#nms-modding
1 messages · Page 66 of 1
Whats thst
cut and paste the black carbon 4.4 folder into MODS
What dies black cs4bon do ?
probably the one that makes carbon crystals black instead of red
mhm -w-
Hmm
also brb-
Strange
and what about the textures??
don't know why there's a TEXTURES folder in the zip root, but it's basically the same files
is there a mod that lets you see the level of a stations economy without clicking on it?
That isn't something that shows up there, so we can't make it show up
well cant the mod make it-
.w.
i mean the stats for the economy level are there so-
It can't, that's not how modding works for this game
We can't add additional functionality
They aren't, only the economy type symbol
but-
That is a different menu, and is text
well id think you can just assign a number from like 1 to 3 depending on the text no?
We can't add additional functionality like that
At best we can change the text to 1 through 3
But that won't add a script making the icon change
kk
I made a mod that does something like that at the very least https://www.nexusmods.com/nomanssky/mods/3410
But it does change like half a dozen other things that vary in name
hmmm
is this from your mod?
No, that's from expanding the details
The low part is, that's the economy "tier"
of high/medium/low
i see
gah
time to ask this for like the 10th time today but uh
is there a mod to automatically transfer technology modules from one multi-tool (or ship) to the other
not that im aware, not sure its even possible
smh..
Mods can't add new functionality to the game
Only reuse / tweak whats already there, still with some caveats
Why not just package them one by one and transfer ?
cuz thats painful as shit?
and with ships it will almost always lead to the ship you were trying to get just-
leaving-
if you have to ask 10 times chances are the answer is "no"
and "can't"
just use a save editor
what
that doesnt sound like its gonna make me be able to do this smh
you should be able to copy the json data of a ship's inventory and paste it onto the new one after you've gotten it
NPCs will never take off if you stand near them/their ship, so just make those transfers to suit cargo while standing near them
if you have no other options then unfortunately you are going to do it the vanilla way
wait wh
or you can just make the transfers after if you don't exchange your current ship
true..
are shaders worth it? I have a 4090 on max quality already. I saw a convo in main chat and hadn't even considered looking to see if there were shaders out there
you prolly mean reshade
if so then it's entirely up to personal preference
it's all just post processing
the question is does it affect the graphics a lot
or is the 4090 already overkill
post processing can invert your colours if you want it to
it affects as much as you want
if you mean fidelity instead then the DoF/bloom stuff might
but again those are up to personal preferences
just go on Nexus Mods and search for reshade and you'll be able to see for yourself what they do
that's a preset for reshade yeah
but it says highly customizable so :p
not really a mod in the strict sense of the word
ok well wheres the program :3
reshade.me iirc
th
ye ok
oh my god
my eyes
yup. thats the one baby.
gimme those high quality shaders for doom
@round sinew should i just go with dx12?
no, NMS only runs on vulkan
first releases: dx12 2015, vulkan 2016
well yeah exactly!
well, both apis have been updated since then multiple times, vulkan is improved upon often
NMS had an update where HG switched it from using OpenGLto Vulkan
back in 2020 iirc
why is...
i have like 2 fx running rn
then i clicked on two that didnt work
and i just started to spam to see what would(nt) work
and so far i got like 15 in a row
uh..
all the blooms work for example but almost all the others dont
i can't read german (is that german?), sorry
then possibly shader isn't for that reshade version, or hasn't been updated to it?
p
:p
for example none of the zention shaders work apart from the bloom one
fnerjhif
im just gonna start spamming effects to get rid of the duds
(assuming it doesnt break anything if i have too many ones trying to compile)
not sure, but can always just reset it
Only the ones in red shouldn’t work
and u can probs just go into the folder and delete the ones in red, but it doesn’t really matter to keep them there
check the settings, make sure u installed it all correctly etc
likely user error 
Based on download numbers, a fraction of 1% of the NMS player base uses reshade. You'd be best off asking the reshade filter author via POSTS on the page on NexusMods for assistance with it.
reshade isn’t on nexus, only some of the presets are. Afaik they didn’t download other presets they were just trying to get the built in ones working 
The point being, as QP pointed out, the person is going to get better expertise and assistance other places than here.
Almost nobody here uses it
Me and bk, the 2 people helping, do! :D
I think it’s reasonable for them to want to seek help for it in this chat, especially considering they were directed here after a discussion in the general chat
It started with him using or wanting to use a preset package from NexusMods.
nop it started in the gen chat, we were helping them install it. But regardless, I don’t really see the problem with them at least asking
No harm in trying
Nor is there an issue to trying to direct him to a place with a better knowledge base for what he wants to do. 🙂
okeee 
Are there anymods that let you place housing items via the x,y,z axis
Most likely no, anything involving adding new functionality to the game is a no-go
Unless it's an option HG already provided but disabled from actual gameplay
exactly?
when i click on em they turn red with "failed to compile"
atleast 80%
Best option for that is save editing. It's not easy, but you can do it, kind of
or external programs which allow editing bases in more advanced ways, such as https://www.nexusmods.com/nomanssky/mods/2598 or https://www.nexusmods.com/nomanssky/mods/984
(which also involve save editing)
how does companions work in goatfungus save editor?
Hi ! I would like to play expedition and I'm pretty sure there is something i can modify smth in game's file to allow expedition to be played whenever i want
That's just normal save editing, modifying the game's files is not necessary
This website that most players use to set up old expeditions is https://cwmonkey.github.io/nms-expeditions/, you will want to follow every instruction very carefully and probably make a backup of your save folder
Thanks you
is there a mod or something related to unfreezing time in photo mode?
It's not immediately obvious from the description, but this mod unfreezes photomode: https://www.nexusmods.com/nomanssky/mods/3364
you, my friend, are a hero
reshade do be nice at times it seems
how does companions work in goatfungus save editor?
what do you mean by how does it work
it works like all other save data
it's just there to be edited
if you want to ask about some specific feature then ask about those directly
it doesnt say a name it ust says companion egg
are you looking in your inventory instead
wdym?
are you looking at your egg in your exosuit
no
post a screenshot of the NMSSE window
that is your inventory
not your companions tab
you are looking to add an egg
not a companion
but yeah that's just how it works even in game
oh ok, so if i wanted a certain pet how would i do that?
pet or egg?
either
you can just ask around for someone to gift you an egg
not here obviously because we make mods here
try #no-mans-sky ig
if pet maybe ask in the creative hub for an DNA export or something
!creativehublink
ok, thank you
is there any working silo capacity mod?
