#nms-modding
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Make sure you edited and loaded the right file
There are two, one manual restore point and one auto save
Also I think the outer design is only controlled by the seeds and type
this is for the internal
how to tell the difference?
The odd save is your autosave, while the even one is your restore point
When you load into the game, open the load game section and you'll see both and see when they were updated
Nexusmods has nothing to do with it
thats where this mod comes from
That's not a mod. Save editing and modding are different in NMS. They just have it posted there. NexusMods has no knowledge about NMS modding or save editing and can't do anything about it. You can ask the author if they know
!creativehublink
The people there are the save editing experts
expired
Maybe a save edit channel would be good on this server, because devilin is here, and she knows editing like no one else
I dont think we got enough save editing action to warrant a dedicated channel honestly
Its a general game server, not a specialist one, and only a small part of the playerbase has access to save editing
To be fair, a larger percentage have access to save editing than do modding ๐
more people with modding expertise than save editing though here
Devlin cant be on 24/7, most people just know basics
That is definitely true
I used to know a decent amount, but don't do it much anymore, so I have to open the editor every time to doublecheck. PITA
I just know how to change seeds, add stuff, copy bases and exosuit tech over from 1 save to another n thats about it. I also dont have the patience to explain to people step by step how to do stuff, especially if they do it wrong and wreck their save
Yeah, if I bork my own save it's on me.... but I'll be damned if I'll be responsible for borking somebody else's :p
I wanted to inquire
Saw a player on the anomaly one time
They were able to make copies of whatever I gave them
Is that a mod or some game glitch??
If they were only duping items you gave them, then it was likely a duplication glitch. Save editing can do it, but that wouldn't be limited to items you gave them.
Alright
Thankss
Well guys, looking like I can edit the colors of objects in a base using a save editor. Question now is how I edit the "UserData" seed that is in each object? It is an 8 number seed. This is in the PersistentPlayerBases folder in the raw JSON file. Each object in a base has 6 properties. "Timestamp", "ObjectID", "UserData", "Position", "Up", and "At". Thanks in advance!
is ther a good building camera mod that goes with EUCLI EA
im having trouble with the vanilla camera wehn i place big structures
gcam maybe
all good
Gcam isn't updated. I'll try to work on it tomorrow when I get back home, but no promises
not much different at Creative Hub, sometimes hit and miss when experienced editors are around
You taught me all i know Gix ๐
You also got people like Mjstral and Arcane at Creative hub
and pretty much all of it can be done with his bot now instead of learning editors
I hardly ever respond on there anymore, always seeing "the bot can do that now" ๐
The 'UserData' field used with building parts for playerbases can have various values, which can mean all sorts of things. I would not consider it a 'seed' value, and it has no specific length or even format. With tech parts it can include the 'object' state, amount of items stored, and more, all combined into a single value. To learn what the actual value means, you'll have to convert it to binary and then figure it out from there.
In case of regular base parts, it is often easier to figure out, as it then often only has a value to indicate the material and colour. For legacy parts, 0-15 for the default material (Concrete). The other material values used to be a multiple of 16, but I think this changed to a different format at some point, I believe. Legacy Wood then started from 50331648 (0x03000000), Stone from 33554432 (0x02000000), Rust from 16777216 (0x01000000). New parts will have similar logic, which you should be able to figure out observing the UserData values in the save data.
Just know not all base parts will respond the same. I usually suggest trial and error, while perhaps the easiest way to accomplish different results without issue, is to glitch build.
Also remember this discussion we had quite a while back: #nms-questions message
Are there mods to let you complete old expeditions?
no mods per se, custom JSON files for expedition setup
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Is there a stars wars mod like a reskin only the player can see for a star destroyer
@high raven ^
You have no idea how excited I just got
Bouta hop on my desktop computer so I can install this
for clarity, is GAMEDATA and MODS user created folders?
MODS is, GAMEDATA is part of the game
It contains the PCBANKS folder that the game uses for content
hmmm, my directory tree doesn't have the gamedata folder
Btw how would I add the mod from the Xbox app
mine looks like this
Doesn't Mac not support mods? #nms-modding message
I know it didn't I don't know if we've tested since Worlds Pt II
last folks checked, end of March
Probably by finding whatever action lets you go to it's installed files, then doing the same as Steam would
Right click No Man's Sky and show package contents
Alright
Btw when and if I do install it will I be able to switch to console and it still be there?
sorry, let me rephrase - i don't see that option with right clicking
The mods will not magically translocate into your console
K
I haven't had a mac since Catalina, so I'm rusty
So what your saying is I can only use the mods when I'm playing through my computer
When you are playing on your computer, yes
But you used to be able to ctrl click or right click the app package and it would have an option for opening the package
hmmm, seems that may have been nerfed
well, thank you for trying! ๐
maybe it just doesn't work
You should be able to right click on the no man's sky app and get that option even according to recent articles
I can't even install it bc my computer needs windows 11 and I don't have the parts for it
๐ฆ
i'm sorry i misread your comment here, you are correct this works...
No problem
Mac can't mod and there's a better than even chance it won't ever be able to. It's an Apple and HG issue, not a modders issue
I still need to update it, but it's near the top of my list
Can anyone in here confirm for me... can you use some mods, and play MP still? like for example: Fly like iron man? I would assume some stuff you can and others just wouldn't see what you see, i.e. visual stuff, but thats like heavy jetpack alteration
Mods do not affect your ability to use multiplayer, they are fine with multiplayer
Other players will see you fly around using mods that enhance jetpack capabilities
I so wish there was honestly, just a version with animations. If there was on the file page- I totally missed it. Might have to pick up 2 mods for NMS! never thought I'd see the day
I was curious about this and I can't seem to find those IDs/items in the list to unlock for known products, and I'm not sure how to edit the raw JSON without breaking things but regular add item says item not found
Any mods that increase ship limit?
None that exist
think its hard coded
Mods can't add functionality to saves that don't exist normally
You could just use a save editor to export ships into files, but that can break fabricated ships sometimes
You can have 30 ships, how many do you need
Unlimited๐คฃ
I think if you get to 30, its time to make some decisions which to scrap/sell
I'm in a similar boat but I know which of my like 20 ships are ones that only exist as display and I know the exact system they come from so why am I keeping them
or make a new save with 30 more slots
Multitools, pets, eggs, and ships are hardcoded in the EXE and fixed length in the save file. Even if you found a way to make the game let you have more, the save file format wouldn't be able to handle it.
There's alot of cool ships from expeditions etc and also alot of cool natural found ships
The classic NMS player refrain: please HG, just let me have one more and I'll never ask for anything again! HG: here are 16 more. Player: please just 32 more!
Personally, noting the coordinates of cool looking ships is more important to me, I only grab a ship if ill actually use it (or it's an expedition ship)
Below are your options, just make sure to create a full backup just in case, before making any changes.
- Wait for updates to catch up with functionality to add/unlock them the regular way.
- NMSSE does not yet have them listed, or any of the fossils for that matter. So to do this, you'd have to add them through raw JSON edits:
- For them to appear in the 'Catalogue'
- Save file (JSON):
BaseContext > PlayerStateData > KnownProducts - Account (JSON):
UserSettingsData > SeenProducts(ordered)
- Save file (JSON):
- For them to appear in 'Exosuit Inventory'
- Save file (JSON):
BaseContext > PlayerStateData > Inventory
Easiest to replace IDs for similar existing items you can add the regular way (max stack 10)
- Save file (JSON):
- For them to appear in the 'Catalogue'
- NomNom has the fossils available. Some icons and even names may be missing.
- Adding them to the 'Catalogue'
- Save file (JSON):
BaseContext > PlayerStateData > KnownProducts - Account: 'Catalogue' tab, where they are listed as 'Construction Parts'
- Save file (JSON):
- Adding them to Inventories is possible using search. After providing a search term, make sure to actually click the magnifying glass, the mouse pointer easily misses it.
- Adding them to the 'Catalogue'
If you need further assistance, I can guide you through. Just give me a ping in here and we'll take it from there.
