#nms-modding

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dawn timber
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so i wanted to paste a new freighter design into my JSON file, the pasting worked but it shows no changes in game at all

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any idea how to fix this?

vale iron
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Make sure you edited and loaded the right file

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There are two, one manual restore point and one auto save

final hazel
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Also I think the outer design is only controlled by the seeds and type

dawn timber
dawn timber
final hazel
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The odd save is your autosave, while the even one is your restore point

dawn timber
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save10 is my restore point then

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so theres really only 1 here

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unless

vale iron
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When you load into the game, open the load game section and you'll see both and see when they were updated

dawn timber
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oh there's save9

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let's seeeeee

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still no changes

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you think nexusmods can fix it?

vale iron
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Nexusmods has nothing to do with it

dawn timber
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thats where this mod comes from

vale iron
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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

dawn timber
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ah

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this is a conundrum

vale iron
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!creativehublink

hardy auroraBOT
vale iron
dawn timber
dusk saffron
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Maybe a save edit channel would be good on this server, because devilin is here, and she knows editing like no one else

fresh arch
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I dont think we got enough save editing action to warrant a dedicated channel honestly

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Its a general game server, not a specialist one, and only a small part of the playerbase has access to save editing

vale iron
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To be fair, a larger percentage have access to save editing than do modding ๐Ÿ™‚

pure mulch
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more people with modding expertise than save editing though here

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Devlin cant be on 24/7, most people just know basics

vale iron
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That is definitely true

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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

pure mulch
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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

dire ember
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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

split root
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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??

vale iron
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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.

unborn wing
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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!

marsh eagle
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Probably RGBA 0xRRGGBBAA

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So choose a color between 0-255 in acolor picker for each

tired flare
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is ther a good building camera mod that goes with EUCLI EA

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im having trouble with the vanilla camera wehn i place big structures

tired flare
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also thanks for making the mod

hearty wasp
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all good

vale iron
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Gcam isn't updated. I'll try to work on it tomorrow when I get back home, but no promises

dusk saffron
pure mulch
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You taught me all i know Gix ๐Ÿ™‚

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You also got people like Mjstral and Arcane at Creative hub

dusk saffron
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I hardly ever respond on there anymore, always seeing "the bot can do that now" ๐Ÿ™‚

fallow meadow
# unborn wing Well guys, looking like I can edit the colors of objects in a base using a save ...

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

inland veldt
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Are there mods to let you complete old expeditions?

fresh arch
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no mods per se, custom JSON files for expedition setup

high raven
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Is there a stars wars mod like a reskin only the player can see for a star destroyer

dire ember
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@high raven ^

high raven
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You have no idea how excited I just got

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Bouta hop on my desktop computer so I can install this

quaint wadi
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does anyone know where to place mod files on MacOS (Steam)?

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is it here?

dire ember
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No

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It would be in steamapps/common/No Man's Sky/GAMEDATA/MODS

quaint wadi
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for clarity, is GAMEDATA and MODS user created folders?

dire ember
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MODS is, GAMEDATA is part of the game

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It contains the PCBANKS folder that the game uses for content

quaint wadi
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hmmm, my directory tree doesn't have the gamedata folder

high raven
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Btw how would I add the mod from the Xbox app

quaint wadi
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mine looks like this

final hazel
dire ember
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I know it didn't I don't know if we've tested since Worlds Pt II

fresh arch
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last folks checked, end of March

final hazel
dire ember
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Right click No Man's Sky and show package contents

high raven
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Alright

dire ember
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Might get you to GAMEDATA

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But as the others have said it hasn't worked in the past

high raven
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Btw when and if I do install it will I be able to switch to console and it still be there?

quaint wadi
final hazel
high raven
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K

dire ember
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I haven't had a mac since Catalina, so I'm rusty

high raven
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So what your saying is I can only use the mods when I'm playing through my computer

final hazel
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When you are playing on your computer, yes

dire ember
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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

quaint wadi
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hmmm, seems that may have been nerfed

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well, thank you for trying! ๐Ÿ˜„

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maybe it just doesn't work

dire ember
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You should be able to right click on the no man's sky app and get that option even according to recent articles

high raven
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I can't even install it bc my computer needs windows 11 and I don't have the parts for it

dire ember
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๐Ÿ˜ฆ

high raven
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Anytime I try to update it just says buy new

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๐Ÿ˜” ๐Ÿ˜”

quaint wadi
dire ember
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No problem

vale iron
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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

vale iron
scarlet vigil
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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

final hazel
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Mods do not affect your ability to use multiplayer, they are fine with multiplayer

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Other players will see you fly around using mods that enhance jetpack capabilities

scarlet vigil
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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

twin vigil
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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

leaden geyser
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Any mods that increase ship limit?

final hazel
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None that exist

pure mulch
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think its hard coded

final hazel
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Mods can't add functionality to saves that don't exist normally

final hazel
pure mulch
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You can have 30 ships, how many do you need

leaden geyser
pure mulch
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I think if you get to 30, its time to make some decisions which to scrap/sell

final hazel
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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

pure mulch
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or make a new save with 30 more slots

vale iron
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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.

leaden geyser
vale iron
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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!

final hazel
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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)

fallow meadow
# twin vigil I was curious about this and I can't seem to find those IDs/items in the list to...

