl the zip file from GF?
How do I install java, and what is it?
come to here; better place for save editing;
https://discord.gg/bSK5FtGn
It was a dream. A dream that turned into a nightmare.
Try combining multiple mods in one subfolder. What are your system specs?
Got it all set up, thanks for the info!
What colour socks are you wearing? My system specs are irrelevant. My PC cost more than my car.
do you mean, taking all the various mod files and placing them into the actual folder structure?
then I end up with this
System specs are very relevant, as we've been seeing crashes related to number of mod folders and mod files and are trying to figure out if reduces have anything to do with it. That kind of response really doesn't encourage me to help you out of the kindness of my heart
I will remove the mod names and just keep the actual files in the correct structure
It's worth a try
They need to be in a subfolder not in the root of MODS
I am left with this
Awww I wanted to know what color socks you are wearing.
All the mod files combined into the correct folder structure
I'm not wearing any socks π
I'm not, I'm in bed as it's past midnight. I do have some Navy blue merino wool socks I'll put on later if it gets cold
LEt's see what happens.
That is only about 40% of the mods I like, but those mods are known to work one at a time without a game crash
They need to be in a subfolder, as I said before
well they are in subfolders
I'm going to bed, goodnight
Do you mean, there needs to be one extra folder to put those folder inside?
Yeah
How's this?
Norm is folder with mod name. Sub folders with game structure inside.
That might work.
lets see what happens on a launch
Assuming the globals are not mbin
and of course steam wants to update ... π
game starting
well shit, this might work!
im at the menu screen
game simply disappeared
no warning, no error, just closed
i'm back at the desktop
trying again
going to try loading an old save
loading starfield
close to 200fps at 2560x1440
It seems to be working
π€
Mods are working and active.
I can tell by the gameplay
And that was an existing save whereas you were trying a new save with the crashes?
Before it never even got to the mod warning screen, just got past the Havok screen, then white screen and crash error from Windows
this is the first time I have successfullyy launched the game with more than one mod.
apparently putting all the mod files into one folder did the trick (for now)
obviously,, mods that use the SAME file, I will have to manually edit them and combine the data into one XML file
but it works
I landed, exited my ship, and walking about. no lag entering the planet, no stutter and the graphics look great
I am going to try adding more mods by simply combining the mod files, and launch again
I guess all the game's mod tools will have new versions over the next week or so.
I am VERY happy they fixed the stutter entering and leaving planets, that has been an issue for YEARS
So, I just have to manually edit a bunch of EXML files and combine the various mod data... piece of cake .. lol
just have to make use of XML comment tags to keep track of things π
Here is an example of two mods combined into one file
Here is another one
So, using a better file explorer, we now have a stack of mods combined into one folder set
example of three mods in one file
Is there any unlimited hyperdrive mods that are up to date with worlds part 2
I recommend savediting your ship hyperdrive range in your savefile to 9999999. That way you dont depend on ever breaking mods and its cross platform/cross save
How would i do that
Download nomnom from nexus go to ship tab and edit hyperdrive stat
Do i download both setup exe and portable zip
How do I save the changes i made with nomnom
Anymore have any from this species?
And how to add mod to tame species what normal cant
Does anyone know a working ship reskin method as of the latest patch?
How would i save the changes i made with nom nom
With NomNom
How would i save the changes, I would like to know
Do you know
Never used it. I used Gotfungus editor.
There should be a "save" button or something.
I don't have experience with it though.
how can you update EISS (better space stations sell everything)?
Read first pin
manaully
do i use amuss? or
No
You decompile the old mbins
Manually edit the texts in the mxml
Recompile them
:()
Is there any way to get the Wraith Ship with mods rn? (also im on the xbox version playing on PC)
Huh ? You wrote for consumerism " added expedition 17 and new twitch rewards"
well i tried using a save editor but it didnt work
oh yeah
I am working on Bab's one
Question, does it have the new helmets as well ? The helmets strangely have no reward in the reward table
wait does that mod work on the xbox version
Yes any pc version
they have a product so I assumed they do ig I can double check
btw how do you install mods now?
i looked it up and it didnt work
GAMEDATA/MODS
NMS Modding after 5.50 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below. For Mod Users For Mod Authors Known Issues Link to this document: tinyurl.com/NMSModding550 For Mod Users Installation Download...
ok and when i install it which file do i coppy into it
All explained there
ok ty
Guys i have figured all the extracting and repacking and all that. But i feel like i took a part a car like a pro but have no clue what it is π
I mean those property names. How would i know what they refer to in the game?