I can't really find one, but I am not too familiar with what all is out there to be honest. Could perhaps look for a 'stack multiplier' mod, like this: https://www.nexusmods.com/nomanssky/mods/2068
@magic estuary https://www.nexusmods.com/games/nomanssky/mods?keyword=build&sort=updatedAt
Has several base building mods you could look into. Make sure they are recently updated though. See pin in this channel for more info on modding.
There is also a tool listed with that same search result: https://www.nexusmods.com/nomanssky/mods/2598
Standalone App to actually build with, but also available as a Blender plugin you could use together with Blender (3D modelling software). A Save Editor then also helps. Either NomNom or NMSSE, see pins for links/info
Beyond Base Building can increase Silo storage and limit. Be aware, not by default. Will need to process the Lua script in AMUMSS, to get the effect, by answering the following question prompt:
i lost a bunch of expedition rewards when my drive got wiped with my dna data on it is there any mods that would allowed me to claim the lost rewards again?
Probably https://www.nexusmods.com/nomanssky/mods/2062, and you could give yourself the quicksilver to purchase it using a save editor
or just use the save editor to enable each individual reward, which may be easier
ive tryed that on like 2 diffrent editors and it says ive already claimed them so i cant claim them again
You need to go into the JSON and remove the items from ClaimedSpecials
0-0
how do i go in to the json
I use the JSON editor in GoatFungus, seems to run faster and cleanerr than most, probably because the whole app is Java to begin with.
nom nom and goatfungus some intresting names
NomNom has a lot more easily navigable interface, I think, but GoatFungus I use more since it does a lot for baking things up well and most of what I "edit" is just offloading extras past the limit of things I can keep.
im honestly trya get back the multitools and ships i lost so whatever i need to do ill do
I don;t have the tools backed up, but I do have ship backups in GoatFungus format.
Every expedition reward, and all Twitch drops, since I don't actually use them they stay in a export folder of my editor. The only "special" items in my game are Iron Vulture and Wraith.
Which ones are you missing?
the last expedition would of been liquidators so im misssing all the ships multitools and pets before that
I'm actually really new to Discord, but I think I can send files to you if you DM me, I have all the ships even if I don't have the tools. Easy to import once you get GoatFungus running. Need to run soon, though. Dinner time and the kida are demanding noms XD
i was wondering if i could have some hlep modding?
i dont need them rn but can i let u know if i cant figure it out myself?
Sure thing, I'll be gone for a few hours, but I'll be back grinding core jumps later tonight.
so how do i put consumerism on the game?
NMS Modding after 5.58 Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.c...
See this guide, it covers how to install mods
ty
uhh is there supposed to be a mods folder in game data or do i need to make it?
Until just recently I didn’t know that modding was openly accepted.
Where should I start for quality of life mods? Navigating items and menus, organizing items without drag and drop being so painful, potentially scan for more than the game shows so far? Idek where to begin asking
Create it yourself
All active mod authors publish their stuff on Nexus Mods
Mods can't add new functionality and there's very little mods for UI
Browse through recently updated or newly released sections on Nexus
Mods releases prior to February 2025 will not work with current game version
ayo thanks a lot
didn't expect so much info back
i have been on nexus before, so good to know that's where to go
@ionic condor infinite item stack mod is a game changer with your storage lol
In GoatFungus NMSSE, it's in the drop down menus at the top. Go to raw JSON editor, find either RedeemedSpecials or ClaimedSpecials and just delete everything in that section.
alright
that will make the game think i havent claimed any?
IT WORKED
U ARE AMAZING
But now cant claim them
T-T
Why is that? Is it not allowed?
Cant be done
I assume you mean the Starborn Runner, or it's other variant the Starborn Phoenix
Yeah, is this the Starborn runner
https://www.nexusmods.com/nomanssky/mods/2062 would allow you to purchase it in-game from the Quicksilver Synthesis Companion using Quicksilver, or you could use a save editor to check of it's acquisition in the account data, or you could just have another player give one to you by selling their ship to a lifeform and having you claim it from that lifeform (you could ask for one in #nms-lfg-or-trades)
or you could use the community-made service bot's Expedition Reward Unlocker function https://nomansapp.com/, though for that you may want to equip a ship that you don't mind exchanging for it
Well I’m gonna try, really really thank you
That mod didn't work for me
You could also try this and do old expeditions off-line: 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 did all of them already (now)... Lol
It was super fun too!
did the mod work ?
Why would it not
when i tryed it there was nothing new in the shop
Put the folder inside into MODS folder
it is
Open the "Consumerism" folder
The folder within that goes into MODS
If there is a folder inside that then evidently not
Vortex should handle this for you properly if yoy are confused
Yes
ty
Also capitalise MODS
Hi i need help
I have good internet
But that message apear
Idk what is the problem
Modding has nothing to do with connection issues
Butt is not the connection
I have internet
Good internet
And all is working
But the servers are not working o something?
Thanks
does save editing the colours on a ship show for other players? one of my ships colours bugged. The OG starship from release. I’d really like to be able to return it to its red 
All products of save editing will show for other players
What you desire may be the "use old colours" toggle
Awesome, thank you!
In goatfungus it's this, it's checked for the radiant pillar and presumably very very old ships like it
Oo okok yeah I’ll have a look at it later - tyyy
Does anyone know how to create a pet
You can create creature json data for use with save editors using this site https://creature.nmscd.com/
Grouch could ya help with creating this thing I have a specific creature I want to make. I have a picture
@final hazel
You can send a picture of it in #nms-media
Found this one which is similar which I'll start with
Oh gotcha sounds good. I really appreciate you helping me with this
@final hazel Save editing colors specifically will not show up for others; they see an ugly shade of teal. If you edit the seed, that will show.
And the old colours switch shows, as you said.
Yes, I never knew there was a way to edit ship colors besides the old colours toggle
And of course ship fabrication data
Yeah you can go into the JSON and assign RGB values
That's very weird yeah, I did not know that whatsoever
I used to make mine magenta and neon green
I'm not at home to look it up right now, but it's basically an override for specific parts and their pallettes
That's really interesting, sounds like a groundwork for the way ship fabrication works that was never used, or maybe something nice to have when making trailers instead of generating new ships of the same shape with a new color
I obv have no knowledge about it and I doubt it's structure relates to fabrication at all
I don't think they ever used it. There was a ship customization terminal from several years ago that was never implemented; I think it was intended for that but not used
Other players get the information that the color should be overridden, but the net code doesn't sync the color data, so it's just always teal
Slightly desaturated teal is the color they use on texture images to mark procedural color areas, so it's probably just showing that
"Override this color." "With what?" "You know, stuff..."