Hi, where can i find a guide about where download and install mods? i try to find mods in steam, but there i cant find nothing
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...
all active mod authors publish their work on Nexus Mods: https://www.nexusmods.com/games/nomanssky
Browse through new releases or recently updated, mods released before January 2025 will no longer work
...and even some after that, made for NMS 5.5x may not work with NMS 5.6x.
ah, I use NMSSE, that's probably why I wasn't seeing them, I suppose I'll wait to see if I can save edit them later and/or get them the regular way
The Skull of the Cursed Doe (FOS_HEAD_BB) can actually be found. The other 5 do not appear to be available as fossils in-game at all for now. Some have been spotted on the new bone fauna though
- 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)
ok thank you
hi, what is the sense of modding if exist the creative mode?
you're mistaking the purpose of either
Modding refers to modifying the game files which host most of the parameters / values of internal funcions used by the game
That can be used to do many actions not permissable in vanilla game, no matter which mode is selected
ex. changing the scaling on selected models, changing stat bonuses on technology modules, adding new items / techs / rewards to the game
Creative mode is just "normal but don't worry about costs or grind or research"
I.E. I don't like the decals on capes. There is a mod that removes them.
sup, is there a mod that increases drawing distance? I wanna stop hitting buildings while im hovering around planets
All I can think of are these mods
https://www.nexusmods.com/nomanssky/mods/1316
https://www.nexusmods.com/nomanssky/mods/3385
And setting Planet Quality to Ultra
Anyone know when the next No Man's Sky Cloud Save will be open ? https://www.youtube.com/watch?v=hwujnXDTrms
Not modding related
...and ONLY HG would know that
are there any mods that will let me get the stealth paint for the ship fabricator?
Consumerism is the go-to mod for all expedition rewards
thanks, is it just me who can see the ship paint or would others see it as well
i guess if it edits the save it should be visible online right
Everyone would, the ship paint is not a mod
alr thanks
and if they had one of those events where they did the expeditions again idk what is was called but would it glitch out if i already had some of the rewards or not
The worst that would happen is you might not be able to claim rewards you already have, which isn't a big deal
right
do you know if its better to install these mods manually or through vortex? idk how often the mod gets updated but if its frequently i imagine vortex would be a bit easier
Either works
Installing mods boils down to downloading, unpacking, copying and pasting into the right folder
@nimble laurel specifically: https://github.com/goatfungus/NMSSaveEditor
for resources on how to edit stuff with it
Hey there guys! 3 Quick questions!
- Can I make my sandworm pet giantly big?
- How can I edit the amounts of Quicksilver and Nanintes I have?
- Is there something like ToManyItems (Minecraft) where I can edit my iteminventory for example giving myself all the shipparts
Now to see if these other two mods play nicely together- should be no conflicts, i think... ๐
Which mods?
I couldn't get em to work- it was Cape Shape Repository and Blank Capes (No decals) for the outlaw specifically
Do you have links to them?
If they edited the same file using MBINs then that's probably why they didn't like eachother
That mod is out of date
I thought maybe- but I tried a bunch of things and folder placements- nothing
and that one is super out of date...
Figured
Mods last updated before Jan 29th 2025 do not work, their file format is not read by the game anymore
im downloading the consumerism mod, do i put the consumerism folder inside the mods folder or just the exml file there?
consumerism folder
alr thanks
i just wanted to get two paints from the mod which i have done now, can i uninstall the mod now or do i have to keep it
You may uninstall consumerism after you claim what you want, your unlocks will remain, at least on the save you unlocked them
The things you claim are part of the regular game, consumerism just let's you claim them in a simple way
alr cool and just to confirm it wont be glitched or anything online because its giving me the actual game file right?
Your saves cannot become corrupted by using and/or uninstalling consumerism, or any mod that I can think of
alr thankyou
how long does it take roughly to do all the save editor stuff to get limited edition things like atlas staff?
you could simply give yourself enough quicksilver, and then use consumerism mod to claim stuff like atlas scepter from quicksilver shop. alternatively, you could straight up unlock them using steps here <#nms-modding message>
is that how i can get the legacy freighter rooms to? with the quicksilver?
there you go
oh nice thanks
This mod works for that too, without having to search through keywords in the unlock list
does anybody know of a mod or what file to edit to double the max stack limit for di-hydrogen jelly?
Hey you fancy mod-savvy folks...
I'm playing in Abandoned Mode and enjoying every aspect except one: the lack of animals. I've been browsing in NomNom's save editor to see what settings might be associated... to see if there is a separate setting for humanoid NPCs (that are Vykeen/Korvax/Gek/Traveler) vs creature NPCs.
I've found a couple settings... but it looks like for Abandoned Mode, there's just one global setting turning off all NPCs (including creatures):
"NPCPopulationDifficulty": "Abandoned"
^Found in BaseContext > DifficultyState. In a regular/Normal mode save file, this is set to "Full" instead of "Abandoned." I could be wrong about this line being relevant, but couldn't find anything else that felt close.
So, just asking... does anyone have any ideas about this? I'd love to enable creatures while keeping everything else as it is. But maybe this isn't possible!
That setting only affects NPC's not wildlife IIRC
My closest suggestion is not updated for current version yet, but it's https://www.nexusmods.com/nomanssky/mods/2267. It keeps most of the Abandoned mode aesthetic in normal mode while allowing wildlife
Nice, thank you. Actually connected with that mod maker over at the No Man's Sky Modding discord and got it figured out. Abandoned Mode, but with creatures ๐
Glad you got it figured out ๐ Safe travels
Update: for anyone else looking to add normal creature spawn rates to your lonely Abandoned Mode game... here's a mod!
Is this what you're looking for? https://www.nexusmods.com/nomanssky/mods/2068
thank you i want to refine di hydrogen into jelly then back into dihydrogen to famr dihydrogen but the jelly stack limit of 20 was a pain thank you
So if a mod you are merging has textures, do they always get placed in the GlobalMEFTI as a general rule of thumb? Or is that just a special condition for an installation note I saw?
I believe so, that's how I used to do it, but I haven't used AMUMSS to merge since 5.50
Appreciate the response. I just got into the game, and modding (I prefer a much harder experience) and had to merge a few mods together with an overhaul I found. I think everything is good... lol. Not sure if my load order really matters but I guess I'll find out.
Yeah, merging mods is no longer necessary for any of the mods I use so I haven't in a hot minute
Paks are the old filetype, and are no longer read by the game
Any mod that was last updated before January 29th, 2025 will not work with the game
Even if you have the lua for some of them
Is that still the case? I am using a few mods from DUD, that are up to date for 5.5. All of his mods are released in .Pak form, and instructions tell you to place them in
No Man's Sky\GAMEDATA\PCBANKS\MODS
The mods folder is now in GAMEDATA\MODS, those instructions are from before Jan 29 2025
Ah, alright. I assume that AMUMSS isn't able to convert paks to the new format?
I don't believe so, the only DUD's mod I can find that has been updated for current versions is DUD's and Exo's Cloud Erasers
Yeah, I think I mispoke. Sorry, still new. But you helped a lot! Thank you.
The "NMS Modding after 5.58" document can help get rid of confusion, specifically the "For Mod Users" part https://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...
Thanks for the link, I'll get more familiar with it.
Does anyone know if there is an easy way to use AMUMSS to do a conflict file check?
Not too familiar myself, but you can check the Nexus Mods with info here:
https://www.nexusmods.com/nomanssky/mods/2626
Or you can get further info in the NMS Modding Discord, which has an AMUMSS channel
!moddinglink
Not since the NMS 5.5x changes
do i need to update amumss manually? it's on v5.0.1.0 and it seems like many of the scripts i've downloaded recently use a newer version, yet buildmod isn't updating on its own
where the heck are mod authors getting version 5.2.0.0 from
looking again there's no new release on the project's github or anything. ๐ค which once again raises the question of...where is it
the newest release of Better Base Building was apparently built with version 5.3.3.0 what the heck
actually i might take this to the modding discord, they'd probably know more
Private betas
๐ฅฒ
suppose a manual find+replace isn't the worst thing to have to do every time a mod gets updated
You should be trying to use mods with exmls so you can skip using amumss in the first place anyway
they do have exmls, but i was under the impression that different mods modifying the same file could cause conflicts still
is that only the case if they try to modify the same value now?
because if so then maybe i don't need to be doing this at all.
