#nms-modding
1 messages · Page 63 of 1
Go to Nexus Mods, grab the Consumerism mod
It will let you buy the staff and other exped rewards with Quicksilver
this is whaty i got
Refer to the pinned Google doc...
Search for Consumerism, drop the mod part
... for installation instructions
if you read my full text the doc is confusing for me
idk how to "Unzip/decompress the downloaded file."
you never heard of archives like ZIP or RAR?
im a console player who got a pc and barly knows how to check my satistics of my pc
is it a problem if im using the xbox version of it on pc as well?
alrighty then, what operating system do you have? Its possible you have one that has functionality to unpack archives like that
And no installation of additional apps will be necessary
idk what any of that means
no, mods will work with PC gamepass version as well
... do you have Windows operating system?
ok then it should have the functionality to unpack the archive
Download the file from Nexus Mods, find it in your Windows Explorer / files app
alr
Right click on it, search for option that would say something like unpack or extract
Now copy that folder into game install directory/GAMEDATA/MODS folder
where i find that?
!faq-settingsfiles
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Settings File Locations
Steam 
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass 
C:\XboxGames\No Man's Sky\Content\Binaries\SETTINGS\...
GoG 
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
should be C:\XboxGames\No Man's Sky\Content assuming standard installation location
That you will have to find on your own, I dont know your computer
i got to the settings part on xbox gampass
paste in here?
"Place the entire folder inside your GAMEDATA\MODS folder, not PCBANKS\MODS. Like this:" so im assuming dont paste it there?
go back to Content folder, then go to GAMEDATA
Inside there make a folder called MODS (assuming you will not have it)
Place the folder Consumerism inside MODS
a copy or the whole thing/?
Copy the whole Consumerism folder and paste it inside the created MODS folder
No, it has to say just Consumerism, not Consumerism with bunch of numbers and dashes
gotcha 1 sec
That is the Communism Mod @fresh arch
so that ones fine?
I finally found the last Mod that was breaking my NMS
I don't like it when Games Update LOL
Yeah that looks right
alr 1 second lemme see
got the warning
thanks 😄
still learning pc stuff so i do love the help
@vale iron When you get the time could you please update your Purple Systems Mods?
@quaint wadi https://www.nexusmods.com/nomanssky/mods/2754
thank you!
If exml, should still work fine
It was one of the ones causing my Game to crash
When? Because with 5.60 that was a known problem with GCDEBUGOPTIONS but should have been fixed in 5.61
and it shouldn't crash the game either way
I'm not gonna say it's just your save but without more reports signifying it's the debug setting's problem
that would be the more likely case
I'll look today. Thanks for letting me know.
AMUMSS also deletes the mod settings file, I believe. You likely had a crash that set all mods disabled and when you used AMUMSS it deleted the mod settings to reset that value.
Anyone know if theres any mods that let you build on the freighter bridge? Before WPII, I used Lyravegas tweaks, which I believe has been abandoned, but I haven't seen any mod similar since then
any Modder out there that can help me get one? it would mean alot!
I could! At least the shape of it
Anything I can do in return? Id be so happy!
Oh, if you could give me the coordinates of it I could possibly tame it with the adopt any creature mod (if that's not as broken as I think)
If that's something you've discovered yourself, add it as a personal wonder so I can see it's coordinates, I could maybe go there and tame an exact copy of it using mods
its on the 3rd dig site camp, flying back now to get portal coords
You don't need to go there!
Just add it as a personal wonder and hover over it's info
Like this
Exactly that! I'm on my way to it
Do know that I won't be able to join you within the expedition to give the egg to you, but outside of it/after it I could
I can happily put the expidition on pause, especiially for an egg of that creature
It's mine!
I could make it a little bigger
Oh it's a baby
I'll make it an adult quickly to see it's intended bigness
Is this big enough? I could make it the size of the third picture which is decently fast and useful (it's also as big as you can normally make them with growth hormone)
I think its perfect
Perfect, then I'll ad your friend code
more pet like that way too, rather than steed, thank you again!
True! Actually the perfect size for that
I should now be joinable from the main menu, if you added my code too
Unless you want me to join you instead which would be okay
ill add you
Is there a warp to core mod or nah
is there an updated way to save edit import the Radiant Pillar starter ship? the pins has a link to a sheet with it but it's a .shp file and not a .sh0 file so NMS Save Editor isn't recognizing it when I attempt to import
I just made one, but you need to enable "use old colors" on it for it to have the red n white colors
@vale iron Regarding the Freighter Lighting adjustment request, just used AMUMSS to update an old gLight Better Ship Lighting Freighter lua file (from gameversion 422 according to Lua file) and am getting this as the lighting shown in the left picture and in the right picture, same but current version.
Thanks, I like the right more, but maybe a tiny bit lower would be good
Yeah, I can see that. Particularly the areas that face the light directly
That one I have a hard time judging, since I don't know the pallete color
Hmm, yeah, definitely washing out a bit
not much difference when looked at in pics lol
Its just cause I use the mod, to take screenshots of ships, so colour is kinda important to me
Yeah, the main point of the mod is to get true colors, so I need to fix that
Even if you leave as is, ill probably just use the old freighter version now I can update it again via lua
Do you have that old Lua? I'd like to see the old values
Perfect, thanks. Went from 30,000 to 35,000. I'll try about 32,000
If you want to try it
ok
Too bad I can't EXML these
That looks pretty even. What do you think?
yep, was better than before
???
@fresh arch what mods do you use?
AMUMSS auto-resets the disable flag when executed
AMUMSS only resets the flag, it does not delete the file to keep the priority settings in place
When working with Moda,, how do I know if I can just put it in the mods folder or if I need to do something extra?
Read the instruction on the mod page on NexusMods
fair ...
Only the mod author will know that and that's where it'll be documented, if needed
is there any mode that makes it clear in the scanne which fauna/flore were already scanned and which ones were not ?
In vanilla, if already scanned will be green icon, if not scanned, red. No mod needed for that
One is a DEBUG one and that is the one giving me issues
You're Very Welcome
Do .MBIN still work?
yes
Thank you so much!!
just reporting that running the lua script for "Beyond Base Building" produces a warning:
[[WARNING]] Unknown member 'MXML_CHANGE_TABLE' in MBIN_CHANGE_TABLE[1]
i haven't gotten in-game yet to check if this causes any issues, but i will be on the lookout
although...
>>>>>>> Loaded script [[+++++++Beyond Base Building.lua]]
>>> METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MXML
MapFileTree creation/update done by 2nd thread
on File: [METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MXML]
Ended with a total of 0 action(s) made
"0 actions made" sure sounds like the script isn't doing anything
Rename all instances of MXML_CHANGE_TABLE into EXML_CHANGE_TABLE
What you got there is a script prepared for an upcoming version of AMUMSS which will have changed instructions / keywords
interesting. aight, easy enough fix
follow-up question, will this updated version of amumss be compatible with scripts that use the old keywords, or will they all need to be updated?
dunno, question for people developing AMUMSS
well i just used a lua for game version 422 so Im guessing it workds for some already
on which version of AMUMMS?
latest via AMUMSS update
The publicly available version doesnt have these changes, so it will read older scripts with older instructions just fine
Thank You 🙂
Are you on the latest NMS version? Problems with debug were fixed in 5.61
If they are MBINs from 5.5x, they might need to be updated. MBINs work the same way as they always have, where a lot of them break with updates.
I am on Steam so whatever Version Steam has I am on
!nmsversions
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-# Known Versions (title screen bottom-left corner)
-#
Exp: 141248 (4178)
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Public: 5.61 141040 (4177)
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GOG: 5.61 141040 (4177)
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Mac: 5.61 141040 (4177)
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PS5: 5.61 141022 (4177)
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PS4: 5.60 140957 (4176)
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Xbox: 5.60 140889 (4176)
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Switch: 5.6.0 140599 (4176)
Steam Branches
-# <t:1743093675:f>
-#
Public: 17885964
-# <t:1736255092:f>
-#
Experimental: 16928316
-# <t:1736244449:f>
-#
Internal: 16926670
-# For
#nms-announcements notifications get the respective
pingable role & follow 📰 #nms-news-ticker for updates as they roll out to each platform.