That is all really interesting info yeah, surprising that the flag for custom colors transmits but not the color itself so it can't default to proceed colors, it makes me happy for how mildly polished starship fabrication is, interesting that they changed the approach entirely and put the customization in a different part of the save
is there any place where stuff like this is documented? Or is it just head-knowledge some of you have accumulated? I'm endlessly interested in the inner workings of this game, but the tutorials etc. tend to be more about "how to make X" not "how the game's logic is built so you can make X"
ah well I now see the article you linked to, thanks!
Almost all info is just this, experience of people who have tinkered with game files / mechanics themselves
There's no one shared documentation covering all the different bits the game operates on
And only a handful of people have expertise on various mechanics, most people tend to have their niches they operate in
we don't really write about that because on a technical level it's not a "modding" thing as much as it is a game thing
it'd be worth more to talk to a frequent writer on the game wiki to see how the documentation can be integrated
that is if you want to write about it
I have reached a point in my life where I know a temptation to promise to do such a thing would turn into never getting around to it 😅
fr
most of us ain't writers either which is why the docs can seem shoddy in general
sometimes it's easier to just teach em as they come because of the intricatcies involved
Im tryna use the save editor and i don't know how to use the latest save kind of thing
"latest save kind of thing"?
post screenshots of what you're seeing
- what did you download? the zip, the exe, or the jar?
extracted the zip to a folder: screenshot its contents:
that's a self extractable 7z archive
double click it
it should want to extract somewhere
Oh nice
do you have java installed
file, open
nice
Then just press reload?
Yes got the game slot
good to go
Now I just press the buttons?
you don't need to press any of the buttons there
Use the top bar things tho right?
now you do whatever it was you wanted to do, yeah
i'd not do that
i'd suggest giving yourself some quicksilver, then use consumerism mod to unlock atlas scepter in game
alternatively, i'd unlock atlas scepter via account tab instead of just changing a tool like that
devs dont really care unless you use these programs to harass and mess with other players
Just making sure cause this is a multiplayer game afterall
So I could technically give myself infinite cadmium?
HG cares about what you do with the game about as much as my mother cares about me
just don't bother other people

So if I collect the ships they replace my ships right?
if you could keep adding cadmium stacks till inventory was full? sure
we can have up to 12 active ships, and 18 archived once we own a freighter
just make sure to claim ships from qs shop with enough free ship slots
So theres no need to worry about losing anything from doing this?
well, you should definitely play it safe and have backups of the save folder before starting to mess with any program that messes with your files
but thousands of people have used that program to do what you're doing
and never had an issue
NMSSE should back up your save when you open them anyway
I just learned every word im so cool!
Is it a bad idea to upgrade my freighter from here or should I just buy a new one?
You know what? Forget modding the game!
Mods are basically cheating, and most aren't even supported on the latest version.
Also, this game gets continuous updates, so it will be frustrating to deal with.
Mods also don't work well with cross saves, so I don't reccomend mods at all if you're using cross saves.
Mods don't affect save data in any way that the unmodded game doesn't normally support, so unless you're using a terrain overhaul mod then that isn't a problem
All mods made after Worlds Part II use a new system where they won't break unless the variables they directly modify are changed with an update, so that isn't really an issue either
I'm sure you'll be happier from forgetting about failing to install mods
it's not for everyone for sure
As well, we do NOT have access to the inner workings of the game. Based on extensive testing of the end output (things happening in-game), we have theories. None of which can be confirmed to 100%, as there's no access to current NMS exe code, such as functions.
That’s actually a really helpful framing of the challenge. Thanks 👍👍
-
Have is expanding the number of colors available for planetary skies cheating? Mods which do just that. Most mods created or updates since 29 January 2025 will work just fine. Probably at least a few hundred.
-
As mentioned, new modding system, in theory, may reduce the need to update mods for new versions of NMS. This will be seen over time.
-
Don't directly affect cross saves at all. Mostly would affect mods which add build objects to the game. Those mods require non-vanilla object IDs and potentially non-vanilla model files. Said model files can't be used with consoles or MacOS, so any non-vanilla object IDs which are transferred to a console, via cross-save, will be auto purged by the system, because the matching files won't exist on those systems, like it would on PC with the applicable mod installed. Cross-save only shares save data, not any game data files, like models.
Up to you though if you choose to use or not, but if you don't care to use mods, seems quite silly to be in a modding channel. As well, posting incorrect information or opinion as fact is quite disingenuous.
Why would you need to pay for it?
Which ship exactly?
The latest, Wraith?
I can recommend mods for that, but need to know which first. 🙂
I want this
But I need be partner from de nomanskyapp
The web site
Because this is exclusive from a expedition
Can use this to reply\play any expedtition: https://www.nexusmods.com/nomanssky/mods/2996
Or these two mods can get it for you:
But I can use it in multiplayer?
Yes.
Thanks
Sorry for ask a lot but, where i put this file?
The linked page has instructions, scroll down it to see them. I recommend reading them thoroughly because it explains something about how many ships you can have live when importing.
Also if the “MODS” directory doesn’t exist yet in your file path just add it yourself.
THANKS 🙏
That isn't, would saving and reloading fix it?
there’s mods that let u replay expeditions? Thats so good, i was kinda sad I missed out on some of the expedition ships haha
Not mods per se, but files to import into the game to have it think another expedition is currently active
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Nope
Okeee tyty
You can use mods, save editors and other trinkets for yourself
Using them to cause harm on other players is what gets you banned
That makes sense
That was just texture cache
Yeah, nobody cares much what worthless trinkets you have in a completely non-competitive game.

I got that in the expedition👍
No that's not normal just in case you see that again
wish there was a way On Xbox to get the past expedition awards without having to Wait for the next expedition forever. Just in case we miss one
The service bot works on all platforms with access to multiplayer https://nomansapp.com/
Thank you I didn't know about this I was getting frustrated cuz I missed a few expeditions and then there was a bug war I lost some of my expedition stuff and I was upset about it and now I have to Weight to tell those expeditions come back to get that stuff back
Can someone mod a ship for me and sell it?
just use the service bot linked a couple messages above
you cannot get anything other than those ships without installing mods in your own game
Where can I pick up the ship?
