#nms-modding
1 messages Β· Page 67 of 1
iirc there used to be a mod that removes em
don't rember the name
just search on Nexus using relevant terms
ok
Who can help me editing the bridge crew on my freighter? Do i need to change this seed? To what?
I just want them to look different, they are atm pink and blue with ugly faces
Just pick something and see what it looks like. If you don't like that, change again.
There's no tool or matrix to correlate see with final look of NPCs
But how bab? I dont know what to put, do i change random letter? what if that bricks my save game cuz its from a korvax crew?
creative hub has channels of crew seeds
Ah, ok cool
Ok, maybe there are some resources. Try those.
that was created by mjstral, no?
...and as long as follows the correct format, won't brick anything.
No, was always a separate thing.
Think it stopped updating long ago.
but what is the correct format
0x(anything)
just go here and scroll down thru channels to near the bottom, there are examples;
https://discord.gg/44g73Bsf
For the anything, it's in hex, so 0-9 and A-F
oK TY
@solid hawk It worked! Ty you both!
Woohoo, good to hear. So let's see your crew in their new sporty look!
just waitin for mods to be updated π fun fun.
Most mods, as long as they are properly configured EXML type, will work just fine and will NOT require updating, as long as they were made for NMS 5.5x+
I am not sure who it was that said something about Exo Solar conflicting with the new settlements which is why I disabled all my mods til they patch up the game. Not sure if this is still a known issue?
There are exceptions, but relatively few in nature. Example, I publish over 100 mods. Had to update 2 this morning.
just patiently waiting on the next patch then I will try and update through AMUSS. Hopefully that'll do it!
There is no Exo Solar. Do you mean Stratos?
Stratos modifies DAYSKYCOLORS, NIGHTSKYCOLOURS, GCGRAPHICSGLOBALS, and GCSKYGLOBALS, none of which would conflict at all with settlements.
Exosolar is a member of this discord lol
BUT, I took over all the mods over 4 years ago
Yep, I never changed that. No need or reason to.
But, nothing with Solar in the title under the Exo brand.
no wait, the mods names still have Exosolar's
Yes
Some are Exo, some Exosolar.
Still very unsure which mod the guy might be referring to though, lol. Without that, I can't give any definitive advise. Aren't any Exo brand mods which make changes to GCSETTLEMENTGLOBALS though.
"conflicting with new settlements" could related to more than just "modifying settlement globals" but yeah I agree, more info is needed
Only one I do is Peaceful Settlements, which may or may not need a little beefing up now. Still need to look at that. Tonight.
Just depends if there's separate properties added for the new settlement attack types.
Oh I think I might know. Beyond Base Building, which was MBIN, so missing new entries.
BBB was updated several hours ago and is now EXML, so should be good to go.
most mods are funky atm correct?
Does Eucli Ea still work or does it need updating ?
Probably needs updating, given the GEOMETRY changes
when quoting a mod name you should quote the mod title rather than the original author's name
it is the best if you can link it when you first ask about it
also #nms-modding message
Was updated over 12.5 hours ago, at this point
Corrected the two issues, reported properly at POSTS on the mod page.
Was due to missing data, because the mod had not been updated yet. Using NMS 5.6x files for NMS 5.7x game.
Hey, been a few months since I last installed. Did they change the way mods are installed? Now whole folders go into GAMEDATA/MODS, when I swear to god it used to be PCBANKS/MODS and you'd only drop .pak files in there. Is the procedure now the former for folders and the latter for singular .pak files?
Look at the modding after 550 document in the pins
Oh... Got it. That's tough luck, I'll have to tough it out without your chest ring colours mod.
Thanks.
Though I'm not sure why I get this even though DUD's Sky is the only thing I have in there right now, I deleted the file in binaries/settings like it says
Is Dud's MBIN or EXML? I haven't looked. If MBIN, it broke two days ago
It's MBIN, yeah.
this is the oddest thing. ran the AMUSS through it and everythng seemed fine.. but when I went to build, none of the new stuff was in the build menu despite my having unlocked. hmm. Hopefully THAT isn't a conflict with BBB?
Q: Why are you running it through AMUMSS? The mod is now in EXML format.
What am I suppose to be using then? AMUSS updates stuff doesn't it?
It can, BUT BBB was updated 12 hours ago
thats why I am confused as to why they aren't showing up in the menu at all.
You have any other mods which make changes to BASEBUILDINGOBJECTSTABLE?
I would say, get rid of current BBB folder in GAMEDATA\MODS. Download https://www.nexusmods.com/nomanssky/mods/1096?tab=files
Extract the zip contents into GAMEDATA\MODS. Then see what happens
Running the script through AMUMSS isn't updating squat vs the downloaded files, atm. Just injecting an extra layer where something can go wrong
So remove the Beyond Base Building stuff and _Beyond Base building?
There should only be one
That should be the downloaded one, the one to keep
Get rid of the one with all the plusses
okay will take that out and see if that makes a difference.
Also those collapsed MBIN, isn't that from 5.50?
suprisingly enough that folder is empty yet it was "new"
Ah AMUMSS must be creating it even if not used
Might be for merged mbins from multiple mods
oh its missing a lot of that then
I just redownloaded and will put inside the MODS folder
Only three files, really only one important for the mod, BASEBUILDINGOBJECTSTABLE.EXML, as long as it's in the correct folder structure
whew. Okay they are back! odd that trying to "update" it didn't seem to update. but installing the recent download did the thing Thank you!
I think the problem was having, in essence, two copies at once
The ++++ and the _ ones
Glad to know you're fixed up though. Enjoy.
Now the only thing to wait for is the polished/unpolished to be fixed for the new parts.. but I think that's coming in the next experimental. And yeah it probably was the strange ++++ ones.
Does the + one come from SACS?
The ++++ naming convention used to be necessary, when BBB is used with a few other building mods to set precedence. Less of an issue now
Yeah some mods caused my game to crash so ive left one in and that's infinite item stack witch works normal with out a crash
Hope they'll get fixed soon to work with the game again
π€·ββοΈ . Up to each individual author.
Think mine are all good now
Many will still be good and usuable, as long as they've been updated on or after 29 Jan 2025 and are properly formatted EXML
It's the MBIN ones, for the most part (but there are exceptions), that'll be dead right now
There are a few EXML mods that broke, but overall they seem good
Is there a mod to upgrade all buildings
...and there's no mods specifically targetting new features in Beacon yet. We only got decompile access to the files less than 24 hours ago
Luckily the building upgrade mechanics just reused the old stuff and added two new buildings. Didn't have to change much
Yeah there's 2 mods thats not working at the moment on my system just waiting for updates to drop and one of them is bbb
i love how easy to edit they are
incase u need to
or make urself
mostly making a quick one urself
Beyond Base Building? That's been updated since yesterday morning
So overall with the modding update basically almost nothing broke?
Most MBIN mods broke. Most EXML mods did not break
Really ok thanks
Notice the word Most. Means there are exceptions to each case.