Read all patch notes in the NMS Release Log »
Experimental patch notes: Latest » | All »
PC update issues?
Get Microsoft store help »
Can you double-check the main menu, bottom left to see if it says 141040?
To play old expeditions on PC you can use a few websites but I use: 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.
It creates a .JSON file for the old expeditions that you dump in your cache folder and load it offline via adding a rule to your firewall
oh that's cool
Not how that works. It is not uncommon for Steam client to get stuck and not be able to update games until restarted
can i use save editor without installing java?
NomNom doesn't require Java
cheers man,didnt know about it till now
is there any mod that increases render distance/lod?
Try FineLOD
does anyone know the best mod or save editor for getting a really good sentinel ship for Mac?
There are no mods for Mac. I'm not sure if save editors work, but goatfungus would be the most likely
thank you
question for yall modders
Has anything to any degree ever been done with settlements whether bugfix or otherwise
and multiplayer?
Search on nexusmods for settlement to see the mods available. We can't affect or change multiplayer with mods. NMS mods are local only. We can change values for existing properties. Cannot add logic or things that don't exist in vanilla.
which is best to increase ship damage
probably by using a save editor
Yes it is 141040
Save Version is 4177
What Mod could be causing this?
I cannot open them
I found out which it was
I got lucky I removed 1 Mod and it just happened to be the Correct Mod LOL
Any mods or tips for finding two different deep veins and an energy node near each other? I want the base I build to be accessible to others so I think I can't use the EM Anywhere mods / features... When I find a deep vein it won't even let me find another within a reasonable distance...
Greetings. I’m new here (and to the game). I purchased No Man’s Sky for ps5, and now, after read8ng about mods, am wondering if I made a mistake. Are mods only applicable to the PC / Steam version of No Man’s Sky? Thank you in advance. 🍻
Mods are only usable on the PC releases of No Man's Sky, yes
ok, thank you.
I usually use one that removes pirate battles and unfortunately it is broken by this update even if you use AMUMSS...
So I bet that's not available... though I'm not 100%
Ok ty
Any time
This one might still work https://www.nexusmods.com/nomanssky/mods/3388
This will increase your hotspot detection range, so you'll more easily find them from a distance:
https://www.nexusmods.com/nomanssky/mods/1347
I must have overlooked that because I specifically searched for Visor mods before asking here...
No worries at all
Well, it's not pretty and it's not optimized but my Gold & Silver Quarry is operational...
Really wish short-range teleporters were slightly longer-range...
Well, I suppose if I can't see other bases, now is as good a time as any to do another expedition...
A perfect world for those who hate bases in the way lol
Just turn MP off and be basically truly alone
The only other bases you see right now are ones uploaded through multiplayer's connection, as if they aren't uploaded
Yeah, but that's what Abandoned mode is for. I appreciate the cooperation that comes from, for example, a planet full of Runaway Mould bases.
How do I copy and save my character's appearance outside of the game via Save Editor?
I believe it's stored somewhere in "BaseContent > PlayerStateData > CharacterCustomisationData" in the json
Also I recall nomnom having a function for seeing the saved ones
Can't find the same thing for NMSSE besides raw json, which always works
Entry 0 in CharacterCustomisationData seems to be the character's current appearance
Oh that too!
That's what I was trying to find
Those are the 3 presets you can save
Does the game's JSON distinguish between my bases and other players' bases under "PersistentPlayerBases"? I'm browsing a small, unused save file which has 100 bases listed.
I'm not sure where it distinguishes other than placing your bases before others' temporarily saved bases
Question for modders, I play on xbox and I have recieved "happiness" and after looking around online, it seems that comes from PC modders. Idk if this is comparable, but sometimes when switching between jetpack and cape, I'll get a mesh that is the "jetpack" portion of a cape but no cape, but once I exit the appearance customizer it'll have the cape there. Is there anything that can be done so that the cape remains invisibe?
Hello i have a question about this mod Consumerism
https://www.nexusmods.com/nomanssky/mods/2062
It is not working dose anyone know why it no work
The mod doesn't have any problems, so you need to look for errors on your end. Follow the troubleshooting section of the modding document pinned in this channel.
Happiness is a junk item from save editing (modding is different). Hiding the cape is also a save edit thing
It will put in all the multiplayer bases you encounter, along with your own. At the end of each entry is an owner value
Looks dope asf ngl
Ok thank you I found it
Those are the save slots from the race tab in the appearance editor. There's a separate property that will either point to one of those slots by reference, or have a separate object that contains your current appearance settings. (It's how I got rid of my armor with ^ARMOUR_NULL on my gek while using a non-construct torso)
Will drudge up the json path for the current appearance property when I get home, if someone else doesn't first
I would like to explore whether there is a way to make the all visited systems display their circle in a wider view within the Galaxy Map. Currently if you get close enough they do. I'd like to use this to track systems that I can't get to with portals or the custom waypoint feature. Using the custom waypoint feature only shows a path if you are currently within pulsing distance of the destination. If you max out the freighter range that is about 35,000 ly. If I could get the systems visited to highlight, you might be able to trace your progress in free explore mode.
I would appreciate any insights would be helpful, i.e. JSON locations, MBIN files in play, etc.
RE. lighting mod - do you recommend i stick to the first one you posted for me? thanks!
mods can't add new functionality to the game
if the game doesn't already offer the ability to "overview all visited systems in galaxy map", mods can't add it
Its been updated to lower the brightness a little to lower the washout of colours, you may need to update it.
I use it, mods as always are personal preference
Bdubs post, just shows why I use it
thanks for the reply. i got the latest version from nexusmods and will start using it because of what we saw in Bdubs post this morning
thanks again for your insight
I've used it for over 2 years, that's how "essential" it is for me.
@quaint wadi Gumsk also has a trader mod, that speeds up waves of ships, can be useful for when looking for ships
@vale iron could i trouble you to link me to your trader mod please? thanks!
https://www.nexusmods.com/nomanssky/mods/1845 might need testing to see if it works in current patch
That's just the construct armor on the sleek suit torso I think?
Anyone with the expedition rewards mod wanna help out a fellow traveler and sell the expedition only ships?
You can use a servive bot to get them delivered to you in-game:
https://nomansapp.com/
For further info, check the discord below
!creativehublink
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Build 141323 (4178)
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https://www.nexusmods.com/nomanssky/mods/2598
Does anyone know if this is any good?
That is a very good program, I've used it for quite some time
Alr good to know
ty
So not something a PC player could do for an xbox player?
You cannot change someone else's customized character, so no.
I have a Question i saw Like a mod that makes s Tier ships more Common and removes c Tier ships completely and you can Change the color of the ships but my acutal Question is If the ships are s Tier and the colors Show for other people to like is IT an acutal s Tier ship then or not? Sorry for my Bad Englisch bdw im from germany
Which mod is the one that changes the color of ships?
The more S-Class ships mod should create real S-Class ships though
That mod is very old and will not work, yeah :(
Found the new one here
IT was linked in the description
Im wondering If other people See this also
Would be pretty cool ig
Ooo, I'm not sure how that one works, especially in multiplayer, like if it modifies existing colors etc
Yh
But like ship mods Like the s Tier should Work right ?
Also there are mods that makes old Event ships buyable
Do they Show for everyone ?
As long as the mod was last updated after January 29th, 2025
Yes, the ships offered by those are real ships
thats very nice
The color one may not, it seems to just replace existing color variants on ships the more I see it
I'm not sure
I think i saw smth about some mods Auto Update but im Not Sure
Okey ty
WAit, I misread the last updated thing, I thought it said 2025 but it says 2023
The True Color mod will not work, it was last updated in 2023
Color mods affect the local pallettes. Other people would see the original color
I would like to know if anyone is willing to update this mod ( https://www.nexusmods.com/nomanssky/mods/2892 ). It is just replacement textures but it's in the old PAK system. I tried looking at AMUMSS unpack but I didn't get any results... I'm guessing that's waiting on an update...
If it even CAN be updated...
if i mod an old expedition into the game can i do the expedition and get the rewards in my main save? or will i have to make a new save?
