#nms-modding
1 messages Β· Page 70 of 1
You gotta check on multiple planets, preferably with some knowledge of animals and their sizes beforehand
If you look in your mods folder, do you see a folder named gCreatures Giants 10, on the assumption you picked the 10x version
Or do you see a folder called gCreatures Giants 10, with a long string of numbers after the 10?
this is written; "gCreatures Giants - 10x-1771-5-5-2-0a-1738416529"
i did not, i visited 3 different planets, in 3 different systems, all had spiders
ok, you extracted incorrectly. Instead of extracting the folder in the .zip, you made a new folder from the name of the zip with the correct folder in it.
i used Vortex
Go into the gCreatures Giants - 10x-1771-5-5-2-0a-1738416529 folder
You should see a folder called gCreatures Giants 10
doesnt matter what you used, the mod was not installed correctly
Better to do manual installation, follow the article that was linked, Modding After 5.50
Copy or cut that folder and paste into MODS
ye it's here
Basically, as it is now, the mod files are one level too deep and the game can't see them
but like, all the other mods in the folder have a bunch of numbers too and they're working
In MODS, should have a folder called gCreatures Giants 10, within that will be two folders, called GLOBALS and METADATA. You see that, it is then correct.
i see them
I'm just telling you how it is and works. Believe me or don't completely up to you
nono, i belive, i was just curious about the numbers
you can post a screenshot of MODS folder, the whole explorer window, not cropped
And then a screenshot inside one of these folders with numbers in name
we will tell you if it's correct or not
The numbers are a good indicator that things aren't right, because nobody names their mod folders like that, but the zips downloaded from NexusMods have those numbers in the names.
You can find some stupid people naming their mod folders like FF_ModName_ModVersion, then you will see short numbers that relate to game version, ex. 573
That's a good sign
wait i think the mod changed the pool of creatures in my planet
but yeah longer strings of numbers is from Nexus alone
oh, okok, ty
oooooooooooooooooooohhhhh
okok ty
but uh, i think i understood what this mod does, it is just replacing the creatures i find with big creatures, not making them bigger
it completely changed the pool of my main planet
But, within that zip is a folder called Fly Dangerous, which is what goes into MODS
No, you mess with the data tables, can cause a re-roll
Just one of those oddities of the game and how the procgen works
these things started spawning too!
Walking house
You install a mod that messes with creature spawning, it will mess things up on planets you've already been too. In worst case scenarios, can get Extinct species in Discovery, making it impossible to complete discovery.
highly unlikely that this mod caused this change
Maybe you got some other mods affecting creatures
But, you'll get your desired results on new planets you then go to, without issue.
And after troubleshooting they started to work
Changes to CREATUREDATATABLE can cause a re-roll, sorry to tell you
I used to make changes to that file with the ANTI mods.
No end of complaints, because the creatures would change.
ooofff
So I changed the methodology of the mod.
I thought it would happen only if we target parameters like rarity or frequency modifiers
nope
Not friggin size brackets
Now I only edit CREATUREFILENAMETABLE
Then Im kinda suprised there is no mentioning of that on mod page
You good now?
i am testing it a little bit
from what i noticed the mod just kind if... killed variety in the planet si am visiting
One planet, out of 18 quadrillion SYSTEMS
Not the best indicator, overall. π
Visit lots of them
i am
Should, in general, see more bigger creatures now
i am on my second
third planet in a row i see a variation of this creature... i tihnk instead of making the creatures big, the mod is spawning big creatures
are you in purple star systems? cause those striders can spawn by the dozen in purple star systems
nope
yellow
then i think that's it
and forth in a row
yep
mhm, only these guys
well that was unfortunate :/
Hey! So uh, I got a mod that's a .lua file, I didn't quite understand how to port it over to the current update, can anyone help me?
It doesn't work like that. It might reroll the creature spawns, but it used to not do that. If I have time, I'll test it in a few hours
It increases the max creature size of every creature type so that they all have a wider range. It doesn't directly change the type chosen. And I believe I have a note on the mod description that says that it's not a linear increase; 10x is 10x the number in the file, not 10x the resultant size. It has diminishing returns
You can try cranking it up to 100 if you want. The biggest problem I found was that the collisions and pathing don't update to match the larger sizes, so the bigger they get, the more often you see them walk through terrain objects
oh wait can't I just use AMUSS?
You can, and then install the resulting created mod, but if it's an old Lua, there's a pretty good chance it won't work
it's about 2 years old, is there a way i can update it?
https://www.nexusmods.com/nomanssky/mods/2821?tab=description
This one. I want to change the VR Flight sensitivity as it's way too high for comfort.
Try different regions. If the creature selection is being rerolled, it might be using the system index and/or region to seed the creature generation, which might bias towards certain creature types in the same system or region.
That shouldn't be too hard to update. I'll look when I'm at a computer later
okay thanks
But i mean, 4 planets in a row, one i went to a base 100.000ly from my main one, and travelled to the limit of my hyper drive, and i still found 2 planets with these creatures. I can test it out more but it really just seems like it is just spawning the biggest creatures that exist in the game and not making the creatures big
It may seem like that to you, but that is not what it does
well, ok
Weird, unexpected things can happen, but your explanation for a possible weird thing doesn't match how things work.
i'll install th emod again and see some more planets
this time i'll just go through a blackhole, try to get as far away form anything as i can
No need, I'll test it soon
I need to update my client, though
And Europe isn't as fast on downloads as I'm accustomed to.
ok went through a black hole, i am literally as far away from anything i have ever been, haven't even came close to this part of the galaxy
.....game crashed
ye, game is crashing now
Starting to test now
There is some change happening, but it might just be re-ordering them in the list. I need to find the 2 now-undiscovered species to make sure.
w/mod
w/o mod
Most of the names seem to stay the same, so I doubt there's any kind of full re-roll happening. And I didn't have any striders added
then what happened? conflict with other mod?
No idea. I'm still looking for those last two creatures to do a direct compare.
What made the Custom ships mod possible?
Hard work
I've done a little work getting custom freighters back to working, but not ready yet
And a lot of learning from Winder and others
Yeah i can see hard work just been looking at the images I fought stuff like that can't really be done is its not on the game already or something like that
oh, i saw that mod, you made that? seems like a awesome project
do other players see the freighter too? or for them it's blank?