@vale iron I think you have the Infinite Baby Mod and the Automatically Adult Mods mixed around because I just adopted a Baby Creature and it was instantly made an Adult
I Downloaded what I thought was the Never Grow Up Mod
There's no mods by any of those names
Please use the actual names or nobody knows what you're talking about and therefore cannot assist.
Whatβs a good place to download these mods from?
Nexus mods
I just downloaded and took a look, both EXMLs appeared to be correct.
Never is:
<Property name="PetGrowthTime" value="2147483647" />
Instant is
<Property name="PetGrowthTime" value="1" />
Value is time in seconds. You have any other mod installed which changes this same property value, that could be overwriting? Also possible some sort of vanilla bug or that property has become deprecated.
Oh ok Thank You π
So ive got Beyond base building updated and installed but nothing is open in from with the mod what would be the reason to this ?
Actually am probably thinking this is Eucli lol
My bad
How can we update Eucli mod for all buildable parts to work with the game ?
By waiting for the author to do so
Damn can we not do it our self its seams it's nit been updated in years and was working before the update
ok, sure. You can manually edit every custom GEOMETRY file in EUCLI, fixing each to account for the major changes HG made to these files. Enjoy. π
Then your chance of fixing\updating yourself is less than zero
So we're back to wait patiently. π
EUCLI is all custom models
Yes
He knows it needs to be fixed. Waiting on the tooling. NMSDK plugin for Blender has to be fixed first, before model GEOMETRY files can be corrected.
One begets the other
See this guy #nms-modding message ?
That's the author of EUCLI
I understand that coding and designing takes alot of time and work
And I appreciate everyone's work
In this case, multi stage multi person thing
When the author of NMSDK gets that fixed, Winder can start fixing EUCLI
Sweet
I would even donate to support mods but I ain't paying monthly to nexus mids because I'll not even use other mods on there for other games
@solid hawk what would you say a reasonable mount is for donation to a mod author?
5 pounds from each person that use the mods ?
@cold sequoia Sorry, stepped out for a few minutes.
As a mod author myself, in general donations are fairly rare. I'm in North American, so deal in dollars. When we do get one, depending how many mods you author, and how popular they are, maybe get a handful a year. Usually between $1-$5.
So something like half to one and a half quid I think it is.
I author over 100 mods. Some are top tier, getting over 1000 downloads per cycle (per version basically, like NMS 5.6x or NMS 5.7x), others get 10-20 downloads per cycle. I think I've seen a $20 donation once in the past 5 years, just for the mod.
My situation is now skewed though, in terms of donations, and non-standard.
Multiple IRL issues hit me in the past year, so I have a gofundme linked in POSTS for many of my mods. Gotten way more donations than is normal, but only from a small fraction of my mods user base. Don't get me wrong, eternally grateful to those who've helped. Kept me from being dead and\or homeless.
Winder uses Kofi for EUCLI donations, which is basically donate the cost of a cuppa
kofi = coffee π
So I am assuming not considering it doesn't exist yet, but for the hypothetical sake of it, having multiple people own and be able to work on a base at anytime is not possible with the way the game is currently built I assume?
Has to be one owner with build perms given to the others.
Yes, this isn't something that mods can change, the core data of a base is stored locally in the owners' save, meaning they must be present for any changes to occur or even be saved
AMUMSS does not do "Collapse" folders since a few versions.
It will do "Combine" folders if a combine operation is requested.
Ty
As well, what's the culture around commissioning mods for this game? I did a search through the discord for the keyword but don't see many people mentioning it.
Not sure anyone has ever taken one. It's tricky because in many cases a mod not existing means it hasn't been tried, which means there isn't a guarantee that it's doable
Yeah, that's why I was confused π
Gotchya, what I had in mind is something that's already been done, I'd just like it done slightly differently, hoping to get in contact with the OG mod author.
It depends on the mod author and what exactly you want done. If it's a quick fix and you are polite, many authors will just make a quick version for you. If it's something many people might want, we can make it a new mod on Nexus. What were you wanting to change?
FlyFast/LandFast by Strange7. they have several versions that have varying levels of features and I was going to request a new version with settings that I'd prefer.
Looking at the file it's simple as far as I can tell, with just values in plain text that seem editable but I figured it'd be a good way to support them and I didn't want to go around asking for help modifying someone elses work lol.
Either way would be acceptable in this community. You can ask for help, or ask the author. I don't know that author. Do they have a donation link?
You could donate and ask for help here
No donate link, was just gunna send them a message on Nexus, since they don't have an associated account here under the same name at least.
Most of the authors here don't really consider simple value changes to be 'owned' by anyone, though a combination of things for a particular feel would be closer.
And yes, EXML files are very easy to customize
Good to know, just don't want to step on toes for sure. The mod needs updated anyways, and considering they last updated end of May I'm hoping they see the message when/if they update.
If it's EXML, it probably doesn't need updating
Good to know
If I could find the default values for these properties then I could probably customize it how I'd like it then, to the wiki I go lol. I'll still send them a message regardless in hopes of supporting them.
Awesome, tyvm!
I'll send you mine if you want to look at it for ideas to try. I haven't updated it to EXML, but you can probably work out what the changes are from the Lua
Ty again, I knew all those hours spent in mod configs for MC werent wasted in my youth! lol
Mine was an attempt to rebalance them. C is worse than vanilla, B is a little worse than vanilla, S is better than vanilla. And the different ship type stats are more pronounced
@solid hawk my opinion i think 5 pound from each person using an author mod is generous and thise numbers soon mount up
Yeah, that would be great, but isn't gonna happen. I think I've received 7$ in the past 3 months
You asked, was just laying out the reality
Honestly, any amount is better than what we're used to getting
The mod author would have a donation link on the mod posting.
modders should start streaming their creations of the mods (joking).... I watched a stormchaser live yesterday that was chasing a tornado in Texas and they were getting donations of $20 to $200 from people following their stream
can someone do a mod that changes the textures of spiders and insects with the one of a groot??
i tried making one by myself but i suck
That's not a texture, so it would take a ton of work, not an amount someone that knows how would be willing to do
oh ok sorry
I've streamed myself making mods in NP++ and it's the most sleep inducing thing on planet earth
I only do it because I think it's funny
have a monitor in the background of tornados
Subway surfer for boomers
I think you need to add a risk of death and high speed vans
or stranger-danger vans?
anyone here know where to reset it to polished material in code?