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)
    • 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)
  • 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'
    • 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.

If you need further assistance, I can guide you through. Just give me a ping in here and we'll take it from there.

hot oar
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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

fresh arch
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Browse through new releases or recently updated, mods released before January 2025 will no longer work

solid hawk
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...and even some after that, made for NMS 5.5x may not work with NMS 5.6x.

twin vigil
fallow meadow
craggy dune
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hi, what is the sense of modding if exist the creative mode?

fresh arch
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you're mistaking the purpose of either

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Modding refers to modifying the game files which host most of the parameters / values of internal funcions used by the game

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That can be used to do many actions not permissable in vanilla game, no matter which mode is selected

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ex. changing the scaling on selected models, changing stat bonuses on technology modules, adding new items / techs / rewards to the game

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Creative mode is just "normal but don't worry about costs or grind or research"

scarlet vigil
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I.E. I don't like the decals on capes. There is a mod that removes them.

vital solar
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sup, is there a mod that increases drawing distance? I wanna stop hitting buildings while im hovering around planets

vital solar
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im using the first one put ive never seen the second

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i'll give it a try, thanks!

lost frigate
pure mulch
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Not modding related

solid hawk
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...and ONLY HG would know that

dry ermine
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are there any mods that will let me get the stealth paint for the ship fabricator?

fresh arch
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Consumerism is the go-to mod for all expedition rewards

dry ermine
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i guess if it edits the save it should be visible online right

final hazel
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Everyone would, the ship paint is not a mod

dry ermine
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alr thanks

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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

final hazel
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The worst that would happen is you might not be able to claim rewards you already have, which isn't a big deal

dry ermine
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right

dry ermine
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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

fresh arch
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Either works

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Installing mods boils down to downloading, unpacking, copying and pasting into the right folder

lament apex
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CheckThePins for resources on how to edit stuff with it

ember briar
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Hey there guys! 3 Quick questions!

  1. Can I make my sandworm pet giantly big?
  2. How can I edit the amounts of Quicksilver and Nanintes I have?
  3. Is there something like ToManyItems (Minecraft) where I can edit my iteminventory for example giving myself all the shipparts
final hazel
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All of those can be easily done using a Save Editor

scarlet vigil
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Now to see if these other two mods play nicely together- should be no conflicts, i think... ๐Ÿ˜„

vale iron
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Which mods?

scarlet vigil
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I couldn't get em to work- it was Cape Shape Repository and Blank Capes (No decals) for the outlaw specifically

final hazel
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Do you have links to them?

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If they edited the same file using MBINs then that's probably why they didn't like eachother

final hazel
scarlet vigil
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I thought maybe- but I tried a bunch of things and folder placements- nothing

final hazel
scarlet vigil
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Figured

final hazel
scarlet vigil
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Ah well

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Iron man works great

dry ermine
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im downloading the consumerism mod, do i put the consumerism folder inside the mods folder or just the exml file there?

cobalt condor
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consumerism folder

dry ermine
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alr thanks

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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

final hazel
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You may uninstall consumerism after you claim what you want, your unlocks will remain, at least on the save you unlocked them

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The things you claim are part of the regular game, consumerism just let's you claim them in a simple way

dry ermine
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alr cool and just to confirm it wont be glitched or anything online because its giving me the actual game file right?

final hazel
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Your saves cannot become corrupted by using and/or uninstalling consumerism, or any mod that I can think of

dry ermine
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alr thankyou

wintry skiff
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how long does it take roughly to do all the save editor stuff to get limited edition things like atlas staff?

round sinew
wintry skiff
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is that how i can get the legacy freighter rooms to? with the quicksilver?

final hazel
round sinew
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there you go

wintry skiff
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oh nice thanks

final hazel
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This mod works for that too, without having to search through keywords in the unlock list

round sinew
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much better yeah, ty

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will try to keep it in mind

primal dome
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does anybody know of a mod or what file to edit to double the max stack limit for di-hydrogen jelly?

slender hearth
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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!

dire ember
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That setting only affects NPC's not wildlife IIRC

slender hearth
dire ember
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Glad you got it figured out ๐Ÿ™‚ Safe travels

slender hearth
slender hearth
primal dome
upper hare
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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?

final hazel
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I believe so, that's how I used to do it, but I haven't used AMUMSS to merge since 5.50

upper hare
final hazel
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Yeah, merging mods is no longer necessary for any of the mods I use so I haven't in a hot minute

upper hare
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One thing I am confused about.

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.Paks are the old style, right?

final hazel
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Paks are the old filetype, and are no longer read by the game

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Any mod that was last updated before January 29th, 2025 will not work with the game

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Even if you have the lua for some of them

upper hare
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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

final hazel
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The mods folder is now in GAMEDATA\MODS, those instructions are from before Jan 29 2025

upper hare
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Ah, alright. I assume that AMUMSS isn't able to convert paks to the new format?

final hazel
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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

upper hare
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Yeah, I think I mispoke. Sorry, still new. But you helped a lot! Thank you.

final hazel
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The "NMS Modding after 5.58" document can help get rid of confusion, specifically the "For Mod Users" part https://tinyurl.com/nmsmodding550

upper hare
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Thanks for the link, I'll get more familiar with it.

