#nms-modding
1 messages ยท Page 62 of 1
anyone know a good mod for removing the free/build cam barrier?
all the ones on nexus are from 2 years ago
fuck it we ball
No you won't
oh i will
Any mod released prior to Worlds Part 2 update will not work
Because HG changed the file system the game uses and how mods are loaded into the game big time
Only mods recently updated or brand new releases will work with current game version
i expected as much
i did find one tho https://www.nexusmods.com/nomanssky/mods/3300?tab=files&file_id=38802
HOLY MOLY this mod lets me fly my free cam through walls im in love
That sounds amazing ๐ญ
Is there a mod for moving/saving specific portions of a base?
Not a mod but https://www.nexusmods.com/nomanssky/mods/2598
Probably the only way to do such things
Can a build be exported into the game? If so, does it overwrite or add on to the existing base?
You import and export the entire base into and out of the program, and are able to make prefabs that can be placed into any other base and adjusted n etc
@queen apex u on?
been looking for a ship that looks like that, someone said the name was starborn runner and can only be either gifted or obtained from the expedition
please if someone could help me out
it would mean a lot
PC
Lmk when ur free to meetup
I can give you a file to add to your save and it gives you the ship
fr?
thnx man
how does one at it to a save file
use goatfungus I can make a quick tutorial on how to do it
!myaccount
@drifting pendant Please use this command in #bot-spam.
so i downloaded the NMS save editor
now what
correct, you must also downlaod java to run it
then move the editor wherever you want, then click on NMSSaveEditor.bat
when it runs it will pull up cmd and a progam menu, at the top look for ships tab, click it, then click import and click the file
Starborn Phoenix, this is the exclusive one, the other is the runner which you can add with just the editor because its the normal one.
this specific ship tho will have insane high modded stats if you want them to stay do NOT click the boxes the numbers are in, If not then click the boxes, It has all tech preinstalled and ready to go.
your user MonkeMan?
Yup
I added you I'll restart and load up with my ships
Alright sounds good
I need your code still
@drifting pendant V3R8-KTBT-76JHP
Alright ill add you in one sec im mid mission
alright I'll send pics of the ball ships
I added you
logging in now
@queen apex so there are options
slot 1 is normal instead of titan if i want it on my main save yes>
?
the difference between those are Save is the autosave and Save 2 is force save
i see
and the save editor may say a different difficulty, it says normal on my backup save thats a custom
what do i do once i am done>
save changed?
changes*
save changes, load up the game and pause, then reload whichever saved you changed, just remember Save = Autosave & Save 2= Manual
@drifting pendant go to a system with a normal space station, so I can trade the ship to a NPC
I thought this was a normal one
Ya we can
I see an atlas interface but no regular space station
can you travel 109ly?
Ya
actually I go closer so you don't have to jump as far there is one 54ly away, just open galaxy map and look for the little person and make sure it says my name.
Im in the spacestation and have the ship out yo want both or just the exoitc one
Can i see the other
Both ideally
won't come with all the tech but this is what it looks like not dug into the ground
come over to the korvax when i sell talk to him and buy it
sold
next one comin up
I wish i could get it to those insane stats that was wild
Thats amazing lmao
these ships are going to a ps4 and pc save, If you have a ps4 or a pc that can atleast boot the game download the save and use crosssave
I do not lmao
Not on my end
you seen the steam exclusive ship?
I also have the wraith, & vulutre on this save
Idk if i have room but id love a wraith one ๐ญ
we can do that
I decided to opt out of the expedition due to only liking the ship
I need to archive a ship
alright let me know when your ready I'm on sell screen
Thank you! Lmao i appreciate it
GGs, Hope you enjoy them.
I definitely will homie, you should send me an inv to your server
Are there any mods that mute the annoying base part noises?
There's so many cool base parts, heck even just the monitors that I want to use but they all hiss
All of them? unlikely
I know only of a mod that mutes the appearance customisation machines
Holy shit
I'll check it out! ๐
Hold on, I'll look at my folders and make an updated version and you can tell me if it works
Ah no, I'll have to do some edits to make it work
I might do it tonight, but I'm really tired
ok, I'll look into it. Thanks for letting me know
Well actually scratch that it doesn't, I just had my volume lower than usual
I'm not sure why, nobody in recent comments on the mod say it's broken
A lot of people probably haven't downloaded it recently. It wasn't super popular and hasn't been updated in a while
Things changed a lot recently and I just haven't gotten to this mod yet since it was a little more complicated and less popular than others
I can't see how it was less popular, it's basically impossible to put any of the cool decorations anywhere you're actually gonna enjoy them
I really wanted to put all my glitches on a shelf in my room but it's so loud, how is an industrial pump quieter and more pleasing? XD
Do you know one of the items that is working currently?
I don't think any are, I thought the health wall thing was but I just realised the sound range is different to the oscillator thing even though they have almost the same noise
Nah going through em nothing is working, I just thought the wall thing had turned off when I first loaded in but, I just wasn't close enough to it and I'd accidentally turned my headphones down -_-
Is the antimatter orb supposed to make noise? I forget
Can't recall
Here's an updated version that seems to work for the Health Station. It seems to be a fairly subtle sound, so it might be hard to check.
Is there an item you want in particular? I'll try to do that
Oh yeah, I know that one
Yeah, Large Monitor Station is one of em
Give me a few
The big obvious annoyances are the cool twitch drops decor, but that one really bugged me I tried to shrink one down to make it look like I had a PC in my traveller's room but it was so annoying
how do i download mods?
NMS Modding after 5.58 Modding for No Manโs 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...
whats the mod that lets you do past expeditions?
not a mod, custom JSON files
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
New mod released: https://www.nexusmods.com/nomanssky/mods/3401
Anyone able to edit my save here I can send the decrypted file after 4:30pm GMT
I'm lf the Godly dark unicorn sentinel, exotic and normal ball ship both in black or white
Dm if you are able to help me out
Better asking at creative discord, as its more their thing, but they might just send you to bot.
Hi everyone, I need a favor-pc players obv ( i need someone who has moded or unlocked freighter building parts ) for planets / not on freighter to join me and put one of each item cuz am on ps5 ๐๐ป help please ๐๐ป
I'm not a modder, but I did figure out that each .wam file is an address and this seems to be how it is called by the game. There is a exosuit voice mod called Analogue, by TheAnalogueKid, which is for English. There are a few others out there, but not with the same file names. I grabbed a Chinese one and changed the names of the .wam files to match the English and - it works. My suit is speaking to me in Chinese
You mean WEM? I'm pretty sure those aren't addresses, just numeric file names.
yo
so im editing my settlement slots to be actually usefull i got copper so what should i make the second slot
hello?
hi
bruh
Geknip
why
Because it's as good a choice as any other. What is "useful" is subjective and entirely up to you. Most people will have different answers, based on their own individual needs in game. NMS is not a one size fits all game, with only one set of good and one set of bad. A thousand different ways to play the game. So, questions of the type "What's the best X?", there is no answer for, or more to the point, there's an overwhelming number of answers for.
Surprised no one has suggested faecium yet.
He likes Geknip
bruh
dooood
๐คฃ
anyone undestand how the save data sync works on xbox pc platform? because i lost like 3 or 4 hours of gameplay and ended expedition because of that.
i'm having a lot of issues with this because look like when i turn off my pc i lost all my save progress and turn back to a older save
this happen 3 times on the last 3 days. Any help will be appreciated.