Someone know how i can put better spaces in this? this only have two supercharger spaces
I seem to be too stupid for that, it doesn't work🫠
It has a third one in a yet-to-be-revealed slot, you can unlock more slots using Multi-Tool Expansion Slots
Upgrading it to S-Class will add a fourth supercharged slot
thanks
if you're following the guide it's prolly useful to describe which step you are stuck on
ask in the creative hub
!creativehublink
I play on PlayStation and don't see the bot when I send him a friend request
Friend request ? You just add it to your friend list
Hello all
Whats the mud called again that allows for unlimited attachment fir structure and objects without using glitches please?
Basically I mean the mod thst allows you todo the glitch builds so you don't have to do the glitch methods
hmm, perhaps exosolar's beyond base building would do the trick?
Cheers let me look
@round sinew found it i could not remember what it was called when I last was told
nice, have fun 🙂
Cheers you to
eei
i see some mods can summon ship that what ship seems like you want and the other players can see what u see
how it achieve?
By modding
Is there a way to get rid of the mod warning screen on launch?
no
There used to be a mod for it, but don't think it's been updated in years
Old mod did it with a dll hook so would definitely need to be remade. If you really wanted to get around the warning screen you could convert all your installed mods to paks using the new format, add them to the pcbanks directory and then resign the pcbanks manifest to prevent the tamper detection from noticing but that's way more work than it would be worth
exml mods would need to be converted to mbin too pretty sure
Close your eyes, no more warning screen
I like it to show me that the mods are indeed working
It's crazy that alot of stuff is hidden and can build with compared to what mods unlock
Like structures others and what you can grow is cool
In one mod ya got like freighters you can place ect so cool
I defo think hello games should allow other to create inyo the game along side them i believe this would be a game changer for the game
It's almost just there since they are allowing the modding
And what i think there no point in is mods for the ships and multitools ect because the pirate and on ground theres none that are extremely dangerous with there damage out put so for there tobe mods for stuff that really increase our damage i don't see it necessary
People want to play in different ways. There's no one right or wrong way. Mods exist to serve a purpose regardless of your chosen style.
If you don't want to use a damage increase mod, nobody is holding a gun to your head to do so. 🙂
where exactly do i have to type my chosen multiplier for mod?
is it current = ?
You need to edit the .lua file then run it through AMUMSS
I modding the ship's speed so I can fly faster in space and on the planet with boost, I see the in lines there's "PlanetEngine" and "SpaceEngine" etc which too me I think are self explanatory, But there are multiples
There are different types of ships
here's a partial screenshot, the bulk of the text is "ControlLight" the bottom is under control heavy
gotcha that must be what I uploaded
There's control, light, and heavy, then space, space combat, atmo, atmo combat, hover
alight, Ill find the category that falls under the ship I have, thx
What kind of ship?
I have a Fighter ship.
That's controllight
cool, gonna do some tweaking in that category, thx again 🫡
No problem
Process script through amumss and you'll be prompted
damn what a cool moding system
any mod other than more animals and Increase Animal Spawn rates which boost animal spawn rates ? im loosing hair when trying to find underground animals which is especialy hard if more than one species exist on planet
Underground spawn fix
Wow, the image for the mod is so........
disturbingly bad
Come on old man, get with the meme times! 😉
haha
Kicking and screaming
They need to change the saying "With age comes wisdom" to "With age, comes dementia"
is it ok to mod to get old expedition rewards?
Yes
yayyy
As long as you aren't screwing with other players, HG doesn't care what you do
nah , i just want to get the stuff old expedition stuff cuz i missed out on it?
what do you mean? Is there no way to modify the code of the game? is the engine not available to the public?
There is not. It is not.
Why do you assume it would be available?
I just assumed since there was a modding section there would be. To be fair I don't know how to mod and wanted to get into it for this game. It's a shame there is so little in terms of modding despite how old it is. Can I ask why? If anyone happens to know. I assume it's due to the complexity of the game itself.
I mainly wanted to mod planets to be more Variable. You visit once and just leave. I wanted to make it to where you can modify or change certain aspects that if you return it has changed. Such as destroying and changing large parts of landscape and introducing new flora/fauna
The engine is proprietary and private. There have been attempts to DLL hook or similar, but it never goes very far. Part of it is that the game is relatively small, so you have few people to work on things.
Ah I see
We can adjust a lot of values and do a little bit more, but then you start getting into harder stuff that most don't want to learn or is just not worth the effort
Anything is worth the effort if all the information is shared and compiled imo\
We can't add any mechanics that don't already exist
That's a shame :(
We also cannot add new logic. Basically limited to changing values for existing properties. 5 to 6, red to green, sort of things.
is there any mod which incrases nanites rewards from scaning fauna and discoveries ?
I thought there was a mod thst can do all of the glitching for building ect i installed some mods but one don't seam todo fully glitch methods sure you can place stuff differently abit to compared to vanilla you can't do
how can i open pak file ? i tried to drag it to psarctool but nothing happened
Hgpaktool
follow babs
For nms 5.50+ paks
how to instal that python thing?
i have an option only to press any buton to quit
in hgpak
now in hgpak i got error the following arguments are required filenames . Cant get thru that one
@round sinew could u help
well, basically, it's complaining that you didn't give it a pak file to work with.
i tried to drag file on it
trying to set this up as well, so i can try to guide you
thanks!
Why are you trying to open a PAK mod in the first place
Game doesn't read data from PAK files for mods anymore
Compression changed, individual file structure changed
Unless you already have experience in modding and know how the individual files changed, there's no reason you should bother with older PAKs
so all mods in pak files arent working anymore?
still i would like to check some pak files i want to make my own mod and im interested in vallues changed by some mods
Most of them you would have to rebuild manually since they contain mbin files, which are exact recreations of the game's files, so if a single part of them changed via an update then the file will crash on startup
so nowaday to make a mod u have to make lua and go with it thru ammus?
That could just be checking the differences between it and the current game's mbin file and copying/pasting stuff to make it work, but that'd make it so if any mods also use that file at all then they wouldn't work (since mbins are the entire file)
Maybe, idk the workflow for most regular mods, just my own experience of zombieing together old mods and changing existing mods
i tried psarctool first and when i drag file to it nothing happens
can you link to which you're trying to do this with? idk why my psarctool would work and yours wouldn't but idk
oh no I meant the mod you're trying to extract using it
the pak
yeah, the psarctool from nexusmods works the same as the one I have so I'm not sure what's stopping it from working on that pak
Mine opens it into this
And now I need an mbincompiler version from the mesozoic era
How old is this mod specifically?
not sure
Where did you get it from?