Ye
And if they edit the same value amumss wouldn't be able to fix it either way
neat. then that means i really only need amumss for the rare times when i want to edit a mod
Yeah
You can also edit the exmls in a text editor if the changes are not substantial
in hindsight it makes sense that they'd just be plain text files but for some reason i didn't think about it
It's prolly not immediately obvious
the "xml" part of it could've clued me in but it's a stretch, since file extensions can really be whatever the heck the creator wants anyway
Is it possible to mod basalt so its refinable into silicate? Or is that beyond the capabilities of modding? I'm just trying to think of a easy way to get mass amounts of silicate for building purposes, and basalt is kinda underused/ obsolete
Atm, basalt doesn't refine into anything
We can add new refining / cooking recipes easily
Friendly inquiry for you guys: is there a functional mod that removes decals from capes- particularly the OUTLAW one, that still keeps the holes and what not? Just... gets rid of the decals on it? ๐
Don't know of one, but probably wouldn't be difficult to implement
Try this
Extract contents into GAMEDATA\MODS
This is not my mod, just "updated" an older mod for NMS 5.5x mod format
TEXTURES themselves may or may not need to be adjusted, didn't check.
Let us know how it goes
Nothing
ok, yeah, then probably the TEXTURES compression method needs to be changed. That's going to be more of a time consuming thing. Assuming it was installed properly.
Ah I double checked- additional folder- it makes changes buuuut they're still wonked*
Yeah, I just checked in-game too. Does work, but 100% compression method for these files changes since the original mod was made
Weirdly ghostly- I did just get the other one to show up, but now it just kinda locks it all to being the outlaw cape. Still, got closer than the other two updated mods! I appreciate the effort.
Either Gumsk or I can fix. I won't be able to do it for a few days though (end of weekend).
Or you can reach out to the original mod author via NexusMods mod page POSTS
No rush! Totally just a cosmetic preference thing. I want to use the outlaw cape as a scarf. That one mod for the blank outlaw cape (with holes) was perfect, just out of date. Thank you again for taking a crack at it
I know he's still around as he updated another of his mods fairly recently
Awesome!
im not so tech-savvy when it comes to the modding side of things but- if you all for w/e reason need a voice for something- hmu
If he responds that he'll update, please let us know, so we don't start working on the same thing. ๐
gotchu
Any mods that fix LOD level shading?
I just rolled back new nvidia drivers, cause was getting graphical glitches with them
Hello. I've got a quick question. If I come across a mod with EXML extensions instead of .MBIN, they don't need merged correct? EXML is more compatibility friendly?
Correct
With the caveat that the EXML has to be correctly formatted. There are still some out there where the contents of the EXML are full file copies.
get the mod that multiplies your terrain manipulator and then use it to flatten cliffs
I got told yesterday that this channel might be the best place for me to ask why text formatting wasnโt working in text chat for me, has it been working for you on an unmodded copy of nms?
I assume you are referring to the tag formats to create colours? The required characters appear to be disabled in chat. Not quite sure if this is still functional elsewhere though.
It is functional elsewhere
I assume that would be renaming various things in-game?
Yeah
Base, comm ball messages as well iirc
I'll have to double-check the latter this evening
All good, thank you
@granite agate I saw your question about playing old expeditions last night but I passed out before I could answer, lol. If you're on PC or similar you can use this: 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.
I want the ability to blow up planets
Just randomly had that desire
Is there a good mod for this
Aha, the pinned message about it might need an update then
That is not something that can be modded into the game :(
Thank god
Think of all the effort that would be necessary banning griefers
Can blow up planets, after a fashion. One rock at a time. ๐
One terrain manipulation at a time?
*popping back into NMSCord chat* That reminds me...
@vale iron #no-mans-sky message
Do you?... ๐ ๐
(I'd even settle for a Red Dwarf frigate overriding a unique frigate scene; but RD as a frigate seems.... sacriligous)
If you have a mod file conflict, and you're using the load order to just suppliment it, does the overwrite happen for just that 1 file that's conflicted? Or does it detect a conflict, and disable the entire mod?
For example, the mod Relight. Touches on a lot of lights.
I want to use the mod Floodlights, (I prefer it's implementation)
If I make Floodlights load last, does it just overwrite the FLOODLIGHTS.SCENE.MBIN? Or does it completely disable Relight?
Purely speculative from my experience, but I would expect one would completely override the other. In this case I'm guessing yes, it would disable Relight. Sounds like those aren't simple exml-based mods but actual packed mods and likely to have conflicts that break other mods.
That was my initial thoght process as well, as I've seen it before in other iterations. If a conflicted file is detected, the entire folder is disabled. However I'm new to No Man's Sky modding scene.
In the scenario above I'm just not sure if it will basically overwrite the Floodlight MBIN, and the rest of Relight would just function normally or not.
Just overwrites the MBIN. Rest of the 1st mod will still work
Not currently
hi all, I recently assembled my first atlantid staff, but I'm not entirely pleased with the color, I know there's a way to save edit the color (at least afaik cause seed is tied to color), but what specifically do I need to change in order to get the staff as a specific color? I'm quite new to save editing so I've just mainly been fiddling around with things I can understand but the seeds are incomprehensible to me
Thanks for the info! I figured, but wasn't entirely sure. Appreciate it, thank you.
Be easier just to make a new staff probably
maybe, but I roamed to like 20 different camps that kept giving C or B class just to get the A class I now have so I figured it was the best I could do, and that I'd save edit the color
My understanding is that every seed is unique, so you can't just change one part of the seed to change one part of your staff. Changing one part of the seed will re-roll the entire look of your staff (parts and color). You'll still have a Voltaic (autophage) staff with the same stats, but no control over the appearance.
You could try re-rolling the seed over and over until you get what you're hoping for, or re-make the staff.
(You could give yourself the parts again via the save editor, and you can change the class of it once you found a terminal that gives the colors you want.)
ah ok, that makes sense, I'll just have to deal with a yellow staff lol
If you do decide to give yourself the parts and try again, there's a strategy for changing color without having to go terminal to terminal. It's a bit roundabout, but adapted from a reddit thread (and my guy Effex did exactly this process recently):
EDITED after testing:
- Stick the staff pieces in the terminal and then click Assemble (so it brings up the staffโs tech layout/stats)
*** Do not actually claim the staff - Exit the MT tech/stats view to go back to the parts selection/Assembly view.
- Press the Assemble button again. (So you've added your staff pieces once, then assembled twice.)
- Go back to the parts selection/Assembly view again.
- Remove one staff piece and put it back in. Click Assemble, and it will be a new color.
(Then if you get into and out of your ship, it should allow you to do it again for additional colors.)
(Also, replace different staff pieces to get different color results.)
Adapted from:
https://www.reddit.com/r/NoMansSkyTheGame/comments/161cnlj/what_determines_the_staffs_color/
I think that was patched out cause I tried that before and it didn't change the color
Hmm, working as of a week or two ago, but haven't tested it since then ๐ค
iirc constructed shit are saved by their descriptor IDs so if you change the seeds only the colour should change
Ah, you're right. The Reddit thread instructions (as written) weren't working for us either, but Effex figured out some reproducible steps.
I just rewrote the instructions above, after watching him successfully change the staff color. He has made a short (2min) video showing how to do it, but I hear you if you're satisfied with your current staff and/or just don't want to fuss with making another.
Hmm, we decided to test this because we were curious, and it does seem to be controlled by descriptor IDs, but changing the seeds does not appear to impact the color (or the appearance at all):
Test 1: Effex changed one character's voltaic staff seed: no change at all to the staff appearance.
Test 2 & 3: Randomized the seed (using NomNom), but again no change to the staff appearance.
Test 4: Tried unequipping staff before saving/logging out, just to be sure. Randomized seed. No change to staff appearance, BUT we noticed that the staff's name has changed every time.
Interesting.
yeah I wouldn't really use the staff much anyway besides the use during the questline that required it, I prefer hand held tools over staves
All this is super weird cause this is NOT how staves assembly was supposed to work
But HG changed something with the Relics update and the assembly doesn't follow the same rules as before
Found it out some time ago when my mod colourful staves stopped working
Talked about it here: #no-mans-sky message
// Hmm... So, I'm suuuuuper new to modding and I don't know much about anything.
// But I downloaded your mod to look at the exml file MODULARCUSTOMISATIONDATATABLE.EXML. I see that it uses
Property name="SlotID" value="STAFF_COLOR"
// But when I open the official/un-modded file at METADATA > GAMESTATE > PLAYERDATA > MODULARCUSTOMISATIONDATATABLE.MXML...
// I can't find a property name with the value of STAFF_COLOR. Is that being pulled or referenced from elsewhere? I tried searching AMUMSS for STAFF_COLOR and nothing came up, but again, I'm new.
// I did find:
Property name="SlotID" value="STAFF_HEAD"
// And...