What there also custom freighters also i did not know till now lol
Nah, most mods are client side only
Yeah, fewer of them, so easier to get up and running, so less intimidating
There's also Winder's Ships of Moar, which I believe is updated
Really am sure i was just looking st that page and the images
There are gShip Custom Ships and Ships of Moar
We have different tastes and usually don't do the same models as each other
Cheers dude ill go take another look
Yeah that great to hear it dude look at your ships also they are cool
Your is the first I had seen on the site
It's got me interested lol
Ive given in with settlement timer wait so I mite install the timer mod lol
@vale iron when Custom living ships lol
Those would be really difficult, as they usually have animations, which we can't do much with
Damn
They aren't really new ship types, which wouldn't be possible. More like "skins" over existing.
gShips Custom Ships uses the Golden Vector as the base, Ships of Moar uses Shuttles.
That's cool
is there any mod that lets us use our freighter for freighter battles? like, i know mods can't add extra features, but would it be possible to make a mod that randomly deals damage to freighters we're fighting, and let us summon the freighter in a freighter battle, and our freighter just does an animation of dealing the damage?
or no animation and just a message of "Sending missile in XXs" in the corner?
No
aaww maan
it' sso fucking sad!! i got warship bro, i wanted to war with it
I know what you mean we need more for the ships we can get
@hollow hill Maybe we mite get something more todo with battles with the next update soon
i PRAY so HARD for that, space battles are so fckin basic it pains me,
but like, what is capable of doing damage to freighters? only player fire?
yep
I feel you and I agree
express your frustrations to HG, no one on here can change it π
Who has easy way to get singularity engine
The easiest way would be to save edit it into your freighters' technology inventory, or unlock the blueprint for it if it has one via save editing
Whats the singularity Engine?
Freighter tech from Expedition 8 that allows you to speak to your freighter's captain to warp through a black hole
Or wow thanks
But what's so good about it lol
It's purpose, which I have already described
Summoning a Black Hole at will
Saves time from warping to one and flying your Starship through it
Yoo I don't think ive seen it with that mod that makes expedition and twitch stuff available
Yes, because it is not an expedition reward
It is an expedition tech, it was only given to saves that were actively doing Expedition 8
You said expedition 8
It was not made as a phase reward, so it was not given to other saves
Is there other upgades in this format i dont know of yet
None that would have any uses I believe
There are many, but they are completely useless or harmful to install outside of their expeditions
if you're on PC, you can
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions offline anytime.
Am and glorious tyvm
So that to replay expeds,
Consumerism/communism for the goods,
What else for the avid gamer would you recommend, instant actions was a must pickup too
mods are highly subjective, there's no "must have" mod
Lol
more like each modder does their thing, Lo2k has a metric fuckton and a half of QoL improvement and small fixes
π
Gumsk also has a wide variety of mods, Babscoole seems to be on a streak of updating old ass mods for current game version
really it boils down to browsing Nexus Mods, looking at recently updated / newly released mods and picking what looks interesting
Where would be the best place to get mods from?
Idk if I'd be Able to do anything with them I just want know so I can look at what there is to offer
I wonder why nobody did the Arcadia from Albator
any idea ?
Do yk If there's a mod that would make the game run better on lesser hardware?
Because nobody thought of it or no good, copyright free existing model to use.
Only gFreighter Custom Freighters adds freighters from fiction and that mod is currently broken, due to massive model game file changes earlier in the year. Author is working on it, but slow going. Feel free to suggest the arcadia one in POSTS on the mod page on NexusMods or it'll never happen.
do i need an account to post ?
hum i don't have one and don't quite want to create one
i'm cooked
some forums used to have generated names for you to send msg even if you don't have an account
I dont recall any such mod, but this isn't a problem to solve with mods
use upscalers like FSR in graphical options
Yeah I gave up on trying to get it to run good on my laptop lmao
and ask around in #nms-questions what can be done further to improve the performance
I messed with every setting and it still Ran like dung
you can suggest mods in nexusmods? oh dayum!
I recommended that he request a specific ship be added to the one and only mod that would be applicable to.
I can't speak for other authors, but here's how I generally handle requests in POSTS on one of my mod pages.....
If the request has nothing to do with the mod it is being posted to, I will not consider it.
If the request is just a few subjective value adjustments to the mod, normally I will not do it. I include Lua scripts with most of my mods, where a user can adjust as they'd like then process the script through AMUMSS to generate the customized mod files.
i have ideas like i played lot of space ship games but yeah turn off if i need an account on a platform i might use only once or twice for a suggestion
I'm near senile, but figured out how to tweak a couple of mods that I use. If I can, anyone should be able to
People are welcome to ask for mods here, on the NMS modding discord, or the modding channel on the Creative and Sharing discord.
That being said, most of the time the answer will be not possible. Modding for NMS is restrictive. We can make value changes to existing properties. Can't add logic or changes during runtime. We can't really add something new that doesn't already exist in the vanilla game.
Then there's the time expense. Costs a user seconds to request a mod that could take many hours for an author make. The more complex or time consuming the mod will be to make, the more likely it'll be that nobody either can or will touch it, without a possible donation offer to go with it, to offset the time expenditure.
In no way is a donation required, but it's also not required for anyone to attempt to fulfill a mod request. π
For the most part, what you see on NexusMods is what's possible. After 8+ years, it's not that some user is a genius with his\her mod concept which there's nothing like that on NexusMods. Same idea has been thought of by MANY before, it just isn't possible to do. Mod ideas have never been lacking, it's mod ideas that are functionally feasible which are the problem.
can someone help, i had consumerism working like a week ago and now it doesnt work for some reason
define doesn't work
the game isnt seeing the mod. I dont get the mod warning anymore
is it properly placed in GAMEDATA\MODS?
post a screenshot of the contents of the consumerism folder
upload game install folder\binaries\settings\gcmodsettings.mxml
in MODS, there's a folder called consumerism, yes?
open that folder, screenshot
sorry im not sure what you mean by upload that, excuse my ignorance modding isnt really my forte
just attach the file here
it says invalid file type
nevermind then - delete that file, launch the game again
delete metadata?
delete game install folder\binaries\settings\gcmodsettings.mxml, launch the game
when i copy that into the search bar it says no items match your search
to get to the "game install folder", if you're on steam, you goto steam lib, right click nms, properties, installed files, click browse on disk
i have it thru game pass
look at the game properties in there
there should be a way to find where you've got your games installed at
like, physically, in your pc, what folder
yeah its in the local disk
find where it is
binaries\settings\
yep
okay launching the game now
that worked, thanks for putting up with me being oblivious π
nah, don't worry about it. glad we got it working
have fun
will do have a good night man
you too π
π
Can I play previous Expeditions?