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Does anyone know if there is an easy way to use AMUMSS to do a conflict file check?

fallow meadow
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!moddinglink

hardy auroraBOT
solid hawk
rotund cosmos
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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

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where the heck are mod authors getting version 5.2.0.0 from

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looking again there's no new release on the project's github or anything. ๐Ÿค” which once again raises the question of...where is it

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the newest release of Better Base Building was apparently built with version 5.3.3.0 what the heck

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actually i might take this to the modding discord, they'd probably know more

rotund cosmos
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๐Ÿฅฒ

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suppose a manual find+replace isn't the worst thing to have to do every time a mod gets updated

hearty wasp
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You should be trying to use mods with exmls so you can skip using amumss in the first place anyway

rotund cosmos
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they do have exmls, but i was under the impression that different mods modifying the same file could cause conflicts still

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is that only the case if they try to modify the same value now?

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because if so then maybe i don't need to be doing this at all.

hearty wasp
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And if they edit the same value amumss wouldn't be able to fix it either way

rotund cosmos
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neat. then that means i really only need amumss for the rare times when i want to edit a mod

hearty wasp
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Yeah

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You can also edit the exmls in a text editor if the changes are not substantial

rotund cosmos
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in hindsight it makes sense that they'd just be plain text files but for some reason i didn't think about it

hearty wasp
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It's prolly not immediately obvious

rotund cosmos
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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

pure mulch
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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

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Atm, basalt doesn't refine into anything

fresh arch
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We can add new refining / cooking recipes easily

scarlet vigil
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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? ๐Ÿ˜„

vale iron
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Don't know of one, but probably wouldn't be difficult to implement

solid hawk
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Extract contents into GAMEDATA\MODS

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This is not my mod, just "updated" an older mod for NMS 5.5x mod format

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TEXTURES themselves may or may not need to be adjusted, didn't check.

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Let us know how it goes

scarlet vigil
solid hawk
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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.

scarlet vigil
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Ah I double checked- additional folder- it makes changes buuuut they're still wonked*

solid hawk
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Yeah, I just checked in-game too. Does work, but 100% compression method for these files changes since the original mod was made

scarlet vigil
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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.

solid hawk
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Either Gumsk or I can fix. I won't be able to do it for a few days though (end of weekend).

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Or you can reach out to the original mod author via NexusMods mod page POSTS

scarlet vigil
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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

solid hawk
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I know he's still around as he updated another of his mods fairly recently

scarlet vigil
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Checks Nexus
I have a message from them in my inbox...? ๐Ÿ˜„

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HOW FORTUATOUS

lament apex
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Awesome!

scarlet vigil
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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

solid hawk
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If he responds that he'll update, please let us know, so we don't start working on the same thing. ๐Ÿ™‚

scarlet vigil
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gotchu

spring steppe
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Any mods that fix LOD level shading?

hearty wasp
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Likely not

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Looks like game bug

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Or dying hardware

pure mulch
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I just rolled back new nvidia drivers, cause was getting graphical glitches with them

upper hare
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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?

solid hawk
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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.

dusk saffron
exotic narwhal
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I got told yesterday that this channel might be the best place for me to ask why text formatting wasnโ€™t working in text chat for me, has it been working for you on an unmodded copy of nms?

fallow meadow
lament apex
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It is functional elsewhere

fallow meadow
lament apex
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Yeah

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Base, comm ball messages as well iirc

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I'll have to double-check the latter this evening

fallow meadow
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All good, thank you

frigid grove
coarse vault
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I want the ability to blow up planets

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Just randomly had that desire

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Is there a good mod for this

exotic narwhal
final hazel
solid hawk
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Think of all the effort that would be necessary banning griefers

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Can blow up planets, after a fashion. One rock at a time. ๐Ÿ™‚

lament apex
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*popping back into NMSCord chat* That reminds me...

@vale iron #no-mans-sky message

Do you?... ๐Ÿ‘‰ ๐Ÿ‘ˆ

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(I'd even settle for a Red Dwarf frigate overriding a unique frigate scene; but RD as a frigate seems.... sacriligous)

upper hare
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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?

lament apex
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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.

upper hare
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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.

solid hawk
twin vigil
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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

upper hare
pure mulch
twin vigil
slender hearth
# twin vigil hi all, I recently assembled my first atlantid staff, but I'm not entirely pleas...

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.)

twin vigil
slender hearth
# twin vigil 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:

  1. Stick the staff pieces in the terminal and then click Assemble (so it brings up the staffโ€™s tech layout/stats)
    *** Do not actually claim the staff
  2. Exit the MT tech/stats view to go back to the parts selection/Assembly view.
  3. Press the Assemble button again. (So you've added your staff pieces once, then assembled twice.)
  4. Go back to the parts selection/Assembly view again.
  5. 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/

Reddit

Explore this post and more from the NoMansSkyTheGame community

twin vigil
slender hearth
hearty wasp
#

iirc constructed shit are saved by their descriptor IDs so if you change the seeds only the colour should change

slender hearth
# twin vigil I think that was patched out cause I tried that before and it didn't change the ...

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.

slender hearth
# hearty wasp iirc constructed shit are saved by their descriptor IDs so if you change the see...

