#nms-modding
1 messages Β· Page 61 of 1
my game crashed due to low memory, i clicked yes to set graphics to default and now my mods wont load anymore
Check the mod settings file in No Man's Sky/Binaries/Settings
Either set DisableAllMods to false or delete the whole file so game can regenerate it
-#
to view info below, enable embeds
See patch notes Β»
Build 138704 (4175)
ποΈ Notes History Β»
-# Run !NmsVersions in our #bot-spam channel for more info.
I'm trying to add a mod, but when I go into my PCBANKS folder, there is no disablemods.txt file for me to edit. Does anyone know how to solve this issue?
nvm i just found the modding document
In addition to what FriendlyFire said in the post below yours, this is not a Bethesda game. Severe and strict limitations on what mods can do in NMS. We can change values for existing properties in static data files loaded at game start. That's it. Cannot change anything hardcoded, introduce or change logic or add anything new
Go to the site for your mod editor of choice and look for a download link. It's not difficult.
FYI: Most videos will almost always be out of date
For NMSSaveEditor, https://github.com/goatfungus/NMSSaveEditor
For NomNom, https://github.com/zencq/NomNom/releases
If I play the game on Xbox App on PC can I still mod it?
Yeah this one works with the XBOX version
How do I get started on modding the game
I have legit no idea how
Im still trying to figure it out for myself
I cannot figure out how to get this thing working
Is there a black space mod that works with the latest update?
Has anyone changed the default angle of view in the photo mode? Want to make it 150 degrees. Possible? Thanks
Also related to photography, does anyone know how to use/grab a frame from the birds eye zoom out animation cam that happens when you place a base computer?
Is there a working mod that expands building ability (for example, placing snapable floors at an angle)? Tesseraction hasn't been updated.
I'm running public 5.57, not experimental 5.58 so I can't use the PAK on Nexus. It seems the latest uploaded Eucli-ea AMUMSS script is from Oct 24, is this compatible with Worlds II? It didn't compile for me (combining with RecTUM)
it's not a pak anymore
you can also just download the previous version
that's what the Old files section is for
tbh I'm not even sure if the current version doesn't work in public
cos if it doesn't people would've definitely complained
could anyone get me this with a save editor? Here are the files!
people can take a normal egg, enter their save editor, delete the original egg's creature data, and replace it with this
I know that bc that is how someone got me this
It literally covers the whole sky
have you asked in creative hub
no
go ask there
k
we mostly just either tell people how to edit their own save or general mod usage stuff here
Oh i thought you meant that there was a section in this server called creative hub. I have asked in creative hub.
cool
when I got in game my FPS was like a constant 5. might not have been the mod's fault, could've been mine.
Just curious to ask but Is it possible to mod random pirate encounters/battles or is that another problem on it being separate?
[I don't know modder terms, Sorry]
Which pirate encounters/battles? Saving freighters on warp has one timer/condition pair. Planetary pirate raids have another timer, and space pirates have a third timer. Then there are the mission-triggered bounties and such. Oh, and dreadnaught battles, which I'd have to check what those spawn conditions are.
Was thinking on like the Bounties and planetary raids since Space pirates can usually be avoided via Cargo Scrambler
With planetary raids, it's just a min and max timer, possibly with conflict level adjustments. For bounty missions, those are tied to mission objective, so you would just need to adjust those how you want - no way to make those random without a mission
gotcha, Non-modder view, It sounds more like a deep dive to find it all and to combo it without the whole thing just Breaking something important
Will cross my fingers and Hope Bounty stuff can pop up a little more with luck
Oh, you could increase the rate of bounty missions on the mission boards
Yeah nothing that could make random space battles
Even if were to use a background mission, I doubt there are ways to force spawn a freighter battle
There is a component to spawn pirates though
Good to know, still kinda new myself
Hey, I'm going through the tech table to make a google sheets to document all the tech stat ranges, but I came across this:
<Property name="ID" value="UP_RBSUIT" />
<Property name="Template" value="T_ROBOSUIT" />
<Property name="Group" value="UI_ROBOSUIT_NAME_L" />
<Property name="Name" value="UP_RBSUIT" />
<Property name="NameLower" value="UI_ROBOSUIT_NAME_L" />
<Property name="Subtitle" value="UP_ROBOSUIT_SUB" />
<Property name="Description" value="UP_ROBOSUIT_DESC" />
<Property name="Colour">
<Property name="R" value="0.129411772" />
<Property name="G" value="0.466666669" />
<Property name="B" value="0.784313738" />
<Property name="A" value="1.000000" />
</Property>
<Property name="Quality" value="Robot" />
<Property name="Category" value="GcProceduralTechnologyCategory">
<Property name="ProceduralTechnologyCategory" value="Protection" />
</Property>``` and was curious as to what this "ROBOSUIT" tech was. I'm not actually trying to mod, but I figured you guys would have a better chance of knowing than me asking in [#nms-questions](/guild/146101654981312513/channel/471868642204712971/)
Maybe sentinel upgrades?
No, there's already specifically a sentinel exosuit upgrade before this one, which is why I was confused when this was next
Most probably Autophage upgrades: https://nomanssky.fandom.com/wiki/Salvaged_Upgrade_Components
You can always reference the text objects like UP_ROBOSUIT_DESC in localization files
Ah, that makes the most sense I think
Oh, you're right, I should've done that π
I'm trying to recreate a freighter base I saw on yt, and in it they use Legacy Parts.
I'm on Xbox, and bk201 told me I should be able to obtain that save file on PC (I do have game pass ultimate, so that helps), and then use a save editor to unlock access to those Legacy Freighter parts, then that should carry over back to Xbox.
I've got reasonable PC experience, but no idea how to go about any of this specifically.
I don't know which of the pinned posts here, if any, are what I need, so would someone be willing to point me to the specific resources I need to do this, or walk me through it themselves?
There are links to save editors (NomNom or Goatfungus) in pinned messages
You'd need to use them to unlock the "knowledge" of freighter legacy parts for your save data
Not sure how it's done exactly cause I dont dabble with save editing much
I think for Goatfungus it's the Discovery tab - Known Products list
Goatfungus doesn't work with Xbox PC unless that's changed in the last 6 months
NomNom is similar enough though
@topaz magnet There is a list of all 'Legacy' parts in the pins: #nms-modding message
I'm currently hung up on trying to get goatfungus' save editor to see where my save file is
It knows where my steam save is
but I can't find %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs... with the Choose Save Path part of the program
and idk where in here my save file is so I can make a backup
You are looking in the Xbox/GamePass location for some reason
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
because I'm trying to edit my Xbox save file
See above for locations per platform
Ah, ok, so you do need the Xbox location, sorry, misunderstood
I'm just surprised AppData isn't showing up as an option in the save editor file search system
You are very close in the image you posted here. Select that long alphanumerically named folder and choose to 'select' it
Or open it first, without selecting anything after.
oh, so I should consider that folder to be my "save file"?
but again, how do I navigate the save editor to it considering idk where to direct it to at this stage
Well, it can have multiple saves too and likely will as each save slot has 2 save files (with matching metadata in most cases)
makes sense
so if I copy that folder out to my desktop, I could direct the save editor to it there
Microsoft does things in a special way.
it sure does
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs copy that and put into the 'search', to directly browse there. Then go from there. In some cases you'll have to make hidden files/folders visible
sure, I can get there in File Explorer
but I can't point the Save Editor there
I feel like there's one silly little step I'm missing
The first part with the percentage signs, is basically a variable, pointing to C:\Users\<username>\AppData\Local
You have to do this from within the save editor
I'm not seeing where to do that
Top left should show 'File'
There is no pasting, correct
Top icon with the arrow-up folder to the left of the House icon
Yes
Sorry, I think you were already in the user folder. So it is not showing hidden folders?