I dont think that is related to modding in any way
We don't have insight into game's inner workings or network protocols if that's what you're asking
sounds like loading older saves from xbox cloud
i didn't played ever on cloud
doesnt matter, saves are uploaded to cloud
yes i'm sorry but don't seem like anyone check the message on help channel
i'm just tired of wasting time because of the cloud save
hmm
turn it off and just use local saves
how did you do that?
on the game general menu?
cant remember, i sold my series X 12 months ago
i'm playing on pc
i deleted my save files and after minutes the sync happen again and replace all local save files
i think that make me lose my progress
but don't found any info about how to disable auto cloud sync on google
hi, is anyone aware of a mod that adds a separate keybind/control to the rocket boots upgrade? its super annoying and makes on foot exploration so much more tedious for me. id like to have better control over when to use the jetpack and when to use the rocket boots. is this even possible via modding?
It is not.
yikes
The only thing I can see in the files is you can change the double-tap speed. Not much else to do with activation
i see, thank you!
I made a little C# application to map all POIs we might find on a planet. I like to track everything I find on a planet and it would help me track places where I have already been.
Do you think it would be useful to the NMS community?
Yes why not. I'm also working on such a feature integrated into my planet mapper tool. It will by default already have all buildings, hotpsots etc but the user can add his own POI and base positions.
So more tools are always welcome especially for planets since we only have such tools for tracking galactic map positions and stuff
I love yours...I thought about making a Google Map version of the mapper but then I went for a classic 2D. Great work with the icons too
2D is also good, basic and simple
do you know how to get the planet radius from the game?
Yes why do you need it ?
because at the moment my POIs are plotted in screen coordinates, so their distance in pixels does not represent actual in-game distances
I was thinking of adding a measuring tool to figure out how far two POI can be...or a sequence of POI
PlanetRadius = {[0] = 23040.0, [1] = 96768.0, [2] = 147456.0, [3] = 195072.0}
Small, Medium, Large, Moon
I dont have it for Giants yet
nice and I get them from a save game right? I never put my penneth in there...it's probably time to do that lol
There might be a way to get that from the save I think. If you use saves you can also extract POI directly from the user. But it will take lots of efforts probably if you do it from scratch
what's the alternative to the save? using the in game scanner?
I think the user can select his planet size on his own. It can be seen in the discovery menu, planet preview scales correlate to real sizes
going to have a look rn
Using savegames or game memory will bring you into eternal update horrors. If your app is independent from that and just based on pure user input its more preferable
yep is just based on user input...that's because I read about the eternal updated horros you mentioned lol
is yours based on actual in game data? that would explain the terrain
Thats why so many tools and mods died over the years
Unfortunately yes but for me its alternativeless since I want to add all 60k procedural buildings and places the game puts on each planet
that's even cooler than I thought. so what I saw above is an actual in game planet and you automatically loaded the planet details from the game into yuor tool
Yes right inclduing actual planet map data with land and oceans. But it will be much more fine tuned with actual planet textures and heightmap
no radius in the discoveries ๐ฆ
lots to learn in that way
And the tiny planet images dont match the 5 scales ?
ohh hold on a sec you mean PlanetRadius = {[0] = 23040.0, [1] = 96768.0, [2] = 147456.0, [3] = 195072.0}
those are constants?
among all planets in the galaxy?
Yes 5 fixed radius numbers for all planets everyhwere
You could use the fixed dots in the discovery screen as measurements and tell the user like ok 1.5 times these dots equals a medium planet etc
Just ideas
first time I put my eyes on those fixed dots lol...good idea btw
And if the planet description has Moon or Giant in it its clear what size. So the user just needs to decide between 3 sizes in the end
You can also do this to determine the size:
- Note coordinate angles from visor screen
- Walk X seconds into one direction
- Note coords again
- Determine planet size based on movement speed and difference between coords
what's the engineering unit? km? the 23,040 km at index 0...moon
The game just says u probably just units. 1 unit = ? metres ?
got it and yes the method above would work to figure out the radius
thanks for the chat @marsh eagle ๐
There is one old value in the files that says u are m
That looks amazing. I look forward to seeing that
@frigid grove having a bit of trouble with the Adrift expedition.
the missions in the guides dont match some of the missions that are in the game. Not sure if if it's expected or not but getting confused and not sure how to complete these
I recently replaced the milestone to scan synthetic lifeforms since they no longer spawn in abandoned mode. Aside from that everything should work fine.
I though that would be something like that since it happend in other expeditions and you mentioned it.
I'm getting the "sunken freight" but have no way to get nautilos to find it
for example
(probably just me not knowing how to unlock it? its not available in the anomaly)
Check the reward for Phase 4, milestone 1
whats the easiest/fastest way to findthe waypoints ?
For general game stuff I'd just ask chatgpt or #nms-questions
๐
Do you still have to redo that File in GAMEDATA before you can Mod NMS?
No
Thank You Gumsk ๐
PlanetRadius = {[0] = 23040.0, [1] = 96768.0, [2] = 147456.0, [3] = 195072.0}
Small, Medium, Large, Moon
GCGALAXYGLOBALS.GLOBAL.MBIN SolarSystemParameters.PlanetRadii:
PlanetRadii float[5:PlanetSizeEnum]
[0:Large] 14
[1:Medium] 10
[2:Small] 6
[3:Moon] 3
[4:Giant] 24
Hmm, i'd expect those values to be multiplied by some const value to get the radius in units, but according to your values the multipliers don't match a constant value across sizes.
I think those values correspond to planet models we see in galaxy map
They don't need to represent actual sizes, they serve the purpose of letting people differentiate planet types on a glance
Yeah im pretty sure those are only for galaxy map cause @cobalt condor changed those for their E3 Style Galactic Map mod
Guide on how to install mods: http://tinyurl.com/nmsmodding550
NMS Modding after 5.58 Modding for No Manโs 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...
thx for the suggestion, but looks much to much effort to me
I really hope, HG will change it back sometimes
Dont hope, send them your feedback, ask why they are taking accessibility-like features away
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
What accessibility features did they remove?
None, just the red/green highlight on items in visor
Ah yeah, that's always been crap in vanilla
Yeah, they made the blue visor effect overlay the red/green, instead of vice versa
Is the tame any creature mod easy to run and figure out? A friend i have on pc is wanting to try it out
Hey boys
Does the star wars ships mod still work?
cuz I installed, normally the mod warning appears meaning the mod is there but there aren't any custom ships
If it was last updated before jan 29 2025 then no.
Not updated for NMS 5.5x yet
Soon
Ooo, thank you
๐
I found this post right here : https://www.reddit.com/r/NoMansSkyTheGame/comments/1iq4gkh/how_to_get_both_the_star_seed_and_mark_of_the/
Does anyone know how I can induce this behavior? Sadly, I've already done The Atlas Path (chose mark of the denier). Happy to mod the game within reason!! Also ready to use NMSSaveEditor or edit the Raw Json End behavior is trying to get
- Both the Star Seed + Mark of the Denier and
2 (and more important for me)) Have BOTH of the Atlas Eternal Quests active
Wondering if there is a way for me to either
- Reset the quest to the last mission if possible (if the bug isn't patched) or
- Raw Edit the JSON
not really remove, but overlay the red/green shading of unscanned/scanned plants and minerals with that - in my opinion - useless blue shadow in the visor
I can't find a direct answer, loading multiple EXML only mods that modify the same file but NOT the same entries is fine and all such mods should load, right?