Well do you have the link to it's nexusmods page?
ye let me find it again
ah it was from this site https://videogamemods.com/nomanssky/mods/increase-animal-spawn-rates-pack/?utm_source=chatgpt.com
This mod will increase the amount of wildlife on each planet. There are 3 files to choose from: Low, Medium and High. Each will increase the spawn rate from the original setting though high will massively increase the spawn rates and low will moderately increase it. Original spawn value is: 3 Low spawn value is: 20 Medium spawn value is: 40 H...
preety old
still i would like to take a look at it inside
Oh.,... this is from launch
I have no idea if the variables from this long ago are even recognizable
well mby there is at last name of file which i have to look for
i have cuple other mods which i would like to try opening those are old not working also
Don't even bother with mods that old
Game files change big time, HG adds or removes properties as they see fit
Go to Nexus Mods, sort through recently updated or newly released mods only
hmm could u point me in direction in which i have to look for values regarding animal spawn rates than
Pick what strikes your fancy
well unfortuanately there is probably no mod which is updated and do things i want to change i have cuple ideas but no luck finding existing mods or working mods
thats not it
this mod and his other one arent workign properly
if u instal the version which incrases to max only 1 species fill all the spawn ammount
the planets are populated with 1 creature after using his mods in higher version
as this one incrases density
Well that's probably a limitation of the game itself when values are raised like that, like a spawn cap
I'm seeing the same thing so I'm not sure what causes it besides it being too high
i think its spawn rate of that certain creature
its probably 100% and if single group is risen to max it only fills with this one
Well I set all of the spawn rates for each rarity of creature to be the same and it would still spawn the same thing everywhere, so it's probably favoring the first one in the list or the first one that spawns
ok thats strange
i tried mbincompiler now
and it behaves simalar for me
i have only option to close it with pressing button
do u have to run it as admin
?
Also, do NOT use videogamemods for NMS. Only place is NexusMods
Shouldn't need to run as admin, unless your system permissions are highly messed up. Drag and drop or command line
when i drag and drop window closes and nothing happens
i have same problem with all the compliers for pak files for mbin
Oh, do you have .net 6 desktop runtime installed? It's a pre-requisite for MBINCompiler.
Without that would show the symptom you're seeing
Must be desktop, not core
Whats the best glitch build mod ?
Probably beyond base building (https://www.nexusmods.com/nomanssky/mods/1096), or the base building app (https://www.nexusmods.com/nomanssky/mods/2598) or blender plugin (https://www.nexusmods.com/nomanssky/mods/984), there's no building mod that enable more than those
With beyond base building you can enable certain things in the lua, like the ability to resize prefab stuff, I forget if that's in the default mod
Okk I've got beyond base building added already
@final hazel what about fir making circlier shape building
There's no mod that adds extra functionality in the game, this is something mods cannot do
The closest you could get is using the blender plugin, or using hotkeys for repetitive glitch building button combos
So you just got todo glitch build
Ok
Basically, yes
Ok thanks
There is one of the mods that allows structures to replace on and angle
Almost creating circle but an arch
Yeah, mods could modify snapping points and stuff like that
@final hazel like what ive been able to do on my base am building it's improved more yous will see when am finished and I've got no idea what todo for interior
Yeah this is best gonna get it
Until you do glitching
@final hazel I realised with those electric things enlarge i can't connect electric wire lol
i instaled this one and no result
You're the only person saying this, and the mod changes shouldn't do that. I'll try to look later, but I have doubts.
any mod to get the old stuff from expeditions? and how can i install it
Consumerism (https://www.nexusmods.com/nomanssky/mods/2062) allows you to unlock old expedition rewards using quicksilver
I also have some mods, which will give major items (ships and staves) one at a time, via a direct methodology. Can find them at https://next.nexusmods.com/profile/Babscoole/mods?gameId=1634, all have Unlocker in the name.
When the update drops how long does it take for mods to get updated?
Ok thanks
i saw comments saying this wdm
try for example x10 version its very visible with it
and so on
i saw similar changes in my game
for example on my main planet most of visible animals wo mod are flying ones when i turn his mod on i only see predators everywhere and no flying creatures at all
Anyone have an idea why decompilers MBIN HGpack and PSArc arent working for me ? @solid hawk is net version i instaled correct one ?
As long as it takes each individual author to do so
Prior to Worlds Part II, usually a matter of hours to days. Worlds Pt II hit and I know neither Gumsk nor myself have all of our mods updated to the new system yet
Yeah, .Net6 desktop runtime is correct
Could ping the MBINCompiler author, Monkeyman192, but he would have just gone to bed for the night
So, give it 8 hours or so
oh in 8 h or so i will be in bed
Ok thanks but will the mods still wirk when new update drops ?
EXML mods should keep working, MBIN are a mystery but if they don't work then the game will crash on startup if you have any that don't match the next update
Yup as you said thanks
@final hazel I'll have to look at the mods files later to see
post an example pak that does not "unpack" (not "decompile", that is the job of MBINCompiler) with HGPAKTool nor PSArcTool. I will be able to tell you what you need...
well thats an example pak but in my case its not rly about unpacking its more about the programs doesnt seem to work properly for me
my bat window looks like this
and the only thing which i can do is close it its the same story with psarc and mbin
maybe im missing some software?
The NMS version for this mod is 3.90, which means HGPAKtool will not work with it. You either need PSARCtool or use a newer version that is compatible:
https://www.nexusmods.com/nomanssky/mods/3470
when i drag it to psarc toll nothing happens
The pak works fine with PSARC and extracts the 3.90 lua as well as the gcrewardtable.mbin within the respective folders
Can you show the console output?
Works fine for me when I drag the 'naniteMultiplier.pak' on PSARC.exe. It extracts right away and doesn't even give me time to check the console output.
You are actually just dragging the .pak file on top within explorer?
yes
I'd check if it is getting blocked by Win Defender or antivirus software you may have installed
If you wish to run it directly from the commandline, you do it like this from within the folder where both PSArcTool.exe and the pak file(s) are located
PSArcTool.exe naniteMultiplier.pak
It should then extract to this same location
Again, you can't expect older mods to work with current version of the game, just unpacking them and looking at their files won't be enough
Pretty sure there are "better rewards" type of mods available for current version
Or better yet, use the free purchases setting provided by vanilla game
And skip all the trouble
I have linked the same mod, although created by a new author for current updated version
The message shows it is not able to find 'PSArcTool.exe', so either the file is named different, or it is not in the location you are running it from.