You use NMSSE, right?
goatfungus yes
Let me open up NMSSE and follow along to see what is going wrong
ty
When you open up your user folder, there appears to not be an AppData folder
Not visible anyway, so for some reason it is hidden. For all I know, NMSSE should show them regardless though
that's why I'm thinking I should copy/paste that folder out to my desktop, work on it there, then copy/paste it back to its original location
maybe
I think this must be some sort of system setting that does not allow an application to show this?
You are the first I ever see this happen with
very likely I've done something in the past to do this yea lol
Let me try to think of a workaround
yay, I'm special!
I copied that folder out to my desktop
directed NMSSE to it, and it can tell what it is
so I'm gonna try editing like that, then copy and overwrite the original in the game save location
Yes, it should be able to pick up on the full path pasted within the File Name section
I appreciate you being a sounding board to run this through
I think we may be able to get this working properly, instead of the other way around
oh, which of these should I edit?
Hang on, let us do this properly. Can you open up the NMSSE location?
I have a better idea
okey
Open up NMSSaveEditor.conf
wdym the location, like where I put the unzipped editor program?
okok
Yes, we are going ot put the correct path into the config instead
open with like notepad++?
Sure, any text editor will do
Just make sure to escape the backslashes
So they become double slashes
That's all
ok one sec
I do not have GamePass myself, but let me see which folder it should have
It will need one or more steps deeper into the folder path
Just one it looks like, so it takes that long alphanumerical name last.
Looks good to me
alrighty let's see how it goes
hmm, program didn't pick it up, asking for save location again
I saved the config file
Hmmm, should it not be ...\AppData\Local\Packages\...?
Instead of 'LocalPackages'
Of course with the escaped slashes
Cool, now it works like it should, saving you a lot of copying back/forth as a workaround
much more convenient yes
now back to this
probably edit the Auto eh, since that's what the game's going to want to load?
The game always loads the latest save, which could be either
That would be manual then
excellent
Even then it could still be auto, if you did anything after
rather, stick with the most recent as listed by date in the editor?
true ye, just seeing that Auto is today, Manual is last night
Here is a trick for you ... especially useful with how NMSSE works and sticks with your choice
Do you have multiple save 'slots' ?
I've got a Normal and a Permadeath
Cool, always select from the slot drop-down. If you want ot make sure you have the latest save, switch to a different save slot and back again. The save editor will then automatically pick the latest used save
aha it did indeed
well
I think I should be good from here
obv Save Changes when I'm done
If not, do not hesitate to ask for assistance again
then fire up the game on my PC, which should upload that save to the cloud
look, you've been very helpful and patient with me, I greatly appreciate it :)
for the purpose of adding in the Legacy Freighter parts, I assume I should look through the Add Products list and make sure I grab everything with "Freighter" in the name?
omg these parts, I missed them so much π
nvm, sorted and all the freighter parts clumped together
it worked, loaded up on Xbox and everything's how I wanted it to be!! thanks again @fallow meadow and also @round sinew for pointing me here 
hi where can i see a list of mods? or where can i download?
i want a radio (for own bgm)
But note there is no radio mod for the game
In general, mods can't add new functionality, only tweak or reuse what's already provided by the game
okay then for example unlock the expedition rewards ?
look up the Consumerism mod
It's a fun mod, Use it myself
i play that way and i use goatfungus
my save on goatfungus follows the path:
C:\Users\liaml\AppData\Local\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\000901FBB79C7A0A_29070100B936489ABCE8B9AF3980429C
then click containers.index
anyone know if there's a mod that allows me to customise my freighter to look like Darth Vader's Executor Star Destroyer?
Look for gFreighter Custom Freighters. Not sure if updated for nms 5.5x yet though
Where could I find a list of current stable mods please?
I am particularly interested in things related to camera mode for the purpose of cinematic videos. eg.
- Hiding all hud elements (in normal mode)
- making it so that the game doesn't freeze in camera mode (in single player)
- anything else camera related like camera smoothness, tracking etc
nexus mods
Nothing is going to tell you if stable or not though. Some will be rigorously tested, others slapped together buggy crud. That's for you to figure out. https://www.nexusmods.com/nomanssky/mods/newrecently
Anything last updated before January 29th definitely won't work. Some things since January 29th are either poorly made or now broken. The next update, maybe February 25th? Will break a lot of mods, too.
Gotta stock up on stuffs before that happens
@round sinew Thanks for testing! Just let me know how far the new exclusion radius is and I should be able to tell which of the four values it's using.
now where do i put mods again.. 
now lets me place base computer at ~250u from settlement marker
ok, so 100u closer?
50u closer
ah, ok. Thanks!
If you don't mind, I'll make some changes and see if it changes more
ofc not, give me a few
Thanks!
@vale iron seems to be about the same distance
Perfect, think I have it narrowed down, then
I don't know how they're doing the math, but oh well π
@vale iron With the Stack Mod your not helping my having to Hoard everything LOL
I am helping. I'm not helping you get rid of your compulsion π
@vale iron do yk when the executor freighter will come back to gFreighter?
other than that do yk how to change my freighter to one of those in the save editor
are there mods for the expeditions?
to like, do them again?
all my expedition rewards like the exotic wingpack and stuff no longer exist
which I am annoyed by, because I enjoyed the exobiology expediton
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
No idea when or even if. Seeds are only useful if you have the mod installed, which is not updated.
so will it work if I download the mod and put it in my mod folder?
As I said, it's not updated
Most likely not
Most mod authors are on hold because we know next public update will break mods again
So no point in releasing an update now only to redo it in couple days
I'm hoping sometime this week. It's not too far down my list, but after re-updating everything I've already updated
is there another custom ship mod i can use in the meantime
Ship or freighter? Winder has Armada
Is AMUSS the only way to install mods now, Exosolars beyond base building provides no .PAK file now
Never mind
i was unaware mod folder changed
No, you can install mods from Nexus manually or using Vortex
Game doesn't read data from PAK files for mods anymore
http://tinyurl.com/nmsmodding550 - read the article for more details
NMS Modding after 5.50 NOTE: The 6.Feb update fixes at least one big problem with using mods in Worlds Part II. It is highly recommended you update. 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 ...
why were mods changed?
@pine epoch Because HG wanted to
We ONLY know what they put in the release notes. There's no other communications with them.
Anything beyond what's in the release notes is pure conjecture.
As such, no point in asking why HG does what it does, because nobody else would know.
Reduce support costs, bored with nothing better to do, Trump ordered it to be so.....all potentially valid with as much chance of being true\false as any other theory.
lmaooo
Is there a mod that gives living ships more pulse jump power
I love mine but travel to different planets can get slow
Better living ship tech
Is there a Mod so your Multi-Tool don't automatically Holster?
No, but wait a day or two and I might put one out
Thank You that'd be a Blessing
would anyone be down to save edit in a pet and toss me the egg? I already got the .pet, .cmp, or .json. I would but Iβm on Xbox so I canβt. Lmk if u can
how do i change the freighter model?
Answered in the other server. You don't need to post on multiple servers. It's the same people.