I put everything in correctly but my game keeps crashing and saying that there are mod incompatabilities but that mod is the only one I have installed
Screenshoot your mod folder hierachy
Also maybe public <-> experimental version issue
I cant use the experimental version bc i use the Xbox version
Ah true. Well if your folder hierachy is correct idk. Maybe the mod needs a update but not sure
shouldn't be an issue as purchaseablespecials hasn't changed from pub to exp
just post your MODS folder and we can go from there
yeah the entire folder with the folder path please
the others are fine
can you try to load that save without the mod
Weird
Can you try it again now with the mod
Just to see it's not some freak accident
nice
i went to the space anomaly and the items arent there tho
wdym
im talking to the person there and i clicked the first option and they are not there
oh
go to No Man's Sky\Binaries\SETTINGS folder
so from your MODS folder
go back out to the No Man's Sky folder
and navigate there
k
if so then delete that again and try it on another save
not sure why it would crash tho
it isnt crashing anymore but the items in the space anomaly are not there
can you upload a screenshot of it
of the mods folder?
of the screen in the game you're looking at
@hearty wasp is there any way to make your hole bigger than the default mod size?
sry im not sure how to send screenshots fron PC
ok can you upload a screenshot of your MODS folder now
k
prtscn button
then just ctrl v on here
if you want to cap just the window then have the window selected and then Alt Prtscn
what is prtscn button
i dont think i have that. Im looking for it but its not there.
laptop?
no pc
if you're on win10 or 11 try win+shift+s
it'll open snipping tools like prntscrn if you don't have one
oh yeah that too
insert is off the frame to the left
on the top
left of pause break button
should be a printscreen button
nvm 2 button left from the pause break
at the top of the keyboard
k i pressed it what do i do
ctrl v here
it isnt taking the picture
see that "pause break" button?
yeah
you have 2 other buttons beside it?
πΏ
yeah
what does it say
the second button over says Print Screen
now drag across the area you want to capture
this is the snipping tool
you are so close
you need to drag out a rectangle
k
finally
you need to move the folder inside the current Consumerism folder into MODS
k
so ~Consumerism folder needs to be directly inside MODS folder
yes it is now
cool now try again
ok
@hearty wasp anyway...
you can just scale it in the blackhole scene file assuming you know how to make a mod
ah so there's no direct "make the thing bigger by changing the value" other than "changing the model + the warp range"?
TYSM IT WORKED
not afaik unfortunately
the blackhole at the end of the day is just a scene file ala model file
it's not really that special in terms of being spawned in the system
ah, okay, it does make sense now
i have a question
can i add Consumerism mod to get expedition stuff too?
anyone know?
yes
so how would i be able to use the mod tho? i can not seem to get it onto vortex
you can install manually
read the Installing Mods section here https://nomanssky.fandom.com/wiki/Mods
k thanks
Lol thatβs beautiful.
mods work again!! i'm not thrilled about manual installation, but the new system is much cleaner than the old PCBANKS mess
also still sad i cant resize base computers anymore because making those fit on a desk next to a coffee machine in a base was the bee's knees
can't see how gamedata/mods/ is cleaner than pcbanks/mods/
π€·ββοΈ
personal preference i guess
so is there a file i could look into for touching up the generic number decals and make them dyeable again?
is this to me or a general question to all ?
general question. idk if they were dyeable before due to mods or as a vanilla feature but now they stay solid-white regardless of which color palette you pick
ah, maybe ask in the nms modding discord. they should know about any palette issues.
Probably possible, but don't think it exists or has been updated, one of the two
does anyone know how to use a save editor
oh, yeah also im using the Xbox version of the game from my pc
Hi there. Has someone already extracted a biome probabilities table or similar covering the purple systems?
Yes but not at home right now
Also, gas giant spawning doesn't match the table, so not really sure it's accurate with regards to new planets and systems
Thanks, sounds interesting.
any1 got a red and black frigate home seed? x.x
Not a modding thing. Maybe try: https://ptb.discord.com/channels/146101654981312513/803538367866339359
ik... but there aint a seed exchange aboat
!creativehublink
right, I forgot bout that server xD
Anyone know the command to stop sentinels from agroing when mining on a planet?
if i use the onfot combat at none i also lose all the alien combat.
could this be used?
<Property name="MaxNumActivePolice" value="0" />
or could this work?