I used AMUMSS built in capability to unpack and decompile the pak with the right version
here are the resulting files
could u tell me how can i do that myself?
i would like to take a look at cuple of old mods
install AMUMSS latest version and execute BUILDMOD.bat
put the pak in the ModScript folder
execute BUILDMOD.bat again
look into TOOLS\UNPACKED_DECOMPILED_PAKs folder for a folder with the pak name
you can get AMUMSS from here: https://github.com/HolterPhylo/AMUMSS/releases/tag/v5.4.1.1W
A full AMUMSS version for NMS >= v5.5
Good to use for a new complete installation
Follow installation instructions found in file at https://www.nexusmods.com/nomanssky/mods/2626
Thanks!!! it worked
Thing is, you won't easily be able to tell what has changed in most cases with older mods, unless you compare the file(s) in the mod with the vanilla version of the same mod from the same time the mod was made. If the mod was made for 3.90, you'd need to compare with 3.90 vanilla files. Can't compare with current NMS vanilla files as over time, HG adds, removes, deprecates, and changes the name of properties. As well, vanilla values change over time, when HG needs to do so. Comparing to current would lead to lots of false positives (looks like changed by the mod, but aren't).
Do any of you know which parts are which?
Ask at https://discord.gg/AEXcap6, that's the official Discord for the tool
Someone there should be able to answer
is there a mod that doesnt speed up extractors in general, but increases the diminishing returns cap for higher ranks of hotspots?
so that an A rank is like capped at 2/3k per sec
Search on NexusMods for Extractor. Can also try hotspot as a keyword. If you don't find one then doesn't exist and then, chances are, can't be done.
I'm pretty sure diminishing returns are hardcoded
Same, but he might get lucky
Hey guys! I need yalls technical game knowledge to answer my question. So I was searching around for a way to essentially create my own sentinel ship using the ships JSON file, couldnt find it, dont know how to edit it, and dont know the part names. I stumbled across this website that allowed you to create your own ship and have it delivered but it requires donations. Does anyone know how I can effectively create my own sentinel ship?
Did I hear that the game don't load pak file mods?
that is a very old format...
I see
Ive got one in mods
@frail trout hie can I make it work please ?
Hmm, doesit load? I would assume it doesnt since the mod system has been reworked
The game loads yeah
No I mean does the mod load
Have you updated any of them?
any mods made or updated before january of this year wont work... unfortunately
I lnow
No clip zone? That sounds ancient
The only modern one I know is mine, and no one uses it
Tbh this 9ak 9ne i thought i had seen it in date
Why is it good ?
ancient meaning old... xD
No, because as was just stated, anything before January 29th won't work
Do you recommend me to dekete this one and download yours ?
if its his you know its reliabl;e
yes
The only time people use mine is for troubleshooting, when stuck inside objects
Not sure why you would want to play with it normally
Share the link please ill get it downloaded now
So is no good
I don't need it
On phone, don't have easy access. Just search noclip on Nexus mods
Oh boy.... dude just go to the mods nexus and download it yourself
Well of course I was going to download it my self lol
Actually, mine isn't updated either
Im glad youre here actually, I know you and I talked a little bit about sentinel ship parts recently, is there documentation for the parts and a way to edit the JSON to make my own design?
I needed AMUMSS to update all the model files in batch
Why mention it then lmfao
Because you asked....
Because I forgot
there is help and there is hand holding, you are asking a bit much. the guy develops the stuff you can at least take time to find it
That happens lol
THIS is what I was trying to find the words to say xD
I was only trying to get the link to the correct mod silly people lol
The best and maybe only way to do it I think would be FriendlyFire's mod, but not sure if it was updated
All you gotta do is look it up in the search bar and look for "gumsk" asthe creator
theres a MOD?! : o
mind blown
I know he did one for shuttles. Not sure about sentinels
Yeah alright I don't need todo because it's outdated also
Oh is it the one that overwrites other parts?
It allows you to use the ship builder on different ship types
I think I know what youre talking about. I sure hope he updated it
@vale iron thanks alot mate
Sentinels are, by far, the most complicated ships, so not positive he got it working.
I'll try to update more of my mods now that AMUMSS seems fully updated
Awesome dude
do you happen to know part of the name of the mod, having trouble finding it
Looks updated
Wonder how this would work
So basically the mod is using an existing mechanic, just like how the fabricator does for existing ships, using the placeholder code for shuttles, which is in the code but isnt implemented. It edits that, and implements it
It takes the shuttle parts and codes them to be sentinel ship parts
so its just editing code thats already there
Thats cool
It is actually pretty cool
Am interested in trying it
editing existing code is among the easiest forms of modding, considering you already have the framework done and you just need to edit it to provide the function youre envisioning
So what we take any sentinel ship to a station and them instantly start creating it ?
dont even need to do that, the starship fabricator takes a reactor from the ship module merchant and then ordinarily you scrap other ships to get their parts and then build it that way, but I was reading the desc for this mod and it seems it uses other materials for the core of the ship, s class being the carrier AI fragments you get from defeating sentinel freighters
And then it uses other materials to fabricate the specific parts you want, all of which is documented in the description of the mod. You do However need to understand the names of the parts you want
Dam
Already got some Ai things
Dam that's crazy and can you add also tanks feet ?
Defo will take time collecting the ship parts
I bet HG will end up adding it in the game soon
...and about all we can do with NMS modding. We can't add logic or anything truly new. No API, so just modifying values for existing properties in static game files
VERY unlikely. As FriendlyFire mentions in the disclaimer, LOTS had to be cut out. Fabricator would require an extensive redo from the ground, by HelloGames, to be really compatible for Sentinel type ships. Given the small group group of devs who work on NMS, HG isn't big on rehashing old minor things which will take a lot of man hours. That doesn't make new sales. They prefer brand new stuff or rehashing a major old thing that's flashy and in your face (like the recent biome\terrain changes).
Those are what make new sales in content updates.