That should be fine, EXMLs are modifications to that file, so as long as they touch different parts of it then it's fine
I believe they call them "patch mods"
Yeah, I've just seen a bunch of mods have gotten updates but still say "FILES CHANGED:... LUA PATCH WITH AMUMSS"
Even if there are no MBIN or MXML files...
@half tulip check https://cwmonkey.github.io/nms-expeditions/
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
basically this allows you to run evey past expedition
Thanks
is that a paid mod? dont understand how it works xD
It's a mod that you can download for free, that allows you to claim expedition rewards in-game using quicksilver
I see thanks ๐
https://www.nexusmods.com/nomanssky/mods/3404
(Dissonant purple filter remover)
MXML are not valid for NMS mods, with the exception of for LOCTABLE.MXML language files. Else, must be MBIN or EXML.
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Ah. I've been looking into things a bit as there is a mod that hasn't been updated I think because the filename changed so I'm still learning.
@solid hawk I notice that while you're not the poster your cited as co-creator for Firmware Update for the Signal Scanner (https://www.nexusmods.com/nomanssky/mods/1930?tab=description). Is there any hope of that getting updated?
Oh, general question, how well do EXML mods play when editing the same file as an Amumss mod? I have a mod that changes what's purchasable at space stations and markups via Amumss, could I also install Purchasable Nanites EXML?
in time
yes
Cool. Wasn't sure if it needed a new maintainer. I'm not that good with NMS yet but that's one of my favorites.
he's been otherwise occupied recently
Sweet. Thanks!
just need more time
Fair, life's crazy right now...
As it says, multiple times, in POSTS on the mod page: "It will be updated when I get to it"
That one is particularly large and complex, so will be one of the last I do.
Only has around 50 others ahead of it.
Does anyone have a link to a mod that makes outerspace darker with less stars?
Got ahead of myself thinking you would say you weren't maintaining it and I'd have an excuse to get back into coding and forgot the number one rule of playing with mods, "never ask for an ETA."
Sorry
Ty it looks way better and more realistic.
There really isn't coding with NMS modding. More like text editing. In terms of that mod though, thousands of lines. There's a reason why only a couple of us have made mission mods. Neither of us will make another, nor can we mentor someone else through it. Nightmarish, to say the least. Original development of Firmware Update, to this state took me over a month. Then a week to get the Lua script put together.
Hoping to start updating Firmware this next weekend. Fingers crossed.
Using this in the meantime. Not quite as nice or thourough but it works... https://www.nexusmods.com/nomanssky/mods/1938
We appreciate all the work y'all do! ๐
But good to know I shouldn't start here...
Is there a way to get the list of visited systems and planets plus their details from the save file?
Like many other things, the game stores visited solar systems as seeds values - their characteristics are generated in real time
Individual discoveries are also stores as a bunch of codes, you can make out some fields like universal address, discovery type and who uploaded it and when
Ok minimal details then...I was looking for writing a little app to read the visited systems and generate templates for the wiki page but since all data are generated in real time oy when you visit the system there is no point of doing it
Not when you visit the system
When you bring up the system in Discovery page
The game stores the addresses / seeds of the last 70ish or so systems visited
When you select a visited system from Discovery page, then game builds that data from the code in save data
Do you think there is any way to poke all the 70ish system planets data from the save file once I clocked and opened Discovery page?
Name, resources, glyphs, atmosphere etc
You're asking whether you can duplicate the procedural generation algorithms from the game
Which borders on impossible IMO
But if you opened the discovery page in a way those data must be already generated by the game and stored somewhere, right?
Or are those data generated per planet once you click on each of them in real time
Yes, it's stored in the RAM memory assigned to the game somewhere
If you know how to poke around memory and pull data from there, then go for it
If there is a way to know the area where the game points at then maybe there could be a way to gather those data.
how do install mods after worlds pt 2? im reading PTSD mod and he says to install in GAMEDATA\MODS , NOT PC BANKS. But i have only got a mod folder within the PC BANKS folder
im confused
NVR MIND i just had to create it
Hey there, just a quick question. Is it possible to create a mod that basically increases or decreases current ship seed value by 1 via keybind? Or maybe there's already such a mod?
Nope. Can't do anything during runtime
Change values in static game data files, loaded when game starts
Oh. Alright then, thanks!
Maybe I can feed a list of seeds and cycle through them? Like, spawn a ship with predefined seed?
spawn a ship with predefined seed - yes
have a list of seeds and cycle through them - no
closest would be having each seeds as separate action, ex. through emotes in quick menu
New mod released: https://www.nexusmods.com/nomanssky/mods/3407
With the save editor will I able get nintendo switch ship on pc and then being able claim the reward on console?
is tehre any mod that tells the time of the day in the plannet ?
perfect thanks
Actually Seed Generator could do that, but god only knows when I'll be able to get it fixed up and functional again. One of the last I'll get to.
Are there any custom exotic or s class ship mods?
Any recommendations for more efficient fauna scanning? Maybe a mod that plays a sound when unscanned creatures are detected.
I don't think that's functionality that any mod could add, it's something that isn't in the game already so mods can't just will it into existence
The best could just be making the scan time instant
Anyone know a way to transfer items from one account to another? I want to transfer eggs so can't use a save editor or bot them in...
Companion eggs? You can use a save editor, you just need an existing companion egg to replace it's data with the desired data, and to find the place in the save json where the egg data is stored (unless a save editor isn't available to you of course)
Like the ships of moar mod but for s class and exotic
no
Appreciated. I may do that though I ALSO have items I wanted to move...
I can get those with a save editor I'm just nervous. The reason I'm on a new game is my old save is corrupted and I don't think I can save it. I've been doing the expeditions with it and it's janky now.
Anyone use these mods, I can't seem to get them to work for me...
https://www.nexusmods.com/nomanssky/mods/2486?mtm_campaign=DiscordBot&mtm_kwd=gamefeed
https://www.nexusmods.com/nomanssky/mods/2321?mtm_campaign=DiscordBot&mtm_kwd=gamefeed
What is the generally most used collection of mods on Nexus? I haven't modded the game ever yet and I wasn't sure if some mods are outdated or anything but wanna get started with some good basic ones.
Don't use collections, only pick from recently updated or newly released mods
NMS has gone over 2 mod purges in the last year alone, even the small updates can break many mods
And due to changes to mods from Worlds Part 2 update, no mod released earlier than 29 January 2025 will work
I don't use any mods but I'd really like to be able to list all my bases in alphabetical order, and they aren't. So I'm prepared to make an exception if there was a mod. Is there any way to get this sorted?
I have over 140 bases ๐
nope, mods can't add new functionality
Not even with a save editor? Current order of listing the bases seems to be chronologically in the order they were claimed. Could the associated dates not be changed?
in theory you could do it with save editor but it would be some manual labour
Mods, as in modified versions of MBIN game files, can't do stuff like that
I did this with the DNA save editor, which is probably the most intuitive one. You can find it on nexudmods, idk if it's updated for WPII though
thx
Could also do it with other save editors but that'd require you to manually copy and paste code whereas DNA has a cute lil sorting thing you can do
Can you give people nodded stuff in this game
@unreal mirage check this https://cwmonkey.github.io/nms-expeditions/
see if you can find the folder where the game stores the game cach
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
It really depends on what kind of modded stuff you mean
Like save edited things like eggs and sometimes ships, yes?