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.

twin vigil
fresh arch
#

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

slender hearth
# fresh arch Found it out some time ago when my mod colourful staves stopped working

// 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?

fresh arch
#

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

slender hearth
hearty wasp
#

If that's the case it could mean it's just using seed 0 for the colour

upper hare
#

Anyone here using the Redmas planet generation? I had a quick question.

solid hawk
upper hare
#

Oh, okay. Thank you. Didn't see that.

slender hearth
# fresh arch But since Relics neither that or the head slot with the same property doesn't wo...

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:

  1. Unequip your staff before you save/logout.
  2. Use a Save Editor to Edit the JSON for your save. Navigate to: BaseContext > PlayerStateData > Multitools > (choose relevant MT slot #).
  3. 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

twin vigil
twin vigil
slender hearth
#

This is only for voltaic staves, the autophage ones.

twin vigil
woven flax
#

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

cobalt condor
#

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)

woven flax
#

awww man that's sad

woven flax
#

has anybody done it with a shuttle? flying around in a lil coffin sounds fun

heavy merlin
#

It's possible for shuttles to generate as basically just a cockpit already

solid hawk
#

More happy than sad

#

๐Ÿ™‚

marsh eagle
twin vigil
# slender hearth We went down a bit of a rabbit hole on this. Couldn't figure out exactly what th...

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?

woven flax
#

another question though, living ships?

heavy merlin
#

They don't really have a cockpit part, as far as I know

elder hull
#

With the Consumerism mod, are the Iron Vulture parts supposed to be that expensive, or have I done something wrong somehow?

elder hull
#

But a lot of these item's can't be bought in vanilla, no? Is that just the units cost but in quicksilver?

hearty wasp
#

Prolly

#

Point is consumerism does not touch it

#

Get communism if you want it free

elder hull
#

That's gonna be a hell of a grind then lmao

final hazel
elder hull
#

it's certainly one hell of an investment

final hazel
#

I'm surprised there's no way to just lower the price from unthinkable to at most a week

elder hull
#

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

woven flax
#

you could save edit in 1,190,000 quicksilver for em

fresh arch
final hazel
#

Then what is the point of not using the free version in that specific case

fresh arch
#

Under normal circumstances we just don't see them, those items are never bought in vanilla

elder hull
final hazel
#

True tbh

fresh arch
#

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

slender hearth
# woven flax i know about the exotic and explorer ball ships but are there any other cool cre...

This may interest you, though the mod creator has over 100 different mods and it takes time to update, so patience is needed ๐Ÿ™‚

https://www.nexusmods.com/nomanssky/mods/1891

Nexus Mods :: No Man's Sky

Adds over 70 new ships. Does not replace any ships and won't crash multiplayer. Added two color variations of Firefly's Serenity and a resize of X70B Phantom. More ships coming soon.

slender hearth
# marsh eagle WHat about "Custom_Torso" palette, no effect in your experiments ?

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 ๐Ÿ™‚

cobalt condor
twin vigil
cobalt condor
#

if a texture layer is using that palette and colour combo it should maintain its original colours

slender hearth
twin vigil
slender hearth
# cobalt condor if a texture layer is using that palette and colour combo it should maintain its...

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...

cobalt condor
#

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.

cobalt condor
# slender hearth This is good too know. I've only been using the save editor to make changes. A...

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.

slender hearth
upper hare
#

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?

hearty wasp
#

The latter

slender hearth
solid hawk
#

You do NOT need to rearrange the mod list within the file.

fast zealot
#

Is there a way for me to mod NMS on Chromebook/GeForce NOW? I'm not spending 1000 bucks on windows.

pure mulch
#

try it? no clue probably not

fresh arch
#

You need the game installed locally

hearty wasp
#

Geforce now is a streaming service dude

fresh arch
#

You need to have the actual game files on your computer

hearty wasp
#

You don't own the game

fresh arch
#

And you don't need Windows, game runs fine on Linux thanks to Proton

sharp pivot
#

How do I mod the game?

fresh arch
#
sharp pivot
#

how to install the mods to my PC

#

i dont understand

#

huh

#

i dotn play on steam

pure mulch
#

What are you on?

sharp pivot
#

PC

#

but

#

I use the exbox app to play

#

but i use PC

pure mulch
#

Im assuming you find where nms is installed and put a mod folder there and copy and paste there

fresh arch
#

All PC platforms can be modded

#

You just need to find the game installation folder

sharp pivot
#

idk where it is ๐Ÿ˜ญ

#

i really dont get this man

fresh arch
#

!faq-settingsfile

#

Wait got that wrong

#

!faq-settingsfiles

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

nmsatlas Settings File Locations

Steam Steam
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...

Game Pass GamePass
C:\XboxGames\No Man's Sky\Content\Binaries\SETTINGS\...

GoG GOG
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...

Linux & Steam Deck Steam
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...

Mac Mac
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...