Property name="SlotID" value="STAFF_CORE"
// And...
Property name="SlotID" value="STAFF_POLE"
// ...thoughts?
It's a whole new slot I added, you won't find it anywhere
It was responsible for forcing a new colour scheme by being a part of generating a new seed value
But since Relics neither that or the head slot with the same property doesn't work
Hmm, yeah... and the seeds don't appear to be changing the color anymore... (as of this morning's testing)
If that's the case it could mean it's just using seed 0 for the colour
Anyone here using the Redmas planet generation? I had a quick question.
Go to the mod page on NexusMods. Scroll to the very bottom of the DESCRIPTION tab. Like to Redmas Discord there.
Oh, okay. Thank you. Didn't see that.
We went down a bit of a rabbit hole on this. Couldn't figure out exactly what the issue was with your mod @fresh arch , but @twin vigil may be pleased to hear that we did figure out how to manually change the colors of an existing autophage staff.
I made an ugly reference spreadsheet (work in progress), but here's the brief how-to:
- Unequip your staff before you save/logout.
- Use a Save Editor to Edit the JSON for your save. Navigate to: BaseContext > PlayerStateData > Multitools > (choose relevant MT slot #).
- Locate the relevant Palette using the spreadsheet's table. Edit the first 3 "Colour" rows for that Palette (R, G, B) but ignore the fourth row (A = 1.0). Use the standard RGB 255 color space to populate colors (see Sheet2).
The spreadsheet is incomplete. I ran out of steam and haven't tested all the staff pieces yet. But should get you started.
https://docs.google.com/spreadsheets/d/1TkZZp-NdTYZ1-SP0dKIzcCSQPooAKVNTLAQriIuM9P8/edit?usp=sharing
thank you so much!! I'll do this when I can
oh, do you know if this also works for other multi-tools or just staff ones?
This is only for voltaic staves, the autophage ones.
ok, good to know, thanks
i know about the exotic and explorer ball ships but are there any other cool creations people have made with save editors? ships with multiple cockpits or fighters with no wings or stuff like that
like is it possible to mix and match different ship type parts? like replacing an exotic or sentinel ship's wings with a ball hauler's
with save editing, not really. The ball ships are just the cockpit sections from the exotics and explorers, they work because all the data required for something to be a valid ship is attached to the cockpit and because different ship parts are stored as separate models internally, so you can load a cockpit model as if it is a ship and it works.
There is no model in the game of an exotic ship with hauler wings so you can't make the game load that as your ship (unless you create a mod that adds that model)
awww man that's sad
has anybody done it with a shuttle? flying around in a lil coffin sounds fun
It's possible for shuttles to generate as basically just a cockpit already
Example #nms-legacy-ships message
WHat about "Custom_Torso" palette, no effect in your experiments ?
so I understand what I'm supposed to do but I'm unsure how to figure out the correct palette, I do understand that the spreadsheet is incomplete, but I just used the basic voltaic staff components for the They Who Remained questline and that's it, are you able to at least test out those pieces (should be fiberglass grip, atlantideum chamber, and concentric transducer) so I know what I should be looking at?
thanks!
another question though, living ships?
They don't really have a cockpit part, as far as I know
With the Consumerism mod, are the Iron Vulture parts supposed to be that expensive, or have I done something wrong somehow?
All prices are vanilla
But a lot of these item's can't be bought in vanilla, no? Is that just the units cost but in quicksilver?
That's gonna be a hell of a grind then lmao
is 1.5 years per part too much for you?
it's certainly one hell of an investment
I'm surprised there's no way to just lower the price from unthinkable to at most a week
I assume it's because those are the only parts that can be sold for any significant amount of units, and units to quickilver doesnt really work 1:1. If I want them, I'll just save edit and remove 3000 or so QS when I do. Just on honor system
you could save edit in 1,190,000 quicksilver for em
Nothing wrong, HG set all ship parts to have prices in ranges of hundreds of thousands of units
Then what is the point of not using the free version in that specific case
Under normal circumstances we just don't see them, those items are never bought in vanilla
simpler to just edit them in on honor system over switching to free er for just those items imo
True tbh
I made a mod that adds ship parts to scrap dealers and I had to reduce prices on over 250 parts to bring it to thousands of units instead
This may interest you, though the mod creator has over 100 different mods and it takes time to update, so patience is needed ๐
Not yet that I've seen. I found my biggest clues on what to test inside NMSARC.Precache.pak:
TEXTURES > COMMON > WEAPONS> MULTITOOL > STAFF > (multiple staff-related texture MBINS). There are some palettes specifically named by these textures: Paint(Primary), Custom_Hands(Primary & Alt2), Crystal(Primary), and Rock(Primary & None). In my testing, I changed all the named palettes above to different colors, and changed the other 300+ palettes to orange.
Weirdly, as far as I've seen so far, the Rock palette(s) doesn't actually impact anything on any of the staff parts... and there is no Rock(None) palette, even though it is specified by these texture. (So more testing & learning is needed.)
But there is at least one elusive palette that I couldn't find, where sections of a couple staff components wouldn't change color no matter what I did to the palettes. Some parts of various pieces may be hardcoded, but I haven't figured out how to check that.
When you make a staff, the game seems to generate a unique palette list for each staff, where no 2 staves have the exact same list of palette options. So... more testing is needed to figure out if there's a relevant palette missing from the lists generated... and yeah @twin vigil , I still have to do a few more of the staff pieces, which I'll get to soon ๐
Rock None is typically what is used for texture layers that aren't using procedural colours, which is why changing the rock colours isn't having a noticeable effect.
yeah I'm just confused cause I see over 200 colors in the colors folder of the raw JSON so I'll have to do it later I guess
if a texture layer is using that palette and colour combo it should maintain its original colours
You only need to modify the palettes highlighted in the spreadsheet. The rest of the palettes seem to have no obvious effect.
ok, I'll do that once the spreadsheet is more filled out so I know which to change
This is good too know.
I've only been using the save editor to make changes. As you said, some staff pieces aren't using procedural colors (thanks for educating me). Do you think I'd be wasting my time trying to hunt down the relevant MBIN(etc) where these hidden/locked palettes might be described, to modify those original/non-procedural colors?
I will say that just Paint(Primary) and Crystal(Primary) did seem to cover most of the large chunks of color...
When the game generates a procedural object (which the staff technically is), it will select five colours (primary and alt1 through alt4) from each palette. Those colours are then used by the texture.mbins to apply colours to the procedurally coloured layers of each texture. If an object has procedural colouring, it will be done this way. If something isn't procedurally coloured, it will be using the colour data baked into the texture, you can easily tell which these are because they will be using the none colour alt.
If you look through all the texture mbins used by the staff, they will mention every palette that's actually used. The hardest part is knowing all the texture mbins that the staff actually uses. If you go through everything in MULTITOOL/STAFF and still seem to be missing something, you can look through the material mbins found wherever the staff part models are, any procedural textures will have a texture mbin at the same path as the referenced dds image.
Nice, this is all very helpful, thank you! 
When editing the GCMODSETTINGS for load order, is it loading from top to bottom? Or from bottom to top? With the mod priorty numbers.
Is it loading mod # 20 first, and #1 last? Or #1 first, and #20 last?
The latter
@twin vigil
The spreadsheet for modifying voltaic staff colors has been updated, now including image examples and (hopefully more clear) instructions.
Cheers!
For priority, starts at 0, which is the highest.
You do NOT need to rearrange the mod list within the file.
Is there a way for me to mod NMS on Chromebook/GeForce NOW? I'm not spending 1000 bucks on windows.
try it? no clue probably not
You need the game installed locally
Geforce now is a streaming service dude
You need to have the actual game files on your computer
You don't own the game
And you don't need Windows, game runs fine on Linux thanks to Proton
Thank you!!
How do I mod the game?
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...
What are you on?
Im assuming you find where nms is installed and put a mod folder there and copy and paste there
-#
to view info below, enable embeds
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.