You can start a new save (my recomendation) and then collect the rewards on any save in addition
You can go the the anomaly and collect rewards for any expedition you've done on any save.
for any of them?
Yep
i've been reccomended this mod: #nms-modding message
I've done about 9 in the last month
is this a good mod to use to mod old expeditions into my game
It's the only way as far as I'm aware
alr
It's what I've been using
I'll get it now then
You just need to pick the expedition, set your minimum difficulty, download the file, replace your current one and make SURE you're game or whole system is offline
There are instructions on that site for a good way to do it.
Ok, ping me when you get back
I just fixed it I believe, not sure if sending files is okay here
Wow, awesome! You can send direct if you want. That would be fine with me.
Yeye, I tested it by replacing it with a scribble and was surprised when it was that easy
Yeah, ok, just make me sound stupid, that's fine... uh huh... 😉
Not what I was saying!!!! I just expected to run into NMS not liking the file or something else
or needing to make the file structure different but I think that's only globals
Maybe I need to reread the AMUMSS docs... I couldn't figure out how to get them to decompile / recompile
And I have a bachelors in Computer Science believe it or not... programming specifically...
OH the texture is a lil broken
Idk how or why since it's straight from the game itself, just edited with paint.net
maybe i exported it wrong
That I can work with. I can also fix probably.
Can you send me the one you pulled from the game files?
I think this one had it's transparancy flatened but I need the original for reference.
Yeah it did have transparency, idk paint.net stuff
I have sent it
just made a better attempt by turning off dithering something
Looks aliased a lil but I think that's normal?
Idk
it looks a lil more thick and vibrant normall but maybe that's confirmation bias
No, it just looks better vanilla, all this for a smooth circle lol
RIGHT!
I might play with it a bit later, I'll let you know if I come up with anything good. 😄
Weird. Yesterday I used the extend base trick to extend make a base 1ku wide. Today it won't work...
It should always work, saving and reloading might fix it
Save next to base computer and reload. It's a vanilla bug
Im doing expedition 16 the cursed, need to do the "eliminate 8 hungering tendrils" quest except i've been to all 3 systems so far and in all of them it says "no infested planet detected in current system" did they remove hungering tendrils or something?
guys
yall i need help 🙏 😭
Find infested planets. You can use !faq-biomes in #bot-spam to look for the coloured infested sub-biome names.
For further info, you might be able to search the #nms-expedition channel like this:
in: #nms-expedition hungering tendrils
Also, there aren't people on standby 24:7 to answer all posts within 5 minutes
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For the love of Sean, can we have some patch notes that aren't four days old?
Of course! Not four days old
Fixed a number of crashes.```
five days old!
Seriously, though, I think they might be testing some under-the-hood stuff that would be for the next big update
How easy is it to rip player model and textures for use in Blender? I think they'd be neat to have for some personal projects
Probably a long shot, but is there any kind of repository of already ripped models?
^
nothing there i could see about infested planets but after a quick search on google i have the answers i need. thanks for the advice tho 🙏
Is there anywhere in a save's JSON where you can get the seeds for the creatures on given planet? There is a specific flying lizard/bird with gorgeous colors - I'd love to be able to apply those colors to my flying lizard/bird pet (whose seed I made using the creature builder here https://creature.nmscd.com/#/builder)
No.
If anything, it would be listed in the DiscoveryManagerData once you discovered it.
It would be under DiscoveryData-v1 > Store > Record > [x], where x would be the index of the records.
Considering how many there are, you'd best make sure to name the discovery, to easily do a search with 'Records' selected on the left to find it.
As said though, not sure what all of the 'keys' could mean, but if the seed values are present, it'd have to be the ones under DD > VP
See image for one I named 'Flying Snake', where it has 5 VP values listed that could possibly be seeds. Who knows they match up with CreatureSeed, CreatureSecondarySeed, SpeciesSeed, GenusSeed, ColourBaseSeed, etc. I have no clue, but would love to know if you learn anything. You could of course try with an animal you can actually tame and make a pet, to then learn more by comparing.
What does it look like in one of the save editors, they should resolve the key names. ... oh advanced users, is that goatfungus ?
Those are already resolved. Just can't make sense of some of them
Like UA = Universal Address, and OWS = OwnerShip?, DT = Data Type? Just no clue what VP could stand for in there
ha, mapping json has:
{
"Key": "8P3",
"Value": "DD"
},
so as you say, they are already resolved. odd that they aren't more verbose.
but still the json has 8P3 to replace DD, so it's not like they are making it smaller by using DD instead of something more descriptive.
Someone should let them know ... hehehe.
this is an awesome explanation thank you!
May I ask also - is there anywhere you know of a reference guide or explanation of what the various seeds actually do/affect? For example, would one of them define the color scheme, another the texture? or some other combo? Or does nobody know?
Thanks so much
I so wish any of the save editors would let you 'bookmark' spots in the JSON you use frequently
Here is data for one of my pets, a butterfly followed by the matching discovery data. There are several matching values between them, not sure if order is always the same.
Well, the seed values do define various things, like colour or otherwise, but there is no way to reverse engineer a seed value to a colour or specific creature look or otherwise. So from just having a seed, knowing what it is used for, there is no way of telling what it will result in. Only way to know, is by using it and checking the result in-game.
ok gotcha!
Can always suggest it, but those bookmarks could possibly be lost with an update
You'll learn to find your way around once you mess with it enough though. I hardly ever use the regular functions anymore 🤪
oh good point ... well the other thing I wish for is when I search a big chunk of the json for a string, and when I find it, be able to open the specific file it's in.
yeah I"m finding it pretty fun - like 30 years ago I really enjoyed messing with Quake C to make mods ... haven't played around with stuff like that since. Bringing back some fun feels.
That would be really useful indeed. I do tend to run into the same issue. Like now, with the creature data in discoveries, just to figure out which 'index' it actually finds
As a workaround, I often just copy a section to NP++
NomNom's ability to go straight to the JSON chunk for something in its GUI is great -- basically just want that but for search results in the text
ok so is that a JSON editor that can read these files?
oh wait now I get it you're copying/pasting into the tool, not editing the save with it
(to find stuff, then put it back in the save...I should try that...)
As a non-developer, I didn't realize that any JSON editor couldn't open/edit the save file 😂
You can put anything in there and select the 'language' to come up with some proper syntax highlighting, as well as collapse/expand sections
I do regular search within the JSON editor, but often times I do things that are done a lot easier in NP++.
And you only have to put any changes back of course.
Just be mindful of how and where you copy from. As indentation changes depending on the level you go into the full structure. In the save editor JSON, where you select how deep you are on the left side, it works somewhat different than in NP++, where you do not have that tree structure to start from
So how do mods work ingame? If I wanted to install a mod would I never be able to use multiplayer?
Mods all work with multiplayer, they just won't affect the other players
awesome, tyy
There has not, and that isn't related to modding
is there anyway to unlock previous expedition rewards?
Yes, with mods/save editing
or you can replay the old expeditions offline by following the instructions given here 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.
@final hazel thanks so much
There's also a line of mods for obtaining specific expedition ships.
anyone know where to get started for save editing?
I believe if you look in the pinned section, there is a link to the creative hub. Once there, find the save edit channel
I use goatfungus and try to help people over there when I can
ah okay ty
is there a mod that allows you to place and farm the plants you can find in the wild (Sweetroot, wheat, etc) that you normally cant plant?
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Hey yall on goatfungus what is the unknown 1 ship type
Not that I am aware of, and may not be possible either, as those crops were never made with the growth mechanic, nor are they available to build.
i see, ty anyway!
Not sure where you are seeing this. I can't really think of any unknown ship types. Could you elaborate?
is there a mod that allows manually changing the tech damage modifiers? i have it set to challenging and uninstalled every shield upgrade my ship has but i still barely take any, so im trying to pump it up like 2000% for starship combat
Are you using latest version of goatfungus? If an older one, may be missing the code for any ships which may have been added since.