Modded things like star wars ship skin, no, that doesn't exist on your client and you will see it as a basic, normal ship
As in save edited, yes.
Really
I literally gave you two save edited eggs a few hours ago!
Really
Oh ok
Cheers
You can't normally interact with wild worms and birds, let alone add them to your companion registry
Ok lol
work in progress for my planet coords mapper and image to Text app to help me documenting the discoveries to the Wiki Fandom...lazyyyyyyyy ๐คฃ
Would it be possible to change the icons for space stations, like the way pirate stations have a different logo, to show the color star that station orbits? Or is that hardcoded?
If the info isn't immediately there, we can't put it there. You can select the space station to see the system's stellar class, which the first letter is the star color
What is Stellar Class F7f?
๐ก F and G
๐ด K and M
๐ข E
๐ต O and B
๐ฃ X and Y
Freighter?
That is a Yellow Star System
Oh, couldn't make Yellow Y and Red R and Green G... goobers...
Well, that's helpful, thank you!
The closest I can find is one that uses colors for each of the races and a few other things https://www.nexusmods.com/nomanssky/mods/3209
KadmiuM is red I can remember. Emeril is green, got it. B for Blue... O... ? X and Y, added later? F and G... who knows
Dude that is AWESOME. How did I miss that one?
But yeah, fixed colors...
X and Y were added later, they're for purple systems, which are unlocked by completing In Stellar Multitudes, a mission after the main storyline
Yeah, I just meant my mnemonic would be that those were the planets added later...
KadmiuM / Emeril / BloO? / X and Y for later stuff... F and G...
๐คฃ
That was my ab workout for the day...
WAIT?! Couldn't you replace "E" in the planet class with "<GREEN>E" and the text would show the right color?
It would depend on if the letters are in the language files right?
Oml maybe, that actually sounds like a decent idea
Or even just replacing the letter with GREEN
Idk if that's controlled by language files! (which can be changed)
I could try to look through my decompiled stuff to find it
I have seen a mod that uses the lang files to change system names to tell you what kind of system it really is
Yeah I use one to tell the weather status directly
https://www.nexusmods.com/nomanssky/mods/2051 (Normalize Economy Names (AMUMSS))
Oof, that one's old
https://www.nexusmods.com/nomanssky/mods/3373 (Weather Indicator)
I wanted to use these but I have a text correction mod installed and I figured they would conflict without some serious tweaking
Just posted for reference
I think I would use PET1 for Yellow, PET0 for Green, PET3 for Red, PET2 for Blue and PET4 for Purple. Short and consistent.
I found the biome localization and now I'm making a mod that gets rid of the "variation" with planet naming, so they'll just say "lush planet" or "barren planet" or "red mega exotic planet"
I bet this has been done before but wahhh I wanna make this
I should probably name the mega exotics as just "Red Planet"
Not sure what a Mega Exotic is but I'm enthused!
Mega Exotics are the weird planets in R/G/B systems, the ones that say [redacted] or lost blue planet etc
They usually have some mineral or flora super large, scattered everywhere
They're internally just called "red/green/blue" biomes
You may confuse these for the actual "weird" biomes, which each have a specific gimmick like one type is a hexagonal crazy land, another is a mushroomy lush world
Its unintuitive lol
There really should be a bible of what all these tags link back to...
It's neat but confusing when you're just looking for something specific...
I spent hours looking for a Marsh planet for a quest when it turns out Jungle is a tag for Marsh...
That information exists, but you have to find where it is stored and how to access it. The wiki should have that kind of information. Other types would require different resources, though.
Yay it works!
Lots and lots copying and pasting and not knowing ctrl+shift+b exists in notepad++
Also did it for sentinels, weather, resources, economy and conflict now
Aparrently "low" sentinels and "none" ARE different, which makes me wonder if they're actually used differently ingame
Yay I made it an actual thing
https://www.nexusmods.com/nomanssky/mods/3410
I'm thinking of removing the sentinel/living ship renaming since that might just cause confusion, and making that a separate mod
But like also I have never heard somebody call a sentinel ship "salvaged" or a living ship "alien"
Might also rename the sentinel activities from Hostile>Common>Rare>None to Aggressive>High>Low>None to make it line up with the rest if the game
is there any tool that would allow th play withthe sentinel ship parts to see how the ship would would like? or even build one with those parts
?
Sentinel ship customizer: https://nms.center/
I plaied with the nms.center but was not able to see how it looks like (maybe I did something wrong)
So would the mod work with ps4?
Mods can not be installed on consoles.
Tools like https://nms.center/ and https://nomansapp.com/ work though
https://nms.center/ gives you coordinates to ships and other things that you customize there, while https://nomansapp.com/ is a service bot that can perform over a dozen different functions, from giving you items/ships/multitools to warping you across galaxies
Oooooh, ok
Both have a limited amount of uses per user, since they have a decent amount of traffic and take a decent amount of effort/processing power to perform
With the service bot I believe there is only one bot too
Nice work! Now are you going to add colors? Icons? Dancing girls?
Honestly might add colors for some things like conflict/economy/sentinels
Toxic = Green, Cold = Blue, Hot = Red, Radioactive = Yellow... etc?
That actually sounds like a good idea!
Airless = White, Lush=???
That's what I mean though, it gets weird with more variations
I try not to voice out the crappy ones...
I would say Green for Lush but Green for Toxic is a definite I think...
And I kinda hate to say it, especially now you've put in all the work but I would love to see one that says the original flavor text with the basic in parenthesis like "Jungle (Marsh)" or something like that... I like the flavor text... Just NEED the details...
That's actually also a good idea, and definitely doable, just that it makes names a bit of a mouthful
Especially when you have
"Frozen Hell (Infested Frozen Planet)"
Could also be an issue with length for adding color codes too
I can make them as long as I wish so it's not really a problem, just readability at stake
If you put an color and icon in a planet name it better be a short name...
Right now I'm trying to figure out where the game stores the stellar class
Oh yeah, that would be GREAT
I've looked everywhere from language files to galaxy map files
I just wanna make it say "Purple" insead of "X6f"
I'm betting it's hard coded though since it's just one letter...
I was wondering if the 6 was a ref to Economy type and the F could be a code for hostility
But I can't prove it
From my knowledge it has no true meaning
The only thing with meaning is the first letter
The letter and number codes are based off the real spectral class system. They're just flavour text, though the first letter does directly relate to the star colour. As mentioned, each colour (aside from green) has two possible letters, that is also totally flavour text, there is no difference between a G class star and an F class star in NMS.
If you're interested on what they mean in real life, the number correlates with the temperature and the letters after have to do with observed oddities of the star. The oddity letters we see in NMS do line up with the actual letters we use in real life but again, they have no impact whatsoever on gameplay or procedural generation
Probably hardcoded because they are the same across all languages
Interesting! Thanks for the clarification. ๐
Huh, never thought of that. Interesting. Thanks.
Low in Normal mode is none. Low in Survival/Perma modes is just not very many.
dumb question but why arent you including paradise planets in the "lush" description? ive looked around on google if theres a difference but there seems to be none, just curious
Paradise planets are a naming exception, as the game uses that name to note lush worlds with clear weather and low sentinels
It's the only name that isn't just a variation and actually means something
The name "paradise" is directly stored separately too and isn't one of the ~12 lush name variations, literally stored as "PARADISE_PLANET" or smth instead of LUSH#
oh i see, thank you for the explanation!!