Follow this path for gamepass but go into Game data folder instead of Binaries
i dotn have xbo games
i cant find it
but
there is a folder for no mans sky
nvm
when i go to binaries
the only thing in there is an app
AFK
how to moddddd
i dotn get his ๐ญ
Do you have gamedata folder in No Mans Sky Folder?
might be screenshot folder?
i presses content
now it sya
assets
ninaries
binaries
and
GAMEDATA
what do i press
make a folder in that called Mods
copy and paste the unzipped mod to that mod folder
My mod folder
yeah?
start nms
its already started
and you should at least on steam get a warning that you loading mods
so far no warning
You already have the game open, or started it after you installed mods?
dunno then, only other thing I can think of is try to get vortex to install it for you, but Im not sure how reliable it is for nms
you can try Delete the Binaries\SETTINGS\GCMODSETTINGS.MXML
and the restart game maybe
ok
its the settings file for mods
apart from that Ive no clue, someone who is on pc xbox would have to help, and I dont know of anyone who is on it
Refer to the guide I posted, it has some key points listed
Like mods that weren't updated past January 2025 will not work
Or that the mod files need to be unpacked properly
how to use vortex
I think you're best off trying to ask chat gpt or Gemini to rephrase things for you. No one here is going to walk you through every key press and mouse click for every program on your specific combination.
@ripe path
No gifs in this channel please
Or check the Vortex forum at NexusMods, they're the ones that make it.
What des mods do
Usually the mods do the things stated in mod description pages
Modding NMS is pretty limited in scope, browse through recently updated or newly released mods, pick what you find fancy and play with it
Don't bother with mods older than January 2025, those will not work
So looking in my files, I already have a "mod" folder, and it has a file in it called "exported" then a couple more files in that one, is this normal?
folder yes mb
alright fair enough XD just wanted to make sure thanks
so I just put the mods alongside that Exported folder?
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...
See this guide, section for mod users
I did, It just didn't say anything about that folder, so I just wanted to make sure I wasn't gonna screw anything up XD
The EXPORTED folder was created by one version of the game a while back but can be deleted. There is one use for it now, but it's related to mod creation, nothing else.
Are your mods correctly placed into GAMEDATA/MODS
And they're unzipped?
I've never used vortex so idk!
how to use manual
You just unzip the downloaded zip and drag the unzipped folders into No Man's Sky/GAMEDATA/MODS
I'm not sure why it wouldn't be working, unless you forgot something like that
Vortex should just work magically from what I hear people who use it say, or sometimes it doesn't
Especially if the mod warning showed up, that means 1 mod is loaded and read
The document you were pointed to earlier explains how to do it manually. If you don't understand it, paste the text into chat gpt and ask it to rephrase it for you
Vortex is extremely easy. You go to Nexus mods, click the download with mod manager, and that's pretty much it
We fixed it, vortex was pointing to the wrong folder, it even started out pointing to the wrong one for me when I downloaded it to help troubleshoot
The ole pcbanks\mods
Strange, they fixed the path months ago
Yeah idk, clean vortex install and it was like "you don't even have a mods folder, let's make one for you :D"
Maybe they didn't fix it for Gamepass. Probably worth reporting
I'm talking about for me on the steam version too, it pointed to pcbanks/mods
When was that?
About an hour and 20 minutes ago now
When I installed vortex for the first time and selected nms
Very strange, definitely report that. Maybe they had an inadvertant rollback or something?
Eh performance actually decent
Was expecting it to be bad lol
If you've an issue with the mod, report on POSTS on the mod page at NexusMods.
No issues, was just wondering what performance would be like but after playing doesn't seem too bad
can someone point me to the ranges for all the ships for their hidden class bonuses?
my s class capital was showing low hyperdrive numbers and I looked in nomnom and dont know what the range is so the number isnt helpful for now
Inventory table, I believe
where would i find that. Im new to any kind of modding so please excuse if this is basic
im in Nomnom now
If you just want to know the range of stat bonuses for freighters by Class in vanilla, the wiki should list those:
https://nomanssky.fandom.com/wiki/Starship#Freighter
Otherwise as Gumsk mentioned you can find/edit the same info in the decompiled game files in METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN
NomNom is for save editing, not viewing files. For game data, you need to unpack and decompile the game files, then open them in a text editor
I see the base stats in there
im not looking to do major modding just want to know
the actual stats
Again, that kind of data is stored in game files, not in player save data
Same as numerical stats on tech modules or HP on enemy entities
Im not trying to be argumentative but I see the stats Im looking for right in front of me in nomnom
hyperdrive and fleet coordination
You see current stats, not ranges
i just want to know the base stats range
not my base stats range the overall game base stat range
XenOnex linked the info above. If you want to look it up yourself, you need to decompile the game files. Take one or the other
Not trying to be argumentative either, just telling you the information
I didnt take you as being argumentative I was just trying to wrap my thick head around it
you were being helpful
so what am I looking at with these numbers in nomnom and do they in any way corrolate to what I want to actually know?
of course reddit goes down every time I am trying to research something like this
On the page linked above, you can see the ranges. You are at the very bottom of S-class hyperdrive.
#nms-modding message
thank you thats what I thought but something else was telling me the ranges were way higher and it made no sense
Those numbers get translated into actual lightyears in game, which will be a far higher number
so I cant change it in nomnom but I can see it
You can change it
I don't know nomnom very well. I see two numbers there. I might have been mistaken and that looks like at the top of hyperdrive
79.838 when the max is 80. I was looking at the left number. It looks like the minimum for the class is on the left, actual in the middle, max on the right
I had chatgpt do a dive and it swears that the top range is 181 and that website isnt telling the whoel story
but it hallucinates
from what I read the left number is you base stat and the middle is adjusted and the last box is rounded
100 is the base additive to any range.
58.46 doesn't round to 60
So if you had the absolute minimum, it would be 101
very true
From INVENTORYTABLE.MXML:
ok so chat gpt is way off and insisting on false info...again
i had it make up 3 articles on something once. I knew one of the reporters to ask him and he was like nope not me
So 79.84 + 100 = 179.84, or 180 in the UI, plus all the modifiers, adjacency bonuses, etc
thank you for taking the time, now I have to figure out how to chnage it if I want to
thanks to both of you
My personal views on LLMs like chatgpt aside, I've seen a number of cases of users trying to get NMS modding info from an LLM and it confidently responding with false info.
Obviously it won't always be false info, but if you don't already know the source material, you won't know when the responses are false ๐คท
i feel so dumb sometimes with stuff like this, im on meds that give me a bit of brain fog so 30 years of IT experience is out the window and Im a moron
Another way to look at these freighter/starship stats is that you have a +79.8% bonus to all Hyperdrive amounts.
IE The Hyperdrive distances on any upgrade modules, techs, (including the hidden +100 ly distance that most Hyperdrives have) you install in that freighter all get increased by 1.798x, before accounting for supercharged slots or adjacency bonuses.
Babscoole loves using AI for NMS modding info ๐
Really, though, the NMS modding community and information is small enough that no AI has enough applicable knowledge in its training to give reliable answers, and most of the information it has is out of date. Unless you are feeding it with a whole bunch of up-to-date information to train your own model, it just won't give you accurate info
I see that, its helpful on some stuff but def not this
but Im not using goatfungus save editor because nomnom wouldnt let me edit the stat
Don't use ChatGPT to get ANY information. Most of the time will be false. Worthless garbage.
BTW, understand about the brain fog. I've spent many months on high dose painkillers. It's made be dain bramaged for life. Memory of a goldfish, much harder to concentrate, only one thing at a time, less patience, much lower frustration threshold.
I'm not understanding what you are saying, because in the image you show, there are up and down arrows to adjust the values.
is there a mod, to unlock all construction stuff? i dont feel like hunting salvage data
You could just set purchases to free in the difficulty options temporarily
then "buy" everything?
Yes!
Option B might be to use a save editor to unlock all the base building parts.
Hello, does anyone know of a mod to add in more challenging survival elements? Or any mod recommendations for for immersion. Thanks!
Mods can't add new gameplay mechanics
Only bump up the various stats leading to increased difficulty
Check out the PTSD mod on Nexus Mods, probably the golden standard when it comes to difficulty mods
Thanks! This looks really awesome and I'll be trying it out tomorrow.
I really wouldn't use chatgpt on any game stuff besides like Tetris
Oh man didn't finish reading, this has already been talked about lol
My bad, clutter's crazy rn
i dont suppose there is a mod or something which disables the vignette from appearing at every transition? attempting to interact once loaded, then having to hold Tab to make the screen go away, is highly frustrating
Never knew I wanted this until you mentioned it...
srsly
i dont know why i didnt search before asking, but here we go. doesnt remove but shortens it
https://www.nexusmods.com/nomanssky/mods/1628
Can't remove it though, dang.