There are rarely any mods that include in-game adjustments, but you can possibly find one where you can alter the values for what you wish to accomplish. Usually mods that come with a LUA script, or a variety of settings to pick from
Alternatively, you may be interested in tweaking the mod yourself?
To learn more when it comes to modding, I recommend checking the Discord
!moddinglink
plus what devilin said. Not possible to change things on the fly with NMS mods.
ty all
what is save editor and how do i use it to get legacy frighter parts
It is a tool for PC to do just that, edit all sorts of data present in your save files.
For all 'legacy' parts, you can find a list in the pins: #nms-modding message
On ships when choosing a type of ship under starborn runner it goes unknown1 in red
I mean I think I just got goatfungus yesterday it just said unknown1 under starborn runner
@warm knot further details on Save Editing, see this pin: #nms-modding message
Let me see what that is, give me a moment
I am not seeing that happen myself. What is the version you are using?
Also random question when choosing ships in save editor is there a way to choose a specific ship like wraith or something? and Im using 1.18.1 (RELICS)
Ok, you have the latest version.
What exactly are you trying to do? When you say 'choose' a ship, do you mean picking one you own already, from the dropdown list, or are you trying to alter one into a different type of ship?
I choose one I already own and then want to change it to another ship type and then thats when I saw unknown1 was just interested in what that was
Can you provide a screenshot of that?
Also be aware that changing the type, will do only that, which means it will not be quite the same as it was intended to be. Base stats, amounts of slots, and all sorts of other specifics, will remain the same as they were from the original type. In some cases you will even lose technology because the new type can not use what is currently there.
Understood! These were just ships I picked up exploring so they all had repairable things and etc... with nothing on them
I do not have that listed myself. I think it is somehow finding a ship type in your data which it can not understand. Might be a bug as well.
I would certainly recommend using a ship you do not care about, if you want to change it to something else. Be careful when editing some of the values though, as some of them have been known to cause issues when too large a value.
do you have like a recommended value?
Different types come with different value ranges for the base stats. The specifics values within that range comes with the seed it came with. Once you start editing, it is no longer 'natural' so to say. Not quite sure what to recommend without knowing what you are after.
I see you have quite a high Hyperdrive value there already, as well as a rather high value for Maneuverability
Hyperdrive is not going to cause an issue all that easily, when set high. Maneuverability however can cause issues with spinning out of control, or bouncing of the atmosphere when trying to get to a planet.
Too large a health/shield value is known to cause issues with multiplayer, either not seeing anyone, or t-posing players
Just a few things to be aware of.
okay cool lemme find out what value to change them to 😭
I personally prefer to get a more 'natural' ship, for which you can often just find ship backup data you can use by importing. The Discord referred to earlier has quite a few of them
!creativehublink
Here is an example of values for my natural fighter. Nothing all that great though, just regular S-class base stats.
maneuverability here is a base value where in game it is probably much higher
oh okay sick
Making some changes there is not going to hurt you, just make sure to keep a backup and be aware of some of the known issues. Can change it back if things get weird.
Correct, base stats, which is without any tech or upgrades taken into account
okayy tysm!
Also is it the same with multitool? Prefer to have base stats?
You're welcome. Any questions, do not hesitate to ask. And as said, the above Discord has a lot more on the subject
What I prefer may not be what you are after. We are discussing a save editor after all
It functions alike when it comes to making changes
No I meant like how you mentioned manuverability will cause me to bounce and spiral out of control is there anything game breaking from having high values on the multitool
I always suggest to not go overboard right away, to not spoil the fun of actually playing
Hmmm, not aware of any issues related to the MT for that matter.
Yess ^ agree and once again tysm!
Are there any mods that unlock NPC only body parts for the player to use?
For the longest time I wanted us to be able to get Polo's old torso outfit.
Alas, not only did we not get it, they took it away from Polo
yall how do i get the wraith ship with the save editor goatfungus? I went to account and pressed unlock on it but nothing was at the synthesis
there's one that adds one builders head but that's about it
every single customisation piece needs to be manually converted and tweaked for customisation use so it's not the easiest thing to make
wait... so this is why my high maneuverability ship likes to wiggle violently in-atmosphere sometimes?? wild.
it's a natural (crafted) ship but I used all the sc slots for maneuverability upgrades 😇
got it but now big question is there a way to transfer a ships module to another ship on the save editor?
Game doesn't like it when maneuverability is set too high
Not transfer, but you can add tech to any
OK so continuing this thread -- I did some experimenting, and it turns out in a wild creature, the first seed in the VP array determines color.
But heres the thing -- in the two creatures I adopted and compared to their discovery data, in each case the first VP seed (I'm calling it VP1, etc.) in the Discovery JSON is also the CreatureSeed in the Pet JSON.
(edited to clarify)
Oh also this doesn't seem to transfer between species. I was able to get it to work predictably (using the VP1 number from a wild discovery animal of the same type as my edited pet) where it replicated the color exactly. But when trying the VP1 number from a yellow butterfly on the same dragon creature pet, it made off-white.
okay yall so I managed to get the wraith on goatfungus only problem is that I can't put any organic technology on it anyone know how to fix this?
Sounds like you changed the model, not the ship type. Make sure it's the right type
yeah for some reason the type is unknown2 not the wraith but I know unknown 2 refers to the wraith because unknown 1 refers to starborn phoenix
Could always do via mod, instead of save editor
Probably will do that lowk this alot of work lmaoo
Just FYI, sometimes the preview isn't displaying correctly in 5.6x. It's just a texture cache thing. Can still grab the ship. Exiting and re-entering the game should fix the display.
tysm appreciate it ❤️
Or there's another mod called Consumerism
NP. Whichever you choose, just extract the downloaded zip into GAMEDATA\MODS and will be good to go to use.
Once you have the ship and your game has saved, can remove the mod and keep the ship.
sick okayy thankss
A bit less fiddly than save-editing
real
if i mod the game to be able to play the older expedition, will i recieve the reward also?
yes, main rewards are unlocked like during original runs
Thanks for getting back with some of those results, useful to know. Seeds are indeed used per main species, as a basis to determine the looks. This means the results can be completely different when the same seed is used for another main type/model. If you are looking for specific results, you'll have to find it first, brute-force, or see if anyone else has shared something you like. You can check our #nms-fauna channel, other internet resources, or you could have a look in the Creative & Sharing Discord.
To check for compatibility between mods, all I need to do is check if both mods have the same EXML files?
Mods can alter the game in a few different ways. EXML is used as sort of snippets, only specifically making changes to parts of a larger 'file', the MBIN itself. When a mod provides an MBIN, it uses the full file to make changes in. When mods conflict, they are altering either the same file in case of MBIN, or part of the MBIN with use of EXML.
So first check if any of the mods used are making changes to the same MBIN file. If EXML is used, you'd have to check if they alter the same values, or section within that same MBIN file.
If LUA is provided, you should be able to use AMUMSS to check for conflicts, as well as merging to prevent conflicts. In that case, best to check the Modding Discord, where there is a channel specific to AMUMSS
More info on current modding, see pin here: #nms-modding message
Oh, okay. Thanks!
!moddinglink
Most of the time, EXML mods will work and you don't need to worry about it. MBIN mods are where you might get problems
Anyone got a skeleton sandworm pet for trade? Not sure if I should post here or not sorry but I know a mod would be required and I play on console haha 🙂
Gumsk, i noticed that predator frequency mod hasnt been updated at all and your other mods have. Does that mean the new predator mod your focusing on that expands creatures will be a larger "all in one" type of mod? and that the simple frequency mod will no longer be updated?
also when i look for gExo's Challenge Modpack, on nexus it redirects me to a file hidden page and says please instead search for gExo's Challenge Modpack. im a bit confused
nevermind sorry, i found your mod page info : https://www.nexusmods.com/nomanssky/mods/1541
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Through the woes of ripping up my steam installation something has happened
I'm not sure how it happened, because I don't have any mods which should do this
Do you have mods installed though?
A trainer?
I also use DNA
Start by disabling all mods, or possibly just remove them all and remove the Mods Settings file
DNA is a tool to store all sorts of things?
Are all those mods recent, or has it been a while since you updated any?