Yes, you can use this app to customize and generate SEASON_DATA_CACHE.JSON to play No Man's Sky expeditions offline:
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.
My game just crashed soon as Sentinel capital freighter spawns in
Disable mods, if the game has not done so itself after that crash (mod settings file). Then see if it still crashes.
I don't want to disable them
You will have to, and see if you can find the mod that causes it.
Because I have infinite item stack mod installed
Disable all other mods, then start adding/enabling again until you find the one?
It mite be one of building mods maybe idk
Ive nit been crashing until just before
It's just one off random crash
If you really need to keep a mod. Then I suggest you keep it, and remove all other mods. Also remove the settings file to have it regen correctly with each change. If you then have a lot of mods, you can add back half the amount at a time, to speed up the reduction process to find the culprit
It may have run into a situation where it did conflict with what the game tried to do.
Thats what ive done ive just deleted mod file
If you now get the freighter spawn without issue, you likely found the mod issue
Am going to load back up if I get crash again then I'll remove mods and not iis
Thanks anyways
Alternatively, you might be able to backup the save files, to be put back after
All good, I'm sure you'll work it out, if not, do not hesitate to ask again
Thanks mate
Hey fellow travelers,
Following last month's early teaser, here's significant progress on the Multiverse project.
What this is: I'm fundamentally rewriting No Man's Sky's core engine systemsβwithout source code. Through 9+ years of reverse engineering, I'm rebuilding terrain rendering, shader systems, procedural generation, and visual pipelines at the assembly/C++ level & so much more. This isn't mere modding; it's engine reconstruction.
Recent breakthroughs:
- Terrain rendering overhaul: Completely rewritten rendering with enhanced texture fidelity and diverse visual styles (also now supports the faceted/polygonal look of prerelease NMS)
- Expanded universe generation: Solar systems with up to 20 suns, hundreds of new star types (reminiscent of classic scifi paintings), procedural ring nebula variants, new crescent planets, new sun styles, cosmic space anomalies, reality glitches, heatwave distortion effects on hot planets, environments that feel like they breathe, new wind effects, animated terrain visuals, fractal-like space visuals, much more!
- Cosmic creatures: Procedurally generated space entities like jellyfish and manta rays, microscopic-esque space organisms that remind of a petri dish... using shader mathematics.
- Advanced post-processing: 220+ new shader-based effects, including an optional "Film Gate" that transforms the sharp 3D world into something painted and dreamlike and feels like you're playing through an old TV or camera.
- Strange new planetary ring types
- Atmospheric reimagining: Perspective fog systems that create layered, alien atmospheres with distance-based color shifts
- Rare cosmic horrors inspired by scifi classic paintings (eg. the cosmic eye)
- A new dev tool: Built a specialized Terrain Array Texture Editor that makes it possible to import new terrain textures to the game. Additionally, the engine's handling of terrain visuals has been redesigned at a fundamental level to dramatically improve how the game renders them.
- Much more!

The vision remains: golden age sci-fi aesthetics meets pre-release NMS atmosphere, but with fundamentally transformed engine capabilities. Solar systems construct themselves as you explore, worlds transform dynamically, and visual fidelity pushes far beyond vanilla limitations.
This month's progress: https://imgur.com/a/nms-multiverse-dev-features-experiments-screenshots-clips-months-work-jun-10-2025-july-10-2025-18HJtaT
More game-changing features still in development. New showcase video coming soon.
Holy ship alot lol
Are you a NMS Dev worker at HG ?
Nice to meet you, DynastyRogue27!
I am not staff with Hello Games. Just a fellow traveler & NMS enthusiast βΊοΈ
Or damn thats cool you almost sound like a dev for them lol
@dreamy tulip maybe they mite get you to work with them next lol
Ray is a man on a mission from god
I'm flattered haha
No Man's Sky is such an awesome game.
Kudos to Hello Games for continuing to work on it... especially, for free. ππΌ
Me and all the other travelers agree abd they still selling to gane as well and I don't see any reason to not support thus great game
If he was, he'd be fired now for posting in public
HG employees are under strict NDA and may not post anything game related in public, ever, without prior permission from management.
This is why you don't see HG staff interacting in public.
Not allowed. Just admitting you work for HG without permission is enough to lose your job and face possible lawsuit.
Basically only one with permission is Martin Griffiths
Thats true did not think of that lmfao
Anyone know if theres a mod that prevents missions from constantly changing? I'm getting tired of having to re select the same mission over & over & over, i couldnt find anything on nexus mods regarding this
π
creative hub has SOME frigate seeds. Link is in Pinned
are all frigate seeds are just numbers 0 to 14 quintillion or someshit
in hex obviously

Living and Pirate 1 (0x1)
Normandy has a Seed of 0 (0x0)
Ghost frigate is 666
Hey been trying to use mods but it seems no work like the one for ship parts in galactic trader
NMS Modding after 5.58 Modding for No Manβs 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 the section about troubleshooting
Hello
can someone tell me if they ever try to make a json of interceptor ship from scratch or an existing ship and tell me if i can create my own easily with some explanations
also i tried to find the flying udder pet but since i'm out of luck maybe someone has a file of the pet that i can freely edit
thanks
"make a json of interceptor ship"
all ships are stored in JSON save data, that's what any save editor works with
If you're asking about assembling your own interceptor from parts like we do fighters, explorers and other ships in starship fabricator machines, that will not happen
Because there are no descriptor groups for interceptor ships defined in vanilla game
so only seeds work. i thought it would be easy XD
It's NMS. Easy not part of the vocabulary. lol
Can find seeds posted for various ships on the Creative and Sharing Discord
if it were easy, someone would do that before I made the mod that added interceptors to starship fabricator
And that was weeks worth of work
and for seeds, there's only 1 person who cracked the code lol
i mean i have time
it's hexadecimal from 0 to 0xFFFFFFFFFFFF
i took some notes but not on every one then check occurrences
i kinda want to know this person
still my research didn't help me crack the code yet
also updates are not helping it's changing some values of files i've made in the past so they don't work anymore
This person a) doesn't want to be known b) would tell you nothing about reversing the seeds. under NDA agreement with HelloGames to divulge nothing.