Hello, wanting to tryout No Man's - Prepare To Sky Edition. I read the pinned guide and modding looks pretty easy... but the mod author of this mod mentions the currently public version of AMUMSS being a roadblock. Does the author just mean for them to release their update?
How to install shaders
you don't
Hey @last saffron sorry for the ping but I found a slight bug in your PTSd mod. I believe you likely play NMS with your Steam dir on the root of C:\ or D:, therefor you don't have Program Files (x86)\ contributing to the file path length. Windows has a cap at 260 chars, and your path when using the default installDir is 264 chars, displaying an error during extraction. It is for this mod folder: PTSd Prices and Tech and Starship Speed and More
It's worth noting there are configurations you can do in windows to extend this path limitation; but it's not something an end user would do
There's also a series of mods by Azunain that increase difficulty, but not sure if that's exactly what you're looking for:
https://next.nexusmods.com/profile/azunain/mods?gameId=1634
I tried to modify my registry on my Win11 home PC and that did not work. I tried on some work VMs modifying local GPO and that did work, at least on an Enterprise SKU.
Maybe so! My friends say I enjoy "type 3" fun, I dunno. I just like the grind I guess
any issue with mods will be better received directly in the mod page comments tab
anywhere else will just be drowned out by other messages
Thanks for recommending my mods ๐
I may shorten some of the filenames in the next release to help with this, but in the meantime with issues like this you can extract the .zip into a shorter directory (such as the root of C:, etc.) and then copy it into your MODS folder.
can you install mods with pc game pass
and are there mods to reduce wait times like for settlements or freights
- yes
- search terms like "timer", "settlement" or "freighter" on Nexus
where in the nexus?
Nexus Mods the website
oh I have to manualy install the mods
that is irrelevant
I dont like doing it, so I might as well not have mods
cool
I dont think I can with pc game pass too
I tried to do that with cities skylines and it didnt let me, fine Ill try
you can, ive dont it
This mod that allows wild creaturers to sleep is so on point. It's cool seeing creatures taking a nap out in the wild.
What mod is this?
The hell does this do?
prolly settlement NPCs
are you able to offer any information such as where this image comes from?
looks like maybe something at the Creative Hub
yes
Seems like asking at the Creative Hub would be the thing to do
Reason and logic? Here? Impossible. ๐
๐คฉ How did i miss this one
@slow river hey I downloaded your NMS Decompressor mod and it crashes on launch after following your Guide. Can you help pls :(
NMS Decompressinator no longer has any benefit on the modern game version, you may need to verify files to re-compress your game
As the mod says, it's only still up for those who wish to play older versions where using it is beneficial. After Worlds Part II, Hello Games changed the compression system so stutters no longer happen due to decompression times
Oh shit my bad my bad
Please read mod descriptions, and do not consider using any mods last updated before January 29th, 2025 on the current version, they will not work
anyone willing to do a save edit for me so I can have passed expeditions done that I missed I have the first 8 and the most recent 1 done but not 9 though 17
if anyone is available
Hey yโall. ๐๐ป has anyone ever tried making a VR specific mod?
are there any good mods besides the compressor one for VR?
lol. didnt see the most recent post when i typed that ๐
I might try making one. Never done anything like that before so who knows how it will go.
There have been a few
https://www.nexusmods.com/games/nomanssky/mods?keyword=vr&sort=createdAt
Not a ton you can do that would specifically be VR focused though
Thanks!
Also, be aware, NO mod new or last updated prior to 29 Jan 2025 will work now.
Yea I know
lol. that entire link he shared doesnt work then
What I want to do is disable the headset blacking out when flying into space stations.
As far as I know, can't be done. It seems to be VR specific and might be like a loading screen due to the drastically increased resource requirements
Really. I figured it was to reduce VR sickness.
^^
You're free to look through the global files for any property which may control that. ๐
If you find none, then wouldn't be able to adjust or do anything about it. We can change values for existing properties, but cannot add new, with NMS modding.
I donโt want to add anything. If itโs simply a value to change that would be great. Now, to be fair, I have no idea what Iโm talking about when it comes to modding.
Ive looked into it passingly and didnt see anything that could alter it. It isn't a loading screen because it only happens when you come in at an angle that requires your ship to roll significantly to land.
Not totally sure, but I think it might be doing something to the cockpit glass material.
wasnt there a mod that made the cockpit become transparent on the lower half. wonder if that would help
Someone not very long ago shared a video so we could see what he was trying to get rid of and it seemed to be happening even entering straight on
Tested myself and it doesn't happen from head on.
also tried after moving out of the cockpit, the blackout effect is a black cylinder thats placed around the cockpit scene
Dont have time to test more right now but that cylinder should be possible to remove. It might be the same one thats used for the pulse boost or atmospheric entry effects though
Could you try at the Nexus Anomaly? Does it behave the same way?
Space Anomaly behaves the same way
I wish I had VR so I could test with it
Could it be an entry tube effect that they applied double sided to the faces, making it black from the outside, but it only ever shows in VR?
Would need to figure out what model that is and then check the mesh and material
its definitely just on the inside of the cylinder. Looks like its a cylinder mesh with caps
If I have time when I get back to a computer in a few hours I'll see if I can load the entry tube and see if there's a cylinder that is obvious. Does it move with the ship or fixed in the tube?
looks like its part of the cockpit interior scene. Its as small as it can be while still fitting the whole interior inside
Wow this is so cool. Yโall are awesome.
okay I think its the mesh 'CanopyFade' in the interior cockpit scenes
That helps a lot, I'll check the material when I get home
Any good videos for modding NMS to watch that are more recent
There are none. We operate in text
Unless you're asking about using mods. I think someone made a video recently, but I don't know the link.
There are text instructions in the modding document
i know how to use them
I know the location for projects changed but did anything else on the workflow change with the updaqte?
We don't use PAKs anymore and you should learn how to make EXMLs. That is also explained in the modding document
As far as I know, there is no video for making mods
oh i see it now in pinned. for some reason when i hit pinned the first time it was blank
Ah probably just didn't load the data
What was the thing that can give you anything in the game
Huh?
"The thing"
You can use a save editor to give yourself anything in the game, is this what you're referring to?
I think, can you use it on ps4?
Not directly.
See pins
#nms-modding message
What was the link for the save editor type of thing that gave anything in the game again?
For save editors and info about them , see the pin I linked above.
An alternative way to possibly get things, would be to use a service bot for which you can find all info in the discord below
!creativehublink
what is a good save editor for unlocking expedition rewards? goatfungus still in use?
Yes
Is it possible to privately play past expeditions co-op with the offline mode Expedition Generator? I know you can go solo offline. Anyway to bring a friend with?
Doubtful. You would need to use the HG matchmaking, which I believe would be incompatible with how you need to stay offline for old expeditions
You know what this game needs? Elevators! We got stairs and teleporters but no damn elevators!
Can someone please make an elevator mod?
Mods can't add new functionality to the game, only tweak / reuse what already there
It's possible to import some 3d model and put it in game, but adding custom functionality or animations to it is a no go
Would anyone be able to help me get one of the modded ball ships with no fins Iโm on PS and donโt know too much about modding
Not considered modding.
Considered save editing.
This is the place to go for that:
!creativehublink
Fail
!creativehublink
Preciate it
I've placed the .exml file in the correct folder, but I don't get a warning that my game is modded
Do you have the .exml files in their mod's folders that resemble the structure of the game's files, or just placed raw into the MODS folder?
I've followed the NMS wiki instructions
I'm not sure what those instructions are, but my question is important regardless
Your mods folder should look like this, and the contents of the folders for each mod shouldn't be touched or moved around
Also, possibly try deleting GCMODSETTINGS.MXML in No Man's Sky\Binaries\SETTINGS
The lack of a warning indicates that the game does not detect any mods, at least any with valid structuring or anything
PC steam I presume and not mac
Also that, the Mac version does not support mods
Someone other day did have issues on xbox pc as well, but im unsure they did it correct
xbox PC seems to work perfectly fine, I just helped someone figure out that vortex had the folder in the old spot
Xbox PC version has some weirdness for some people also where there is a duplicate GCMODSETTINGS in some other folder I canโt remember.
like appdata or something
ahhh right
ok
ty
I wonder if there's a (good) mod that removes that stupid "you have landed on planet xxx"/"you have entered system xxx" message? It gets annoying after a while when you've visited that planet/system dozens of times
This is the one that I use: https://www.nexusmods.com/nomanssky/mods/1628
Doesn't completely get rid of them but it makes them last only 3 seconds instead of 10
Is there a mod to remove the flight trails?
https://www.nexusmods.com/nomanssky/mods/2954 this mod has a 'No Ship Trails' option
can i run mods and crossplay with ps5 still?