There aren't many people that do a decent amount of NMS modding
@solid hawk i was wondering if you had updated your portals on stations mods, as that was one of the most time saving mods
I'm not a fan of the weapon changes in this mod, I've done a bit of coding for an open source game. How hard would you say it would be if I coded a new upgrade module for the living ship
Or made the sub light amplifier living ship compatible
The latter would be one property swap, could be done with an EXML patch mod with couple lines
The earlier idea - depends
You can reuse the stats from existing technology modules, you can't introduce new ones
So let's say you could create a Living Ship variant of the infra knife or rockets
But not a whole ass new weapon type that's not present in current game
I don't know if we have any resources for making mods pinned here, prolly not
!moddinglink
This is where you can get instructions on how to decompile game files to start making mods
What is the difference between exml and mbin
Mods can include modified MBIN files which replace whole vanilla MBIN files the game uses
EXML files contain only changed bits of the original MBIN files
Depending on the file and scale of the mod, the EXML can be just a couple of lines or wayyy more
So MBIN is basically a format that holds multiple EXML files?
You can directly edit the EXML that is included to change it to what you like. Just need a text editor, nothing else
MBIN is serialized binary. MXML is a text representation of the MBIN. EXML is a subset of an MXML to only edit parts of the MXML.
PAKs are compressed archives that contain multiple MBINs (and other files, like music and images)
@frigid grove on the expedition generator, what is the "redux" in the name ?
Redux are the shortened rerun versions of previous expeditions
The Cursed expedition was a redux one ?
No, there was Cursed and Cursed Redux. The Redux version was a shortened rerun version of the previous Cursed expedition
π
anyone know if modding can help with " no connection to match making" error
It cannot. That is usually because of some sort of network filtering. Firewall, ISP, something like that
i tried everything but nothings works, what can i do with ISP like what can i tell them to change?
are there mods to increase how much salvaged data you get from buried tech?
oh wait thats not updated
I was sorting by updated and then reloaded n it went back to date published aghh
@frigid grove regarding expeditions replay, if I go online the expedition file will be overridden and the expedition will be lost correct?
does this happen immediately once I change to Online in steam OR only if I open NMS game ?
Happens right away. If you happen to be in a save thatβs on an expedition, it will boot you out of the expedition, but if you quickly close your game before it saves, you can just enable the expedition again.
f
I find myself having trouble getting salvage mods to work
That mod is old and won't work
Let me look for another
I found one that was updated in febuary but none of the files worked
Not saying it does work, but how do you know it's not?
because I picked up some salvaged data and got vanilla amounts
Ok, just wanted to make sure
Follow the troubleshooting section in the document pinned in this channel. The main thing is a picture of the lowest mod folder with the path showing
Yeahhh I was looking for this one
ctrl+f'd salvaged instead of salvage
my question is more like ... can I put it online to play other games and them put it back offline before playing NMS again ?
Yes. You can even play other non-expedition saves.
@frigid grove and on your site, do I need to Export customization before downloading or the download will take into account the changes in the settings ? (I just changes the ShipStartsDamaged = false based on your warning)
Pretend exporting doesnβt exist.
do cloud saves not work
@vale iron did u manage to find an alternative custom freighter mod?
He said yesterday, Armada. That and gFreighter Custom Freighters (not updated yet) are the only ones.
Wow apparently custom ships and save editors do not get along very well (?)
I just built a cool little fighter, and used NMSSE to quickly add storage slots etc. to it & tweaked some stats, and it turned it into a whole different fighter model :(
you can search "freighter" on Nexus and should get basically all of the 2 of them
sounds like seed just got accidentally changed
seed is the only factor
I am considering getting into no mans sky and actually finishing the small story. Does this mod work with the most updated version of the game? https://www.nexusmods.com/nomanssky/mods/1436?tab=description
No, you need mods that were updated or released in the last week or so
Anything released before Worlds Part 2 will not work
It sounds like it is not compatible yet. Darn
looks like the one i want to use is from @vale iron hopefully he has time to update soon
Hi, i have few questions. I'm kinda new in NMS and I notice it can be modded. I saw there are mods both for QoL and those what modifies the game itself. How does it work? Are mods local? Do i need to make different save for this? Does it disable multi?
local: yes. different save: no. disable multi: no
I had an exotic ship change on me a while back as well β even though the character string for the seed was exactly the same β¦ so I wonder is there other hidden metadata or something that gives context to the seed string?
(In this instance today, I tried reloading my save from before I made the save editor changes and the custom ship was still morphed β¦ also weird)
there is not
seed is the only factor
it could be the save editor is saving the seeds incorrectly but then all you ships should look different
Hi, I'm trying to use an editor to grab a few expedition rewards I missed from a few years ago but they aren't popping up at the vendor. tips?
are the reward ids you need added under UnlockedSeasonRewards in the account raw json?
they are in UnlockedSeasonRewards, but not in UnlockedSpecials
should i copy/paste into that one as well?
hmm not sure; are they in KnownSpecials?
i dont see that file in the editory anywhere
knownspecials isn't under raw json account though, but under save's raw json>base context
they are not. ill add them there too
i gtg now but ty for the help. hopefully this works when i get back
So mods have to be updated for the current patch of the game to work right?
I'm trying to get into modding for the first time and I'm tryng to learn the basics
Definitely since 5.5, January 29th or so. After that, most are still good until 5.58 comes out. 5.58 is going to break some of them again.
I wanted to use a mod. I understand that that a recent update changed how it works, which one was it (how long ago?).
I am looking at the mod "never pause" which is just changing 2 atrributes in xml file. (mod was first uploaded to nexus on 12 feb)
The file is placed in GAMEDATA/MODS (new folder I've created). The file name is GCDEBUGOPTIONS.GLOBAL.EXML
I don't get anything during the game launch, I don't know if I am missing something in enabling mods in the first place, but there is suposed to be no more "disablemods", is there anything else?
January 29th, though 5.58 will break some again
See the document in the pins for instructions and troubleshooting
right, thanks! It turns our you MUST create a folder for your mod within the MODS directory, any files in the root won't work.
Yeah, the game treats each subdirectory in MODS as a separate mod, with the files inside
Are mods even supported on Steam version?
I followed the troubleshooting steps. I am at the point where the mods warning appears in-game - but the mod does not take effect. It's a simple mod that changes game pausing when e.g. Escape menu is opened (<Property name="AllowPause" value="false" />).
I tried another one which modifies max distance of construction camera / add no clip/.
These are single files, located in GAMADATA/MODS/original mod creator's foldername/GLOBAL/ and the file is simply GCDEBUGOPTIONS.GLOBAL.EXML.
Can anyone test if this works for them? Either
That's weird, WinderTP's mods are being updated for 5.58, which apparently released on the 21st, but my NMS install says the last update was on the 14th, meaning I'm probably still on 5.57
Steam is most supported of all platforms
I don't know if that particular setting is actually enabled, though
A lot of the debug options don't do anything
I don't know either of those authors, so I can't vouch for their reliability. You can try the troubleshooting section of the document pinned in this channel
It's my first time trying to use a mod so bear with me
Completely understandable
@frigid grove quick question ... doing the Aquarius redux and I got my 2nd bottle. I opened it but didn't get the achievement. Any ideas ?
Nope, haven't played that one since it came out. I can go check.
Good, I hate that expedition, lol.
@timid burrow This is the mod. Be mindful, it's a Mod PACKAGE, meaning that from all the files, only 1 does the camera thing for ships
@raw roost ^
The specific file is called SPACE_MOD-GAMEPLAY_SPACESHIPS_Cameras_rework_by_redmas
Yep

Pfft!
Okk
Auraxis is the Mod a .pak file?
.pak is old and might no longer work
No, just an XML (exml), just literally an attribute change (see msgs just above)
Did you remove Disable Mods?
I had a plain installation (from like 2 weeks ago). The file by default had them enabled
There is something you have to remove to get Mods to work I don't remember exactly what it is called
Oh ok
didnt the last update make that a thing you dont need to touch anymore tho?
Read the pins.