As long as the files are in the new (5 months old) EXML patch format, most are fairly update resistent.
If your files are full file replacement, MBIN or EXML with the entire file contents, then will break frequently.
or if they push whole ass structures and HG decides they feel like changing some property names rendering those structures unusable
but that's kinda an edge case but still happened and Im still pissed about it
Nothing new there
is there any mod tha tmakes all buildings destroy terrain? like, floors destroy terrain, is there anything that makes walls, stairs, roofs, and the stuff destroy terrain?
Nope

for some reasons the pet files are still usable tho i didn't have any issue with those
it might have been missed but i never encounter this kind of pet
i'm looking in euclid and that might be why, maybe someone with the file .cmp or .pet can help me ? i want to try colors for it.
They're extremely common in purple star systems, and not found outside of them
Fauna chances aren't a feature dictated by galaxy type, besides the biomes that lack fauna completely being more common in some I guess
they hide from me then XD
I have a paradise giant with them on it that I could share the coordinates
rare/flying/alwaysactive my ass, they appeared the moment I teleported here lol
i don't think i was going a lot in purple star system maybe that's why
thanks for the coordinate
I was talking about mods files like MBIN or EXML
not some exported pets
since my freighter got bugged and some npcs got moved how can i get them back to their places
How do you mean they got moved?
Are you referring to this: #nms-questions message ?
yeah crew missplacement inside freighter
I don't see how they are misplaced though
There are 5 crew total at the bridge, all the same
they aren't next to each other tho
it was like days ago i edited my freighter to have better looking crews and color and it moved two of them
where do i found that ?
unless nomnom might have messed the file i don't use any mods beside editing software
Ah, you used NomNom, let me check
You made changes for this?
Which basically does the same thing as I showed, just easier, without editing the JSON
i've only edited crew seed
That will change the appearance of the freighter crew you find at the bridge, there are 5 total, the Captain, the 2 NPCs you showed, the Navigator, and another NPC at the upper level above the bridge entrance
These 5, which in my case were changed to Robots. They will all look identical and match the seed/race you use there
The image you showed, has the 2 Gek, the captain and the others will look identical to those Gek. They are not misplaced.
Nothing to worry about
wasn't there one on the left of the admiral and one on the right ?
and two on the top floor
No, it has always been like this
why i always see one about there then ?
which isn't there because he's on the other side
are those still interacting? mine quit a long time ago on one of the updates
I'd have to check actually.
You are right, even though I can interact, the expected options for the role are not present, just animation or nothing, to then be thrown out or have to exit out again. So that's a shame π’
I expect the regular races to still function? Just the fun replacements like the robots, no longer allow for this?
Maybe some of the NPCWorkers still work, or also failing now?
@fallow meadowif I remember right, all the exotics are unavailable for interaction roles
but it has been over a year since I have changed any into anything non-vanilla
just installed like 25 more mods pray for me
Dear God, please help Eldsvadod find more important things in life to ask help for than video game mods. π
I asked to pray that my game starts lol but ok
New mod released: https://www.nexusmods.com/nomanssky/mods/3625
Say what now
Yeah am not needing this mod my ponds are fully upgraded lol
Or I see what you made happen
The terminals can now produce fishing bait thats cool
New mod released: https://www.nexusmods.com/nomanssky/mods/3626
π
Weird question, but is there a mod out there that changes the colors while using the scanner? I don't believe I have any vision problems, but I can barely tell the difference between "scanned" and "not scanned". I don't need any other changes, but increased contrast would be welcome.
Why is this not in the game?
This feels like when Minecraft modders add 50 things in one mod that would take Mojang 800 years to add
Sadly true
Perfect, thank you!
I guess I should have broadened my search; I was looking in Gameplay specifically.
Nobody here would have any idea.
It's mostly a rhetorical question but still a serious one like bro that seems like a great addition to the game
Lol
I think many mods do be like that for NMS honestly... One good example is integrated planets, which actually makes the planets blend in a nicer way with the space
Imagine Minecraft mods but for nms. More trees and more blocks (walls and roofs and stuff)
Oh I understand not having that one be default, everything just looks one color with that one
Planets be less colorful and whimsical and more generic scifi movie
π₯Ί
The gradients look nice but every ball would probably look the same :<
Mods are cool cuz options
I'm mainly considering using Enjoyable Quicksilver
back when I played years years ago (i couldn't afford it so it was just a gog version a friend gave me lol), I remember that expeditions were just beginning so I used a few mods for the quicksilver to be earnable offline, and for rewards to be purchasable
It does feel good to own the game nowadays but damn, earning quicksilver long term can be tricky
but i think that adding it as a reward to a few default quests might be fun
@solid hawk How long did it take you to figure out how to make the Sentinels Passive?
Hello Everyone π
As that one is a remake of an old dead mod, had a base to work off of. Properties had changed in the intervening years though. Took me longer to find an aggressive sentinel planet to test on than it did to tweak the property settings.
is that...
the sky booba
π
I want to find out how likely it is to find s-class upgrade modueles at ss vendors. Is this information available in the save files? Can't check, I'm on console
It's not stored in save files, it's stored in game files but it's not defined as % chance
The tech vendors are guaranteed to have limited selection from C class upgrades
Anything past that is pulled from a list which includes all upgrades from all standard classes
By which I mean no pirate X class or trash ! class modules
Would be really funny to replace some with the ! class modules
Unfortunately it ain't that simple
Reason being the trash tier upgrades work in a specific manner
The dedicated "package item" can open into a variety of modules
Can roll between ship, multitool and exosuit upgrades if memory serves right
There is no way to force a specific outcome so if you add this item to let's say ship tech vendor, you might end up getting multi tool upgrades which would be weird
Oh ok Cool Wow
Unironically just now I noticed the person currently working on the mod reacted hehe
I enjoyed how it makes mundane things actually earn quicksilver so it becomes a rather "passive" income of sorts
Its super fun to find more ways to earn quicksilver
Glad you enjoy. I'm here on a daily basis. π
Yeah, tweaks like that are really good. I did one that made Salvaged Frigate Modules spawn less from freighter raiding and more from other legit sources. It's not that useful anymore since HG tweaked the loot tables, but I enjoy mods that do that style of thing.