What is "it"
building parts and whatnot
specifically relevant for me would be salvaged floor parts
i dunno where id find that in code tho, not that adept with this games coding
if it really was a simple as setting some value, HG would have done this already
You need to find each object's scene and then trace them to their respective material files
and I doubt any of the mod authors had time to analyze this specific issue
There should be a multiplier in each material file to multiply roughness
i mean theres a difference between needing to universally switch it to actually work and a half assed switch for one part
Not sure if that's actually still in play tho
I don't think that's what they mean
It is not a one-file job if that's the asnwer you're looking for
I think they wanna fix the building assets spawning only in weathered / damaged material
It's one file per material
i want to fix it once for one part
thgats it
Which there are multiple per object
the rest idgaf about
That's not how it works
There are families of base building objects and groups of materials assigned to them
rip the weekend
It's very likely that it's not a bug lol
well it is
There are options to select lets say timer wall pristine vs weathered style
its permanently rusty
But none of them do shit, wall is always weathered
only after u changed the color or to rusty once
rip the weekend
nah, I build the new salvaged parts in a fresh base, didnt touch the colour submenu
Still spawned as weathered / rusted
it didnt for me when i placed a singular wall
and then after that i tested rusty
and it was rusty perma on all
well whatever the case may be
You can ignore me saying it, but if Winder says to leave it, then leave it
we don't have access to "code"
modding NMS boils down to modifying game files which act as tables full of parameters the game uses internally
There are lists of base building objects, items, rewards, missions, etc
We can modify specific atributes of these, we can't influence the actual logic of the game
go to Nexus Mods, look for any EXML patch mod for NMS, open it with a text editor
You will see a bigger / lesser collection of <Property name=... value= ...> lines, that's what we deal with
and there's no <Property name="MakeSureTheBuildingPartsSpawnAsPristineOnly"> we could set to true to fix it
If you could understand the game's code
You're either employed by HG
Or you're getting a C&D

Phone call: hey, uh, we need to have a...conversation
Guys is there a looking down the sight mod? Not a fan of the hip firing look at all
@me
No
Don't leave us hangin, man, what's the rest?
Go on Nexus Mods and sort by recently released
I am praing that somebody would create a mod that would allow us to connect the wires to scaled up parts
Can't
Like no way?
QP here dealt with 3d models, they prolly know best
Indeed
Just the new autophage garage door have a missaligned power hitbox so you cant connect to it using the cloth method
it works with all the other ones just not with the autophage one
I thought walls conduct power?
???
Do the new ones not or am I tripping
How can walls conduct power???
Either way if you are talking about objects that you've scaled up there is no way you can scale the snappoints too
prefabs do, individual parts (timber / stone / alloy) do not
Ah ok
You can power the stone and wooden and alloy ones using the same glitch
Just not the autophage ones
i downloaded
the mod
for settlement time
does it work on admin terminal also or only buildings
I have no idea
You should read the description in the mod page
If it doesn't mention what you want
Chances are it doesn't
it's not working
I don't need to know that information
how do i download mod manually?
If the mod itself doesn't work then you can ask on the mod page
Press the download manually button
no i mean where to add the files?
ty
Lots of new people seem to be showing up with arachnophobia.
Am I right that there's a mod for that somewhere?
Much thanks
Is there a convenient app for managing NMS mods? Adjusting mod priority, enabling / disabling / etc? Obviously you can just modify the MXML file, but something a little more UI oriented and user friendly might be interesting.
vortex, if up to date, should handle installation mostly correctly
otherwise you'd just have to make your own program
Hey
so I was modding my game and I accidentaly clicked on "yes" when the disable all mods pop up appeared upon finding an incompatibility. No I dont know how I can enable my mods again.
How can I do that
thanks!
I was joking about HG calling the person above to tell them to stop
What are you wanting, exactly? "For settlement upgrade" isn't very descriptive.
Please provide some sort of example pictures or a lot of descriptive text so I can see if it's possible
Are there any mods that improve the visibility of the galaxy map? Mainly stuff like removing the stardust clouds, the region color filter, and galaxy center lens flare, so I can see the star systems and their colors better.
^neither of these do all the things you're looking for, but combining them would get you pretty close
i think these fit what i'm looking for. i dont really have a checklist; i mainly just want to be able to read the galaxy map easier by any means.
Edit: yes, these 2 mods do exactly what i am looking for. The first one (Black Space) removes the nebula/clouds and the galaxy background/skybox space color (I deleted the METADATA folder cause that was for the star system skybox), while the second one (Colorful Starfields) makes star systems colors better. There is no galaxy core lens flare mod afaik, but the star system colors are visible enough even with it
timer
it's working
can anyone help me to fix the windows magnifier, becasue i can zoom in and out but when i move the mouse looks strange
wait can we mod xbox on pc?
If you mean the game pass version on pc then yes. Or at least you could before. Not sure about now, and donβt know any specifics of how.
Is there a mod to choose the starship trail?
All the downloads I am attempting to make from Nexus are being flagged as a virus. Did something happen?
Probably your anti-virus got a bad definition update, with tons of false positives.
Is it possible to download the previous version of nms on steam?
hi, im new player from xbox game pc. im trying to install mods on this game, when the game start it says game its modded. but i see no change in game
i put my mods, in this directory sequence
and im using this mod, whos updated 4 days ago
That metadata folder should be inside a folder named after the mod
yup, looks like that should work
thanks for the information
is dere a mod for fleet/ship painting? x.x
No, can't paint ships or frigates. The only way to determine their color is by seed, or for ships you can build one with a specific color
Is there a mod to fix the alt tab bug?
Alt tab bug?
Alt tabbing drops fps to like 2
There is no fix
I haven't had that happen, though I do know that vanilla pauses the game on alt tab
For me it just caps to 30
I've seen it mentioned on one or two other Vulkan games, so it might just be a Vulkan issue. If it does happen, either alttab a couple more times or change a graphics setting, then back, and it will fix
You could also try https://www.nexusmods.com/nomanssky/mods/3308 but idk if that would help from a blatant vulkan issue
I haven't had any alt+tabbing issues since Worlds Part I but that may just be due to the always focused mod, driver updates, more modern DLSS and FG implementations etc idk
It's not DLSS, as I've switched it to DLAA and still got it
And I don't use FG
But who knows really. It's been around for a while but seems very erratic
If we talking about frame drops / stutters following alttab
Then I've had them on both lower end laptop GTX using FSR
And higher end laptop with DLSS
So I don't believe it's setup specific
I was told windows key and then alt tabbing works as it sorta "Officially" takes the focus away but it still happens regardless just less often
Also done the nvidia vulkan thing where you switch it to the other setting that i cant remember
I've used the windows key mostly since it was a lot more stable back when it was bugging out for me in WP1 but both are now completely smooth and I have no idea why it's like that for me and not others
Windows key is just easier than pressing two buttons when I just wanna move to another screen
Speak of the devil my entire PC just locked up from opening Steam Overlay
Like displays black requires hard restart
I &@$%@#$ hate overlays
Would you like to install the windows calculator overlay for all your games? (in 2 pt font)
Tell Windertp I'll give them 10 quid to update the building mod Eucli ea
You'll have to pay me 10 quid for that /j
Huh why are you the creator ?
No, I just like money
Lol
So 10 quid to tell them and 10 to update it lol
It's either update it or HGs makes all item available
you can pay me anyway
I still think they should allow others to create along side them so what ever is created is added for ever 8lin game
doesn't make the timetable of being able to update it any different
Yeah ill support yous what amount would make you happy
not that I don't immensely appreciate any donations but just don't see it as a bounty if you do
and even if you don't give me any money I don't really care because I make mods out of spite for HG's lack of base objects 
Ive bought Mod menus in oast so I don't mind supporting only is content is great
We all appreciate your work for the Mods
@hearty wasp check your message please
Wonder who ill be supporting next
Gumsk could be next
Have a nice day all
Suppose it depends which mods you use.