There is a doc for modding NMS after 5.50 (Provided by Gumsk - thank you)
Answers all these questions.
Sorry I didn't know that
@vale iron ||Thank You for opening the Purple Systems up I just did the Awakenings Mission on a Gas Giant LOL||
how does one delete a base via save editing?
anyone knows of a mod that add more colours to customization?
Getting Head can add more colours to character customisation once the lua is updated
same goes for SACS to buildables
Find the base in the raw json under persistentplayerbases and just delete that whole section. There might be an option in the GUI now, not sure
where is persistentplayerbases?
scroll down until you see it π
it is beneficial to browse the JSON
How hard is it to adjust the values of an already existing mod?
The mod in question is Unique Exocrafts, some of the things are a little overtuned for my liking and the flamethrower hasn't been adjusted yet, so I was wondering if someone else here had experience fiddling with that
difficulty is positively related to 1. how much you understand the params inside and 2. how well you can extrapolate function from field names
so read the names of the parameters and just try to figure out what that name means
And 3. If it's EXML or MBIN. EXML is immensely easier to edit
It is MBIN, sadly
I know I can edit those with AMUMSS, but I don't really understand how exactly...
Not gonna lie, I bet it's an amazing app, but it's as far from intuitive as it can be
Winder has an EXML vehicle mod I think. I will as well maybe this weekend
Would it be appropriate to ask if you can adjust mined resource yield from ore deposits with an exocraft laser or is it completely out of the question?
I don't think it's split up by exocraft and multitool. Could possibly increase the base tech to increase it just for exocraft
Hey everyone,
A mod / update idea
#nms-the-future message
any mods that add a way to change ship colors? solar is bugged rn
It's fixed in experimental, which should go public in the next couple of days
But its better to wait for the public patch to drop with more bug fixes
oh wow thank ya so i can just install this then uninstall it when im done?
@frigid grove not sure if it was intended or not but, I was playing an expedition and left the game. enabled steam online to play another thing and then, forgot to turn it off before opening NMS.
When I loaded I was in the anomaly and I believe I was off the expedition... (stupid me)...
I left the game (didn't save or annything) and override the cache file again.
when I started the game, the game was back at the point I was last time I saved correctly, in the expedition with my current achievements.
is this a fix ? for stupidity? xD
There are no mods on consoles
Yes, if you kept it from saving, all your current state information would be in your save file and overwriting the cache again put everything back.
nice nice, good to know π
did anyone do the Liquidator expedition after the world update part 2 :S
cant find some bloody predators :S
ok... found it in another planet
You can if you get a job at Hello Games and reach management level
But be aware, HG management is only reached by defeating an existing manager in mortal combat.
@frigid grove i'm doing the Liquidator expedition, which has some community milestones.
the guide I'm seeing (for redux) doesn't seem to cover that part so i'm assuming that they are the replacements for the community milestones?
my problem is ... one of them requires advanced mining tech which is not unlocked during the expedition? (acquire interceptor - needs Radiant shards)
You can get to the Nexus, right? Buy advanced mining schematic there
@frigid grove on offline expeditions, how much time do we have to complete them ?
It says in game, about half a lifetime.
where does it say? in the anomaly (as long as I have more than 2 weeks I'm fine since I will be away xD)
and jsut missing the Sentinel walkers that need to get a bug fix for that π¦
I can also go back to main save and get back into the expedition at any time right ?
It'll say under the save select screen sometimes, but that's a little flaky, it will always show on the new save screen
Try restarting your game then attacking a sentinel or picking up a Gravitino Ball right away. I can usually get one to spawn that way.
Yes
teh big walker one at the ned of wave 5 ?
Yep
thats the one i'm missing. and people said it was a bug happening at the moment ?
It is, hence the need to restart your game
it didnt spaw with the wave 5
ok will restart and try again to see
is it enough to switch to main save and back to expedition or should I restar game completelly ?
It's something to do with flying around or warping or teleporting or something. It's similar to not being able to place pets, exocrafts, posters etc. A restart fixes it for a short time.
Restarting completely in my experience is the only thing that seems to fix things.
Is anyone aware of a mod that would allow me to summon various objects, even as a command? I would love to quickly summon e.g. various Atlas stations (they have different insides), freighters, stations, etc .(for easy videos)?
No such thing exists
There are no "commands" to utilize in the game
And mods can't add such functionality
The closest would be mods like MetaMod that adds various actions to emote menu
So I just set up my new three 27 inch curved monitor set up. Game looks amazing like this. But the HUD is way out on the edges. Anyone have any fix for this? Can i move the HUD back to the middle monitor or the middle 1/3rd of the display?
There are very few UI related mods for the game so what you looking for most probably doesn't exist
Better to ask HG for official implementation for ultra wide setups
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
is tehre a way to filter the systems in the galaxy map?
for example, show only Yellow Systems, or Purple systems
yeah can't
The No Asteroid Field Mod needs Updating I just ran into 2 Asteroid Fields so whoever created that Mod please Update it Thank You π
there is a tab on the mod page at Nexus to post comments to the creator
Thank You π
Not that you should post that comment anyway because it's most likely already known
Does anyone know the attribute name (or existing mod that changes it) of the camera rotation angle in photo mode? The Ione on third person view - by default it's limited so you can't rotate it enough to look back behind your ship, it's probably something like 45 degrees.
This is nuts...
NMS CHIMERA MODDING THE ENGINE AND COMMUNITY CHAT
*If you enjoy this channel please consider buying me a a coffee, your donations help make the channel possible :) https://ko-fi.com/scottgust
**THEATRICAL GAMER AND STORYTELLER.
If you enjoy Gaming presented in a "Theatrical/Sarcastic Style" you'll feel at home here.
My main passion is for the Fa...
Looks like a good terrain mod (I'm not sure I would call it modding "the engine"). A little too extreme for my tastes, particularly the repetitive canyons. Maybe if they could make those less common
Seems to fit the aesthetic they want
@vale iron ||Does your 2 Mods that allow Purple Systems right away also allow you to go to those Systems without an Atlantid Drive?||
Cause I can go to them without that Drive
No, you would have to turn off the specialized warp requirements in difficulty settings. The next version of unlock purple will also give the purple engine tech
Just waiting on public
I can go to Purple Systems without the Atlantid Drive
I don't even have the Indium Drive
Did you look in your difficulty settings to see if specialized drives are turned on?
Options, difficulty settings π
Almost at the bottom
I think Creative might turn that off automatically
No it is on Unrestrictive
Yeah, so that allows you to go without the tech
You can change that setting if you want to require the tech
man that's a lot of sharpening
Hey ummm...new in this game...I wanted to buy a spaceship...Starborn Runner..it was an expedition exclusive but the event has finished, any idea how I can get it?
Consumerism mod, save editor, or there's a way to re-run expeditions, but I don't know the details on the last one
I have my mods in GameData/mods and they don't seem to be working. I don't get the mod warning at the beginning either.
Post the screenshot of mods folder
Also see the GC mod settings file in Binaries/ settings folder
Whether it has disabling all mods set to true
I realized I was still using mods that had pak files instead of exml
Game doesn't read data from PAK files for mods anymore
Either MBIN, EXML or in special case MXML files
- stuff like DDS textures or whatever format sound files are
WEM and BNK
Hi, i am trying modded for the first time and i am not certain they are all working. I get the mod warning at the start so something is working but i have one that makes better ship colours but none of my ships have changed? What are reasons they wont work and how can i check for working mods?
Can you link the specific mod's nexusmods page? The only better ship colors mod that I can find is very outdated
- as said above old mods won't work, especially any pak files. Just because they can be downloaded does not mean they are made for the current version of the game
- from a user standpoint, you check if a mod is working by observing its effects
I have never modded this before so i am unaware of those terms
That one hasn't been updated in almost 2 years
Ok, how can you tell?