Yeah, I remember back when I used your mods a whole lot years ago, hehe
I currently aint using as many mods honestly but im still around the 50 count, mainly using lo2k's mods and a few others from other authors
Yeah, Lo2k is a good source
On god dude, so many qol stuff that constantly gets updated pretty much
Most QoL stuff survives updates now
Mhm, until some are implemented
But tbh not a lot of them are implemented by the developers
I mean we can do a lot with EXML mods now, which survive most updates
Since 5.50
Really 5.58
Oh yeah, I heard EXML doesn't require as much merging as it did with pak, is that right?
Not just that, they survive updates better
Some things can't be done with EXML, but most things can
They are like patch mods, that only change the desired lines, so they work better with other mods and can be applied the same across most updates
Still a smattering of mods with badly formed EXMLs (contain full file contents, not just changes) and as mentioned those which must remain MBIN files, that will require updating, as HG changes stuff in game files. For the most part though, moving forward, it should be much rarer to have to update mods, unless something with the mod is getting changed (code change, something added or removed).
There's a small number of mod authors who are updating mods even when they don't need to be updated, in order to farm DP, but NexusMods will catch up with these people, as that's in violation of the ToS.
Ahhh
this mod unironically is the one I want to use the most nowadays, sadly stopped working altogether
there is one fork of it, but sadly it doesnt use my fav preset for it which is the right-shoulder one
i'll do some studying later to see if I can update the right-shoulder preset
I see, he made as a .pak. You can run the Lua script through AMUMSS to generate an updated version of the mod files.
ok, from downloaded, Lua script did require a little surgery to be current compliant.
Here's the fixed version.
Updated mod
ignore the messages I deleted, I basically had the old mod files zipped as well and ended up opening the wrong one, assuming yours also used .pak
No, .pak will NOT work with current versions of NMS
I figured hehe
I presume thats why you are working on updating mods lately, as I've seen with you updating quite a handful of mods
.pak mod won't work for NMS past 29 January 2025
Yeah, after I got all of my mods, except one, updated to current, I started going through old mods that could be updated and dragging them into the new NMS modding system.
Mostly ones dead from 2020-2023
Only a few from 2024 that I'd consider doing, but also giving the original mod authors time to come back and update on their own.
Ones abandoned for years are less problematic
Thats great because many old mods could still be relevant despite being deprecated, a good example was enjoyable quicksilver which as i read on the description, the source was passed to you so you could continue updating
or natural skies too
Yeah, I did take that one over last year.
it been long since i returned to NMS so when i discovered the modding format was replaced i was really happy with it
Thankfully, with the new modding system, in theory, most mods will hardly need to be updated. Now that I'm carrying a load of around 200 mods, would be impossible if they all needed to be updated every couple of months, like before.
oh hell yeah, plus the amount of merging would be a nightmare
The other advantage to the new EXML patch mod format, if done correctly, users shouldn't have to worry as much about merging, the game EXML parsing engine takes care of that.
For the most part, only need to worry about merging is if there's conflicting MBIN files.
I mainly enjoy going vanilla plus-esque so I'm only running 50 mods which are mainly quality of life and change small aspects, but most mods if they don't affect specific lines of code with other mods, are just pretty much plug-n-play
Example, both lMonk and myself have mods which change the sentinel ship cockpit SCENE file. SCENE have to be MBIN. So, to use both of our mods together would need to merge.
oh yeah, that reminds of lMonk's mods that make stuff procedural, I need to check those again
I remember first time i used the ship interior one though my radiant pillar ended up with a yellow interior LMAO
that was so long ago though
off-topic but I never sell or exchange the radiant pillar, as much as it occupies one of the owned ship slots
It's just a cozy ship imo
But yeah, i'll give monk's mods a check again
How come the regular mods never needed updating since the new patch came out i thought normally we would need updates to mods that are none Exml
Because the files those mods replace weren't changed in the update
Soon after an update is released, can always find a list of the files changed on the NMS modding discord in the #mod-resources channel.
The 'globals' files get updated pretty much every update, but there is no reason to not use EXMLs for those in mods. Aside from them, updates don't often touch files that aren't related to the new or changed features so if an MBIN heavy mod doesn't do anything related to the update it will probably be fine.
Globals were the main thing that made so many mods need updating for every update before.
Make a mod pack π―π―π―π«‘
Iv been tinkering with 20-30 smallish ones so far as a newer player would love to see what you recommend
Nahh im not a fan of modpacking
At best i'd list the mod names
Bet, give me a sec
Cool
Im gonna take a nap and then send it, i need some rest
My apologies
No sweat
Im awake, gonna work on it
Did a few revamps to my own mod-list and organized it in this document file, all the mod names & authors should be there @hexed skiff
Tytyty
Hi i tried to have mods on gamepass version but it dont work, someone can help me step by step?
NMS Modding after 5.58 Modding for No Manβs 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...
Follow this guide, has steps for installing mods and troubleshooting
Thanks you!
Someone have a mod to unlock X.O suit in the game???
I have one but the last update on nexus mod is 2018
Think Consumerism might
Getting Head doesn't unlock shit anymore because HG hid em behind unlocks in the exe
so you have to have em in knownproducts i.e. unlock it w/ consumerism or otherwise
What is that?
mod
I have it in know product but its not in my game, idk why
So consumerism is a mod?
yes
What this mod do?
search on Nexus and read the mod description
also if you're using any other race than anomaly you can't use the xbox helmet
Oh ok thanks you
Maybe thats why i dont see it in the custom menu
yeah that's what Getting Head's for
If i use this mod for the XO helmet, can i keep it if i delete the mod? Or it will lock all item?
Nvm i got it, i was using another race thanks alot for the help
the game will reset your head if you uninstall it
you can just always keep it installed
it's easy to just not touch it after installing it
Hello guys
That is a wild mod name
You think that's wild, check out RecTUM
@solid hawk I landed on a planet and the Sentinels attacked me with the Pacified Sentinel Mod installed
- link the mod
- why not just use the difficulty setting
neither of those is a link
you can right click on the mod in Vortex to open the mod's page in your browser
it's old as fuck
and also not maintained by Babs
next time when you're looking for a mod on Nexus sort by "Last Updated"
yeah that's not the one you linked nor the one you installed so
This is the one I use page looked the same https://www.nexusmods.com/nomanssky/mods/3586
@hearty wasp
I did tell you to go to the mod page through vortex so I expected you to have gotten to the page that way
if you did then you installed the wrong mod
I went in via Nexus Site
can you confirm this is actually the one you installed by doing it through vortex
Like this?
yes thanks
Yvw
go to MODS folder
and take a screenshot of it like this
include all the details highlighted
Is that what you wanted?