Do you want them to not aggro or not be on patrol?
just not aggro when mining mainly
I dont mind them getting angry when attacking them or breaking into a structure. Just want them to bugger off when mining π
Nothing worse that finding a cool planet to build on and hear that "EXTREME SENTINAL WARNING"
Extreme sentinels don't care if you mine - they hate you no matter what. Regular sentinels don't care if you mine - they care if you destroy rocks, plants, or animals
oh ok, ye but i want to disable them agroing when i mine stuff on planets
Breaking rocks?
rocks, trees, plants animals etc
Hmm, I'll have to look how hard that would be. It might be in every single object file
Added these lines:
<Data template="GcRobotGlobals">
<Property name="DroneCrimeWitnessLimit" value="30000" />
<Property name="DroneCrimeWitnessInvestigateDistance" value="0" />
<Property name="DroneCrimeProximityMultiplier" value="0" />
pulled from a old .lua i found
Yeah, that would affect buildings too
tbh, aslong as they dont agro when mining i can live with that.
If i disable onfoot combat i also disable hostile aliens, and i want to keep those
Then yeah, the above would work
Hmm, could be deprecated, or a mistake
I saw your comments in C&S server, looks right, no mistake
Tried with the onfoot combat at all difficulty stages, sentinels still behaves as normal :/
Where could it be the property to increase the chance of giant planets instead of gas giants? I'm searching around the paks π€
I don't think we have access to either gasgiant spawning control or giant planets as a percentage of total planets
reinstalled and remodded the game only to find out Vortex installations no longer work, zero info on when Vortex updates that but whatever
so, are my mods going to work if I just move them from PCBANKS where they were deployed to MODS or is there more to do or do I need to redo everything one by one?
Move them to GAMEDATA\MODS. There's a document pinned here. Vortex is not a great tool for NMS right now
I already read it and moved them, basically just want confirmation that it's something that others have done to solve it and that it works
I haven't personally done it, but if the mods are good, I know it will work
right, as I'm in the middle of binary search to figure out which of the mods from a supposedly working collection are crashing the game, remind me what is the change in the modding system from HG's end supposed to improve? the patch notes were vague because of course why would that change
NMS Modding after 5.50 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.com/NMSModding550 For Mod Users In...
Should be explained here
I'm not a mod author so none of it means anything to me and I don't see anything about better/faster/optimized either
Why are you looking at it as though HG intended any changes FOR modding?
Now the common basic mods have better chances of surviving throughout game updates
HG likes to clump together lots of properties in the same file. Before WP2, if I wanted to change just 1 line in a file thousand of lines long, I had to still provide the whole file, all thousand lines with that one line replaced
Now we can make a small patch containing (in best case scenario) only that 1 line I'm interested in and the game will apply that patch to its whole file
In theory game should be able to apply multiple patches from different mods to the same file by itself, without end user having to deal with mod conflicts
As for patch notes being vague - because it's one of the many talking points in a huge ass update
Majority of playerbase skips the bullet points at the end of the webpage, don't expect HG sacrificing their time to explain modding system when a miniscule percent of total playerbase can utilize it
maan I hope this mod gets updated -W- https://www.nexusmods.com/nomanssky/mods/1154?tab=description
trying to find a seed for mi frigs is goin o drive me crazy lmao
What was I pinged here
hello its been a while since i play this game / modded it i was wondering how do i mod it on the gamepass version all i want is a big omega dreadnought s class ship that's all
Where do i put mods now? Not on pcbanks anymore right?
#nms-modding message first line in troubleshooting
Aight thanks
tthe mods folder now goes in the folder in which the banks is in
Would it be possible to allow certain structures, like settlements, to spawn on planets they normally don't, such as gas giants or water worlds?
probably can be tried but I'm unsure of the possibility of it actually working
but the question should be always "will anyone want to do it"
is there any way to do old epeditions like 12
I would love to sell my ships to a friend who plays with me or
to have a two seater starship and more technology for a freighter if you know what I mean
And if I'm in a fight in space and freighter is near to help in the fight
I have a s type pirate freighter
are there any tools for exploring the asset files? do I have to decompress everything or is there a tool like GCFScape for it
nvm found it in the pins
hey im trying to mod nms but im on pc Xbox game pass and every time i try to change the allow mod folder it revers as soon as i open the game
what is the "allow mod folder"?