Oh wow yeah, its actually right there lol. Thankyou. Its all a bit overwhelming with the info on the page
Grab mods only from newly released or recently updated tabs on Nexus Mods
If it's older than 2 weeks, most likely it isn't compatible with current game version
See the document about modding after 5.50 in pinned messages
Oh ok, ill check that out. 2 weeks, really? thats a very short time wow.
How come so short?
updates break mods
update recently, therefore old mods broken recently
and soon those mods will also be broken with the next update
hopefully after the next one the modding system will be made more robust and this shouldn't happen as much tho
Alright, is there a way to stay on the current version? What happens if i have like a generation mod and an update happens. What happens if i remove it?
not with Steam
and you lose online interactivity
any proc gen alterations goes back to vanilla when mod is removed
Oh thats sad. i really wanted pretty colour ships and cool terrain
Thats good to know at least
it's nbd
Whats nbd?
no big deal
Oh
HG remade the game files big time for Worlds Part 2 and introduced new system to load and manage mods
Will the vortex mod program tell me anywhere if things arent compatible, like when updates happen?
you'll know when a mod is broken because you game crashes
Vortex or any other mod manager doesn't have the clue what is happening in game files
it's very obvious
Ok, i just dont want to lose anything
They can only notify you "hey the mod author releases a new version of the mod you're using"
Ok thats handy to know, thankyou
Hey fellow travelers I'm brand new to this server so I'm not sure this is the right place for this(forgive me it isn't) but im looking for "dragon" eggs and I have no clue where to get them from?
Vortex is good for easy install and update notifications. Nothing can tell you when a mod is out of date, but if you focus on things updated after January 29th for now, you should be good. When the next update happens soon, a lot of those will break too, as mentioned above. It's unfortunate, bit the modding ecosystem is getting better, so it's good overall
When appearance or terrain mods go bad, you'll just start seeing vanilla stuff, which is mostly fine
When the mod updates and you update, it will go back to the modded appearance
Maybe try the creative and sharing hub
!creativehublink
I appreciate the help im in talks with someone rn so finger crossed π€
-#
to view info below, enable embeds
See patch notes Β»
Build 138906 (4175)
ποΈ Notes History Β»
-# Run !NmsVersions in our #bot-spam channel for more info.
Ok, so, I'm trying to figure out if it's worth it to look up how to access the Experimental branch on Steam, because I don't want to break the mods I already have, but I'm also afraid if I update the mods that I have or install new ones that were built for 5.58, I'd break something in the Public update.
If you wanna play with mods you already have, stay on public
Im not sure how many (if any) mods were updated for 5.58
Yeah, I figured as much
Oh, there are mods updated for 5.58, but afaik, most, if not all of them are WinderTP's mods on Nexus
Yeah Winder has habit of updating for experimental
So they don't have to update once it moves to public
I especially want to see if the Ships of Moar update still has that problem from the last time I had it installed where it frequently crashed my game if I went to the ship dock in my freighter, or even warped to a new system in my freighter.
Though, tbh, I really need to start learning how to merge mods, I'm half-convinced I've got conflicts in my mod list somewhere
In fact, would anyone mind if I asked for a bit of a modlist checkup, to see what's conflicting and what I might need to merge? So far, I haven't had any problems, but I still want to do a checkup
I've heard Ships of moar 5.58 works on 5.57 but can't promise anything
Merging mods wouldn't affect ships of moar, except for one rare case, also using my gShip Custom Ships
Right, but the merging mods thing isn't talking about Ships of Moar, but rather the modlist I have now, I just want to make sure there's no conflicts that I need to resolve
you can still download and use old versions of a mod
Old FIles section exists and usually is accessible
Fair enough
But yeah, like, I'm looking at this rn, and I'm thinking I probably need a bit of a checkup to see if any of these conflict.
Note that none of the Winder mods are the 5.58 versions
5.58 has a considerable amount of syntax and modding specific structural changes so they are not guaranteed to work on 5.57
I figured as much, since the mods are being updated to work on 5.58, so that leads me to wonder if people are going to have to update their mods all over again like when 5.50 launched
it's likely
hopefully not as much after since 5.58 contains mechanisms that extend the longevity of mods
The g stuff will work until 5.58 comes out. I have most of them updated and ready to upload when 5.58 comes out
Ok. I was hoping you'd have updated the mod that increases the Predator spawn rate by now, but I'm assuming there was a reason you didn't.
One thing I do like is that, even though you're given a message upon launch that mods aren't officially supported, Hello Games still kept the modding scene in mind with 5.50 and 5.58
The biggest reason is that I couldn't update any mods for about 9 days or so now, because the experimental is changing things significantly, and I need that to go public
Ah, fair enough
Yeah, I didn't even know 5.58 is changing a lot of the modding mechanics again until just now
Gonna try the old version of Ships of Moar again, but this time I'm leaving out the Give Me Shuttles or Give Me Death mod in case part of the reason for the lockups was because I was forcing it to spawn only shuttles.
well the latest version of GMSoGMD is for experimental
so you should just use the previous version
Yeah, that's what I'm saying, I'm going to leave out the previous version of GMSoGMD as well, because one of those mods was making the game lock up when anything having to do with spaceships in my freighter was involved.
ah fair
anyone know of a mod that shows more stats on the multitools other than damage and scan range? Or shows the increased bonuses from placing like-modules adjacent to each other?
We usually can't add any information to the UI. The best we can usually do is move things around or change appearance, and even those are a pain in the ass.
something that shows like "Recharge Time -20% (-2% bonus)" or something that shows what the bordered bonus actually is, not just a yellow border image
Again, we can't add information
Hi, does anyone have weird graphical issues with the goatfungus editor?
-#
to view info below, enable embeds
See patch notes Β»
Build 138989 (4175)
ποΈ Notes History Β»
-# Run !NmsVersions in our #bot-spam channel for more info.
Ah sorry thought you meant that like in terms of outright adding new elements to the UI, hoped modifying the string displayed would be more feasible.
It's like a receiver that can request certain portions of data. If it doesn't alerady request those parts of data, it won't work.
So if I want A B C D, but the vanilla files normally only receive A B C, even if D is accessible in another screen, I won't be able to get D
Ah
I wonder where those numbers are stored in general. Even if it's in a different UI the info could still be useful
Imagine there is a big database of information in A, and a file in B that requests stuff. If it's setup by the EXE, B can get info from A, but if it's not setup, B can't get any of A
could i bother someone to make me a living ship quest timer reduction mod, pretty please?
oh, sorry, this might be important - i'm on steam experimental
I thought there was one, maybe it hasnt been updated... or, I am wrong
sorry, should have mentioned - i did try looking at a couple but they were last updated 2022. thank you, i'll go look again
oh, ok, there's one from 2024, but that's still not recent enough
also, 15min timer is a little too much for what i was trying to get done
@round sinewI've done this, but it is not recommended by most seasoned players.... you can change your system's clock forward and back to cheat the times of the eggs. But it can mess stuff up in your game.
!faq-time
-#
to view info below, enable embeds
Should I adjust my system time?

No! Messing with your system clock has the potential to break every single thing that relies on a real timer. Settlements, frigate missions, farms, mines, freighter battles and time gates such as the Starbirth Quest. Just don't do it.
uh, i'm definitely not time skipping
i just wanted a mod to make the quest timer to go from ~22h to 1min
i need to test some stuff for a faq- command actually
"Just don't do it" π
TBH, I wouldn't ever do it again, even though the first time it worked.
what's not recommended is to time skip, what is recommended is to make a mod to decrease the timer required
thanks for your advice, i'll keep it in mind for sure, but i'm not doing this in my main save either π - thank you all anyway, i got a mod to test already, disregard my prev request
Is there any mod that increases companion slots?