Ye
Looks to be in order
Go to the No Mam's Sky folder
Go into Binaries\SETTINGS\ and delete GCMODSETTINGS.MXML
Then try again
@hearty wasp I Deleted it went back into NMS and they attacked me again
You may want to try to install the mod manually
Would that make a difference?
Could
#nms-modding message installation section
Post another screenshot of your MODS folder after installing
@hearty wasp As you see I removed the game from Vortex
@hearty wasp Here is what's going on and installed manually
I dunno why you deleted your previous MODS folder screenshot but I can't read any of your other mods' names clearly from the video
But test in game first ig
I am VERY protective of what I show on my Computer
So things like that get Deleted after Use sorry
Do you know where the other mod folders are from?
Nexus
Yeah but which mod
If they're not ingame customisation related I'd suggest trying without those mods as well
I mean things related to the customisation mechanic in game
Things like ship building/base building/character customisation
a modular pack ( all paks are meant to be use together and seperatly ) regrouping more or less related feature on the space theme.Additional Colors, dark space , dogfights rework, massive flee
Yeah yeet em
Yeet?
Remove
I'm not asking you to play the game without them
Oh ok
I'm telling you to test the game without them so you get to know if they are interfering with it
If you do not want to you are free to use the other mod I linked above or accept that you are going to get angry cops in your game
Cool
Do you wanna try the other mod I linked?
I didn't see it
It did I took it and game loaded fine
Could you just say delete please I am not used to slang I am old
meh it's just a faster word to write
I just tested it and it loaded in fine
at this point it's either the mods you still have installed, you didn't yeet MODSETTINGS, or your game is somehow corrupt
have you tested with a new save?
when I said new save I mean creating a new save slot in the save select screen
It is not letting me get that far
Right past the Modding Warning
if it's crashing before the No Man's Sky splash screen then it's likely not the mod's fault
you may want to try verifying game integrity on Steam
but other than that and yeeting the other mods you have before testing there isn't much else you can do I don't think
it's known that the mods you still have installed are pretty expansive in scope and it's very possible that it is interfering with one or more of your other mods
so if you want to keep them then you should have the expectation of them overriding any mod that you may find not working
See
yeah verify game integrity
hmm actually
do you have the No Random Sentinels And No Pirates Ultimate version installed?
if so you may want to try the non-ultimate ones
it edits a lot more files which may have been broken in recent updates
Oh ok
the other ones only edit 1 file which is basically update-proof
that's fair
I know of a Discord Server that actually worships the Sentinels
I used the unultimat one and got in
@hearty wasp This is with the No Sentinel Mod installed
looks working
They are attacking me
Wait they are just ticked off like Sentinels always are LOL
if you are not being shot at then it works
you may have just had a different expectation of what the mod functions in practice
I expected No Sentinels
with the one you originally had installed I mean
I have the NO Sentinels one installed and am still seeing Sentinels
Ultimate don't work LOL
cool
How is not working Cool?
the mod you have installed is functioning as expected
feel free to report the ultimate version as broken in the mod's comment section
I don't have the Ultimate
I didn't say you have the ultimate version installed
Ok Cool
I said the one you have installed is functioning as expected
Yeah true
cool
Modders Gas Giants should look like this LOL
We can't do that, so good luck.
NMS modding is HIGHLY limited as to what is and isn't achievable
The above is not a modder thing, it's an HG thing.
BTW, you're right about that Ultimate mod. It's the ENTITY causing the crash. Was never updated to take into account major file structure changes.
I have a sneaking suspicion Noob will be contacting me soon about fixing that up. haha
actually I think the atmosphere from space is just a texture like clouds from space
so it's technically possible if there is an unwrapped texture somewhere out there
if anyone care to do it is a different matter of course
See what I start LOL
May be shader involvement as well.
I did misspeak. Technically possible, but nobody is going to go anywhere near that, due to the MANY hours it'd take. Deep dark rabbit hole of pain and frustration.
Gas giants are just using flow maps to get the liquid effect of their atmospheres. Nothing too special, but you need to know what those are and how they work to replace them. I doubt any modders would care to do it or even have the skill to make working flow map that actually looks better than what HG already gave us
What need to happen is solid landing surface need to be removed and if you get too close to one, you die of radiation poisoning, just like reality. π
I found a Pink Gas Giant and named it Hello Kitty
is it possible to get a walker as pet??? just got a pet of the quad thingy
trying to change some colours on my main staff, is there a way to find the 255 value instead of this number/convert from 255?
The values are only stored as 0-1. You just have to multiply it by 255, though that is more of a pain the more colours you're dealing with
Quad pet was past expedition reward.
Is there a mod that makes your ship go a little fast when pressing shift to get around faster when on a planet
There are ship flight mods which increase speed
Galaxy S Flight and Fly Dangerous, but there's others
Like on Nexus mods?
Yes
That's the ONLY reputable source for NMS mods
@solid hawk hello how are things with you mate ?
A bit rough today, but muddling through. Updating a really large and tedious mod. Kids not letting me concentrate and focus.
I feel you on this witch mod isit ?
Hey are there any good performance mods? My PC kinda struggles with the VR mode even on standard settings. It's not terrible but the performance isn't great. I saw a mod that removes clouds but I think it's outdated
Script, for somebody else's mod, so can't say without the authors permission. Got about 1/3 of the way done today. Hoping 2/3 after tomorrow.
@round sinew is it possible to see your base glyphs using a save editor?
I understand mate
The base data in save data contains galactic address which can be translated into glyph address
@short wolf see reply from FriendlyFire above
@round sinewi've downloaded nomnom, how do i use the app?
i'm not familiar with nomnom, but basically look around bases section, see what you can see, if you want me to help you'll have to give me screenshots of what you're seeing
https://learn.microsoft.com/en-us/nuget/what-is-nuget
Put simply, a NuGet package is a single ZIP file with the .nupkg extension that contains compiled code (DLLs), other files related to that code, and a descriptive manifest that includes information like the package's version number.
where is the savefile/savedata in no man sky stored again? i used xbox gamepass on pc
!faq-savefiles @short wolf
@short wolf
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
open the containers index file itself
how do i get to my bases glyphs?
my old base had 2 the meatballs location only 600u distance
i hadn't played in a month, i forgot things
select a save, then click edit
this is the base. It is called "nanites base". What do i click to get me my glyphs?
what do these buttons do?