Are there any mods that provide a bigger build camera working area radius? Working on a larger build during my evenings and while I can quickly toggle out and back into build cam mode to reset my position, it slows everything down with the area involved.
On Nexus? Appears not to be, no. @vale iron can you confirm?
(Looking at the mod description, it does so many things I'd like to have)
then prolly just wait till it is ig
do you still need to do extra steps like remove certain files and such to run mods with nms or is it easier then that?
nm i forgot i have the pinned thingy ๐
Disabled_mods.txt is no longer a problem
tyvm
well using vortex didnt work lol
Ah more steps lol
hmm. did everything it asked for and still jack
ok so i put the file in the MODS folder like it says and even deleted the global mod file it says. gives me the warning for modded but nothing. only one mod installed lol
nm the file didnt delete. it got it working
Hoping to update this weekend. Have a long break. If not, next week I stop having to travel between cities every weekend, so hopefully I can focus on getting crap done
I'll keep my eyes peeled then
man. the simple thing like no flight trail really helps bring the game better lol
Oof; thought I'd be clever and extract the PAK file into MBIN and from there EXML. Unfortunately no luck for me, MBINCompiler reports the .mbin file is not valid.
Can't take older mods and force them to works with NMS 5.5x+ like that
Older versions of the game files, so there will be property and file structure differences
Yeah, I figured as much; more along the lines of was looking to see if I could grab the old xml files from the mbin and compare to what is available to modify for an exml patch.
If I'm not mistaken, it's either a SCENE edit or DDS replacement, neither of which can be done with EXML
Oof.
My digging into it was dead in the water anyway since mbincompiler was throwing an error that the resultant .mbin file I got from running the .pak file through psarctool was invalid.
You need an older MBIN compiler
Yeah, guessing so. Or a newer one maybe, since I hadn't updated mbincompiler in some time. Just not sure which and will have to investigate more after work.
Woo, December 11th release of mbincompiler worked just fine
proceeds to slowly parse through latest decompiled camera globals vs gCam and clean up accordingly
Clearly, this way leads to madness
Yeah, I'm going to be making an EXML this weekend with the latest AMUMSS
I just hope I didn't lose my notes for improvements I was working on
is there any possible way to get the "Rift-Walker" title? I saw on the wiki that it's not obtainable normally because it's from weekend events early on, so I figured it could be save edited in like basically any other title, I tried to find it, but I can't seem to quite figure it out
also, similarly, I think a bug happened where I didn't unlock the "Warden of Glass" title even tho I've finished the Artemis path as required, I also cannot figure out how to fix that with save editing, so any help on these two things (that I'll see in the morning cause I'm about to go to bed lol) is greatly appreciated, thanks!
I believe titles are stored in GCUSERSETTINGSDATA.MXML in No Man's Sky\Binaries\SETTINGS for some reason
I remember unlocking all blueprints on my creative save gave me all the old expedition titles which I had to fix by doing something related to that
They seem to be in a big long line which is confusing and I'm not sure how you would edit that to be correctly formatted
Was mostly curious if I could do it; turns out yes, but man will it take a while. Might futz with it more during breaks since I'm working from home today
Definitely possible. I was working on it for a while, then didn't have any time. I need to add some things that weren't in 4.x and make some tweaks as well
Has anyone been able to gt the Blender base builing app to work? I've tried various versions of Blender from 2.0 up but I can't get the plugin to be accepted. Any help would be appreicated. TIA
Might not work with the changes to models in NMS 5.5+. I'm not sure
Go to the mod page on NexusMods. Author has a link to his Discord on the description tab. Best place to ask.
thanks
Haalo
@waxen raft ^ with this, you'd be able to import starborn phoenix into your save
Ya
Theres 2 different ones?
phoenix comes from a free but time limited steam dlc, which isn't available anymore
phoenix is basically runner with a different skin and w/o photonix core
yep
definitely will
Soo how does the editor work? Is it like an exe i have to install
i'm really only familiar with nmsse, and that is a java program, which means that it's a different kind of executable (a java executable, file extension jar)
Uhuh
After Java runtime is installed, you either launch the bat or the jar directly
I'm pretty sure the Starborn Phoenix does a server check, as well, to make sure it's actually valid. Starborn Runner doesn't do that.
Anyone tried increasing NumberOfExpeditionChoices from 5 to a larger number? Does that play well with the UI?
...looks like mostly no? I had 3 out of my 5 daily expeditions done, increased this to 10, and after reload I still have 5 expeditions shown but three of them are new. Weird.
Damn i wanted the phoenix
So what will happen if i save edit that in?
you can save edit them in by importing the ship, it's currently pinned in this channel, if you do that and you're not at limit for active ships, you'll just have the ship
I get that part
ah ok, I'll have to check that then
Im worried about what gumsk said
that doesn't matter once you have it as an active ship, that only applies for when you're claiming it from the quicksilver synthesis companion rather than importing directly
So i wont run into any issues i hope
I have yet to run into issues and I imported it
Ok great ๐
Yeah, the server check, if it exists, is for claiming, not if you already have it.
It does not, lots of UI is hard coded, doesn't automatically confirm to changes to other game parameters
In general very few UI mods for the game are available
I think I figured it out but I'd have to go back into the game to actually check, basically I went to the section of titles, copy & pasted one that was already there, changed the title ID & index, and hopefully it should work?? idk yet
Any idea what OverrideExpeditionSecondsPerDay does? I wonder if that's a way to get more than 5 expeditions per real-life day...
Very rarely you will get an answer to a question like that
Modding NMS is largely trial and error with lots of restarts in between
Experiment with the values, see if there's any actual change in gameplay
Yeah you oughta just induce from the param name itself what it does and then test it in game to verify
Because at the end of the day param names are just english words strung together
Keep in mind some of them might be deprecated and simply do not function
But HG keeps them in game files because randomly deleting bits of code is a recipe for a disaster
Hmm, I see. I'll check, then
Speaking of disastrous code, are there any known attempts at decompiling NMS to get more reliable info on how various mechanics actually work, or at least which variables are used where?
Huh. Doing <Property name="OverrideExpeditionSecondsPerDay" value="1800" /> certainly changed my expeditions list, but two of the already-completed ones are still there for some reason, so maybe it just alters the random seed or something... I'll wait for half an hour, maybe they'll reset.
ah, I see, you can go the approach of the "Fleet Expedition Events x4" mod and simply increase the average number of events per expedition. that's something, at least.
Everything hardcoded and not changeable with .MXML files is almost impossible to update and maintain with all the game updates. Even with patterns/signatures.
But luckily most prominent game mechanics can be changed via regular modding or at least with workarounds
welp, I tried to edit the file and it didn't work as I expected, not sure what to do other than just not unlock those ones lol
There's also an unlocked titles in the account json so maybe that might be the one?
idk I remember fiddling with both
and one eventually worked
is that through the save editor or the file path you mentioned before?
Save editor
ok, I'll try it there
- NMSSE: Raw JSON edit the Account.
'UserSettingsDate > UnlockedTitles'
Include ID in the list on the right:T_WEEKENDis for '%NAME%, Rift-Walker' - NomNom: Edit Account and checkmark it on the Appearance Modifier tab
Images for clarity
yeah, I knew the ID, I'm just trying to find the "unlocked titles" tab in the raw JSON editing (I use NMSSE)
NMSSE has no tab for it specifically, unless you meant for editing Account JSON?
editing raw JSON is what I'm doing/trying to do, I didn't know account JSON was different, I'll check that
Yes, to edit the Account JSON, you have a separate selection for it. It is not present in the regular save
found it now, thanks
Ah and yes, it is possible to edit there as well (GCUSERSETTINGSDATA), although with the changes made to it recently (indexed), I would not recommend doing so, unless you find no alternative way.
cc: @final hazel
I did do it that way and it didn't work anyway, I tried with the save editor on the account JSON now and it also seemed to not work so idk what I'm doing wrong
What exactly is not working?
I edit the account JSON, I save the changes, save as the changes as well, reload restore point, and it's not available in the appearance modifier like it's supposed to be
Can you show me the part of the JSON section that has it?