Hello, Iβm looking for a mod that unlocks all the expedition shop
O something like that
#nms-modding message save editor links etc
Thanks
save editor is on the surface, quite intuitive
adding items, etc, all that is simple and not going to get in any trouble because of it
Is there a mod for better fps?
sorry, not sure, i dont use any, but probably
There is no mod that will improve your fps besides mods that remove details and complexity like this one https://www.nexusmods.com/nomanssky/mods/1531
maybe a mod like no speed effect could help a bit here and there
Do advanced PC hacking tricks like clicking the word "Standard" about 10 times
Maybe "Enhanced" if you like to live on the edge π
Thanks man
Let me just pull that out of my ass rq
anyone have that dark space mod
There's also Expanse, Black edition https://www.nexusmods.com/nomanssky/mods/1200?tab=files
Got options π
nice
is there a mod
which let us hide teleport wires?
Wtf there's a device that hides wires already
teleport wires?
Am sure it works for all right
in freighter?
Ah you never said freighter lol
@opal furnace when the Euclid mod was working am sure it would work for freighter wires also
No
Just electrical
https://www.nexusmods.com/nomanssky/mods/2375?tab=files Outdated and author long gone. No idea if the Lua script still works or not, but https://www.nexusmods.com/nomanssky/mods/2375?tab=files
He based it off of my electrical wire mod and asked permission, which is why I remembered it
can you do it for teleporter?
The thing I just posted. Run the Lua script through AMUMSS to get output files, as long as the script doesn't need surgery
Extract into GAMEDATA\MODS
Report back if it works or not. π
idk how to do that
You are runnming NMS 5.71, right?
yes
okj, I'll take a look tonight, after I get home from work (6:30AM for me now)
how most people game looks this this my looks dull
high graphic settings
go to another planet
also that's not really a mod thing
just the planetary filter
i just started it
then go to another planet when you are able
1 down, 18 quadrillion to go
For over 9 years, I've been dedicated to reverse engineering, documenting, and studying No Man's Sky's engine in extensive detail.
β https://x.com/RaYRoD_TV/status/1932172944022609954
This journey has resulted in the creation of a comprehensive suite of developer tools that push the boundaries of what's possible in the game.
Key Development Tools:
- A GUI that enables live, in-game universe reshaping,
- A comprehensive framework (similar to Skyrim's SKSE) that allows implementation of entirely new features and game mechanics,
- Numerous additional tools for advanced modding capabilities.
Despite significant setbacksβincluding a house fire, earthquake damage, and hardware failuresβ https://imgur.com/a/22hIdw6 β the Multiverse fan project has continued to progress steadily.
With the developer tools now mature and stable, I've begun work on the definitive version of the Multiverse project itself.
While still in its early stages, this represents a major milestone in the project's evolution.
What's coming:
A complete transformation of the No Man's Sky experience.
Stay tuned for more content!
It's been an incredibly wild ride, the past 9 years. From reverse engineering Hello Games' complex engine,
developing a massive suite of dev tools (which involved a lot of studying),
alongside environmental hazards... (eg. house burning down & exploding, an earthquake, the loss of multiple pc's): https://imgur.c...
No more crash, but does it now work?
Hello all
Hey
@solid hawk how are you
Meh. How about yourself?
I know that feeling me am ok so so
@solid hawk stay strong mate
Thank you sir. π You as well.
You got your EUCLI update, such as it is https://www.nexusmods.com/nomanssky/mods/367?mtm_kwd=subscribedGame
Nice great job dude
Not me, Winder
Well who ever
Just the messenger in this case
I'll install it later
@solid hawk NMS should just allow other people to create along side them
Sorry, other people create what?
Create content along side HG with NMS
Ah. Never happen.
Legal and financial considerations for Intellectual Property rights
@solid hawk so we can get structures permanently added in game so it not just by mod based
HG will not realease any sort of API, especially now that code for LNF is being incorporated into NMS.
@solid hawk tbh they alr3asy allow the midding so I don't see why not
Yeah, just won't happen
I guess there is that
Allow is the crux, but offically unsupported. Just not their chosen business model
Ok
The lawyers and executives say no, so that's how it is. Good or bad.
They give the modders more access, would also give competitors that same access.
Then NMS becomes a lot less unique within the game space, which could drastically hurt revenues. No judgement, just what I believe the thought process is.
HGs proc-gen tech really is quite spectacular for the scope. π
Does anyone know if there's a way to save edit and grant credit for a fish catch... Going on 25 hours trying to catch a legendary fish and just won't bite... Adding known product just grays out the fish and gives you info and putting it in inventory does nothing.
Will check and tell
What's the multiverse mod?
I believe you will need to mod game files, not the save data
There's a table that lists the specific fish and fishing related items you can reel in
And it has parameters for rarity and biome probabilities
So you could find the fish ID, remove all other entries for this biome
To force it to spawn
Ok that is more advanced for me that I'd like to admit but I will have to look into it cause this is getting crazy
Ooohh that is smart!!
It'll be an overhaul type mod, based on an API he's writing.
Very brief summary.
does such type of mods affect the performance?
hello, hope it's alright to ask here, how safe is the goatfungus editor considered? asking as i saw a post about someone's antivirus detecting a keylogger? (though it was posted about two years ago, i'd rather be safe than sorry)
It's safe
It just edits files outside of itself
It needs to do that to edit save files
so it has no viruses or anything to be concerned about?
okay thank you both, i've never used a save editor so idk what i'm doing lol
Or at least we're able to peruse through everything it contains
Save editors are made and maintained very passionately for this game so there's nothing to worry about, just make a backup at the very least before doing stuff
Though NMSSE creates backups for you i believe upon editing a save
If you get NMSSE from the github by GoatFungus, it's safe
Its not open source, its closed source and we do not know the code officially without decompiling.
But I would trust it nontheless
you can go here, and there is a Save edit channel, for asking for help
https://discord.gg/44g73Bsf
As one doesn't already exist, in this type of format, can't really say. Will have to wait until it's released to find out for certain.
yes it's working
but it's not visible
even at the time of placing it
Should only be able to see the faint plug when near the snap point it connects to. So as it's supposed to then.
but it's fine ty
will it break if the game updates?
Limited to a couple of settings, so no way for it to be fully visible during placement then invisible afterwards. This is the compromise for invisible wires.
That's 100% dependent upon if HelloGames makes structural changes to MATERIAL files. We can't control that, only react after the fact.
I did reach out to the author asking that he hand the mod over to me. If he agrees, I can keep it maintained going forward.
...and will fix the bytebeat wire version as well.
I'm aware of it, but generally don't use it myself.
Best place for service bot questions is https://discord.gg/AEXcap6. Home Discord for the service, owned by the service bot author, Mjstral.