I need mods on xbox one
can't
get a PC and set it on xbox one
If you're not here to help, at least don't make unnecessary comments
anyone used the previous expedition feature on PC? just curious how many of us can't live with FOMO.
Can't live with? My guess would be exactly 0.00000%
Other people have used the hack for old expeditions. You can search here for recent message. There are also mods you can use, such as Consumerism, or save editing.
I've used a website they builds the JSON file for you for each expedition
Cool
is there any mod that allows you to choose on which planet you spawn?
If you want to pick specific planet address then no
There are mods that can influence the biome of the starting planet
worked really well, as intended. 10/10 rating from me
no FOMO, though, I had already done them, but felt like having another go
yeah I'm gonna start on the 3rd one today
I just didn't have the time to do them when they came out and now I do so I've been doing them. The save I've been using for them seems messed up though and I think they're why...
oof
I use a fresh save everytime
since all the rewards can be received on your main save
does anyone know if there's a setting (or a mod) to disable the damn "Hold TAB to skip" thing that happens in every new system & planet?
bows to the obvious intellect of Grouch
need one the removes the emote and galaxy map in the quick access menu
like I'm about to die I don't want to emote
Same but exclusively with "Toggle Torch"
man without the refiner dupe there is no way I'd have the energy to do 16 expeditions
Pin whatever control you want to one of the F (hotkeys)
Not everything is a reward though. Some of the items I wanted to save for mementos and some tech is not available. Specifically I wanted the "warp to a random system" upgrade for the Freighters. Ended up cheating it on to my main with a save editor.
Enhanced Rewards mod makes it easier. And that's why I use one save, I can copy multitool and ship which are pretty kitted out. Just have to get to the anomaly.
dam I can't even find that mentioned on google
"Singularity Engine"
wonder how much unique tech upgrades are expedition only
Once you install it you can charge it really cheap, then talk to the captain to warp to a random system. True random, not like the regular black holes (or so I've read).
Only one I've found so far... SUPPOSEDLY you can find it randomly on freighters and buy them and just package it and take it but doing that BEFORE looking for a freighter to keep
I only have SO much patience
lol
I mean, it still works, I have it on my other screen
It's just not accessible normally
The singularity engine shouldn't be able to spawn in any freighter tech inventories, it's just not obtainable outside it's expedition
I really like how there is a channel on this discord where you can talk about this stuff without getting judged or banned
wish other games were like this
I haven't been in enough public discords to know that and I guess I'm thankful >.<
I read that somewhere but didn't have the patience to check hundreds of freighters to verify...
this 3rd expediton is... interesting not being able to instantly repair your ship
I wish they would open up for more in-depth modding to add features and things but I'm greatful for how easy and accepting they are of prefered play styles.
Yeah, I play with mods! How'd you guess?
The number of building objects that can't be recolored or retextured saddens me...
the legacy metal building structures were fully coloured with more options, now its boring
Also stuff that can't be resized and missing counter parts like the inverted triangle wall and half or quarter roofs
I miss metal building pieces
I'm not real good with base design but I was pretty proud of those two setups. ๐
cute
Same chances as winning big jackpot in the lottery.
Never going to happen, for various reasons.
I realize the multiplayer is an issue for sure...
But things like adding filters to the galaxy map and teleporters and such would be doable
No they wouldn't
Would require an API. An API would make available information about their engine HG needs to keep secret.
Hence there will never be an API.
This game engine and their content add updates are what drive new NMS sales, 99% of the company's revenue source. If mods could be made, which take away their thunder, could potentially hurt new sales. As well would give IP secrets to possible competition.
exp 3 done only took 3 hours
terrible expedition hahaha but hey gotta love the rewards lol
any mods that make the game stop pausing when it loses focus
where is the mods folder?
sorry i am new but man is the alt tab annoying
No Man's Sky/GAMEDATA/MODS
You must make the mods folder i believe
Also delete DISABLEMODS.txt from the No Man's Sky/GAMEDATA/PCBANKS folder if it's there, tho idk if that's there with the new nodding system
it seems i have no such txt?
That's what I meant by "idk if that's there with the new modding system"
If it's not there, then you are good
does modding disable any feature?
oh perfect
I'm not sure why it would, but no
It doesn't stop multiplayer or anything at all, you're free to play the game as you wish
(Within the constraints of what mods can change of course)
If you're starting with modding the game, remember only to install mods that were newly released or updated past January 2025
Anything older that will not work with current game version
i just wanted to fix the pause alt tab thingy but thx
I know, but it usually starts with "just one mod" and evolves into "what else is there for the game"
=)) got it
I think the file is still there. I know that it does nothing anymore.
I'm looking at some mods here and I was wondering if it's worth to mod the game considering it is being updated so often. Really don't want to start everything from scratch every now and then.
In theory the changes to modding system brought with Worlds Part 2 mean that some of mods will be more resistant to updates
If you see a mod that is an EXML patch mod, then it should prevail through the updates rolled by HG
If you see a mod that is full MBIN replacement mod, chances are it will break with the next update
I remember there being a mod that extended the range of the mineral/gas/power scanner when I played last year. I thought this was it... BINOCMISSIONSRETICULE.DDS
...but it doesn't do what I remember, and I'm still stuck searching with that stupid ping
DDS are texture files
They do not do any functional stuff, those are just images applied to everything you see in game
Be it UI elements, your character, animals, trees, planets, etc
my guess would be it's a mod targeting GCGAMEPLAYGLOBALS.GLOBAL.MBIN file, that's where lots of survey mode properties are declared
Thanks for the explanation. Now I have a better idea on how to deal with the mods.
Is there a mod that simplifies finding S-class mineral/gas/power hotspots without simply making every hotspot S-class?
Probably not, though finding high-class hotspots isn't very useful since you can place many extractors on one hotspot
Unless you're trying to make a super duper gold farm or something
Tell me when you use the save editor to add the twitch drops, after you have loaded offline and added them can you restart the game online?
You should be free to do so once you have claimed them
Though note that twitch drops are never any exclusive rewards, they're either random quicksilver items, expedition rewards or randomly generated ships/companions
oh yeah so most are a waste of time
And the ones that aren't you can simply use the Consumerism mod or save edit those expedition rewards specifically
if you already have them unlocked does it get all screwy if you add them in the editor as well? Like if you don't know that you have already grabbed it from the vendor
If you already have something but it's available from the quicksilver merchant too, you just aren't able to claim it which is weird
ok
I've only had it with twitch rewards that I already got before on my save
if you add starborn phoenix where doses it go? Cause I dont see it with the vendor
I'm not sure since it works very differently, as it's a DLC and not just an account unlock
I believe the consumerism mod allows you to buy it, though I'm not 100% sure
It should just work
setting your ship to its path in the save editor doesn't do it?
ooof very sexy
you can only have 1 interior decoration at a time!! why there is space for two
does any mod work with the current update that lets me get things from previous expeditions
tried that one, doesnt work for some reason
Well it does, so I'm not sure what to say
The main file should be the correct one, yes
I've never used vortex though so I'm not sure, possibly try deleting GCMODSETTINGS.MXML, located in No Man's Sky\Binaries\SETTINGS on the Steam version
what does that do-
It has a variable that disables all mods. Deleting it will force the game to remake it which will remake it as default, which makes disableallmods = false
That file is basically only for that and load order but load order isn't very important from my understanding
ok so
i have no mans sky > content > gamedata > mods > consumerism-2062-1-2-1739
idk why it has loads of random numbers
but inside of the random numbers one is just ~consumerism
Try pulling ~Consumerism out of the other folder, though idk if that would be affecting this
That should be perfect, nothing is wrong there now
If it still doesn't work then it's outta my league!
considering ive done nothing at all to my mods idk why it wouldnt work
well thats a good sign
That means there is at least one mod active, so yay
OK, THERE ARE SOOOO MANY REFINER RECIPES I DID NOT KNOW...