Recent
Best to first start your save without anything changing the game, to then see if all looks fine. Can then start looking for the culprit if indeed all is good by default
Honestly I might just not touch it because warp hypercores are free to me anyway
you have a mod modifying ships and a mod modifying freighters
both can possibly interfere
How amusing
I'm going to go on thinking this fucking thing is the root of all the weirdness in my 90 hour run
That's just an egg pointing to empty data, it can be safely deleted
Shouldn't have anything to do with 53849235687253668 hyperdrive range
Not necessarily, that info shows up with several issues, but may not have anything to do with the egg
The thermonuclear egg has been sitting as the sole item in storage container 6 for the past year and I'm not getting rid of it now
To explain a bit more, I've been using DNA to pay 32,000 nanites/slot to supercharge more slots in my freighter
That's why the hyperdrive range is so high
Another bug, same info (in catalogue)
The efficiency is unintentional though
I just wanted to share this because it was funny to me
Weird things can happen with values that become too large to handle well. I have seen 'shield' value lead to multiplayer no longer functioning or players T-posing, maneuverability value to cause uncontrolled spin and bouncing off planets ... might as well add supercharged hyperdrive range to the list?
You could undo those supercharge slots if that may help solve issues. Can easily be done with a save editor
I did in fact buy another supercharge slot before the hyperdrive began exceeding the bounds of reality
I'll undo the last one and see what happens
Okay it's still there
Keep us informed. I am always curious to learn what some things can cause
I did also try packaging the hyperdrive upgrades, but the efficiency stayed at infinity
Hi, I am really new to modding in NMS, but I have used mods in other games. How would I get started? I am particularly interested in getting 4K resolutions and texture mods for NMS, as I have an RTX 4050 laptop and an RTX 4060 desktop with a really decent monitor on the desktop, so I want to see how nice NMS would like with a high-res mod. Thanks for the advice!
Your best chance is simply increasing all settings to Ultra, the game looks good enough and higher res textures would change nothing, they're already "4k"
good point! my monitor can already display 3840 x 2160 (4K) resolution @final hazel
Anyone know if these are burned in textures or individual textures? Could we make a replacer that changes them to English since they're just English substitutions?
Probably just DDS textures
all instance I've seen are monolithic
if you were asking if the each letter are individual textures
but most if not all of these are decals overlaying on the thing underneath
so you can edit them
But would we have to edit every word or could we just replace the letters and everything would update? That's what I'm getting at. I don't want to have to translate and redo every texture with these letters but if it's just a matter of replacing the alphabet, I could get myself to do that....
Maybe even a couple different fonts so people could load what they like.
Every word
I am slowly working on a Nose Art mod to replace ship decals with bomber girls for example. I can do textures.
There is no central location of letter decals
That stinks... Thanks though.
yeah I meant monolithic by "one entire piece"
Ah, I thought you meant you'd seen them on Monolith's and I was confused...
Appreciate you rephrasing for me! 😄
6
are there any mods for making the glaxy map less of a chore? I'd save like an hour a day if I could just tell it "bring me to the closest 3/1 korvax system" or whatever
nope, mods can't add new functionality to the game, only reuse existing bits
You guys use any particular mod manager for NMS?
not needed
Vortex is easy enough and works, but isn't needed. Totally up to you
Oh, okay. Thanks.
Anybody seen this or have advice? Weird issue: when I use NMSSE (goatf) to backup a ship, and then I bring it back into the same save, someties it changes the look of the ship.
It did this a while back to a couple ships, and then somehow it cleared up.
But I brought another one back from backup (imported it to the same save) and it did it again.
The seed is the same as the natural ship I first got it from -- I just checked again in this instance, and sure enough, same seed .
is it a fabricated ship?
The specific ship in this case is not fabricated
But I did change some core stats once I imported it ... so I wondered if that was the case and tested it by importing it again with a different name and did not change core stats on that one, and it ALSO changed its visuals from the original (like, different parts and colors), but different from the other one that changed :D
It did also happen to a fabricated hauler of mine at the same time, even though I didn't do anything new to that ship or recently import it.
I'm wondering if there's something else about the save that is keeping track of your ships that is getting confused?
Like if I'm bringing in a new ship that increases the total count of ships I have? vs. swapping? (I haven't tested that)
This also happened to the iron vulture in the original instance a month or so ago -- I wasn't using it, so I backed it up and deleted in NMSSE; when I brought it back, it changed the look to a different hauler altogether. But then later it mysteriously changed back. (Same happened to a squid exotic, which also fixed itself) ... but now that Iron Vulture has reverted to the same wrong visuals along with the other stuff... it's kinda wild.
The issue can be explained for fabricated ships, so Iron Vulture also counts
Those ships aren't saved with just the seed, the seed refers to the "internal" ship model and dictates its stats
The looks (parts and colours) are saved separately in the save data under customisation options
Check whether the save editor exports that additional data for fabricated ships as well
If not, the ship gets pasted just with the seed value and game generates the "internal" ship
ah fascinating thanks
supposedly the whole JSON chunk would be saved but I'll look at the JSON file to see if there are differences
I just don't get how that would get rewritten just by importing it back
also why would my fabricated hauler change visuals at the same time, even though I didn't import it or do anything to it since prior to the change ... huh. (ETA this is a rhetorical question btw :-) )
I'll try deleting the ship I edited and see what happens
Ok this is interesting, I deleted the version of the ship that I edited core stats for, and now the other ship I didn't edit is back to its correct parts/colors (!)
Weirdly though, my crafted hauler that also had changed to a different look Now looks like an Iron Vulture (!!)
something buggy going on
Oh I just realized you were saying that's true of the fab ships not natural ones - I assume natural ships then are just determined by seed?
Does the game do anything with that seed in addition to any core values you might change in a save editor? Like damage core number?
I wonder if there's like a unique identifier of the ship beyond the seed... I'll look later during a break
trying to install the font-fix mod. should it be unzipped when i put it in the mods folder, or does zipped work?
game won't read data from ZIP archives
regular folders, inside the mod files mimicking the structure of the vanilla game files
See pinned guide about Modding after 5.50 for more info
🙏
guys, i was looking through the pins but didnt found how to "unlock" previous expeditions, im playing Steam-PC and Tyndall said its possible to do so, how do i do it ? ( I maybe passed right before it but didnt see )
If you want to replay the expeds: 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.
If you just want to buy rewards: https://www.nexusmods.com/nomanssky/mods/2062
Thanks alot
This is an awesome resourse. Only question I have is how do I get the previous rewards earned offline to show up to main save when back online?
is the app "Assistant to No Mans Sky" no longer available for windows? The github exe is blocked by Norton as dangerous
There's no such things as "rewards earned offline / online"
The point of going offline is to prevent game from downloading data about actual currently ongoing expedition and overwriting the custom expedition file
Norton is probably a false positive
So the game thinks right now expedition X is active, not 18
The rewards you get from that exped are the same as from regular one and should show up normally in Quicksilver vendor list
You might try https://app.nmsassistant.com/ instead of the EXE anyway
Available on the Google Play and Apple App Store. Get Crafting, Refining and Cooking Recipes for the game No Man's Sky!!
hey guys!! i have 2 questions rq
1, are there any mods that give us more saved outfits bc i havent found any but only allowing 3 9 years after release is crazy, and 2, i have a mod that lets me adjust my autophage eye color seperately and it locks me out of the living stone. is there a way i could patch that? the only mods ive ever made were ship setting tweaks
1, damn
2, i checked and that is not the case 😭
im actually gonna try recompiling it with the lua in amumss
usually it is the case
yep!!! that fixed it lmao
An outdated mod is providing an outdated version of game file
Which lacks data for new content added since then
All customisation options are hosted in one file
yeah lol i forgot i can just update mods if i have the lua
i got back into the game for the relics expedition ive been out of the modding mindset for a minute
yeah no worries, modding has changed a fair bit since WP2
So you might as well go in blind
what changed?