Where can i find good save editor imports for goat fungus Save editor. for example good seeds etc.. for a staff or ships
Hello! I was directed here, I wanted to know if there are any mods to help with VR stuff, like menus appearing behind game elements, ship joystick sensibility, pointing at stuff, etc. Thanks in advance!
Go to NexusMods, set No Man's Sky as the game. Search for VR. Be aware no mod last updated prior to 29 January 2025 will work. Will be a very limited number of them.
Thank you! will give it a try
So now with the new modding system, even though 2 mods touch the same file, they are still fine to use right?
If at least one mod uses exml files yes
Umm can i send you a screenshot of the mods, i dont know that much about modding in this game
You can just search for MBIN in your file explorer
More than one of the same name = potential conflict
what does this mean mate?
it means i am safe? this is how i do it in the future?
Do you see more than one file having the same file name
I do not
Then no conflict is possible
Ill use this method, its so simple just put MBIN in the search bar and that is it
time to download more mods now!
i was keeping it on the safe side
but to be clear, now mods are more compatible then before right?
Wish there where mods for ps5
Take that up with Sony?
forwarding to here as well: does anybody have the audio files for the new player character voices?
You do, in your game install
Extract the .pak contents with hgpaktool
Will either be wem or bnk
last time i did that all of the audio files were not sorted in any coherent way π°
they will basically never be
haha well if nobodys got it on hand i guess i'll give it a shot myself π although honestly i dont know what exactly i'm gonna be looking for here given that im mostly asking because i do not know what they sound like lol
I think you can trace them through the manifest or something but you'd have to ask someone who knows how to do that
!moddinglink
Somebody updated a suit audio replacement mod within the past day or two. Go look at the files it's replacing, those will be the ones.
suit audio as in telamon voice clips, or player character voice clips?
Suit voice
right, so not the player character's voice
Correct, the mods we are referring to update the suit voice and not the players' small vocalizations
im looking for the player character voices π
ill keep looking though
Ohhhhh
I don't think that's been made before, so interesting
Nothing stopping it from being made I imagine
Besides not knowing where to look
Yeah, in that case, happy hunting, checking every WEM and possibly BNK, one by one. That's the only way
This is why only the insane or masochists make audio mods for NMS and why there's so few of them. MAJOR time sink for a handful of downloads.
hi again! if i downloaded an expeditions mod and deleted it after getting the rewards, would it mess up my saves? (can link the specific mod i'm looking at if wanted)
That can't mess up your saves at all
Mods can never truly influence save file format or anything like that
okay cool, thanks! appreciated
https://cwmonkey.github.io/nms-expeditions/ this expedition mod says i'm supposed to play offline, is it specifying steam offline mode or going offline entirely?
I believe setting Steam to offline mode is enough but I'm not entirely certain on that
i'll have to see, thank you! and am I supposed to get access to expeditions through the new save/anomaly? been troubleshooting for a minute and nothing's showing up currently
I may have installed incorrectly, are mods supposed to be IN gamedata or simply in the games directory?
That website is meant to make a version of your save that is inside of the expedition of your chosing, it's not a mod but a save editing thing
ahh okay my mistake then
so then after i complete the expedition, would it break anything to replace the season data cache with the original?
Needs to be completely offline
Expedition data is downloaded from a server not connected to Steam (MS Azure). If you're online at all, it will download the latest expedition data and overwrite what you put in to be able to play an old expedition
Oooo K, the thing just says that steam offline OR other stuff
okok gotcha, so after I go back online from an old expedition the season cache will just overwrite itself? I hope I'm getting that right
Yep
OKAY tysm!! apologies for all the specifics i'm SUPER worried about breaking anything so all of this is rlly appreciated!!!!!!
I'm also just generally assuming here, but if I'm not playing the game at all do I have to worry about the cache overwriting itself? Is doing the expedition in one sitting a concern lol
No, just don't start the game while you're online
okay, thank you both sm again :D
No problem
SRY one more question I have to be totally sure, I'm meant to be replacing the original file with the customized expedition one, right? or do I leave it?
I've only done it one time, so I don't remember, but I followed the instructions precisely and it went smoothly
I'm not entirely sure what the instructions are, the website doesn't say anything other than to place a file into the cache?
(I figured it out nvm LOL)
Really been getting into this at last (followed the game since 2016), but I feel like this is too arcade-y for me at times.
Can you guys recommend mods that add to realism, difficulty and, most importantly, flight?
My main complaints:
- all planets feel too alive
- flight model is not like E:D (can't strafe, can't go up and down)
I am already looking at some planet tech mods, these look interesting. How does multiplayer work with them tho?
Multiplayer works like normal, if you have a terrain mod the others won't see the same thing you do unless they also have it installed
As for flight, modding in this game can't add functionality so the options are pretty limited
Here is one I saw, but I haven't tried it
Updated in April, so should be good to go
thanks a lot!
Let me know how it is if you try it
Long time E:D player, would love a bit more realistic flight
not sure if glonely is updated yet but that makes shit empty as hell if that's your jam
I don't see NMS as anywhere near what Elite is like, other than being space-related. NMS seems to be intended for just cheesy casual easy sandbox gaming for people that don't want much intensity like how Elite and Star Citizen are.
Ironically, I have 5200 hours in NMS, compared to 5063 in Elite, and I like Elite a lot more π
@merry wigeon Ask your question here, if you'd like. π
I prefer to answer mod questions in a public channel as 1) the answer may help someone else too 2) Others may be able to help answer as well 3) If every one of mod users only asked questions via DM, I'd be buried. π
Does anyone know a solution for the "Exo's Grass Fix" mod that doesn't work... the folder is put into "GAMEDATA\MODS" under the name "_Exo's Grass Fix". The "GCMODSETTINGS.MXML" file was deleted and the "DisableAllMods" value="true" was changed to "false". But the result off grass stay the same.
try going to another system and see if anything changes
i'll try, but all be the same
can you post a screenshot of MODS folder
post it like this
also can you confirm that you are getting the mod installed warning screen
yes, i'v got the warning screen
try renaming the Grass fix folder's name so that it has a plus + sign at the beginning instead of an underscore _
still same :/
tough luck ig
I'll check if it needs an 5.7x update a bit later today, when I get home
Being SCENE, it's possible
Pushed an update, we'll see how that goes
ok so can someone gimme a rundown on modding NMS on Gog, how does Vortex handle that, or do I need to install everything by hand
Same as steam as long as vortex can detect your install
lovely thank you π
If you are one of those people who is playing on an "older" version of the game then you need to get mod versions that are made for that version
nah i just installed on gog so im on 5.72, not sure how good the post update mod compatibility is though
Overwhelming majority of exml based mods should be fine
Mbin-based ones will require case-by-case testing
interesting..the modbase uses XML
how can I tell between EXML and MBIN
You open the folders and look
Mods are installed as loose files
There's a Preview file content button under each file on Nexus
I see, thank you
@hearty wasp you still around, uh which deployment method is best used for Vortex
Hardlink or Move
Hardlink should suffice
aight thanks
Just as you hunt around, Every mod last updated prior to 29 January 2025 is unuseable. So, only mods that date or after.