You could totally make a purchasable Recipe item where C class is a food recipe, B class is a "Simple Refiner Recipe" (1 input), A is a "Refiner Recipe" (2 input) and S is a "Complex Refiner Recipe" (3 input)... use of the item unlocks a random, unknown recipe! Derpy mod idea!
I'm guessing the Di-hydrogen Jelly -> 40 Di-hydrogen refiner recipe is so you can get your Di-hydrogen back if you crafted it in an emergency. However, since you can get a Di-hydrogen Jelly for 30 Di-hydrogen... It makes an infinite loop. Granted, Di-hydrogen is plentiful so it's not a big deal but... I'd load a mod that fixed jelly -> 30 Di-h... Derpy mod idea!
BTW, I'm down to learn modding NMS if someone likes teaching.
Haven't seen a current guide... yet
Is the removed cape a glitch or a mod?
can be done via save edit or mod
The game just removes your cape when you equip a jetpack
Unless you mean equipping the cape jetpack then yeah that ^
can't
Would you like to play the game at .5 frames per second?
Would turn into a slideshow, engine not built for that.
immersive might not be the best word for that mb
oh
mb then
where do u normally get mods?
workshop or nexus?
Only place for NMS mods is NexusMods
NMS not available in Workshop
This is the page you want: https://www.nexusmods.com/nomanssky/mods/newrecently
Any mod last updated prior to 29 Jan 2025 will not work.
Update released on that day vastly changed the delivery method for NMS mods.
So, no point in looking at most downloaded or most endorsed, as there will be ones in there that are completely non-functional now.
oh shoot
Most of the "modern day" mods have already been updated. For my published mods, still have a dozen that need to be updated for NMS 5.5x, in the works.
hello all, I've never save edited before and wanted to try it, not to cheat intentionally, but specifically for restoring things if a bug has me lose things (for example, last night I was refining some stuff & went into a nexus mission, but crashed before completing it, so I was reset back to anomaly, it said my exosuit inventory was saved but my refiner was empty), and the guide in the pins says to save a backup unedited save, how would I actually go about doing that? I already downloaded & installed the save editor, I just don't wanna mess up & corrupt my 400+ hour save
Save editors, at least the main two, can't "mess up & corrupt" things unless you go far out of your way to do so, mainly by editing raw json when you have no idea what you're doing
You can backup your saves before using it by going to User>AppData>Roaming>HelloGames>NMS and simply copying the entire st_(steamid) folder somewhere safe
ah ok, thank you so much!
All you would have to do after would be to open NMSSaveEditor.jar, open your save (they're stored in the order you started them, having a name for them in-game helps here) then going to Exosuit and right clicking to add whichever items you lost. You can edit item stack values by right clicking them and selecting "Item Details"
(this is for the goatfungus save editor, though the nomnom one is pretty similar tbf)
You may need to point the save editor to where your saves are stored when you first boot it up too, I've seen people have trouble with that but if you backed yours up then you can find it again
yeah, I was able to have the save editor open up my save, but didn't actually change anything yet, just tested if it worked
Ahh ye, you will have to go to File > Save File in order to apply your changes, and reload the save in-game if the game's still open (not dangerous at all)
Ok guys, now I know there is such a thing as "phantom systems" but is there such a thing as "phantom planets"? Thanks.
Probably not, that's just not how planets work. If they're not there, then they're not there, standing on them wouldn't make a difference
Maybe each system generates 6 planets but there wouldn't be any way to access those unseen worlds without modding everything differently in an incredibly crazy way
Maybe you could feed the star system's seed into some kind of math that always says "there's 6 planets" but those are much less "already there" than phantom stars
Technically prime planets can push a system 'past' the 6 body limit, but since the game can't generate more than 6 bodies it will stop before it generates them so they dont really exist
they're only really hypothetical
I got it to work!! I gave myself the resources I lost, as well as unlocked some twitch rewards that I would've gotten but didn't somehow from the most recent drops, I prob have to restart to see those tho
Yeah, maybe exit the whole game since idk how it'd react to account things suddenly appearing but I think it wouldn't care if u just reloaded restore point
or autosave, if the file it's editing is odd-numbered
(it edits the most recent one saved from when you opened the program)
Yeahhh I thought something could happen like this, or a planet generating too blatantly close to another one and getting culled (but we all know safeguards fail there rarely)
I remember seeing somewhere that there is a setting to increase the planets per system, but it doesn't do anything. For systems without primes, I'm not sure if it is generating them as a 7th and ignoring it or if it just didn't generate one for that system. I'm not sure we could really see enough to know either way.
would something like the Starborn Phoenix also be an account thing that could require restart to take effect properly? I did exit the game cause I'm heading to bed soon but I'm hoping it'll be there next time I go on
The Phoenix is weird since it's activated by a Steam DLC, I've heard others have trouble with it outside of simply importing a file of it into their ship list
You could do that and deduct 1,400 nanites and call it a day
Base Starborn Phoenix file: #nms-modding message
ah fair, yeah I just barely missed the time to grab the DLC, by the time I knew about it, it was mere hours later, I tried save editing but it wasn't available to claim, I prob would need to import it somehow if I can
oh my ships from expedition have always been free, I was told that it's a bug but I'm not complaining lol
Oh weird, I remember saving up 1,400 nanites to unlock my Utopia Speeder in permadeath
Idk! maybe they just don't deduct it
yeah, me & my brother argued back & fourth until I proved what I saw, and he did the same, mine just said "claim (free)", his says "claim (1,400 nanites)"
Just grabbed one and it did consume 1,400 nanites :<
On an alt save I haven't touched in forever so idc
The nanite cost had a weird history. They added it but it didn't actually deduct, then they fixed that later
somehow still free for me lol
I think I have seen others having problems with unlocking that ship with save editor. I think it might be doing a server check like Twitch
ah, that would make sense
Yeah, just a check for the DLC
ok I imported the phoenix as suggested, I'll see if it works tomorrow tho
could it be a setting in creative mode?
Yes, I think creative has default 0 costs, which works for all but QS
What am I doing wrong? I have these mods in the following directory, but I don't get either the "you are running mods" message when I start, nor does it seem like any of the mods are functioning
C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS\Mods
https://discordapp.com/channels/146101654981312513/1023351820120231956/1354059678493053028
This post -> #nms-modding message
Bc yes, you are doing it the old way. It won't work anymore
Hello, just started the game 2 weeks ago, I'm looking for 2 mods:
- Personal Container 0 ~ 9. An installable module that let you access containers 0 ~ 9 from anywhere.
- Automated Refiner. A refiner that has electrical wiring attachment points and 2 or more supply pipe attachment points so I could automate productions to a certain degree.