NMS Modding after 5.58 Modding for No Man’s 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...
read about the EXML files
also i totally lied it didnt work but its fine im not using my autophage rn anyway im just gonna wait for that mod to update
Anyone else seen an issue where natural/authentic ships change their appearance if you just edit the core damage/maneuv/etc. values? (In my case it didn't happen immediately, it seems to occur when I try to bring one back into the game from a backup, the game gets confused, and even starts changing appearance of other ships - I assume it's just ones I've modified their stats for, not sure yet)
It's happened to custom/fabricated too, but in this case it's natural ships.
Did they change the Mods Setup for NMS again?
I have the MODS Folder in GAMEDATA I get the Mods Screen and my Mods arent working
Any suggestions?
Update mods maybe, or conflicted mods
The Mod works when it wants too LOL
I've started just merging all mbin modding types, just seems easier. More mods seem to need to be merged since mod update
True
Any mods that remove the pitch-black, limited visibility of ocean worlds?
If you dont see anything like that released in the last 2 months or so then no
Is there like a website where I can make custom seeds or find some and don't need to pay
!creativehublink
There are channels with lots of seeds for ships, pets, etc
i mean i do know that but i would like to customise the color on em ik
Then you're asking for free reverse engineering of game's procedural generation
Which is shockingly, work
Work that deserves to be compensated
can i edit an EXML file directly with notepad ++? or do i need to do some repacking of sorts?
such as :
im unsure how the new modding system has changed
EXML files are just plain text files, you can edit them in any text editor
Keep in mind you will need to preserve the structure of the file, which mimicks the structure of the vanilla game file
If there will be any differences, the mod will probably stop working
i think i see. so basic editing of the value (1) or (0.5) is safe enough
i just want to increase some damage and hazard values
also so what your saying is if game updates, and the vanilla DAMAGETABLE.EXML file gets a new line relating to say a new damage type, id have to copy that line over in order to make sure the modded EXML functions right?
no, your mod only needs lines that relate to what you are changing. That includes the line itself as well as the necessary formatting for the game to know where it is
so in the case of the file you shared, if you just want to edit some values in it, the exml mod should continue to work unless HG makes some significant changes to the format of entries in the damage table
so if my custom DAMAGETABLE.EXML file only has a value for the following,and nothing else, then when mod is loaded it uses that value,and everyother value is read from the games vanilla DAMAGETABLE.EXML : <Data template="cGcPlayerDamageTable">
<Property name="DamageTable">
<Property value="GcPlayerDamageData" _id="BASICDAMAGE">
<Property name="Damage" value="2.000000" />
</Property>
Yes, but that text alone is missing some of the formatting and would fail to be loaded
When you say changes to the format of entries, for example you mean GH's could rename cGcPlayerDamageTable, and that work make my mod not work
understood, just pasted a snippet
Its more likely that they'd add something like a "Damage2" property to each section or something, but even then the mod would still work
it would just use the default Damage2 values or whatever
damagetable is pretty simple
understood. i think they will never touch base damage values unless we get a difficulty overhaul
cheers, il start editing away
and yeah this is why im starting here,learning starting small. seems like a pretty robust system
only time will tell how robust it really is
We just had 1st major update since the changes to modding, some of us loaded the game only to see our entire progress deleted cause of one mod incompatibility
Oh I need to check for new lines for gDamage
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Im using it currently, increased values by all types of damage by a flat value of 10 and alls good. However im having a strange issue with gcreatures fauna density mod. i have tried 0.1(10%) and 0.25 (25%) and feel like they arent working as intended,or perhaps im misunderstanding the description. at 10 % i saw no fauna anywhere. at 25% i saw 3 creatures when i originally landed,then walked around the planet for 30 real minutes on companion, and never saw any creatures anywhere
i also reloaded the game,returned to planet and no change. before using the mod that planet was overun with fauna. so i guess i was expecting to see 25% of the vanilla count. it isnt looking that way at all,maybe im misunderstanding the implimentation?
its likely im assuming incorrectly that the spawn % is tied to spawning around player,and it actually has a planet wide spawn system
Creatures, based on size, will spawn based on distance from player. The chances of spawning are based on a percentage of them spawning in a “region”, which I can’t remember if there is a size variable for that region. They will also spawn based on north/south hemisphere, which should be noted in the creature discovery page.
Based on how the mod is made (I have no clue) the 25% might be in water, or underground.
where can i begin modding the game?
I've followed the instructions in the pinned message to the letter... and I don't get the expected "hey dummy, do you really wanna load mods?" message
are there mods to increase storage space in the 10 containers? i've tried checking on nexusmods but the only mods present were about increasing the drop rates of the storage expansion items
nevermind, i got it
if installing a mod that changes the price of blueprints (GPRODUCTTABLE.EXML) does it require a new game?
i have one installed that should change blueprints prices but its having no affect
No, only HG can increase maximum storage slots. NMS modding we can change values for existing properties in static game data files.
Storage slots are a part of the save files, which NMS mods can't touch, and functions in the exe, which we also can't mod (or see).
Nope, should work on an existing game. Possibly installed improperly.
i see... no items that can add more storage containers either?
The mod must be new or updated within the past couple of months for even a shot to work.
Nope, storage 0-9 is the limit
its installed just like every other mod
Got a link to the mod page?
No Man's Sky
└── GAMEDATA
└── MODS
mod folder name and then metadata-reality-tables
ok, that was going to be my next question, about mod subfolder and contents
has a globals that goes with it
located in same directory as METADATA
Not IN METADATA
Globals is in mods folder by default
oh ok
so il let the author know
so MODS folder has a folder called GLOBALS and in it, i place the global table
yeah i see what you mean
In each individual mod folder, if there are global files, must be in a folder called GLOBALS. Look at the screenshot
Have you had a crash recently, due to "mod incompatibility"?
If so, when that happens, the game now automatically disables all mods
NO i havent. though i have had very odd low FPS when testing
so beside METADATA,there should be the GLOBALS folder
in it,the globals EXML
Within the mod folder, yes
ok i let the author know,and il check in game now
ok, well if you do ever have that happen, mods will be disabled in No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
Easiest way to fix is just delete the file. Will be re-created when the game is restarted.
One of the troubleshooting steps.
He's the COMPLETE file contents in the EXMLs
Should still work, BUT worst practice. This guy doesn't have a clue what he's doing
If doing as complete file replacement, should be MBIN
EXML format is meant to be used as a "patch" mod.
it was originally an MBIN , i actually asked him if he could upload an EXML version as well, thinking its fine. he entirely removed the MBIN version it seems
Only the specific mod changes being made and some needed "path" headers to those changes.
Again, he's obviously not a clue, at all, what he's doing. Fake it until you make it.
yeah i actually was wondering why if Globals was even needed, im still learning
Making as EXML is not a simple decompile of the MBIN, then renaming MXML to EXML. Have to actually craft the EXML
as you say, just a "patch"
i see
Can actually be very laborious and time consuming to do, depending on how many lines are changed and size and structure of the file.
i see that after looking through alot of the files in game. the only other modding XML related i tried was 7DTD and it was alot simpler then
The tricky bit is getting those "path" headers right.
Well, this whole EXML thing is new to NMS, was only fully implemented with NMS 5.58
yeah, makes me wish we had a version of the game that HG's wouldnt update so could mod freely without worry
would have thought it made things simpler
Some people do choose to not update their game and stay on an older version.
As a mod author, I don't have that luxury. 🙂
iv not had luck in the past with this approach
In theory, supposed to be, moving forward, but there is a steep curve to switch to EXML. I author ~150 mods for NMS, still have about a dozen of the most complex\largest, that still aren't updated past Cursed.
The one I'm updating now, taken me around 8 hours, so far, and 80% done getting it updated.
which is it out of curiousity
i went back ingame without the EXML and my FPS returned to normal. coincidence?
or was the broken mod actually halving my frames?
i know what its like. i have made entire overhauls or levels for games,then a week later the DEVs decide to overhaul the entire game with some new assets,or engine and suddenly 3 months of work and 100 + updates all have to be redone. i typically only bother modding games that are end of life these days
His mod will probably work again, if recompiled back to MBIN
wouldnt a future NMS update almost certainly break the mod- as its affecting that Globals file?