Info Deleting any of the settings files will have them regenerate when the game is launched.

fresh arch
#

Follow this path for gamepass but go into Game data folder instead of Binaries

sharp pivot
#

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 ๐Ÿ˜ญ

pure mulch
#

Do you have gamedata folder in No Mans Sky Folder?

sharp pivot
#

lemme see

#

no

#

its just picturees

#

ok so

#

i wne tto xobox games

pure mulch
#

might be screenshot folder?

sharp pivot
#

i presses content

#

now it sya

#

assets

#

ninaries

#

binaries

#

and

#

GAMEDATA

#

what do i press

pure mulch
#

I couldnt say, its obviously different to steam folders

#

gamedata you want

sharp pivot
#

now it say

#

input

#

pcbanks

#

shaderchache

pure mulch
#

make a folder in that called Mods

sharp pivot
#

okk

#

done

#

now?

pure mulch
#

copy and paste the unzipped mod to that mod folder

sharp pivot
#

done

#

what now?

#

Is it done?

pure mulch
#

My mod folder

sharp pivot
#

yeah?

pure mulch
#

start nms

sharp pivot
#

its already started

pure mulch
#

and you should at least on steam get a warning that you loading mods

sharp pivot
#

so far no warning

pure mulch
#

You already have the game open, or started it after you installed mods?

sharp pivot
#

the mod didnt work

#

nothing changes

#

ed

pure mulch
#

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

sharp pivot
#

i used vortex but it didnt tell me if the mod downloaded

#

how do i know its done?

pure mulch
#

you can try Delete the Binaries\SETTINGS\GCMODSETTINGS.MXML

#

and the restart game maybe

sharp pivot
#

ok

pure mulch
#

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

fresh arch
#

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

sharp pivot
#

how to use vortex

vale iron
# sharp pivot 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.

hardy auroraBOT
#

@ripe path

No gifs in this channel please

solid hawk
#

Or check the Vortex forum at NexusMods, they're the ones that make it.

lime mesa
#

What des mods do

fresh arch
#

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

meager wyvern
#

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?

fresh arch
#

Exported file? Not normal

#

Exported folder? Normal

meager wyvern
#

folder yes mb

#

alright fair enough XD just wanted to make sure thanks

#

so I just put the mods alongside that Exported folder?

fresh arch
#
#

See this guide, section for mod users

meager wyvern
#

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

sharp pivot
#

guysss

#

i directed my mods to the wrong file how do i redirect them

vale iron
sharp pivot
#

Hellloooooo

#

Not a single one of my mods are working ๐Ÿ˜ญ

final hazel
sharp pivot
#

yea

#

its in my mods file

final hazel
#

And they're unzipped?

sharp pivot
#

i use ortex tho

#

vortex

#

idk how to do manual

final hazel
#

I've never used vortex so idk!

sharp pivot
#

how to use manual

final hazel
#

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

vale iron
#

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

final hazel
#

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

vale iron
#

Strange, they fixed the path months ago

final hazel
#

Yeah idk, clean vortex install and it was like "you don't even have a mods folder, let's make one for you :D"

vale iron
#

Maybe they didn't fix it for Gamepass. Probably worth reporting

final hazel
#

I'm talking about for me on the steam version too, it pointed to pcbanks/mods

vale iron
#

When was that?

final hazel
#

About an hour and 20 minutes ago now

#

When I installed vortex for the first time and selected nms

vale iron
#

Very strange, definitely report that. Maybe they had an inadvertant rollback or something?

main plover
#

Anyone here used Lasagna Biome Generation 3?

#

Lol game crash

main plover
#

Was expecting it to be bad lol

solid hawk
main plover
#

No issues, was just wondering what performance would be like but after playing doesn't seem too bad

vast trail
#

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

vale iron
#

Inventory table, I believe

vast trail
#

im in Nomnom now

last saffron
#

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

vale iron
# vast trail im in Nomnom now

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

vast trail
#

im not looking to do major modding just want to know

#

the actual stats

fresh arch
#

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

vast trail
#

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

fresh arch
#

You see current stats, not ranges

vast trail
#

i just want to know the base stats range

fresh arch
#

Decompiling game files

#

Or looking up if someone on the web has that info already

vast trail
#

not my base stats range the overall game base stat range

vale iron
#

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

vast trail
#

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

vale iron
#

On the page linked above, you can see the ranges. You are at the very bottom of S-class hyperdrive.
#nms-modding message

vast trail
vale iron
#

Those numbers get translated into actual lightyears in game, which will be a far higher number

vast trail
#

so I cant change it in nomnom but I can see it

vale iron
#

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

vast trail
#

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

vast trail
vale iron
#

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

vast trail
#

very true

last saffron
#

From INVENTORYTABLE.MXML:

vast trail
vale iron
#

kind of

#

100 gets added to the base number for all freighters

vast trail
#

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

vale iron
#

So 79.84 + 100 = 179.84, or 180 in the UI, plus all the modifiers, adjacency bonuses, etc

vast trail
#

thanks to both of you

last saffron
# vast trail ok so chat gpt is way off and insisting on false info...again

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 ๐Ÿคท

vast trail
#

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

last saffron
vale iron
#

Babscoole loves using AI for NMS modding info ๐Ÿ˜‰

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

vast trail
#

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

solid hawk
#

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.

dusk saffron
nocturne pilot
#

is there a mod, to unlock all construction stuff? i dont feel like hunting salvage data

final hazel
nocturne pilot
#

then "buy" everything?

final hazel
#

Yes!

slender hearth
jagged crow
#

Hello, does anyone know of a mod to add in more challenging survival elements? Or any mod recommendations for for immersion. Thanks!

fresh arch
#

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

jagged crow
woven flax
#

Oh man didn't finish reading, this has already been talked about lol

#

My bad, clutter's crazy rn

sleek valve
#

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

lament apex
sleek valve
#

srsly

sleek valve
lament apex
#

Can't remove it though, dang.

jagged crow
#

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?

warm knot
#

How to install shaders

hearty wasp
#

you don't

jagged crow
#

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

lament apex
slender hearth
jagged crow
lament apex
#

We use both at the office; work just fine there.