hey do you guys have any recommendations for save editors, I'm too lazy to farm some stuff
the mod folder that disables mods
there no "folder" that disables mods
there used to be a file a disable them, if that is what you're referring to
that file is no longer relevant
read the "Installation" section in http://tinyurl.com/nmsmodding550
NMS Modding after 5.50 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.com/NMSModding550 For Mod Users In...
idk then because I'm trying to tame a creature that's in the ground and the mod isn't working is there any mods you know that would allow me too
read the thing I linked
make sure you installed the mod properly
you can go to the MODSETTINGS file and see if your mod is in the list to see if it is being loaded by the game
details are in the link
i cant delete this file i have tried but just re intals back into the folder
GCMODSETTINGS.MXML
what do i do about that
you do not need to delete it
you need to read it
open it
read its contents
see if the name of the mod you installed is in it
I think I understand what they are thinking. They think delete it and keep it deleted. I will clarify the document
Done
I think they are thinking MODSETTINGS is a DISABLEMODS equivilant which the document doesn't state
prolly got stuck on thinking having to yeet a file to use mods rather than possibly just installed to the old path
NMS Modding after 5.50 document updated. Clarified a few steps, added a troubleshooting step of combining mod folders, added a sentence to Mod Loading Order to clarify how mod priority is determined (in a very basic way)
http://tinyurl.com/nmsmodding550
NMS Modding after 5.50 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.com/NMSModding550 For Mod Users In...
The old troubleshooting step said to delete it but didn't say anything about how it gets recreated safely. Yeah, they probably thought it needed to stay gone or mods would be disabled
is there a mod that lets me make a ship without having to buy ships & scrap them?
No, wouldn't work that way, since the properties are defined by the parts used. There are mods that add those parts to vendors, but I don't know if they are updated
is it all parts to a vendor or only some vendors sell some parts so im gonna have to go across the galaxy to find the proper ship part
Don't know, you'll have to lookup the mods
do you know what they called, im using a website to look at all the parts atm, but i dont know how to change those parts
Needing some help. I read the NMS Modding doc but consumerism still doesn't seem to be working. I put the entire folder in the MOD folder, but the items are still locked behind the previous achievements. I deleted the GCMODSETTINGS but that didn't do anything either. I also couldn't find the disable mods file. The game does recognize I have mods installed and gave me the warning.
stickied comment in page
Thank you, I saw the same image. I checked the Quicksilver store. The items aren't there.
I would but it's not going to help b/c there are subfolders. I literally only have the consumerism folder in there. I extracted the mod from the consumerism download straight into the MOD folder
XD
include the folder path please
I did say the entire window
I specifically need to also see the folder path
Not super comfy screenshotting that. I have it in Steam
it needs to be in GAMEDATA/MODS now
Oh! I'm sorry. When I read the doc I thought it meant the MODS fold IN PCBANKS and not just out and about in PCBANKS. I didn't know the entire mods folder had to be outside of PCBANKS itself. I'm really sorry for the stupid question. Tysm for the help!
it k HG's just have a new system post 5.50 and it prolly need some getting used to
Tysm for your patience. It's just my poor reading skills I think. I'll try to be more careful if I need more troubleshoot. Thank you again ^^
hi, im combining all my mod using latest AMUMSS _Collapse_MODS.bat, (coz its crash the game at wwise if not)
there is a way to reverse this ? coz AMUMSS give is a generic name and i dont know which mod which.
you delete all of them and do it all over
oof.
hope AMUMSS team implement something like the old style CombinedMod_5_(2).pak_content.txt , atleast i know what mods inside the folder lol.
thx a lot 
is there any good way to have more colors in the ship builder?
i want black soooooo bad
Lo2k just updated true black mod
Can't get more colors, but can get tweaked colors
Are mods client side only or does other players see them?
Client side
Author says it's on their list to add that function
Fully unlocks purple system access, the same as completing the questline. For Worlds Part II.
wahoo! in the mean time i have to have 2 folder to manually keep track which mod which before collapse it.
btw for these type of update, do i need to download the new zip or just running buildmod.bat ?
For major updates, like 4.x to 5.x, you need the full zip. For smaller updates it should updated when you run Buildmod
Out of curiosity, are there any mods that increase the appearance slots? Three is way too little nowadays
No, that's hardcoded
There goes my dream of having an unique outfit for every ship
Hopefully they'll increase it one day
Are most of the mods updated yet
Most? No. A lot? Yes.