If he wants to put in the work and effort to make it EXML compliant, he can come to the NMS modding Discord and we can give him advise and documentation on how to translate it into EXML
In theory, not as frequently, in proper EXML format, as it will then ONLY contain the changes being made and with globals, in most cases, property names are unique.
Here's a very simple example of a good global EXML
Two unique named properties being changed, so that and surrounding necessary data, are all that has to be in there.
So don't have to worry, going forward, about HG adding new properties into the file
The EXML parsing engine will see those two lines and make the needed changes in the copy of the file in memory, for use by the game.
i understand what you mean now. i left that fella a message inviting him to the modding Discord
Only time would need to update the mod is if HG removes or renames those two properties
unlikely they would remove any reference or ID,i remember they did actually change "ID" to "id" before
small things like that
they dont support modding but they seem to encourage it
Actually, those are less usefull than previously.....
With the new EXML system, there's new "tags".
_id and _index.
Those are what the new engine uses, when dealing with data in lists and arrays
^ see line 4
...and with list\array data may need to add your own tags, based on what you're doing. Default is to append. If you need to replace, overwrite, or remove, have to add specialized tags to tell the parsing engine what you need done
...figuring this all out was a load of fun, as HG didn't provide any sort of detailed documentation or instructions to the modding community. Was ours to figure out through lots and lots of testing
jesus. was there any other references to aid in this? other games for example?
Probably the big issue with what he did with the GCPRODUCTTSBLE EXML, as by default, much of it that game will want to append, as lots of lists in that file, which could lead to double entries for ID\ids, then the game would use first found, which would be unmodded. I can't say for sure without digging further though....and not my mod. 🙂
Nope. Only what was given in release notes, which was minimal. About 20 of the most prolific and long term NMS mod authors we just plaugged away, tried different things, and shared our findings.
can you send me a link to your mods?
End result was the NMS Modding after 5.50 document, which is in pins in this channel and another document with more details about EXML specifically for mod authors
id rather be using mods by authors like yourself and XenOnex
its one reason i dont go down the rabbit hole of modding anymore, iv got 3 games i mod and its like a full time job on top of my fulltime job
Your good with ones by Xen, myself, Lo2k, Gumsk, Lenni, Jackty89, WinderTP, Syzzle, NooBzPoWaH, Bladehawke
Mibne are all over the place though, as I've some under my name, but I'm also one of those people who take over good abandoned mods, so I've a lot like
Where I'm not the origianl author, but took over years ago
Example, all of the ones with Exosolar or Exo's are mine
But they won't show up in https://next.nexusmods.com/profile/Babscoole/mods?gameId=1634
ahhh ok yeah iv noticed the name alot
cheers
I'm like herpes, easy to get, impossible to get rid of. haha
currently using Gumsk "G" mods,such as his damage,looking through his EXML's and learning the references such as varoious damage types and what they pertain to,its hard to fully understand for example which sentinel,which weapon etc etc. i can understand what you mean about no documentation from HG's,i cant imagine how hard modding this game is and laborous
Gumsk is all good stuff...and the list of mod authors I gave is not complete. There's some others I'm probably forgetting. The big hallmarks to look for are that mods\author has been around with NMS for awhile and regularly updated.
its admirable yeah, because its not easy to stick to one title for many years
The low hanging fruit modders, just make a mod with minimal effort, usually a copy of somebody elses, then disappear within an update or two
https://www.nexusmods.com/nomanssky/mods/2223 NICE ONE! My mate will appreciate this
I made that one by request. Low usage numbers, but people who NEED it, couldn't play otherwise. A community service mod. 🙂
I've also been bad at documenting since 5.5 :). Everything feels like "let's get this done and come back to unnecessary stuff later"
Do .pak mods work if you put them in the gamedata/mods directory or is it only mod folders and .pak mods are outdated
I believe pak mods are completely outdated, which are any mod made before January 29th, 2025
Damn, so despite project atlas going into the mods folder it probably doesnt work since it's a pak mod? That seemed like such a cool mod, added and changed SO much
Yeah, a lot of work to update big ones to EXML and make sure they work with the modern game etc
Paks had to be updated every release so it probably still wouldn't have worked if the ones from 2019 I'm finding are the ones you're referring to
I've been plugging away at updating just one of my big ones for over a week now.
Relatively nightmarish
No point in looking at most downloaded or most endorsed for NMS. All mods created\last updated prior to the end of January 2025 would be completely non-functional.
Use this, listed in order of newest to oldest. https://www.nexusmods.com/nomanssky/mods/newrecently
Page 14 for me is the cutoff, so doesn't take long to look through and see which are possible to use.
The only good thing about the nexus redesign is that I can change my bookmark to it to specify "last updated"
Some like the redesign, others not so much. Doesn't much affect me and my usage, so non-committal here.
Same tbh but I felt the exact same about the old design, and it broke on firefox for like a week which was annoying, more annoyed about that
I'm meh on the redesign, just hate how they never listen to feedback
And wish they would add some kind of way to exclude mods before a certain date, unless I'm missing something. If you search for most downloads in the last month, it only gives you most downloaded of new mods, not new or updated
Some prior could still work i believe such as HUD related/texture related no? no danger marks comes to mind although i might be wrong as that was updated
also clear scanner(no filter i think i still use with no issue)
ye lol there was a mod there from 2016 that kept getting endorsements and downloads till this month
this one: read the first post haha https://www.nexusmods.com/nomanssky/mods/80?tab=posts
its still on page 1 of most popular, yet hasnt been touched since 2016
" It is 7 years out of date, stop downloading and endorsing it. " 😆
still cant search posts by keywords which is an absolute nightmare and causes people to have to make new posts to find an answer to a most likely already answered question
Also hate how searching for mods only uses their titles and not their descriptions or anything else like tags would be so useful
Nope, nothing before end of January 2025 will work, at all
There's another that keeps getting endorsements, black space or deep space or something like that
Not lo2k's mod, that works
That would require them building more functionality. Functionality doesn't generate revenue. Making it a pain for the people who still have to look at ads generates revenue because they end up looking at more ads.
Exactly :<
I'm surprised they still give lifelong VIP membership to authors over X downloads
I had a user gift it to me years ago and am super happy about that, but I assume that cuts into their revenue quite a bit. Authors are who use the site the most and need VIP the most
I didn’t even filter by it I just went to the logs and saw people had been endorsing it so I assumed it still worked but saw no difference once I got in game
Exactly. Sheeple, but not in the conspiracy theory sense
Why endorse it if it doesn’t even work? Do people look at a mod, find it cool, and if it’s popular or was popular they just endorse it?
"Other people thought it was awesome, so I must be wrong if I think it doesn't seem to do anything". Appeal to popularity cognitive bias
Anybody here use NoMansApp? I used it for the first time last month and the website told me to wait 30 days and I have waited 30 days but it keeps telling me to wait 30 days
Any help would be appreciated
@quasi dust Hello dude. I am the author of the HardcoreSky mod 🙂
ok ok. I see.
let me try this fix
thanks for the help 🙂
Ok ok. So, MXML and EXML dont have the same structures name. Let me try to modify my code for this and test the mod locally
Welcome mate. alot of very dedicated knowledgable people here
They do have the same structures completely. EXML is just a chopped down MXML. Anything you include in the EXML overwrites the stuff in MBIN.
yes. I am reading your modding docs. I am learning about I dont need to use all MXML structure
New mod released: https://www.nexusmods.com/nomanssky/mods/3449
If it had wheels...it would rock n roll
how to get maximum damage in staff
Probably whatever I've done here (you can get higher "damage potential" using different layouts but doing that genuinely lowers it's actual damage when fighting stuff)
how is urs blue
A visual, client side mod
Only you will be able to see, and everyone's Atlas Scepters will be the same color as yours
could me give me a ss of the x plasma cannon
o
Getting S-Class ones would probably be better since they have the same maximumsm, I can go find the video for the staff that I implanted it's stats into this Atlas Scepter
yes pls it would be helpful
s class is hard to get
cant dupe them
I believe it was this one https://www.youtube.com/watch?v=ZNumh3phr2k
How to Get Best 3 Staff S Class 4 Supercharged No Man's Sky Worlds
in this video i will show you how to get best 3 staff s class 4 supercharged no mans sky worlds step by step guide and i will show you new secret thing about every multi tool in no mans sky
▶️ How to Find Portal : https://youtu.be/2VOqVcMK6fc
▶️ How To get 2 Upgrades ...
which tech gives the x module again
was it the arms one or tech
I have no idea, I get mine from reloading at Outlaw Stations, by saving and reloading after buying the modules I want
o
is this suppose to be 14%
Yes that's actually pretty good
y'all this is modding related? sounds like some vanilla minmaxing
Yeah idk, I'm just responding to it
hi modders. i want to delete a base from my vanilla save file, how would i do this?
press delete base on base computer.....
i can't exactly do that. i managed to place the base computer underneath the terrain of the planet using glitches and i cant reach it.