Like adds an extra two pages or something that needs nanites to unlock
Can't, fixed size list in save data files
Did you get this sorted? I could probably make one today
What are the best mods that significantly increase the gaming experience?
https://www.nexusmods.com/nomanssky/mods/1921
@round sinew
I've used it and it works
Does the expedition rewards transfer to other platforms be it the same family (ps4-5/xbox one-series) with cross save with modded saves
Like I have all the expedition rewards unlocked on my 4 but my main on the 5 doesnβt
They are account wide. If it's a different account, it can't transfer
Pixy made me one yesterday, so i'm already sorted, but thank you all the same π
ah thank you, i was searching for living ship only, that's most likely why i didn't find any
on this btw, from steam (in the example "account A") to ps5 (in the example "account B") at least, it seems that if player is in cross save, uses account "B" to load a "save A" with rewards unlocked account wide/made by account e.g. "account A", then loads save "B" made under account "B" = save "B" will also get to claim account wide rewards (but not special rewards like starborn phoenix).
all good I did the same before finding this one
Sean
Anyone know if there's a way to edit the mount position for companions? I'm playing in VR and when I fly my big dragon my viewpoint is from right on the dragons back and when it flies upwards, my head clips into the body. The companion riding animations are also supper jittery, but that's a separate issue.
I just want to move my POV upward a little bit so I can see better and am not clipping into it when it tilts up.
There is, the question should be "would anyone be willing to do it"
Tbh with the proc gen nature of creature part sizes your may just be an edge and there may not be a universal "good mounting position" for your pet's creature type
Ya, I just figured maybe there was something in the settings specifically for where the head is positioned for VR, buried in the JSON file somewhere. I have a smaller dragon that places my viewpoint a lot higher off the back, but maybe it's fixed and the scaled up version results in that point being right on the dragons back.
The smaller dragon is not nearly as fast though...
Might noit be the right place, but after some help with Save Editing.
I;ve used it successfully to get Twitch drops, and missing Expedition rewards. But trying to claim Starborn Phoenix, I've ticked the option. Tried loading online and offline. But cant claim it from Quiksilver dude. Am I missing something?
Is there a "No High Clouds" mod updated to worlds 2?
is there a mod that expands what we can unlock from the base construction unit like we could in the 3rd expedition?
Hello Everyone π
Hey all, i'm new here and was recommended I ask my question in this channel: i'm looking for a Photonix Core module, and was told I might be able to get one using save/edit feature. I've never used save/edit. Could someone point me to a help guide, please? Thanks!
google goatfungus editor, or browse the pinned to see if it is there. After installing it, open up the app to the save you want, go to ships tab, right click a tech slot, add item, search photonix core
@quaint wadiif you want more guidance, this place is more suited for editing;
https://discord.gg/DdQMb7cJ
is locking tech from space station merchants behind the system's species reputation level a thing that's possible to do? or changing the probability of certain types spawning based on the dominant species
i.e. Korvax have more chance to spawn hyperdrive upgrades, and each class (c, b, a and s) require a different reputation tier to unlock
Prolly not
Hello everyone, Iβm new here and I was wondering how to get an iron vulture by getting them off other players?
Yes you can, or at least the parts to make your own custom one. #nms-lfg-or-trades is for that
I think they do have rep requirement fields we could try to use
i know the planetside merchants you can occasionally find have that feature
Saw this post on reddit and a guy said it was possible to remove the bottom half of the squid ship and keep only the upper part (like in the picture) with a save editor. Anyone know how to?
I think the iron vulture turns into random hauler when traded
you change the 'scene' in the JSON editor, but I can;t remember the script, sorry
go get one from the bot in the creative hub, discord, I linked it up above a little bit
thanks
Thanks, I will check this out today!
I got the save edit to work natively on a MacBook Pro without VM. Thanks again for the assist!
So i just came back to nms and what's up with the new modding format?
So do i have to drop the folders in the gamedata mods folder?
Read the pins.
"NMS Modding after 5.50" document updated to include mod installation and troubleshooting information.
I'll kiss you
I don't know if that's good or bad, but okay π₯°
lol, just thank you for help β€οΈ
does anyone have a mod for first person hands
Are there any mods that prevent your ship from teleporting with you wherever you go? Like, if you want a specific ship, you have to travel back to that system/base/station?
thinking about how I could track it "manually" but that would get exhausting lol
likely can't
damn
wanted to tryin playin a little more "realistic" like an extra hardcore setting
Not any uploaded to nexusmods
rip
hands only show up in first person in VR
someone should make one
if no one's made one after all these years chances are it's not doable
Hello Everyone π
Has the GTN Mod been updated yet so you can buy everything in the GTN?
it will show updated date on the nexus mods
I just now figured out there's a bot that unlocks expedition rewards, Xbox and ps friendly, finally access to a type of save edit. Its patron ran tho but three free expedition ships are mineeee
I wonder how hard it would be to add portals to the unknown building list in your visor, or when you scan using the exocraft, alien ruins add the portals not just the monoliths? Would it be as easy as adding one extra line or would I have to edit a ton of files. I guess I need to know what file specifically edits the list of scanned buildings.
Can't add new options to exocrafts' quick menu scans
You can add a new emote that triggers a scan event to mark a portal
But that is more complex task
I just use a mod to make the portal elixer available π€·ββοΈ
I was able to replace it instead. Exocrafts now scan for portals instead of monoliths simply by editing SCANEVENTTABLEVEHICLE.EXML and switching BuildingClass from Monolith to Portal under the MONOLITH event
Has something changed? My MODS won't load after update?
I thought this new way of Modding was suppose to make it where mods would work after update?
not this one
I have to wait again for mods to be updated
yes
Oh well, back to the drawing board once again, thanks for your help
When I put a mod into the MODS folder, and run game, it doesn't show red text of Mod warning, it starts up like no mod installed, before it would show sign or claim game won't start.
Is this normal now?
I'm using a mod that was updated today
yeet modsettings
What?
On internet or here in discord?
win+r gcmodngsettings doesn't find
are you looking at the doc in the message I linked
XML file?
I linked a message above
the message linked contains a link to the doc with the information you need to know
above screenshot is said information
Thanks got it
will try and a see if it works
will let you know
Awesomesauce, It worked. Thank you for your help...again. LOL
just for context, the file contains a parameter that disables all mods
when game crash and game can't find the mod causing it, it disables all mods
Ok, that is good information to know.
Name?
Yep
Thank You π And good to see another Swiftie
If you ever worry about updates, #nms-announcements usually shows the most recent ones
And ye I love taylor
As do I

I was listening to my Taylor Spotify Playlist when you answered
π
Would it be ok if I add you to Discord Friends?
is there a way to disable the game from disabling all mods after a crash? just trying to locate ones that need upating post game update
no
π₯Ή
LO2K I use your Mod where the Mining Laser no longer kills creatures but I am wondering how many poor creatures had to die for you to perfect that Mod π
Is there any way to type a seed and see what the seed looks like or extract a seed from a picture or something like that?
^specifically for multitools, but also ships and frigates etc if thats possible
I'm assuming this falls under the "can't modify the UI much" category but...is there anything that makes these teleport selections smaller?
Into something like this so it could fit more per "page" and have less scrolling
There is no way of telling what the seed would be, just by looking at a result. The only thing that comes close, is the other way around pretty much. Having to bruteforce the seed through the game code to make note of the result, keep doing it until you get the result you want.