That does look correct. Maybe try to completely restart the game?
yeah I'll try that
Just checked on my end, by adding an ID. It does not verify the accountdata with the actual GCUSERSETTINGSDATA file when the game is already running. Restarting the game (or only starting after an edit) does appear to properly 'sync' the 'accountdata' file with the GCUSERSETTINGSDATA file (and re-indexes both), after which it should work correctly. And verified the title also shows up in the Appearance Modifier.
yep, it worked after restart!
Woot!
Did you head back about the cape mod, is DooDooDevan going to update?
Never actually got a message back, that's why I didn't make a post or anything*
I'm also currently moving from PA -> LA so I apologize if this message was sent too late!
Oh, np. We can wait a bit more, give Devan some time. Really just wanted you to know that I remember.
No scrapple in LA, lol
Or good cheesesteaks for that matter.
how can we confirm the mods we have are working? asking in regards to like LOD mods
Question, are there any mods that can improve graphics and visuals?
You just observe mostly
If you don't see a difference there's a chance that the changes are just relatively minor
time to see if it worked or if i blew up my install lol
Hi guys, does the beyond base building mod work automatically after download to nexus or is there extra steps to take? I'm trying to use planetary parts on my freighter.
Download, and extract the download to the 'GAMEDATA\MODS` folder as instructed on the mod page. Should then work fine, unless you run into conflicts with other mods
Not sure what I'm doing wrong, don't see the parts available in my build menu after extracting the download into mods folder. Don't have any other mods installed. The description does mention LUA script to enable/disable certain features, is that something I'd need to do?
Lua is only used by a 3rd party program called AMUMSS to recreate the mod files with optional changes
Post the screenshot of the whole MODS folder, most likely you extracted and/or copied the folder wrong
Hopefully this is clear enough
Custom install path? Or not pc steam?
I do have it downloaded on both steam and gamepass, but I'm currently playing on Steam
When you launch the game, do you get the black mod warning screen on startup?
Thats where it needs to be under steam
I don't
Not my pic, courtesy of grouch
Dang that's probably what it is, let me find the right path
Steamapps/common etc
If you don't get the mod warninng screen, game didn't detect any mods so it won't load them
So looks like the path is off, use the Steam client to get to game's installation folder
That worked! You guys are awesome and I'm a dummy lol. Thank youu
All the mod does is call the vanilla Wraith reward, nothing special or customized about it. Texture cache issue. I've been told exiting and re-entering the game fixes it. Be certain to save first, if you just got the ship.
All black does look kind of cool though, lol
Yeah it does you should make an All Black Skin for the Wraith
Wonder if there's Disaster Area music in the background? ๐
Nope ๐ฆ
That'd be a nightmare. Monkeying with color palettes AND custom textures
Yeah true I can't make a Mod for the life of me so I don't tend to think that way LOL
Heck, I still don't have all my existing mods updated for NMS 5.5x+ yet. Been stuck on one for weeks
Dang
just place the _MOD_Mission_Timer_Redux folder into No Man's Sky/Content/GAMEDATA/MODS
That probably wouldn't work for an already-begun mission
Any sites where I can find the NMS glyphs as pngs?
Do you know a website with bases for import or copy?
Likely on some of the websites that allow you to use portal glyphs, like here: https://nmsportals.github.io/
Check source to find the .png files
There is this pin: #nms-modding message
Either NomNom or NMSSE (save editors)
I was redirect here https://discord.com/channels/146101654981312513/967158029474750534
There is also this mod/tool that allows you to backup/copy a whole lot of things: https://www.nexusmods.com/nomanssky/mods/1879
@wraith tusk It would require a tool as linked above, but you'd also have to find the base data shared somewhere. There are not all that many sites or communities where this is regularly shared to be honest. Likely best to ask in the NMS Creative and Sharing hub I'll link below
!creativehublink
Ooooh ty. This is a great site
anyone have issues with nomnom it starts but after that it wont let me click on any saves and if I try the program just freezes. it was working fine before the latest update.
@orchid wyvern Nope. Using latest version. NomNom does have its' own dedicated Discord: https://discord.gg/nomnom-762409407488720918
NomNom is weirdly laggy in my experience. I don't really see why decoding and loading basic data from a save would need a second-long freeze. But no permanent freezes, no.
What's the difference between <Data template="cGcFleetGlobals"> and <Data template="GcFleetGlobals">? I noticed some mods use one and others use the other. The game's own MXML uses the former.
Does anyone here know how to get one of those glitched squid ship tops?
cGcFleetGlobals is correct
More information needed
Like the "death ball"
A squid ship that looks like this
Think it's a save edit thing, like the death ball
Is there a guide available anywhere for how to make such a ship?
nmsmb has a script to create that as a mod, but it will make all squid ships look like that. as mentioned you likely want to use a save editor to set the parts list for an existing (squid) ship that you have in your save. not aware of a guide that specifically shows how to do that.
stobbsy above already mentioned creative hub, they have the service bot there which you can prolly procure one from
!creativehublink
you should ask there instead since it's prolly just easier for you
Is there any tutorial/basic info about save editing? I wanna unlock the legacy base parts but I've never done any nms modding
Not sure about save editing but you can use mods like this one: https://www.nexusmods.com/nomanssky/mods/3443
This guide has info on how to properly 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...
See this pin for a list of all Legacy building parts: #nms-modding message
- NMSSE: Load save, select the Discovery tab, then under Known Products you click Add Product and select them to be added. Make sure to save on the Main tab afterwards.
- NomNom: Load save, select the Catalogue tab, then under Crafted Products, checkmark them to be added. Make sure to save under 'File' afterwards.
thanks! wny point in using one of the editors over another?
also what else can i do/get while i'm at it save editing
also this isnt bannable or anything right??
personal preference
also NMSSE's on Java so you can use it with more ease on Linux
you can do almost whateverthefuck you want and you will never get banned
thanks! what can the editor be used for?
editing your saves
I don't really know what kinda specifics you want
feel free to just have a quick browse through all the save editor's tabs and see what you'd like
you can unlock past expedition rewards can't you?
Yes you can do that as well, just make sure to do so through the 'Account' tab though, NOT through the regular game save.
JSON (JavaScript Object Notation) is a very specific format in which the game save and account save data is used by save editing tools. Both editors have a simplified UI to edit common things without having to actually change the source JSON itself. However, for full abilities it is possible to edit the full JSON itself as well. Both save editors come with a JSON editor within. Just be sure you know what you do, I recommend creating a full backup of your save files before making any changes.
for backing up a save, can i just simply copy the folder to a different place and keep that as the backup? or do i gotta do some deeper stufff
I recommend making a copy of the full main NMS folder that has your saves. On Steam that would be NMS or HG, on GamePass that could be 'wgs', etc.
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
can anyone give me code for relics expecdition ?
Not sure what you are asking. Can you rephrase your question?
hmm it was a modding so i thought i would ask , there are ways to get expecdition rewards on your save file without doing it and you can do it by editing save files
for that i was asking this relics expecdition codes
Ah ok, you are trying to get the rewards from expeditions? You can do this with a save editor. Go to the account section and add them from the list
And there are also mods that let you either buy or directly claim the expedition rewards without save editing
The "codes" for all expedition rewards already exist in your game, you just need a way to set them to "yes" in your save, either via modding or save-editing
@dark crag See images. One is with NMSSE, the other is with NomNom
yes
oh
which is better or can say easy to use?
That is a personal preference. Both can do this
oh
i will go with nomnom
then what do i have to do like internet off steam close or something or what?
Nothing like that thankfully
oh
Though closing the game at least is recommended when editing account stuff
hmm
There's no online checks for save editing or anything, it's completely fine to do
we can add it to our save file and account no risk na?
oh nice
Download and install, make sure you have the requirements too. See pin: #nms-modding message
Just make sure the game is not running, or at least in the main menu when making changes. Only Twitch rewards will require to disconnect internet
oh ok
I'd also recommend making a full backup of your save files before use, just in case. Both editors will also make backups whenever changes are saved, but it is good to have a backup to at least start with
ohh nice i will do it
And be careful to not spoil yourself too much, as save editors are very powerful and can ruin the fun of actually playing
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
hm
i have selected what i wanted to unlock now i just have to do ctrl + s ?
right
Use the 'File' option from the top left to save. You will get a popup as well I believe, when using NomNom
hmm
i did save now i just open normally game with internet?
Yes, after saving, just start NMS and load the save to play
oh ok thx mate