#

ยฏ_(ใƒ„)_/ยฏ

jagged crow
hearty wasp
#

anywhere else will just be drowned out by other messages

rigid plaza
last saffron
barren flower
#

can you install mods with pc game pass

and are there mods to reduce wait times like for settlements or freights

hearty wasp
hearty wasp
#

Nexus Mods the website

barren flower
#

oh I have to manualy install the mods

hearty wasp
#

that is irrelevant

barren flower
#

I dont like doing it, so I might as well not have mods

hearty wasp
#

cool

barren flower
hearty wasp
#

you can

#

that's why I said yes

barren flower
#

I tried to do that with cities skylines and it didnt let me, fine Ill try

nocturne pilot
#

you can, ive dont it

upper hare
#

This mod that allows wild creaturers to sleep is so on point. It's cool seeing creatures taking a nap out in the wild.

warped hawk
#

The hell does this do?

hearty wasp
#

prolly settlement NPCs

dusk saffron
#

looks like maybe something at the Creative Hub

dusk saffron
lament apex
slender hearth
hollow narwhal
#

@slow river hey I downloaded your NMS Decompressor mod and it crashes on launch after following your Guide. Can you help pls :(

final hazel
#

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

hollow narwhal
#

Oh shit my bad my bad

final hazel
#

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

gritty bramble
#

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

gritty bramble
#

if anyone is available

cerulean quiver
#

Hey yโ€™all. ๐Ÿ‘‹๐Ÿป has anyone ever tried making a VR specific mod?

proven arch
#

are there any good mods besides the compressor one for VR?

#

lol. didnt see the most recent post when i typed that ๐Ÿ™‚

cerulean quiver
cobalt condor
#

Not a ton you can do that would specifically be VR focused though

solid hawk
proven arch
#

lol. that entire link he shared doesnt work then

cerulean quiver
#

What I want to do is disable the headset blacking out when flying into space stations.

vale iron
#

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

cerulean quiver
#

Really. I figured it was to reduce VR sickness.

solid hawk
#

You're free to look through the global files for any property which may control that. ๐Ÿ™‚

#

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.

cerulean quiver
#

I donโ€™t want to add anything. If itโ€™s simply a value to change that would be great. Now, to be fair, I have no idea what Iโ€™m talking about when it comes to modding.

cobalt condor
#

Not totally sure, but I think it might be doing something to the cockpit glass material.

proven arch
#

wasnt there a mod that made the cockpit become transparent on the lower half. wonder if that would help

vale iron
cobalt condor
#

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

vale iron
#

Could you try at the Nexus Anomaly? Does it behave the same way?

cobalt condor
#

Space Anomaly behaves the same way

vale iron
#

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

cobalt condor
#

its definitely just on the inside of the cylinder. Looks like its a cylinder mesh with caps

vale iron
#

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?

cobalt condor
#

looks like its part of the cockpit interior scene. Its as small as it can be while still fitting the whole interior inside

cerulean quiver
#

Wow this is so cool. Yโ€™all are awesome.

cobalt condor
#

okay I think its the mesh 'CanopyFade' in the interior cockpit scenes

vale iron
#

That helps a lot, I'll check the material when I get home

proven arch
#

Any good videos for modding NMS to watch that are more recent

vale iron
#

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

proven arch
#

i know how to use them

#

I know the location for projects changed but did anything else on the workflow change with the updaqte?

vale iron
#

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

proven arch
#

oh i see it now in pinned. for some reason when i hit pinned the first time it was blank

vale iron
#

Ah probably just didn't load the data

buoyant nest
#

What was the thing that can give you anything in the game

solid hawk
#

The doohickey!

#

You'll need to be more specific in your description.

buoyant nest
#

Huh?

solid hawk
#

"The thing"

#

You can use a save editor to give yourself anything in the game, is this what you're referring to?

buoyant nest
#

I think, can you use it on ps4?

solid hawk
#

Not directly.

fallow meadow
buoyant nest
#

What was the link for the save editor type of thing that gave anything in the game again?

fallow meadow
#

!creativehublink

hardy auroraBOT
icy imp
#

what is a good save editor for unlocking expedition rewards? goatfungus still in use?

vale iron
#

Yes

upper hare
#

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?

vale iron
#

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

spark basin
#

You know what this game needs? Elevators! We got stairs and teleporters but no damn elevators!