Couldn't you just use a free-camera mod to grab it? https://www.nexusmods.com/nomanssky/mods/3300
that sounds like a great idea! however, i don't know how to install mods. is there any tutorial i can follow?
You can save edit it out, but its beyond my knowledge to explain. I just know how to clone full list of bases to another save
NMS Modding after 5.58 Modding for No Man’s 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...
has a section for mod users about installing mods
great, thanks!
for those curious, this is the base. at a depth of 1502.7u while the sea floor is at 1067.7u
i can only get down there via nautilus since you can clip it into the ground
how the heck did that happen
if you summon the nautilus into terrain using the quick menu, it sometimes just goes through the ground
if you can then enter it, you can dive to the center of the planet
when i exited while at the center of the planet it teleported me to 1500u below (still under the terrain) and i made a base just in time before the game clipped me back to the surface
@quasi dust done 🙂
Can tell from the file sizes of the EXMLs, much better
Should not only be less problematic for users, but also much more update proof
Thanks to everyone for the help and knowledge
Hi, Could you please direct me to find out more about how AMUMSS is working. I tried all the information I could gather from the web but still its not working. Thank you 🙂
FYI, ^ resolved on a different Discord.
New mod released: https://www.nexusmods.com/nomanssky/mods/3452
What mods do people produce for NMS? Mainly GUI?
mainly mods on Nexus sorted by last updated
UI is one of the least popular categories of mods for NMS
Most common are mods that make bigger rewards or stats
Cause that's what majority of players buys into
The most factual categorization of mods for NMS is we make mods that HelloGames allows us to make. 🙂
Good to know, thanks!
Eh... I was raised on games that made you grind for what you wanted. The "good old days" or some such. 😋
There are mods to make things more grindy, less rewards, if that's your thing
so, i recently found a bug, but... if there wewre a little bit more in the terms of jetpack control, this wouldnt have been nearly so scary, lol
yes, that is my ship, parked sideways in orbit over a planet
i just realised i could land on frigates, then thier final support confirm came in and they warped out... i spawned far and away from ym ship, my ship was left in space, unlike when your frigate warps XD
there is gravity based on the nearest planet- not a lot... but enough
luckily i can still get back into my ship from the outside
Report to HelloGames via Zendesk
oh i just thought it was a cool bug/feature, didnt know where youd report that stuff, thanks
@bronze dew
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Can I get a mod that removes the lines when you pulse?
Also looking for a mod that removes fog or visor overlay if anyone has those.
Tried searching on Nexus mods and they didn't work.
🙃💯
This is reduce, but not quite removehttps://www.nexusmods.com/nomanssky/mods/2339
Clear visor https://www.nexusmods.com/nomanssky/mods/1093
I meant the overlay effect during storms but I’ll be downloading that ty
Only mods updated in the past couple of months or so have any chance of working.
After doing the offline expeditions, what do I do with the file I put in cache? Do i delete it or just leave it there?
Any update on gcam yet?
Once you go back online it will be overwritten with the current expedition
Not really a modding question, but https://github.com/goatfungus/NMSSaveEditor is my preferred save editor when I need it
Thanks i dont know where ask about save editors 
Can i get completed a past expeditions?
I've never tried it. You might have better luck doing that with https://github.com/zencq/NomNom which can edit your account save and set the past expedition to complete
Thanks
Idk if that's what u want but maybe can help, it unlocks the rewards
https://www.nexusmods.com/nomanssky/mods/2062
Pretty sure I’ve come across a YouTube or two about how to unlock expedition rewards with save editor - may want to check that out, since the save editors don’t really come with extensive instructions about that (as far as I’ve seen)
We have this post: #nms-modding message
Again thanks
Hello, i have a .sh0 file for a ship, its possible to have it on Xbox ?
With cloud saves and loading it on PC gamepass yes. I do not know the particulars though, I play on steam
Service bot from the creative discord might be easier
Just got home, so if you give me a moment I can grab the ship and see if we can do a trade
They dont have this one on the bot
Its not the "normal" phoenix
Ah, fair 'nuff. Care to take this to DMs?
Yh of course !
I have a base I built above a lake but it sounds like im under water when inside - is there a mod to fix this?
Water sounds all around and wet sounds when walking
I don't recall seeing anything like that
But if it were, would not be context based. Would have to kill the sounds completely, at all times.
are there any mods out there to dig through this stuff?
That is not something a mod can enable, as far as I am aware
I would like some help with downloading this mod:
bDeRandomizer - Upgrades at No Man's Sky Nexus - Mods and Community https://www.nexusmods.com/nomanssky/mods/3431
I have followed this tutorial but its not working for some reason:
https://youtu.be/Zh7c-o65R2o?feature=shared
What about it isn't working?
I would consider deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML and seeing if when the game regenerates it the mod loads
post MODS folder
post it like this
Like when i enter the game, the notification pops up, but in the game when i use the upgrade modules nothing changes.
According to the tutorial, I've put mods in the gamedata, folder rather than pcbank. And I've also checked the "disable all mods" thing to be false
Mods go into GAMEDATA/MODS folder
You most likely have to make the MODS folder yourself
Then put the mod folder inside of it
IF the tutorial said GAMEDATA (nobody is going to waste their time watching it), then it is very wrong. GAMEDATA\MODS
You need to put whole mod folder inside
Mod files have to mimick the structure / path of the vanilla files
I can assure you the proc tech table MBIN is not at the root level of the game files
More like 3 folders deep
I made the mod, and I can assure you that it works 🙂
And what FriendlyFire said is right, you need the folders it was in
It can be. It's why it's listed as a cheat :p
@coarse forum In case you wish to save edit them. Here are the 6 bones in question, with their internal IDs. Unlocking them for the catalogue requires adding them to 'KnownProducts', adding them to Inventories, can be done using their IDs when done through raw JSON:
- Skull of the Cursed Doe (FOS_HEAD_BB)
- Moustachioed Skull (FOS_HEAD_DJ)
- Snapbeak Skull (FOS_HEAD_IG)
- Upturned Tailfan (FOS_BI_TAIL_E)
- Downturned Tailfan (FOS_BI_TAIL_F)
- Stubtail (FOS_BI_TAIL_G)
thx
then how am i supposed to get to the cargo?
If you can't reach it then you can't, this happens with lots of other buried things when they spawn at the bottom of caves
Sometimes with crashed freighter pods too
noted...
Replaying older expeditions isnt against the tos right?
Nothing is against ToS
Unless you're like blowing up a space anomaly session somehow
is there... any mod... that makes come of the capes... scarfs? Or like... a single freaking color- no decals?
no, nothing like that
Well after finally finishing all the main missions, excluding some unimportant ones, I'm into modding this game.
What are some good mods? I'm absolutely clueless about them, but I welcome any recomendations, specially QoL ones
Thanks! I'll check them all once I get home, but that Black Space one looks awesome
Is there a mod that can hide parts of the HUD but not all?
I wanna keep seeing markers for planets and stuff, but I'd like to have no hud for the rest of things.
Question about the Consumerism mod. Do thinks unlocked with quicksilver stay unlocked if I later play without the mod?
They should at least still be with you if you claimed them, but I'm not sure about if they aren't claimed yet
At least the ones you have claimed will not disappear or anything
Is there a mod to put all of this in any type of order?
No, mods cannot directly change data in saves, which is what your inventory is.
CHEEKS