- Description
- Take a picture
- Not available
- Discord creative hub
thanks; and this one?
ah
who here use nomnom? please help π¦
okay, then we do need to use the raw json editor
okay
post a screenshot of what you see
my old account is xbox gamepass. I finally have the money to buy from steam now and i bought it
you need to get back to main editor window
i installed nomnom to be able to find out
@round sinewi got in. What am i looking for? to find my base glyph?
click file,settings, click advanced mode, hit apply and ok
basecontext, playerstatedata, persistentplayerbases
yeah figured that was going to be it
and then? is this it?
Okay
I think that's on Euclid galaxy, I'm pretty sure but just want to check?
Now. How do I know the exact position of my base again?
Latitude and longitude?
what exactly are you trying to do again?
5th and 6th chars in the galactic address are 00, so that would mean euclid
So, in my old account I have a nanite farm base that is super convenient
I want to make another base at the exact same spot in a new account
I just need the location
i'd just export base layout from old save and import into new save
but i'm trying to learn/understand how to get such info from the save editor
Oh
You could just ctrl + a and copy all the base data, then paste it over a dummy base on the save you want it on
Haven't you done that in the save editor before switching to nomnom?
Will it cause any problem?
It has not caused any problems for me, besides the obvious loss of the base you replace it with
you may need to fix the teleporter endpoint
That fixes itself
ok
At least in all the times I've done it
I think you may need to copy your new user ID into it, otherwise it'll still be owned by the old account
Oh that too maybe
I'm not really a tech guy, I dun wanna tinker things ya know
I forgot this was two different accounts
Yes yes mhm mhm
But you could just paste the base data into a text editor and replace all the instances of your old name/ID/platform with your new name/ID/platform
But if you uploaded the base with the old account, you can probably see it there already, and making a second version of it in the same place may not be a good idea
Just a quick question
IIRC they store the saves in different places, so it shouldn't... but backups are a good idea anyway
@short wolf not sure if it's working properly or not, but nomnom literally has a full save migration wizard, all it needs is a few manual inputs to make it work. so you could literally migrate all progress from existing GP save to an empty steam save
idk if that's overkill or not
those are relative to base comp, or probably base comp original claim position actually
does it translate to latitude and longitude? if it is, i may have a lead
i dont know how to work with these into latitude and longitude sorry, that's what i was trying to learn
personally, i'd just either full migrate or just copy full base layout code
because if you copy code and paste it in to steam save, you should at least be able to see it and teleport to it, that would easily get the location
Okay
remember, these should be matching the ones on the steam save base you're going to overwrite though
PTK=ST might be standing for "steam"
not sure about that
PTK is platform, for gamepass it is XB
yeah that makes sense ofc
No
Yeah you can't translate into latitude and longitude relative to the surface, since it's distance from the core of the planet in 3 axes
Unless you have the skill and mental fortitude to do a Mercator Projection ig 
I did stupid amounts of trig (that Iβm not good at), on a napkin, to do manual transforms on some models.
Iβm a caveman. A person with a normal brain should be able to do the Mercator no sweat.
Also, I have the fear of folding clothes.
So i love mods for my normal save- is there an easy way to toggle them for a permadeath save i dont wana use some on? Or is really moving out of folder b4 launch only way
No easy way to toggle them from game
Either use a mod manager with different presets
Or make variants of the mod settings MXML file with mods disabled and swap that file before launching the game
Name what you want in return
Just use companion pet mod
I donβt even know what kind of animal that is bro
anybody know if there is a list of different companions on this site?
like that i can find via portal or seed
!creativehublink
Oh
There is here (at link above) creative hub
@hazy patrol see <#nms-modding message>, grab a save editor, backup your save folder (!faq-savefiles in #bot-spam )
can someone teach me how to save edit? please? ;~;
is it possible to edit Ship Atributes with Save Editor?
Yeah you can edit innate bonuses to core stats like damage or handling from a save editor
is it possible to edit the speed of the ship ?
No, speed is not a parameter stored in save data
Each ship uses one type of predefined flight control schemes stored in game files
So you would need to look for mods that modify those values
Speed is modified a bit by maneuverability, but do NOT edit maneuverability by more than like 10% or so in the save editor. If it gets too high, you start spinning out of control. Otherwise, you need a mod to affect speed.
You will not find any answer in modding
Only 1 modder that I know of that plays in VR
And mods don't have anything to do with input signals
i see thanks
You can buy the blueprint for it from the Space Anomaly's Synthesis Laboratory using Nanites
Thanks
I think it is here, but it's been a while since I have done it. And I am not sure it can still be done, as they nixed it for character.
Idk where that is ;p
you can search for strings with crtl f
so you can just search for the headers and param names shown in the picture
No but like, whats that window he has open, the "JSON Editor"
i can't find the "Pets" tab, actually there's almost nothing in the tab
not the account json
and the ctrl+F thing isn't finding it
then what?
the raw json
ok found it, ty
so after editing i just close the tab and save like normal?
hmmm, he's big in the hologram version
but is still small
I just checked a save where I had edited a pet really huge, and it is not huge anymore
oooh ;~;
this is what it was 2 or 3 years ago
vanilla it was still pretty big, but now it is shorter than my character
so.... no way to do it anymore...?
if there is, I don't know what it is
GAAAH i am always late for the fun stuff π
there were no sentinel ships, utopia speeders or starborn runners then π
I'm trying to get AMUMSS, in the pdf for it's how to it says I need .NET6, do I need to have .NET6 specifically or should I get the latest which in this case is 9.0
Is there any mod that adds a bit more colors to ships? Like i would like more shades of purple. Everything on nexus seems outdates so i thought i might ask here. All i want is more colors to ships.
.net 6 specifically, it is required by MBINCompiler
all .net major version are independent of the others
When I ran the bat file it automatically got net5 as it suggested it. After a few errors finally got the mods running
Although not all worked perfectly, whenever I went in the anomaly with said mods it crashed the game, wish it told which specific mod causes the issue
Outdated one, most likely.