Sentinel ships are by far the most complex procedural ship type in the game. HG added them after they'd already implemented ship customization so I think they must have made the call early on to give them that variety over ever being buildable
Sentinel ships came before customisation
Most has been covered, but just wanted to clarify, you will not be able to customise the appearance of an interceptor by changing the parts description
Because the description for those parts does not exist in vanilla game like it does for fabricator compatible ships
There are descriptors/ names for stuff like fighter hotrod cockpit or hauler ball wings or solar crescent sail
But there are no keywords for interceptor parts to be activated, my mods adds them, so without it there's 0 point going into the save editor
The only thing you could do is change the seed value and for specific looks the best option is to use Mjstrals customizer bot
like a year before I'm completely wrong, lol
Can anyone point me to a new texture/paint for the Starborn Runner. I've tried the looking at the pimp my ship ones, and it says there that it won't work. Just looking for suggestions. TIA
I haven't updated mine, and I think that one and mine are the only ones
ok was just hoping, but I can wait until you have the time and energy to work on it. Thanks for making the mod anyways
THank you for the info 🙂
well i tried x3
hey, i recently downloaded a mod to essentialy disable the distance limit for build camera, but i now encounter the problem of teleport cables not wanting to connect to other teleporters since the distance is too far, is there a mod that removes this cable limit or can it be changed in gamefiles?
This is the only one I can find for this: https://www.nexusmods.com/nomanssky/mods/1369
ty
I suspect these choices are also driven by what they’re prioritizing as proofs of concept for LNF
Are there any newer Exosuite Voice mods that for whatever reason aren't available on NexusMods? There are a few older ones on there and my understanding is that you can get them to work, but I also have my quibbles with each of them and don't quite want to pull the trigger and put the work in to port them to the new mod system.
people stopped making em
"don't quite want to pull the trigger and put the work in" is likely why other people don'y do it either
From the pins: #nms-modding message
im lf values which include units reward for scaning, trying to make mod which adds nanite rewards when scaning fauna flora and minerals. if anybody knows for what keywords , values im lf i will apriecieate any help
I don't think it can be done
If I member correctly the values for scan rewards are hosted in default reality MBIN
And there's no way to specify which currency to use there
if it's not done thru reward table you prolly can't edit what type of rewards you get
Is there a mod that adds snapping points for lights?
Also, when I'm adding mods, do I *just * put the LUA files through AMUMSS or do I also put the files in the GAMEDATA/MODS folder?
I try to download this mod with vortex and I it tell me this
Nexus was down for most of the day
that's why?
Try opening the webpage in your regular browser
If it still error out then yeah, nothing we can do
Lua scripts are used with AMUMSS only
You can have them in mod folders inside game's MODS directory but game will ignore them
Different apps, different jobs
Vortex is mod manager, Amumss is mod builder / update program
I was with brave and tried with opera after you said it, still nothing
Should i try to download manually ?
Vortex can update mods too, so can it replace Amumss?
Wondering if I can use Vortex instead because I'm more familiar with it
vortex doesn't update mods
vortex is a delivery/deployment system
it simply waits for a human to update and upload the mod and then download it for you
It's not about replacing. Two different programs for two completely different purposes.
Like asking if a toaster can replace a blender
Both small kitchen appliances, but they do different things.
So no, Vortex cannot replace AMUMSS. Each used for purpose, as required by the context.
Your maccas delivery doesn't replace your kitchen in your home
Unless you don't know how to turn on the stove
No it can't, Amumms is used to generate / compile mods from game files with provided scripts
So mod users can try to update their mods themselves without having to wait for pesky and lazy mod authors
Different functionality than what Vortex has to offer
@fresh arch I solved my problem from earlier
I didn't update Vortex for a year at least
That'd do it
Anyone know of any mods that remove the reticle?
Only 2 on nexus i found and they dont work
No Man's Reticle works
Maybe im installing it wrong
Do you do something other than extract it to mods?
i could just be stupid lmao
the mod might be in a subfolder after being extracted, in which the game doesn't dig into subfolders to find mods
Only the top level folder should have a custom name, everything inside that is the names of game file paths like metadata, globals, textures etc
Kinda like this
ill check
Also mods last updated before Jan 29 2025 don't work with current game versions anymore
Welp, here's to hoping my save doesn't break due to no longer having mods.
And it looks like it did, because my Switch just crashed, though that might also be due to my elaborate freighter base.
In most cases mods do not have any effect on game save data
Mods modify the game files in installation directory, not the contents of save data folder
When you remove a mod that adds custom data that would be written in save file (ex. custom item / tech) and restart the game, the game will purge that unknown data
game issue
Ok, so it's probably because of my freighter base then.
Is there a mod that adds the daft punk helmets
Not unless you make one
daft punk helmets are so passe. Join the cool kids and get a helmet with Mickey Mouse ears!
is there a mod that adds a landing pod that stays closed but when I wanna Land on it it opens?
If you don't see it on Nexus, then most probably no
What is the best way to get a specific spaceship what I’m looking for?
I suppose you could try to mod a proximity switch to a very large radius, then try to build something that is automated to open, but there aren't very large automated base items. If you scale up the existing items, they break easily
💔
nmsce.com and nms.center
just a short fyi, and also not surprinsingly, i tried loading Beacon with jason's mods on, crashed. didn't go into and see which one(s) though, but yeah keep that in mind if you use them
Yeah, I crashed with some others, mostly EXML. Haven't gone into look why yet 😦
it's not disabling mods automatically though, as i told it to
Strange, mine did
might be some linux thing
It crashed, asked if I wanted to disable, restarted and it showed a warning that they were disabled
oh, i didn't relaunch 😅
maybeee
my fault i guess 😄
@vale iron i do now see what you mean
cool, i didn't expect it to do that
yeah, now "DisableAllMods" value="true"
i'm sorry for the false alarm!!
the disablement is not always reliable I found
sometimes it just doesn't
especially when it crash out hard
gotcha, will certainly keep it in mind
not that I'm complaining I wish there's a setting to make it never disable anything
Oooo
Write protect the config file
fucks up putting in new mods
rember someone trying it
My audio mod doesnt work after Beacon, all others do, any ideas?
yeet modsettings
ideas are to check the mod settings file like the other people in chat were discussing
and waiting till modders get their hands on the update and see what actually changed
Will all mods get updated today ?
aye thanks disable all is false and all mods are true, so i guess wait..... just cant stand that "units received" audio grrr 🙂
you can turn that off in game now
wow ... looking 🙂 thanks
does anyone know where/how to get a freighter base loaded
Like I showed, ye ask and ye shall recieve
not all mods need updating
Cheers
Is there a rule of thumb for which mods do or don't need updating, or is it trial and error?