Can someone please make an elevator mod?

fresh arch
#

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

thick oak
#

Would anyone be able to help me get one of the modded ball ships with no fins Iโ€™m on PS and donโ€™t know too much about modding

steel crypt
#

Fail

#

!creativehublink

hardy auroraBOT
thick oak
#

Preciate it

sturdy mist
#

I've placed the .exml file in the correct folder, but I don't get a warning that my game is modded

final hazel
sturdy mist
final hazel
sturdy mist
final hazel
# sturdy mist

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

pure mulch
#

PC steam I presume and not mac

final hazel
#

Also that, the Mac version does not support mods

pure mulch
#

Someone other day did have issues on xbox pc as well, but im unsure they did it correct

final hazel
#

xbox PC seems to work perfectly fine, I just helped someone figure out that vortex had the folder in the old spot

steel crypt
#

Xbox PC version has some weirdness for some people also where there is a duplicate GCMODSETTINGS in some other folder I canโ€™t remember.

#

like appdata or something

dusk summit
#

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

final hazel
#

Doesn't completely get rid of them but it makes them last only 3 seconds instead of 10

proven arch
#

Is there a mod to remove the flight trails?

cobalt condor
proven arch
#

can i run mods and crossplay with ps5 still?

cobalt condor
#

yeah

#

PS5 wont see the changes obviously but everything will work fine on your end

lament apex
#

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.

hearty wasp
#

is gcam not updated

#

Try that

lament apex
#

(Looking at the mod description, it does so many things I'd like to have)

hearty wasp
#

then prolly just wait till it is ig

proven arch
#

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 ๐Ÿ™‚

lament apex
#

Disabled_mods.txt is no longer a problem

proven arch
#

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

vale iron
lament apex
#

I'll keep my eyes peeled then

proven arch
#

man. the simple thing like no flight trail really helps bring the game better lol

lament apex
#

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.

solid hawk
#

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

lament apex
vale iron
#

If I'm not mistaken, it's either a SCENE edit or DDS replacement, neither of which can be done with EXML

lament apex
#

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.

vale iron
#

You need an older MBIN compiler

lament apex
#

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.

lament apex
#

Woo, December 11th release of mbincompiler worked just fine

lament apex
#

proceeds to slowly parse through latest decompiled camera globals vs gCam and clean up accordingly

#

Clearly, this way leads to madness

vale iron
#

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

twin vigil
#

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!

final hazel
#

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

lament apex
vale iron
#

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

severe badger
#

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

vale iron
#

Might not work with the changes to models in NMS 5.5+. I'm not sure

solid hawk
severe badger
#

thanks

waxen raft
#

Haalo

round sinew
#

@waxen raft ^ with this, you'd be able to import starborn phoenix into your save

waxen raft
#

Ya

round sinew
#

starborn phoenix isnt starborn runner, exp12 reward

#

just to make sure that's clear

waxen raft
#

Theres 2 different ones?

round sinew
#

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

waxen raft
#

Whats that?

#

Oh a techno

#

Im ok without it

round sinew
round sinew
waxen raft
#

Soo how does the editor work? Is it like an exe i have to install

round sinew
waxen raft
#

Uhuh

round sinew
# waxen raft Uhuh

After Java runtime is installed, you either launch the bat or the jar directly

vale iron
#

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.

carmine brook
#

Anyone tried increasing NumberOfExpeditionChoices from 5 to a larger number? Does that play well with the UI?

carmine brook
waxen raft
#

So what will happen if i save edit that in?

twin vigil
waxen raft
#

I get that part

twin vigil
waxen raft
#

Im worried about what gumsk said

twin vigil
waxen raft
twin vigil
waxen raft
#

Ok great ๐Ÿ‘

vale iron
#

Yeah, the server check, if it exists, is for claiming, not if you already have it.

fresh arch
#

In general very few UI mods for the game are available

twin vigil
carmine brook
#

Any idea what OverrideExpeditionSecondsPerDay does? I wonder if that's a way to get more than 5 expeditions per real-life day...

fresh arch
#

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

hearty wasp
#

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

fresh arch
#

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

carmine brook
#

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?

carmine brook
# carmine brook Hmm, I see. I'll check, then

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.

carmine brook
marsh eagle
twin vigil
final hazel
#

idk I remember fiddling with both

#

and one eventually worked

twin vigil
twin vigil
fallow meadow
# twin vigil ok, I'll try it there
  • NMSSE: Raw JSON edit the Account.
    'UserSettingsDate > UnlockedTitles'
    Include ID in the list on the right: T_WEEKEND is for '%NAME%, Rift-Walker'
  • NomNom: Edit Account and checkmark it on the Appearance Modifier tab
#

Images for clarity

twin vigil
fallow meadow
twin vigil
fallow meadow
fallow meadow
twin vigil
fallow meadow
#

What exactly is not working?

twin vigil
fallow meadow
#

Can you show me the part of the JSON section that has it?

twin vigil
fallow meadow
#

That does look correct. Maybe try to completely restart the game?

fallow meadow
#

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.

twin vigil
#

yep, it worked after restart!

fallow meadow
solid hawk
scarlet vigil
#

I'm also currently moving from PA -> LA so I apologize if this message was sent too late!

solid hawk
#

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.

proven arch
#

how can we confirm the mods we have are working? asking in regards to like LOD mods

pearl kelp
#

Question, are there any mods that can improve graphics and visuals?