UI changes for us to adjust, are limited, as we can only use what is present to create it. Nobody likes to mess with the UI either, as it gets quite complex to work with. Can likely make those frames smaller, but if more can be added remains to be seen. Can not even be sure how adjusting the size is going to affect the content. You'd have to dive in to figure out and see what can be achieved. As said though, hardly anyone is into UI for a good reason.
If you wish to learn more about modifying the game, I'd suggest to check the NMS modding Discord linked below. Plenty tools, info, and helpul creators.
!moddinglink
Game is super inconsistent about what new elements can be thrown into UI and will show up and what won't
I think it's the latter for this case
There might be a fixed amount of entries shown per teleporter page and just throwing more boxes wont make the game display these new entries
I think that's probably the case. You could shrink them, and just see 12 smaller versions of the same thing, possibly with a scroll bar and lots of blank space
Often the code isn't "display as much as you can on this page and put a scroll bar if you run out of room", it's "Display 9 things here and a scroll bar if there are more than 9"
that'll prolly require quite a bit of work
height of each base's thumbnail would be easier to adjust I'd imagine but that depends if the vertical stacking is using NextLine or using spacers
or both idk
Even if we get to the UI mbin, find the 9 thumbnail sections, rework them and copy paste to add more, there's 0 guarantee game will display the next 3 stations there
Or bases or whatever teleporter end points that would normally go to the next page
scrolling UI is often a bit more forgiving when it comes to that but yeah you won't know until you implement it
and of course you'd have to implement it first lmao
Oh ok didn't know about scrolling bit
Not it!
I tried to add more positions to crafting menu for inventory, game wouldn't display stuff from 2nd page of that popup
Just like irl
Adjusting seems to be fairly acceptable, but adding seems to be mostly verbotten
Is it loss? It's always loss
but the way scrolling UI works is that the individual entries are usually setup beforehand and are kinda just "hidden" until they're used
but yeah there're luas out there that edit UI files and if anyone wants to see how stuff is adjusted they can go read them and see for themselves how dickripping it is
So just try a random seed and hope for the best? Is there nothing else to do to limit the search like the forst letters or something? or is it all just rng
It is not RNG when referring to seeding, but there is no obvious logic behind it to be able to know what seed to use for a desired result
now how do i add ships via the save editor specifically a starborn phenix or runner
So sadly enough, you'd indeed be left with trying until you get what you like. Depending on what you are looking for however, you may wish to check the Creative & Sharing Discord, as there are tools that can do some brute-forcing, and many have documented seeds for this purpose.
!creativehublink
Yeah, thanks. im scrolling through there now looking for something close enough. aint no way i am wasting my time gambling for a multitool that is 1 in 16 million compared to that one website
Starborn Runner can be added through the Account tab. Starborn Phoenix will not work, as this is done slightly different. If on PC though, you could edit your GCUSERSETTINGS file for it to be added
people have shared sh0 files of the phoenix at the hub
@vapid garden Check the above Discord invite link in that case, thanks @dusk saffron
thanks bud
#nms-modding message Phoenix can be added via goatfungus here, sh0 file in pins....
you're my hero, ferris bueller
pfff i guess this weeks update broke my mods again, that id just got sorted out π€¦ββοΈ
I'll try to remember the pin here, no promises
π«£ π³ (I should have known to check pins first) π

Yup, consider all mods broken again
Even in case of using Lua scripts one needs to be careful
Those might need some surgery as well
Loaded up my mild amount of mods when the update dropped and my entire log's quests reset lol, I had all 4 or 5 stages of starbirth and everything (loading back a save fixed it obv)
New Beginnings right next to Awakenings too
None of the mods are even mission related which was confusing, just tiny qol
you never know how far the hand of the mission tables stretches
I was expecting the worst to be the mods crashing the game on startup or simply not registering, now I know more lol
I tired via goatfungus, I clicked it and saved. Never received it in-game and next time I opened the editor it was unchecked
It requires the import that is provided with the pin. Alternatively, edit the GCUSERSETTINGSDATA file instead, as it does not work using the AccountData alone.
Ah, gotcha.
You put the sh0 file in a folder called exported in the root directory of goatfungus, open the save, goto ship tab, select import ship, select the sh0 file then when its imported, you click save
easy
then ingame summon it like any other ship
HG need to make an ingame mod loader/viewer/downloader. Been playing a game with one lately and its on another level to nms.
I appreciate y'all's discussion on the matter. I played once very briefly a long time ago and I recalled the entries being smaller. For stuff like stations that can't get their own image it just feels like a lot of wasted space, ya know? It's unfortunate the menus and UI are so difficult to modify, because there'd be so much to do with just that menu alone - sort/group by economy (type or strength), dominant life form, color system (or have the color show up like it does in the Discoveries menu system icon), or a custom tag you could search/filter by.
Valheim's is so good. Love being able to modify stuff on the fly right from the start menu
There IS a mod that replaces the icons with colored versions to help differentiate them, though it isn't updated for the latest patch https://www.nexusmods.com/nomanssky/mods/3209
I have kept an eye on that one, it is nice (basically same as the "scanner icon colors" mod). But I meant like this icon
like something to show it's an indium system instead of having to look at my excel sheet lol
Modifying UI is one thing, sometimes it works, sometimes not
We're talking about adding new functionality here
Pushing data that is not present in this particular screen / instance
Which is a no-go in general
Yeah that's what I meant by it's unfortunate, because that kind of detail/addition would be very nice
UI sizes changed when SteamDeck became supported. At that point, HG made many things a bit larger, but consequently then get less rows and columns.
Curious if it would be difficult to make a mod that just keeps a text file log of whenever you change galaxies β text file with save name, galaxy you entered, and time stamp.
It would be amazingly helpful for me since I like sharing photos with glyphs to things I find, but if I change galaxies I donβt always remember to make a note which galaxy the glyphs work for.
Iβve done minor mod work many years ago in Quake (lol) but no idea if it would be way above my head to try this in NMS
(The ideal would be making the UI list galaxy number or name next to the glyphs in photo mode but my understanding is that isnβt possible)
Not possible with a mod. We can't add any functionality that doesn't already exist.
-#
to view info below, enable embeds
See patch notes Β»
Build 139505 (4175)
ποΈ Notes History Β»
-# Run !NmsVersions in our #bot-spam channel for more info.
whats the mod folder path again? ic ant find it (steam)
steamapps\common\No Man's Sky\GAMEDATA\MODS
It was previously GAMEDATA\PCBANKS\MODS, but that has changed
ive used some mods from before this weeks update and they worked alright. when it comes to mods that are only distributed as paks am i just out of luck until they are updated?
.pak mods are no longer used, things have changed a bit recently. Check to see if your mods have updated or not. There is also a pin with info about the new changes.
im aware just curious if it was possible to convret them or something but i assumed it was a dumb question i dont understand programming\
:p
There are no dumb questions. Sadly enough there is likely no simple conversion either, because of the changes made, even though considered small.
well thank you very much :3
i just need dubs colors and my space beutification will be complete
Is that the name of the mod?
yeah
more of a collection
i think?
i just started modding my game like 2 days ago
I am actually not all that familiar with actually using mods.
Dud's?
yeh
Ah, if not updated yet, I bet they will soon, usually pretty active
Looks like 5.29, so likely will not work just yet for 5.50+
Top sticky post says it all, they will be updated as soon as possible, so you'll have to be patient for now
it indeed does not i installed a bunch of mods before i learned that paks were no longer supported unfortunatley
Their mods are pretty good from what I heard, but likely require quite a bit of work due to the recent changes made to modding in general. Sadly enough, these changes have not been consistent and stable either.