Tyvm for your help.
Mods can't add new functionality to the game
I see, sorry for not knowing how mods of this game works.
Thanks.
Nothing be to sorry abut
Just laying down the basic limitation
Or in another words
Go to Nexus Mods, browse through recently updated or newly released mods
If you don't see a mod you fancy updated / released in the last month or so, you can assume it can't be done
Got it, tyvm
no I'm just chatting
... then why the ping?
you seem the most wisest in regards to this stuff
and keep in mind that... just as I only found out this morning... Only the most recent mods will work, and there's a new install process
Noted, thanks for the warning
Vortex seems to handle mods decently now. Manual is good, too
I donโt play creative
I know it says use Vortex but can I use modorganizer?
Sure
For the most part, us mod authors don't chat to chat. Answer questions and move on. We leave the conversations for players.
Not enough time in the day to do everything. ๐
can i use both dud's colours and exosolar's stratos at the same time or do i have to only use one
DSC was not updated for current game version from what I recall
Use only the mods that were updated / released within last month or so
See the "modding after 5.50" guide in pinned messages
I saw some people in the spoilers channel doing some cool stuff with the GcSpaceshipComponentData file and I want to mess around with it too, but searching through game files turns up mostly UI textures and the spaceship globals. What am I missing?
GcSpaceshipComponentData isn't a file, rather a section within certain files. What your looking for will be in the directory of 'Models/Common/Spacecraft' from there you'll need to go to the folder for whichever ship type you want to edit and then dig around till you find something named along the lines of 'data.entity.mbin'. The Spaceship Data component should be in there.
Things aren't always named super consistently so if you cant find it ping me and Ill check if its called something weird
Ah, that does make sense. Thank you!
One or other, generally, but duds currently on hiatus, as still being worked on for nms 5.5x
so
anyone have the .zip for the no man's sky fanatsy reborn HQ mod? it's my favorite, and i just need to update it with ammuss or whatever it's called
๐
I think that a simple lua recompiling will not make this mod work with modern versions
Thanks again for the help!
ahahaha you attached some base parts to your ship? heck yeah I like that
Guys anyone else having troubling loading up? Cant figure out which mod is causing the problem ? After this relics update
Disable all mods
I think I found out the one causing the issue
Loading your save with mods enabled can cause the game to revert the save to starter like state
Starter ship, unknown planet, empty mission log
๐
I've been testing mine and not all mods are having that issue
could just be globals
or the game just need to update the save format and then it's suddenly fine after lol
nope, read on the modding discord
I have the game open rn
how good is this? im looking to get a quite specific interceptor thatd bassibly become my new favourite
I'm looking to install https://www.nexusmods.com/nomanssky/mods/3327?tab=description but I'm not exactly sure how. Do I make a mod folder in gamedata/no man's sky/?
See the Modding after 5.50 guide in pinned messages
It has instructions on how to install mods
Looks like I can use vortex so I'll try that
Hey guys, I haven't modded before, and put a second bug report into NMS, buuuut this glitch happened a bit back.
If nms doesn't reach out to me in the next month, is there a mod out there that could reroll these ships back to being useful again? 5 pages of the same name, type, and no stats ๐ฆ
HI, WINDERTP HERE FOR CONSUMERISMโข๏ธ 1.2.1
ARE YOU YOURSELF A RELIC OF YOUR FORMER SELF AND NO LONGER WANT TO SPEND TIME TO TO OUT INTO NATURE?
ARE YOU TRYING TO EXCAVATE SOME BONES BUT ARE CURRENTLY TOO BUSY TO EXCAVATE YOUR BUTT IN THE TOILET?
ARE YOU ROCK HARD FOR SOME ROCK ARMOUR BUT TOO STONED TO TAKE IT?
JUST GRIND FOR QUICKSILVER INSTEAD OF GRINDING IN AN EXPEDITION AND PURCHASE YOUR WAY WITH MONEY TO GLORY TODAY
https://www.nexusmods.com/nomanssky/mods/2062
Did the Relics Update mess up the Mods?
only for mods using debug globals
search MODS folder for GCDEBUGOPTIONS and then you can disable those containing it
How do I re-enable Mods it just told me that Mods have been disabled?
It told me that on the Mod Screen
modsettings
Is that in the GAMEDATA Folder?
thanks! I assume you cant edit your save file?
You can with a save-editor. Goatfungus or NomNom are the big two
It is still telling me Incompatible Mods
Then there's still at least one mod in there, the game doesn't like
I took out all the DEBUG Mods
Then doesn't like something else
@solid hawk Could it be because I accidently made the MXML Files notepad by accident?
Nope
Is there a mod to help with glitch building?
Ok good cause I really like my Windows looking and feeling like MacOS
Any MBIN mod, made for NMS 5.5x, where there's been structural changes in the game file(s) touched, can cause these crashes.
Until updated, anyway
So best to go Modless
No, but you'll need to take the time to find the culprit\culprits. Take a few mods out at a time until game stops crashing, then put them back one by one until crash resumes
Then you know that one is suspect
Much more of a pain if there's multiple mods with issues
It's a tedious, time consuming, process, but we all go through it
Several times a year
Is there a mod to help with glitch building?
Also https://www.nexusmods.com/nomanssky/mods/2598 and https://www.nexusmods.com/nomanssky/mods/984, which are programs you jam your base into and get to move them around easily and line them up with stuff, and scale infinitely etc
-#
to view info below, enable embeds
See patch notes ยป
Build 141040 (4177)
๐๏ธ Notes History ยป
-# Run !NmsVersions in our #bot-spam channel for more info.
It will let me scale a building right?
Scaling you need gBase Scaling
It's a different file
Oh wait, sorry
Scaling is enabled by BBB, but ranges are in gBase Scaling
You can scale nearly any base part with BBB, up to the 3x or 5x limit that the game normally has or whtv
For the base building app/plugin you can scale things infinitely
You might have to edit the Lua for buildings. I'm not sure what his default settings are
Just install with Vortex. Done
I have Exosolar's Beyond Base Building and gBase Scaling WPII - Base Building Increased Item Size
are they the only ones?
How does the scaling work?
When you're in building mode and placing a part, there are two keys that let you size up or down. I think r/t? I can't recall
Is there a way to rescale bio-dome?
Is there a mod that saves character appearances beyond three slots?
Mods can't add things to saves, so no
You could possibly save the presets externally and swap them in with a save editor when needed
For awareness, scaling breaks snapping
Beyond a certain point, anyway. Scaling is dynamic, while snap point locations are static, so scale too big or small and the snap point will either be buried too deep within or be too far outside the borders of a model.
There's nothing modding can do to fix this, it's part of the core design of base building in NMS.
As far as bio-dome scaling goes, Beyond Base Building should enable scaling on that object.
where are most of the mods for no mans sky
All mods for NMS are found on nexusmods
Note that mods that were last updated before January 29th 2025 will not work
Also some mods have been broken by version 5.60 Relics, mainly ones that affect debug values, though this may have been fixed in the experimental branch
oh right i misclicked on nexus and thought there were only 45 mods lol
any idea which mod might be causing this before i start taking them out one by one
ive already run my save file unmodded on the neww patch
Beyond Base has been updated already. Past that no idea
I used mods but now I can't play game in vanilla. I can't launch it with out vortex
Game file verification. Steam client has this, GoG too in the Galaxy Client. Assuming Gamepass has similar.