@solid hawk hello so ive just installed tge mod and on my freighter building area I go to open build abd game instantly crashes bare in my I have four other mids installed witch don't cause the crash before Euclid install
Ok so ive kept the other folder in Eucli and load game and ooen build i never crashes but there's nothing from the mod showing
Other folder? If you removed folders from within the Eucli mod folder, then assets are now missing. Also, I did post the Alpha notice. Some models are temporarily removed from Eucli, due to current issues with updating model GEOMETRY files, as the tool uised for this isn't 100% updated for NMS 5.7x yet. Work in progress.
With NMS, as a mod author, you don't get to do what you want, when you want. We're beholden to the mod authoring tools available. If the tooling isn't updated yet, then restricts or stops the ability to update a mod that uses those tools.
Once the NMSDK Blender plugin is fully updated for NMS 5.7x, everything can get working in Eucli again.
WinderTP, author of Eucli is working closely with the developer of NMSDK to get the problems fixed up.
Does anyone know how to change the color of the starborn runner? Do you use a save editor? Also does anyone know how to do the funny thing which is to make all your ship tech slots supercharged? Iβm asking bc my friend had one of those and I would like to pvp him with one of those
You change its textures
And save editor for supercharging yes
How does one do this
With an image editing program
A text editor
And knowledge of the relevant in game files
Do you want to learn how to make a mod or are you just browsing
latest gimp versions (after 3.x) can open nms DDS directly
Uh well considering Iβm playing on Mac ππ I dont really know much about this stuff. Iβm wanting to learn how. Iβm just trying to make things more fun for myself. I donβt really know how to find the game files for the starborn runner and I donβt really understand what image program to use and I donβt know what text editor to use and as I said, donβt know what the relevant game files are.
Iβm basically someone who wants to try and mod things that are harder to mod on Mac
What would you suggest for the image editing and text editor?
you can't use mods on Mac so
Damn. Well there goes that
not sure it's worth making something that you can't possess
Okay, well thatβs great. Umm sorry to bother you then
it k
Sorry if it's been asked before but skimming search I couldn't see anything - is anyone else having a problem with it not detecting mods at all since the update? I'm not getting the mod screen when the game starts, both using Vortex and from putting mods in the game folder manually. Is this an issue with the update or have i done something wrong?
Follow the troubleshooting and getting help sections in the Modding After 5.58 document in the pins.
thank you, i'll check it out
pins in this channel? I only see modding after 5.50
Yeah it's the same guide
Just renamed / expanded after changes introduced in a later patch
The 5.50 update (Worlds Part 2) changed how mods are loaded into the game big time and it applies to all versions after that
ahh ty
though my mods worked with worlds pt2 so i'm not sure what went wrong D:
lets have a try
oooh, deleting GCMODSETTINGS.MXML fixed it! thanks!
@solid hawk so do they know that the mod is not currently working and the game crashes when try open build menu
So looks like I'll need to remove Eucli once again since it's not currently usable
try installing RecTUM too
What is that ?
search on Nexus
RecTUM combines vanilla build objects into fewer groups. Eucli adds a number of custom groups and there's a limit to how many groups you can have.
oh btw, (just remembered) not sure if this is well known, sorry if it is: hg pak tool doesnt like python 3.14 - i switched to 3.9.x and it worked straight away (after pip install zstandard ofc)
Hello all. Does anyone know how I can find the seed of an NPC if I come across one I like? I've seen how to change seeds to change your base and freighter NPCs but not how to actually find a seed, if I just run into a cool guy on a space station.
can't
creative hub has channels of lots of various NPC seeds
Aww, shame.
Thank you, in this server or is that another one? (Lots of channels wah)
!creativehublink
@solid hawk so does the creator know Eucli don't work and crashes the game when try opening build menu on freighter
How do people find seeds for NPCs on that note, do they just randomize them and trial-and-error by loading into their game? Would it be possible to maybe like recruit an NPC i like into my squadron or something, to find his seed in save editor that way?
@lofty venturethe NPCs are way way down the left side in that discord
yes, recruit or generate, then look at seed
in editor
Makes sense, thank you!
Also OMFG they added shrimp to the game, have these always been there??? Does anyone know the creature data names for them? Companion pet unlocker does not seem to let me tame them off the bat, I've modified it in the past but forgetful how... i have to add the creature type to the list of tameable pets in the lua, yeah?π
The underwater type
So having Rectum installed will stop Eucli and game from crashing now
@hearty wasp but the mod was working fine before beacons and I cant see why all of sudden Rectum is needed now
You mean Quintessential Professional, whom you're having a discussion with, yes. lol
because RecTUM was temporarily integrated since AMUMSS was not yet stable
it was only integrated during Relics
Right
if you have used it before then you'd also know
now you do
And what ever other few mods I installed
cool
Like the infinite item stack
To be fair, I did paste the Eucli Alpha version post for you, where it did mention RecTUM would no longer be integrated.
Most important skill, as an NMS mod user, is reading.
Yeah sorry I never seen this
As NMS modding is so limited and has lots of built-in brick walls, behooves the user base to read DESCRIPTION Tab info and changelogs on the mod page.
When the next big update drops again I can see the mod will not work again lol
Many mods have gotchas or possible side effect, so good to read up and keep educated.
Basically always been that way
NBow, with the new EXML patch mods system, many simple mods will need to be updated less frequently, possibly not for years at a time, but bigger and more complex mods will probably still need to be updated for each major content add NMS update
If the game had lots more like what mods have we would not have to worry about this but
Yeah exml is best mod form lol
That's because the mod breaks, so if the mod isn't installed and used, the game automatically cleans up the now orphaned objects IDs for the custom build objects that are in the mod.
Yeah it's todo with coding and working with the game once new update is out it's slightly changed
Witch will make it unworkable and part to then vanish
What most long-term Eucli user do is after a major update (5.60, 5.70, etc) they know NOT to go into the game until Eucli gets updated for the new game version.
Usually within a couple of days after a major update drops.
Yeah that's one way to do it
These are the people who do nothing but build and create really complex and intricate bases.
complain to HG
the game used to keep them years ago
I wish it still does
So true lol
but yeah if you wanna keep your base and also keep playing just export your base with a save editor
Right
I'll install Rec later when I am next back on my system going to have sleep again
Night
Take care guys
@hearty wasp can I ask something please the things that are removed or disable will they return ?
they will when they are fixed
Ok cool yeah i just seen somethings that was there kind are not there now like mesh parts and other stuff
@hearty wasp thanks for your quick response
Everything is running fine now RecTUM is installed now
Any save editor that works with the recent update and on macOS?