What are PAK files and where are they in mod files? There are some mods which don't have lua so how do I compile them in amumss
PAK files are no longer used in mods. They are the compressed archive format that the game files are stored in
If a mod has no LUA it can't be compiled in AMUMSS
NMS Modding after 5.58 Modding for No Manβs 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...
So I can just run it directly through vortex without any issues?
Depends if it is up to date π€·ββοΈ
Do mods work in the anomaly? My game kept crashing whenever I had mods. After removing all the mods and going back it worked fine
I tried putting a few mods back on through vortex but they weren't working anymore
Mods do not prevent players from being able to do multiplayer stuff
Refer to the guide I linked, it explains that only mods updated past January this year have even a chance to work
Also stick to manual installation to make sure mods get unpacked correctly from ZIP archives
So I should keep an eye out for upload dates on nexus? Anything before that won't work?
Yes, browse through recently updated or newly released mods
Alright I'll try removing everything and starting over again
Don't go past January this year
29 Jan 2025 to be specific
So, that great mod you want, last updated 28 Jan 2025....it's toast
That's a pretty tight spot for a game that has 2k mods
The game is still in active development, things change with major updates
It's still better than what it used to be, in some cases we had to update our mods even for consecutive minor patches
Now with the new system most of simple mods can be made as EXML patches making them more update resistant
On 29 Jan 2025, HelloGames made changes to the modding format which made all prior mods unworkable.
and yet, THANKFULLY, the people here making mods adapted and overcame to keep bringing players new free mods to improve their gameplay. I have gratitude for that.
Its sad that one of my fav mods is nowadays outdated
This one was a nice alternative to black space
As it still had colors but not aaaas blinding as the vanilla game
Plus the option to not entirely remove the speed lines but reduce em
I'll see if I can study it in amumss but knowing me I probably wont be able to update it π
I THINK i may have updated it successfully
@random shuttle
Just realized why nms never really clicked with me - the floaty and unresponsive movement.
Just played Satisfactory for a while and it feels so much snappier and better to play.
Are there are mods to NMS to make it feel better to play? Thanks
Shame that it falls off because of that, seems so good otherwise π¦
I managed to update part of the mod, if anyone wants it lmk
Specific examples will be great but otherwise can't think of anything that can be changed regarding the control smoothing the game does
Shame :/ Hard to explain, but to put it more clearly, nms feels floatly, a bit unresponsive and generally bad to play. It's similar to some games where the first person view is based on the 3rd person's views inputs with the same intertia etc. Tricky to explain, but trying Satisfactory back to back with nms made it super clear
I don't think there's any Mo's that would make the game "snappier" if that's what you wanr
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Alrighty, I'll post a feedback req. Thank you
turn on nvidia reflex ig
I think the game just applies a smoothing to camera in general
Is there a mod to fix the slow exocraft 1st person sensitivity?
try searching exocraft at nexus mods
@robust iris if you're on pc, you could give https://www.nexusmods.com/nomanssky/mods/1906 a try. read notes, pros and cons.
thx bro i will
@atomic oriole fairly simple. download the program, point it to save folder, select save file to edit, navigate around to get the info you want. check pinned posts
ok ty
even if you're just using it to view, not actually edit, and even if you werent going to save edit anyway, it's always a good idea to have up to date backups of the save folder. anything just ask
So since some people in another channel were talking about my mod, I figured I should probably share it here since I forgot: https://github.com/monkeyman192/NMS-Newton
This is my mod which makes planets move in NMS! This works for the latest version but will not work properly in multiplayer (as in, the planet locations are not sync'd over multiplayer sessions)
I'd recommend saving in a space station before installing and running the mod as all planet positions are changed for the mod.
Would also recommend backing up your saves too just in case!
oh i have that already
i think its mostly for interiors
this one I never saw
u can see how it fixes the atmosphere rendering
i think it would prooobably kill my 1660 lol
so they dont look yk
covered
nah it doesnt lower the fps at all
it only fixes the broken shader hello games addded lol
oh wait, its not a LOD mod
its a must have mod
ahhhhhhhhh
its not yeah
it only fixes the atmosphere shader, u can see for ur self how good it looks now
man (correct pronouns if must) thank you for that genuinely!
ill try it rn!
any more mods you'd recommend? im currently running a decently sized modlist with most QoL mods
trust me it will make ur screenshots look epic
but i never heard of that one before!
atm am just prefering vanilla
mods
that doesnt change the game
https://www.nexusmods.com/nomanssky/mods/1722
another mod I enjoy using @sleek axle
there was a mod i used to have that adds sub biomes to planets
making planets not often repeat
i mean i want it to look vanilla so i can know well what i see is what others see
ahh gotcha gotcha, that is very fair
just enjoy the game and look at the atmosphere after u got it installed
make sure to take pics
is fine lod still remotely necessary lately?
i was considering getting it but idk if its still as needed as it used to be
ill make sure to send one to you if you dont mind!
if u like to use it, use it
WAIT, so thats why i felt something was wrong with the planets all along! @sleek axle
ye they are bricked
lol
vanilla night planets are particularly bad
Really its just a nighttime problem, but they're coloured with the night fog which is always black/dark blue instead of the space colour
dead planets may actually look nice this time around lol
They peak with that mod
My issue with dead planets is that they still have a massive fog
So despite having no atmosphere planets are hard to see
Hey, just got back to NMS after a bit of a break (last time I played was when they added playable sentinel ships), and I want to know if some of older mods I used
a) will work
b) are even needed
c) are actually working to not mess up my older saves
and if using vortex is viable, or will I will have a lot of problems not installing mods manually and merging them through ammums (which I don't remember how even works)
Also, I'll welcome any new cool mod recommendations for newer content :V
See the answers to your cross posted questions at #215569912121262080 message
a) The modding format has changed, so the game wont be able to load any mods that haven't been updated for the new format
b) We don't know what mods you're talking about, so π€·ββοΈ
c) A mod can't mess up your save, no matter how broken that mod is
I was a bit wordier, but about the same info. π
Twisted minds think alike and all that, haha
What's this channel for? Adding mods?
What do you mean by game rules?
As long as you're not griefing others, can play as you wish
Just because I have been seeing some vids about duping and they're very alluring, not sure if I could get banned for it
So just asking
Nope, nobody cares about that