hearty wasp
#

If you don't see a difference there's a chance that the changes are just relatively minor

proven arch
#

time to see if it worked or if i blew up my install lol

still yacht
#

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.

fallow meadow
still yacht
fresh arch
#

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

still yacht
#

Hopefully this is clear enough

pure mulch
#

Custom install path? Or not pc steam?

fresh arch
#

Could be PC Gamepass judging from the Content folder

#

At 1st glance it looks fine

still yacht
#

I do have it downloaded on both steam and gamepass, but I'm currently playing on Steam

fresh arch
#

When you launch the game, do you get the black mod warning screen on startup?

pure mulch
#

Thats where it needs to be under steam

pure mulch
#

Not my pic, courtesy of grouch

still yacht
pure mulch
#

Steamapps/common etc

fresh arch
#

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

still yacht
#

That worked! You guys are awesome and I'm a dummy lol. Thank youu

empty egret
#

@solid hawk Is the Wraith you get from your Mod supposed to be Black?

solid hawk
#

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

empty egret
solid hawk
#

Wonder if there's Disaster Area music in the background? ๐Ÿ˜‰

empty egret
#

Nope ๐Ÿ˜ฆ

solid hawk
empty egret
solid hawk
#

Heck, I still don't have all my existing mods updated for NMS 5.5x+ yet. Been stuck on one for weeks

zenith forge
#

Mod for making living ship faster

#

this shit is exhaustingly long

final hazel
#

wait, that one is only in lua form?

final hazel
#

just place the _MOD_Mission_Timer_Redux folder into No Man's Sky/Content/GAMEDATA/MODS

dusk saffron
final hazel
#

That probably wouldn't work for an already-begun mission

wise kestrel
#

Any sites where I can find the NMS glyphs as pngs?

wraith tusk
#

Do you know a website with bases for import or copy?

fallow meadow
fallow meadow
#

Either NomNom or NMSSE (save editors)

wraith tusk
fallow meadow
#

@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

hardy auroraBOT
wraith tusk
#

Ooooh ty. This is a great site

orchid wyvern
#

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.

solid hawk
carmine brook
#

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.

acoustic gale
#

Does anyone here know how to get one of those glitched squid ship tops?

solid hawk
#

cGcFleetGlobals is correct

solid hawk
acoustic gale
pure mulch
#

bot maybe

#

or ask on creative/bot discord

solid hawk
#

Think it's a save edit thing, like the death ball

acoustic gale
#

Is there a guide available anywhere for how to make such a ship?

rapid sandal
# acoustic gale A squid ship that looks like this

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.

hearty wasp
#

!creativehublink

hardy auroraBOT
hearty wasp
#

you should ask there instead since it's prolly just easier for you

magic estuary
#

Is there any tutorial/basic info about save editing? I wanna unlock the legacy base parts but I've never done any nms modding

fresh arch
#

This guide has info on how to properly install mods: http://tinyurl.com/nmsmodding550

fallow meadow
magic estuary
#

also what else can i do/get while i'm at it save editing

#

also this isnt bannable or anything right??

hearty wasp
#

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

magic estuary
hearty wasp
#

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

magic estuary
#

fair enougn, thanks

magic estuary
hearty wasp
#

yeah

#

think that may need some editing of the json

magic estuary
#

what's a json?

#

oh it's the like, text command program file thingy

fallow meadow
fallow meadow
# magic estuary oh it's the like, text command program file thingy

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.

magic estuary
fallow meadow
#

!faq-savefiles

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

<:atlasnmscord:1269532093076078658> **Save File Locations**

Steam Steam
%appdata%\HelloGames\NMS\st_<Steam64ID>\...

Game Pass GamePass
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...

GoG GOG
%appdata%\HelloGames\NMS\DefaultUser\...

Linux & Steam Deck Steam
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...

Mac Mac
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/

info 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).

dark crag
#

can anyone give me code for relics expecdition ?

fallow meadow
dark crag
#

for that i was asking this relics expecdition codes

fallow meadow
final hazel
#

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

fallow meadow
#

@dark crag See images. One is with NMSSE, the other is with NomNom

dark crag
fallow meadow
dark crag
#

oh

#

i will go with nomnom

#

then what do i have to do like internet off steam close or something or what?

final hazel
#

Nothing like that thankfully

dark crag
#

oh

final hazel
#

Though closing the game at least is recommended when editing account stuff

final hazel
#

There's no online checks for save editing or anything, it's completely fine to do

dark crag
fallow meadow
#

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

dark crag
#

oh ok

fallow meadow
#

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

dark crag
#

ohh nice i will do it

fallow meadow
#

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

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

<:atlasnmscord:1269532093076078658> **Save File Locations**

Steam Steam
%appdata%\HelloGames\NMS\st_<Steam64ID>\...

Game Pass GamePass
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...

GoG GOG
%appdata%\HelloGames\NMS\DefaultUser\...

Linux & Steam Deck Steam
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...

Mac Mac
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/

info 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).

dark crag
#

i have selected what i wanted to unlock now i just have to do ctrl + s ?

#

right

fallow meadow
dark crag
#

i did save now i just open normally game with internet?

fallow meadow
#

Yes, after saving, just start NMS and load the save to play

dark crag
#

oh ok thx mate