At the very least gamepass has cloud saves which makes uninstalling n reinstalling inconsequential
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@ebon cosmos May I have the modder role, please?
Sure, reach out to us using #contact-us , it will open a thread for you :
- Provide some link to mods you made or helped develop
- Review Channel rules and confirm that you understand and agree on them ("I reviewed the rules and agree to follow them" would suffice) -> #nms-modding message
After that I'll get that role sorted out for you
One of us! One of us! One of us!
lol, Gumsk. I just finally started paying attention to this side of things :p
Understandable. Honestly, this channel is mostly for helping mod users and redirecting people that need more info to the modding server
Minor updates to the modding document:
http://www.tinyurl.com/NMSModding550
NMS Modding after 5.58 Modding for No Manโs 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...
Hey all!
See pins
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can someone explain to me the follwing regarding mod compatibility?: lets say i have a globals for technology table file. its modded. i install it. it works. Now,if that same file gets changed with a game update,does it essentially make the mod not work anymore?
or will its values be applied as long as the file name remains the same?
I have a globals for technology table file
That's not how it works, there's no GLOBALS file for technology
All technology modules in the game are defined in one file: METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
Whether the mod targeting the file will be good to use after a new update drops, the answer is: depends
If it's a full MBIN replacement type of mod, then the modded version is missing the changed or new properties from original, can cause issues or straight up crashes
If it's an EXML patch mod that targets individual lines / properies within existing structures (like individual technology modules), it should work fine
If it's an EXML patch mod that adds new structures to the vanilla file (ex. custom technology blueprints), chances are those will be outdated as well (due to missing properies) and can cause issues
ahh i see. i DL'd a mod,that changes nanite cost for upgrades,thinking its a simple tweak and may never become outdated:
.MBIN
is what you refer to i see
MBIN is full replacement, so yeah it's likely to become outdated
debating wether or not to delve into modding. im afraid of the rabbit hole tho
fair enough
It's a full version of the vanilla file, copied, modified here and there and compiled again
And as such it reflects only the state of the game it was created at + the changes made by mod author
Modding NMS is a little more complicated than i assumed
Loading it into the game as a mod will make the game load that instead of vanilla file
bad idea if outdated
What happens then, that depends on what changed in the game, if something new was added, game starts looking for it in the modded older file
It can go 404 element not found, panic mode crash
i am starting to understand
heres another example of sth easier to maintain
Plus the last major update changed the way mods work in general
exactly. thats why i am trying to be selective with mods
ye i noticed the format change
shouldnt happen ever again tho
Most of the active mod authors in the scene are trying to move their mods to this new system that in theory should give us more robust and streamlined modding
Almost all of my updated mods are EXML and should work through most updates, hopefully. I still have a lot I need to update though. I know lo2k uses EXML primarily. You too FF?
thanks man. yep this file above is infact yours
Gdammage. your mods are very nice
add just enough difficulty while keeping vanilla feel
Thank you. I'm going to do another predator mod and gLonely tomorrow
I try to move to EXML wherever possible
Going to try to make aggressive sea and air creatures
But like I said, just because a mod offers EXML does not guarantee it will continue to work through updates
If it's a / multiple "one liner property changes" - most likely yes
please consider nerfing or not adjusting predator vision too much. they can easily attack you many units above ground if you are in a cave or manipulating terrain. i used a modded version in PTSD mod,and i had to remove dangerous creatures
There will definitely be instances of EXML breaking on updates
If it's "imma push 20 new custom tech modules to the game and Im only make the mod EXML so it can be loaded alongside other Technology Table MBIN mods without having to merge them with 3rd party tools" then most likely no
Hmm I'll have to look into that. I increase it some on gcreatures predator difficulty. Maybe I should drop it
well like if new creatures are added i guess it wont apply to them
i died constantly from it. frequency and damage aspects of your mod tweaked in PTSD. reported to the author too. perhaps worlds PT2 has a role to play in it
i assume its why NMS vanilla vision is what it is,and sentinels are how they are. engine limtations
That makes me think I should break up predator difficulty into different elements for more customizability
Seems like a full time job to me, and not paid very well
there are 3 reasons to make mods for NMS
The latter, definitely
out of pure spite, out of pure love or cause you're bored
maybe 4th for Nexus donation points rewards
iv modded Arma3 and other titles, most of my mods, have updates counting to triple digits. its always rewarding
5th-obsessed with fixing things
Yer but mods seem to be needed to be updated weekly lately
for me its balance. i crave it. and making useless systems useful
yeah it would be easier if HG COULD TAKE SOME OF THE FIXES MODDERS KEEP RUNNING FOR 6TH CONSECUTIVE YEAR OUTTA OUR HANDS
"That boy game ain't right"
great idea. could have a poll
no, there is no poll
Sleep time, have a good day
Im not taking about subjective changes, Im taking about objective problems
night man
Like issues with rendering on some fighter and hauler wings
they did fix that at one time
There is no reason NOT to have it available for everyone
alot exist. fundamental issues in the game i agree. i once lost a PD run to crashing my ship..i crashed in mid air into nothing, i was waaay higher than any flora or rocks
render issue likely
I believe that is outside of our capabilities with mods
most exml mods broken again?
no not after relics anyway, ones i use work
tried 2 and not working, I thought point of using exml was that they didnt need updating as often
please scroll the chat up and read the convo
perhaps all this is not an issue soon. as LNF will likely release soon, it may spell the end of NMS updates
then modders can go ham
well one of them is gumsk's and not even getting mod warning, so I guess that one is broken
which one?
disable mod.txt?
Not used anymore
ohh
The file I mentioned has a flag to disable all mods, maybe that got triggered
Yeeting the file altoghether will cause the game to regenerate it and load the mods
dunno i updated some mbin ones via amumss and they work
was it predator related mod? which mod?
i use a few too and have no isse
Also folder levels
lighting mod
Check the troubleshooting in the pinned modding doc
gship better ship lighting
Gumsk,would it be possible in your animal related mod,to add a feature,where riding companions consumes no life support? it is a pet peeve of mine that my life support drains while mounted, and currently they handle so bad and move so slow when sprinting(and u still use sprint life support rate) and it is making me feel like mounts are useless
not sure its editable
Hmm, probably not in that mod but might be able to make it happen
That has scenes, I may need to update it
cheers. i feel like HG's maybe overlooked this as a feature
at lease your life support should be used a t a diminished rate
Where all does life support not drain?
if you sprint on foot you drain,walk too. but on animal,while riding,same values apply.. i feel they shouldnt,as you yourself are mounted...not actually running
Yes, i know that. I need to know what area type to mimic
I think inside in general doesn't
The problem with inside is that then you wouldn't get any hazards either
exocrafts then maybe
exo craft?
by default most of them dont offer hazard protection
i heard the Nautilon has different values at different levels for hazards/life support
The EXML's must not of been loading, adding the mbin AMUMSS file must of reset it, the EXML's work now including Gship better ship lighting
hello, is there a way to play on older versions of the game? I just bought the game and I am not able to start it, but I would like to test older versions if that's easily possible without being able to run the game
It's possible, but I don't know the details. Something about loading the old versions from steamdb using the steam console
Yeah you can download old versions from steam depot
It downloads to a separate directory
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Same patch notes as two hours ago
I'll give it a try thanks
nope, mods can't add new functionality to the game
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