in theory EXML based mods should survive the update
I managed to load into the game with a handful of such mods active
the only surefire way would be to get the diff report from modding discord that highlights exactly which files were changed (spoiler: a lot, especially geometry and material files, aka how things look)
then you reference that list with list of files affected by mods in question, if the mod doesn't touch of any of changed files, chances are it will work properly
I guessed as much, and already turned off all of mine that weren't EXML-based. Good to know I'm not as dumb as I thought. 🤪
Are mods broken now? Here are the mods in question , mostly light mods i guess
you can test by disabling each mod in modsettings
One warning I have is that some mods that still work could still completely break stuff, beyond base building ripped apart autophage settlements (obviously) but even upon removing them, the settlements were permanently bugged out and I had to reload a backup to fix everything
Idek if BBB was the cause of the new settlements being completely stuck, but since loading that backup and removing most mods, the autophage one it gave me is making me build an overseer building, which it just skipped before
I'm not aware of BBB touching anything settlement related
There are a lot of mods I have that I didn't realize used mbins
It made it so all autophage buildings used vykeen pallets
It was probably a different mod that broke the settlement missions
Yeah idk, the exp patch notes talk about a similar issue that can happen
Yeah, which is why I said it obviously didn't work in Update That Adds Base Stuff
if it's in mbin and doesn't work w/ current version it'd just crash the game
So this seems like it activates a weird vanilla issue or makes it's own issue happen idk
not cause any functional differences
Well I have like a dozen mbins and they're working
BBB booted and worked, but caused that issue
Also a freighter mod that added terminals to the hangar broke the freighter base boundary
Which is odd
it's more likely that BBB is likely also functional (but missing some new buildables) and you just found a game issue
Yeah, but it was directly caused by it being installed, removing it next to the settlement fixed it and re-adding it made it all vy'keen and broken again
yeah but that shouldn't be related to your settlements being "stuck"
Mhm
Yes, there are simple mods for the PC versions of No Man's Sky (besides Mac) https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
Is there a tutorial for it I need to do this bro!! Is it like modding any other game and going into the files and stuff and there's a folder for mods??
The game has a dedicated place to put a mods folder, where placing mod folders into it will make the game read them and they'll work. Modding for this game isn't anywhere near as crazy as other games, we can't add new functionality or anything huge, mostly change variables that already exist in the game
There is a document about the current modding system that you should read if you desire installing any #nms-modding message
Also note that a major update for No Man's Sky released today, so some mods may function improperly, you may have to test them on your own for now
Yippeeee
Thanks will try this soon when I get my crossplay
Cause I recently got nms on pc so when I get the cross play I'll do it thanks for the help
Cross save should be available for everyone now or soon, so it would be good to check now (unless you already have checked)
Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes Yes yes yes yes yes yes yes
I'm happy today 🙂
yo i tried looking at a tutorial for it and i did it but i think i did something wrong because my character was in the t pose and when i went on my pet it made it so i was standing on it. it was pretty funny tbh. but could you help or give me a good tutorial? i am currently re downloading my game cause i kinda deleted smth by accident so pls could you?
it may be out dated idk
i did 2 mods
I'm not sure I could give better guidance than the document I linked, but as I said many mods may be broken due to the newest update, and any mods last updated before Jan 29 2025 will not work outright
Oh didn't see that doc myb
If it's noted in the release notes, has NOTHING to do with any mod, it's then a vanilla bug
Yes, just that it happened with it, and didn't happen without it
That's all I'm saying
Being an MBIN mod, going to be missing anything HG added with this update. Once we get an updated MBINCompiler, I'll be able to update the mod. MIGHT try as an EXML mod this time. Didn't previously because BBB touches every object in the file and previously creation of EXML was a manual affair. Just couldn't do it, with an estimated creation time of probably between 8-10 hours, with the file including around 80% of the full MBIN.
do you sell donuts on that freighter??? tell me you have a dunkin' donuts somewhere on-board.
XD
Exactly my thoughts lmao
on a pirate dreadnought too, so right behind where this photo was taken is menacing Darth Vader red and black
lucky to run into this beast, unlucky that it isn’t exactly the pirate vessel I was picturing, but a donut and coffee shop (or lucky too who knows lol)
can someone please for the love of jod! PLEASE make a mod that replaces the music in nms with the music from interstellar!!!
Is there any way I can use a save-editor to copy the exact same state I was in my old Save? My old save got corrupted, but I want to resume my progress like nothing happened (including the quests too).
You can change the exterior colour of your freighter with paint that’s bought in the freighter upgrade terminal. And make sure to avoid holding donuts in your inventory while in space because pirates will risk their lives to get them (I learned that the hard way)
Hey, unfortunately the color changes are super minimal on the Pirate Capital and really only affect the sides from what I saw. I’ve tried to but the pink and orange stick around unfortunately. I got no donuts but I heard the anomaly is a great place to move shop rather than a freaking Pirate Dreadnought.
If nothing else works you could try to find a better pirate freighter with a better colour and class
It’s an S class I believe and a good one at that, just this color that kinda spoils it for me
otherwise it’s totally awesome
that’s why I was more so thinking there would be a mod to change this color rather than ingame since the base colors don’t affect these areas sadly..
I realize that now because I like purple and black colours on my freighter but that area is blue for me, never noticed before
Yeah, not sure why it’s made to be like this, it would be totally cool if you could actually change more colors on the pirate freighter but 🤷♂️
I use want to get rid of the ugly color scheme
can't you change these colours by going into freighter paint options?
No, those ones don’t change the affected areas
well, if you dont see a mod already that would cover it on Nexus then there is none
Well, I’ve glanced but didn’t see anything obvious, so I asked here incase I missed something
not many people deal with models or procedural textures sooo
what you see on Nexus (updated past January 2025) is effectively all that's available
oof, well I guess I’ll live with it until I find another. Thanks though!
No. It's Copyrighted material. Not allowed.
@solid hawk it would still be cool though
do mods auto update
no, mods do not auto update
In theory mods that are EXML patches or DDS texture replacements should not need an update
just to add to this, just had a case of EXML mod breaking due to a particular change by HG
They renamed some properties related to scan event structures, thus breaking them
I dont see a filter on the Nexus but is there a term or such that I can use to search specifically for mods that won't block Multiplayer?
none of them block multiplayer
Good to know, had a friend telling me some did, tyvm.
tell friends to get educated by reading this: #nms-modding message
Fair, I've gotten so used to servers have no pinned messages I didn't think to look, apologies.
https://www.nexusmods.com/nomanssky/mods/1096
@hideaki._.
bruh ping wtf
@mellow dagger
Thanks you
how do i install shaders?
according to instructions provided by the mod author
I dont recall anyone from active mod authors who deals in shaders
ok
You can use reshade and premade configs for it
this?
Yes thats it
Gave myself billions of units, nanites and quicksilver
No, as there aren't any.