NMSSE still works afaik
Does it work with a Mac tho?
it uses java
Ahh ok but anything I need to do before editing my save like having a backup?
you can
How do I do that
NMSSE should make a backup when you load a save
idk just copy the entire save folder
Ahh ok
I made changes to my save file how do I make those changes happen in game
another fact is that HGPAKTool.exe doe NOT need any python version installed, it is a self-contained app that does the same as the HGPAKTool.py, but without the need to install any python stuff
save
Pretty sure I did why didnβt anything change?
Save or save as
save
Why didnβt it work
Oh no let me do that
did you press the save changes button or did you ctrl S
Just did both
@hearty wasp hi may i ask is RecTum and Eucli by any chance interrupts multiplayer ?
no
Earlier twice i came into the anomaly and it was ghost anomaly witch made me take quick look at network settings but multiplayer was enabled still so was wondering why no one was not coming in and out
Was strange
the game bugs out on it own well enough
Your right
It mite be that
I'll keep an eye on it see if it still happens when I am next playing
Can I turn on steam cloud after
I think so
once you save in game it should be ok
but you can always have your own back ups
uh still isn't workinh
Are there any mods that would be able to make the game render more base parts than the max settings seem to allow? Really ruins the vibe of my city when half the parts are vanishing and reappearing as I walk around. Probably just an engine limitation Iβm aware but it never hurts to ask
To be clear Iβm talking about visual culling not anything to do with the part limit or anything
One message removed from a suspended account.
The only way would be using a mod that changes that:
https://www.nexusmods.com/nomanssky/mods/2860
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
so the guy working on the Multiverse project, is also working on modding/script extender tools right?
i might be misremembering, but are any of those tools released ?
I'm sure I recall seeing something about a tool that hooked into the game and could dump a bunch of info to console like what footstep sounds were playing and things like that but I might have completely misremembered or gotten mixed up with another game ... is there anything like that?
There will never be a proper api since all the offsets and addresses change due to all the game updates. And even signatures break again and again.
So all apis you find are somehow broken more or less and need so much manual reverse engineering effort that you can also just do it all by yourself in the end.
Multiverse not released yet, will at least keep the structures stable to edit solar system and planet attributes live.
Ah boo, that's a shame. Have they said in detail yet what sort of things the multiverse tools are gonna be able to do? It's basically what he developed to enable the mod he's making right with the planet/terrain gen, I wonder if it has other functions outside of that
@marsh eagle
Unapproved Discord invite
It'll prolly take someone hundreds of hours to make something like that so no
Can you make a video of it. I would like to have a look at this problem. No promise
Also can you influence it with the base complexity setting?
It's related to the autopartsgenerateddata table I think
The game uses a magic bounding box to determine visual culling
"magic" is their word btw not mine lol
Basically frustum culling but by using BBs instead of the actual geometry
So the corners clip easily and get culled
So we need to find these harcoded bounding box size limitsm Thats a starting point
it's not hardcoded
all the bounding boxes are in BASEBUILDINGAUTOGENERATEDPARTSDATA
you just can't influence how they get culled
like you can grow or shrink the bounding boxes but that'll only affect the object behind them which will be more likely to get culled because they're now behind a bigger bounding box or their own smaller bounding box is more likely to be obfuscated
Anyone have an idea why nmsse wonβt work for my save on my Mac?
Mac saves are very likely a different format. I am not aware of save editors working on mac. It might be possible; I just don't know about it\
my mods stopped loading this morning did something change?
New update on Thursday/Friday. Check you modsettings file. If you don't know what I mean, look at the troubleshooting and getting help sections of the "modding after 5.50" document pinned in this channel.
ok
Most likely result is that you have one or more mods that don't work with the new update and have caused all your mods to not load
Nah they were editing it yesterday
Prolly just a access issue that I forgor about the cause of
Oh that's cool, I didn't know you could edit mac saves
Honestly if they're doing crosssaves then having everything in the same json structure would make sense
Definitely
is it be possible to change a creature's skeleton/animation just by messing with the anim/entity/etc xmls? I've got some sea creature pets I would love to just float around like the flying fish dudes instead of clipping thru the floor
That wouldn't have to do with bones or animations but I'm pretty sure you can, there's pet movement data somewhere that should include flying height
(fish are just flying creatures that spawn underwater)
ohh that's even more reassuring
yeah whenever i summon a fish pet it just clips into the floor and zooms around at 100mph, i will look for the flying height
Iβve seen people run it with java on Mac
If it helps my save was originally from my steamdeck
It shouldn't matter at all because other ppl'd done it before
I just don't memorise save editing shit because it's not my expertise
Is there anyone on here that is?
!creativehublink
There are ppl here who know save editing well, just none around at the moment.
I've done tons of editing, but I don't know shit about Macs
Well maybe you could still help idk
I already saw your question and I dont have any ideas, sorry
Does the save editor even work atm?
I just used it and edited a save, seemed ok, but I havent opened NMS to make sure
But Arcane on creative can help you more, he uses Mac, and is on there now
On PC Goatfungusβ editor works fine. Just used it today.
So idk if yall are aware but for some reason Crescent Worlds started working again. Didnβt get updated seemingly something in the latest patch changed and now it works. Iβve got it installed and it works beautifully. No layer issues
Happened to catch a post on the Nexus forums claiming the same and tried it myself so I can vouch
Just one screenshot to show it working
No more crescent ring bleed through?
It was coming through walls in stations like a halo floating near your character
Good to hear, thanks for reporting
Sorry staff last screenshot here I promise. But here I am looking directly at the planet in the station and I'm even super close to the planet in question
So yeah for at least the current patch, it works again. No clue
I'll take the blessing though. It looks fantastic
HG did some messing with shaders for 5.72.
It would be cool if the OP could find out what changed to prevent this issue in the future but thatβs modding for you
Mod author doesn't hang here on the regular. Best bet to let him know is to make a POST on the mod page at NexusMods
Iβd like to see HG officially adopt the mod even if it does mess with the overall aesthetic. It just looks so dang good
Nothing to do with anyone here. That's up to them.
Oh I know. Just wishful thinking
Lawn literally just came back to update crescent worlds after going away fpr like 4-5 years and then haven't been seen once since then
On the subject of deprecated mods Iβd like to see come back I really wouldβve liked the mod that increases space traffic. My planet is already lively as is which I love but Iβd really love it to get even more crowded
Busier Space is the name
Also the one that lowers the spawn height for freighters
Well, I want to win the lottery. Chances are about the same. lol
Reason why you don't see some of those mods from 2016\2017 remade is because things have changed so much in the game, pretty much functionally impossible without starting over from scratch, IF possible at all. There are mods which do parts of what Busier Space did. Just have to get as separate mods from separate authors. Example: https://www.nexusmods.com/nomanssky/mods/1197
Last one I know who did a lower freighter version was Redmas, but that was probably two years ago, if not longer. No idea what happened with it, as he has a propensity for deleting his mods from NexusMods. You could always ask him.