Got a mod to remove the reticle. Isnt working. Dont even get the mod warning screen. Any common mistakes i could be making? Ive checked, and my mod folder seems to be in the right place.
old mod
know any newer ones that do the same?
found one
gonna test it
nope
still not working
i checked and the mod is up to date
up to date as in within the last few weeks?
you should link the mod if you want help on the specifics
Probably suffering from the new expanded TEXTURE cache
Just dragged a few random mods from nexus
and none work
so its not a problem with an individual mod
Many more TEXTUREs are now being cached than before. Replacing these TEXTUREs with mods that use the same file name, to replace, will no longer work, as the game will always grab from the cache if in there, which will be vanilla version.
Did you crash from old mods initially? If so, the game automatically disabled all mods if a mod cases a crash
No
Well, we can try the fix. Won't hurt anything and will potentially fix....
Crazy this wouldnt be happening if the game let you disable the reticle in settings
baffled it doesnt have that feature
In Binaries\SETTINGS, delete the GCMODSETTINGS.MXML file
Alright
No luck
Deleted the file but still no mod warning
Guess ill just accept the reticle or turn HUD off
sucks cause that disables a lot of information like scanning planets from oribit and using the analysis visor
HG really needs to add a toggle
well thanks for trying to help
Huh...
GAMEDATA\MODS now
Ill try that
...AND so you know, ANY mod created or updated before 29 January 2025 is NOT viable.
Alright
Mine is from February so it should work
Well the mod doesnβt workβ¦but I got a warning, so thatβs a start
Iβll see if I installed wrong
Some, but not all, from 29 Jan 2025-3 March 2025 will still work, as of the update released this past Tuesday.
Noted
Yes, this new "more reliable" modding system has been something of a mess for the modding community, so far.
I can imagine
Will improve, over time
But updating mods for NMS 5.5x is essentially remaking the mods from scratch, to a large extent.
Thanks for all the help
Already done
I guess I was thinking it may be possible to have some daemon like process/app/script running outside the game that checks the save file every 60 seconds or so to see what galaxy youβre in? So it wouldnβt have to be the game itself doing anything new. (And keeping a separate text file log)
There could be if you start writing it
Yeah! That was what I was partly saying in my original question a day or two ago (up there somewhere) is if it would be technically complex or if somebody who is not a software developer (but has done some fiddling around with shell scripts & modding 30 years ago) should even try :-)
You'd prolly need knowledge to write/adopt code related to reading jsons
and there's really be near zero institutional knowledge to assist.
You'd, for the most part, be on your own to figure it out as none of us are developers or mess with such things.
Since there are custom ships, is it not possible to do custom character skins?
not impossible, just overwhelmingly difficult to vast majority of people
so practically yes
@vale iron Does your Daylength Mod still work with the New Update or have you not updated that one yet?
I think it will still work, but I have it updated, just need time at my computer to upload it.
That could work, just wouldn't be a mod. Outside my knowledge π
cresent worlds + hd clouds, looks so good
one of my ibggest grips in vanilla is how planets look from space
Ok Thank You π
So this got me curious and it seems thereβs a βUniverseAddressβ parameter somewhere in the JSON of the save file as decoded by the GoatFungus save editor which you can probably use for this (see βBaseContext.PlayerStateData.UniverseAddressβ).
In theory, you can have your daemon/script (1) decompress the save file, (2) locate the correct mapping, and then (3) pull out the data you need periodically. Havenβt looked at how you would do (1) and (2) without the save editor yet though but it should be possible.
Yeah thats just it, I have no idea how to go about making a tool that would decipher the JSON properly since I suppose itβs not just like a plain text file (Iβve tried opening it with JSON editors and text file editors and of course that doesnβt work)
No worries Iβll just try to stay in Euclid so I know where the pics are from π
I believe it's clear-text obfuscated. There's a save mapping file with MBIN Compiler I think that has all the three letter codes and their actual text
Universe Address is near the top of the file. Could just figure out the three-character and not even de-obfuscate
Ohhh thatβs actually quite useful. I suppose I should look into it since I wanted to get into modding for a while now.
Just a terminology thing, in NMS we consider save editing and modding completely different things
and separate programs would be a third category
Ah, got it np. I just figured there would be a large overlap in the knowledge between the three categories.
There's some. Probably more between (save editing and modding) or (modding and external apps), but not (save editing and external apps), other than Mjstral
@weak star @naive stirrup The save files on Steam at least, will require to be decompressed first. There are several tools out there when it comes to the save files, if you search for it (No Man's Sky + decompress + save). Here is one that combines a Python script by Chase-san with some Typescript to do the 'mapping' mentioned earlier:
https://github.com/NMSCD/NMS-Save-Decoder
Ooh thanks for the info! Will be sure to check this out at some point
is it possible to get a corrupted sentinel drone as a companion?
I don't think they've made one in a vanilla way, so any attempt to do so has some complications. With the most basic companion edits, you risk desyncing with multiplayer when you have the companion out. You could possibly do a more nuanced version based on FRIENDLY_DRONE where you use the existing companion as a base and just model swap the appearance for a corrupted drone, though that wouldn't appear as corrupted to other players, only to you.
ooh ok, just appearing corrupted to me would be fine
Maybe scene swap on Laylaps instead?
In theory itd be possible to replace geometry and model and leave entity mbin
ok. i have no idea how to do that π
Yeah, that should work
Unfortunately, I doubt anyone that already knows how has the time right now. You would either have to dig in and learn (while asking questions), or wait π
Plus, none of us that know how always knew how
alright, i appreciate the answers, ill try looking into how to maybe do it later
Ask questions any time you want
If you have game files unpacked, look into models and robots folders
You'd need to find the scene for laylaps, internally called friendly drone if memory serves right
And scene files for a corrupted sent drone
Then replace the geometry and model MBIN links
That is the basic idea, no clue if game will like it
ok thanks i will try that later
oh very cool! I'll make a note of this and if I get the itch, I might dive in to try figuring it out :-) thanks!
@vale iron I know you are probably doing a lot, any eta on when gcam gets updated? Thanks in advance
Soooooon π
Would anyone here by chance have modded "underwater" companion? Like an egg for a pet that would normally not be obtainable due to living underwater?
Hello! Does anyone know of any mods that add item labels to inventory (similar to the image in the old mod https://www.nexusmods.com/nomanssky/mods/2074, but without stack increases)?
It would be nice to not have to hover over each item when I'm looking for something in my storage π
I think I just about have the lighting Perfect now
NMS Modding After 5.50 (now 5.58) document updated for 5.58 with a link to Winder's EXML document.
https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/
NMS Modding after 5.58 Modding for No Manβs Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.c...
Could i by chance get a modded "death star" ball ship from someone? I can trade a modded egg or some form of resource
Soo idk if this is where I should like say this at but I can dupe ships and I was looking for the boundary herald will dupe for it
ball ship?
like the exotic class ball no wings
Exactly lmao
give me a sec I can send file
But the one thats just a ball without thrusters or anything
but it is modded heavily
Really?
Ive seen a bunch of people with it so didn't know
use goatfungus to import it
I was hoping to be able to get exchanged one in game π im on xbox
Is that one you cant do that with by chance?
ahh let me see if I can cause Im making a save for pc and psn so if I can I will
should be able to, add my friend code V3R8-KTBT-76JHP
it won't have all the tech that gumball file has but it may have the same stats, no clue.
im online you should be able to add me
Then I can give you both gumballs
Wait theres 2? Shit i can get on now than if its most convenient for you
sooo, there are a couple exosuit voice mods. Is it difficult to pull out and replace the language files?