Ok
I assume that wouldn't work very very well for big mods since mods with multiple files may get disintegrated and distributed across multiple collapsed mods
But sure monofile mods will benefit from it
I can think of a way to have 8/9 outfits stored per race but then users'd have to punch in the code of all the pieces of every outfit in a text file manually
Finally I can tap the sign #nms-modding message
Who can tell what happened to the modding system after the update and why did pak mods stop working normally?
Or I don't understand something
Do you know why the modding system was changed?
Fr
hey i tried downloading the nms save editor but when i scanned the EXE file it showed me 3 diffrent viruses, and when i tried to use the java file it just opens for a split second and then closes, can somenoe tell me what is going on here?
i am only planing on using the save editor for 2 thingsa nd thats it
false positives because save editor's job is to edit files/exe's job is to make new files appear from decompression
and obviously you'll need java to run the jar
should be able to run it with the bat file tho
.... i am pretty sure i have java...
try running the bat file
what is a bat file
i really hope those are false positives
unless you somehow clicked the wrong download button in GitHub, which is virtually impossible because they don't really run ads, you should have no issue
NMSSE is one of 2 save editors we have and both are widely used
i clicked this
of course you're welcome to not edit your save if you're concerned
oh you haven't extracted it yet
then do so
extract this?
ok... i trust you guys
just so you understand this a little bit more in the future, antiviruses often can give false positives to programs that edits files outside of its own
and self-extracting archive/installation files are the same because they also make files outside of their own
should be in the same directory as the archive
...
i see a jar file that was somehow downloaded 4 days ago?
did you run it in an already crowded folder?
the files may be scattered among other pre-existing files
found it and it works, how do i back up my save?
whenever you edit your save NMSSE should a back up of it in your save folder
are you on gamepass?
gamepass is on PC
steam
cool sec
%AppData%\Roaming\HelloGames\NMS
copy and paste that onto your file explorer's address field
should take you straight to the folder that contains the folders that contains saves
looks like so
you can just copy the entire folder and paste elsewhere for backup
why do i have 2 saves?
so each save slot has an autosave and a restore point right
yeah
so which one do i back up
why not both
umm....
you can just backup the entire folder containing these
ok ty very much!
when modding does my friends also have to get those mods aswell
If they want the same experience as you then yes
You can play with them regardless
awesome is it hard to put mods in or did it become easier with world 2
Same difficulty as before just a different folder
There's installation instructions inside
awesome thank you
I'm seeking advice on the most efficient way to set up my Jetpack system. My issue is that when i initially launch i rise up a few meters and then sink down a couple meters before actually ascending with earnest. This affects my forward motion by skipping me off the surface of the planet and then causing me to hop along. Here is my current configuration. Any help would be greatly appreciated.
And now the mods probaly stopped working
Try without Rocket Boots, and see how you like it?
@light trellis Also best to ask in #nms-questions
currently im playing on easy difficulty. If i wanna switch to perma by changing the version code, will i get into perma lobby only (yk since it is separated) or what?
It will require a few changes, not just the version value (which is specific to PD and game version), but also difficulty settings in general to match with accepted ranges for PD.
@mossy perch You could try, but I suggest to make sure you have a backup. Perhaps it will automatically adjust any difficulty settings. I'll be able to get you the current PD version value.
yes, please
@mossy perch Current 'Version' value is 6730, with 'BaseContext > GameMode' being 5
-#
to view info below, enable embeds
Worlds 5.52 (137322)
Mode βValue βVersionβSave
ββββββββββββΌβββββββΌββββββββΌββββ
Normal β1 β4682 β4170
Creative β1 β4682 β4170
Survival β1 β4682 β4170
Relaxed β1 β4682 β4170
Permadeath β5 β6730 β4170
Expeditionsβ6 β4682 β4170
@light trellisdont use supercharge on the upgrade movement modules that you get from vendors, only the ones you craft
if i use mods, can i still go online?
Yes no problem
!faq-modding @frozen owl
@frozen owl
-#
to view info below, enable embeds
β’ [How to enable and install mods:](#nms-modding message) #nms-modding message
β’ Learn how to use AMUMSS to compile mods
β’ [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image Β»
β’ Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
thank you
@dusk saffron Sorry.. could you extrapolate a bit more on this? I was unaware that we could craft Movement Modules at all.
you craft the modules you unlock at The Anomaly, like Neural Stimulator, and Rocket Boots.
so i tried getting the consumerism mod and i think i messed up somewhere, i made a mod folder in the game data and then put it in the folder but its not working
Make sure to follow instructions found here: https://www.nexusmods.com/nomanssky/mods/2062?tab=description
!faq-modding