Good or bad thing ? Lol
@agile geyser deck can use mods - just a matter of using desktop mode to download and unpack them where they need to go
I dont like doing it via steamdeck cause soemtimes files are difficult cuase its linux not windows, and sometimes causees complications
i play on linux desktop, i use mods, and never had any problem neither with unpacking nor with running mods
I see
feel free to ping me if you get stuck, if you ever consider it again
how different is it to move files on an linux machine to windows for you to be concerned
because you just move files to install mods
i guess they're just not really at ease with it in general, and mostly do not want to mess anything up
!ModdingLink
π
@hearty wasp hello how are you today?
if you have a question you should ask it directly
Who me
Do you know what am going to asked before I say it ?
Am just wanting to ask how you coming along with modded parts being fixed ?
I got patience lol
Am thinking maybe if it's going tobe another big update just wait till after it drops then safes you time on keep re putting work into it because I understand how much work it takes to put into creating mods can not be easy at times
In GCDEBUGOPTIONS.GLOBAL does anyone know what <Property name="BaseAdmin" value="false" /> does?
Most probably not
Many of debug properties don't work
Either deprecated or available only on HGs test environments
Isn't that the one which does the "thing" we can't talk about?
shut up
is every mod made before worlds part 2 or not updated after it not work?
Mods last updated before WP2 use a completely different format that the game no longer reads
alright thanks
The NMS modding after 5.50 document may explain more specific things better, like how the mod folder changed locations #nms-modding message
will make sure to read this, thank youπ
Is there any way to modify the size of the buildable area on a freighter? I'm aware of mods that extend it to the bridge, but is it possible to allow you to build lower instead?
Howdy all, been trying to play for half hour. relogging usually works, done this 4 times. Screen still jerky & slo-mo. Not an Alt-tab issue, haven't changes any settings either. Any other suggestions?
wrong channel, my bad
Have they changed how you can obtain an S class pirate freighter? Been reloading saves for sev days now and running a dozen or so runs and have seen nothing but a C class :? I know finding an S class takes time in most cases. Just been a while since i done this and dont recall seeing nothing but C class after this many reloads.
does anyone know of a mod that fixes this rendering bug?
No. Extending the base build area into the hangar area causes the game to crash on load
Mods can't fix rendering bugs, HelloGames fixes rendering bugs.
Report via Zendesk
i did already just wanted to ask, thanks
All NMS mods can do is change values for existing properties. Can't modify anything with the game engine
NP
Ill be on for a bit if anyone has an answer π
They have not changed the spawn chances of things since Outlaws in 2022, when they introduced Outlaw systems with their Black Market economy chances
Ok was curious. Done sev dozen reloads on this save and every last 1 has been a C class
Just didnt recall it being that bad
Outlaw systems are 85% C, as shown above, so it's very easy to piss off RNGesus and get all C.
Since you posted in Modding channel, use a Mod for getting an S class. π π€£
if you will use save editor for your save, will the achievments for it become unavailable?
No
I don't even think having mods installed does that
i think it depends on gamemode and difficulty: if anything else but not creative, achievements will work
can someone spawn me a sentinel ship using seeds?
ask about the service bot there
Hi, is there a way via save editor or mod to remove the uncontrollable shake of the ship during boost when the maneuverability is too high?
Lower your maneuverability
It's not a save data issue, it's a game engine issue
Game freaks out trying to work with values outside of ranges it was designed for
Ok thank you, I will try to find the sweet spot where it stops doing that
is there a way to change exocraft exit keybind(especially for minotaur)? im looking for keybind codes
everytime i click on the Starborn Phoenix i go to the quicksilver to redeem but its not there, and when i go back to the editor save its checked off? O_o do i have to not thave network on when redeem it?
Starborn Phoenix does a server check, so you can't unlock it in your account. You can use Consumerism or the unlocker by Babscoole, or the delivery bot
oh yeah that's technically a dlc innit
i went to nomansapp and i got that message π i gues i can't get the starborn phoenix
Ok so I posted in the wrong channel but will ask here.
I donβt mod but I do hand out eggs a LOT. Iβm on Xbox. I have 16 different modded pets. These are from various modders or from my sequencer experiments on eggs I have been gifted.
Question: Some days every single egg I give just hatches tiny size 1. I have not been able to determine what causes it or how to prevent it. I can meet a Traveler, give 5 eggs that all hatch correctly then meet another traveler the same day and the same eggs hatch small.
Is there any way to avoid the issue? I typically give eggs on a planet so players can view and choose, but would hatching them at the anomaly prevent the re-sizing issue?
Just trying to limit the number of people I disappoint π
If the egg data contains the correctly big size then it's just a game bug
I repeat this again and again. If you want a expedition ship for FREE on nomansapp.com use the REWARD UNLOCKER service, not the ship delivery service.
Ship delivery is a specialized thing if you want perfect SC slot setup, perfect stats, reskins etc.
The reward unlocker just straight gives you the ship exchange screen and everyone can use it for free.
Trading the ship between players doesn't give the original tech (photonix core), slot layout, SC slot positions, stats and ship name. These aspects get randomized. Only the bot can deliver the proper full original ship in this case.
Sad barely anyone knows this, since expedition rewards are the most requested thing especially for console players without a pc
And the good thing is, unlocking the reward this way not only gives you the ship, it also unlocks the ship accountwide, at least for regular expedition ships.
Looking at METADATA/INPUT/GCACTIONSETS.MXML, i think you'd need to change actionset=VehicleMode, Action=Vehicle_Exit - i couldn't find a minotaur specific one. you should know, i also found Vehicle_Exit action under OnFootControls ActionSet
which .pak file should i unpack?
huh, not sure sorry, i just unpacked the entire folder in one go
but to change this, you'd then use TKGAMESETTINGS.MXML file
im new in modding i wonder what tool you used to unpack
e.g.
<?xml version="1.0" encoding="utf-8"?>
<Data template="TkGameSettings">
<Property name="KeyMapping" />
<Property name="KeyMapping2">
<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
<Property name="ActionSet" value="OnFootControls" />
<Property name="Action" value="Vehicle_Exit" />
<Property name="Button" value="Slash" />
<Property name="Axis" value="None" />
</Property>
</Property>
</Data>
ill try, thank you
oh btw, python>3.9.x wont work (didn't for me at the time), so grab python 3.9.x package. that said, i think that with what i've told you, you should be able to customize it now without having to decompile anything. that tkgamesettings.mxml file is inside the game install folder, Binaries\SETTINGS. if you wanted to learn about what keys/buttons you could use for this ("Slash" was used in the example above) check out METADATA/INPUT/BINDINGS/
i just edited tkgamesettings.mxml file like this, but it didnt worked. something wrong in here?
OnFootControls
was a wrong screenshot. i did correctly. actually it "worked", but it made E and F both minotaur exit keybind. i wanted to remap exit keybind from E to F but its working both
the exe prolly has the default keybind which is being enforced
from what I've heard in the past the custom mappings in the game settings file don't always get applied but it seems yours is not one of them
try VehicleMode instead of OnFootControls
not working only for minotaur, others(like nomad exocraft) normally changed exit key to F, but only for minotaur its not working. somehow its a bug or hardcoded i guess
then yeah, what winder said above
sorry for having led you around for nothing