#nms-modding
1 messages · Page 73 of 1
Game does crash when player is trying to use outdated mods
When an MBIN replacement mod is missing info from updated version, the game goes 404 panic mode and crashes
Yeah starting a different one fixed it for me, thank you
Really that's amazing i thought the mod is abdnonded cause there was no udpates
😀😀😀
would it be possible to make a mod so that we can use the prefab rooms that we use when making a base in the freighter to use in our corvettes? It would make organizing easier.
See this post #nms-modding message
You think it would come eventually to consoles?
Nope
Dam it would be so much easier maybe the devs will do something for console. Who knows thanks for the like tho !
I can't remember cause it's been well over a year since I last played nms. what was the purpose of using AMUMMS to combine mods?
To resolve conflicts
ohhhhh yeah.
is amumss updated for voyager update?
gotcha
so im getting mod issues, seems like my game doesnt want to load my mods
just wondering if I've fucked up somwhere
@fresh arch its been a while, but where do you put the lua script in amumss directory
belay this i found the problem
What was it? A user in another Discord having the same issue and popup.
make sure this is set to FALSE
"No Mans Sky\No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML"
Yep, that'll do it
We usually just recommend deleting the file, it's recreated when the game starts again
Had him try that, but didn't fix it.
can I see what the error says?
nvm i didnt put mods in right directory. been so long since i last played in feburary
He was over in the modding channel on the C & S Discord last night, he posted the error there.
in AMUMSS, is it supposed to show all modscripts that are in the folder in the main UI? mine only shows ModScript
Sorry, confused by the question. What are you wanting to show where?
ok so you know in the main UI where it shows or is supposed to show all modscripts so you can I guess select them to combine?
it only shows ModScripts in there with a check box
There's no selection in BUILDMOD, it just runs whatever is in ModScript
Or are you talking about Modscript Manager?
I think it may be that.
Which is NOT the main thing for AMUMSS
A print would help. But double click on the "modscript" line, it will show a list with the LUAs inside the folder
sec
are we allowed to ask for twitch drop strings so i can added them to my json in here?
Exactly
double clik, or right click, not 100%sure right now
double click
yeah. it was double click.
But, with AMM, cannot select or deselect individual scripts. Only by folder
it's been a long time since i've merged anything with it so my brain isn't all there for it atm lol
Here's a portion of mine
like, well over a year. are there only check boxes if you are combining a lua script with a mod folder? or am i thinking way wrong
For simple usage, without scripts in folders within the ModScript Folder, AMM is overkill. Better to just go straight to BUILDMOD.bat
Overwhelming majority of mods don't need merging anymore
guess that's a major thing that changed in the last year
Ye
main thing I guess I have to worry about is Eucli-ea if I want to use other building mods
having to use RecTUM for that
RecTUM is required even if you don't use any base building mod other than Eucli-ea
argh lol.
easy way to do that then? drop both LUA in modscripts and run build in amm?
rectum and euci-ea
You only need the Eucli-ea lua if you want the customisation options
oh. i'm misunderstanding then.
Otherwise only rectum needs to be run through AMUMSS
gotcha. no combining. just install eucli-ea and run the Rectum lua through modbuilder
Yes
I'm returning after many years, tried updating my mods first, then tried completely disabling them, and I have no idea what's going on anymore. Does nothing.
I don't think any of the mods actually do anything whatsoever.
Example mods are,
- Remove Intro Logos 5.75
- Fast Actions 7.0
- HD Clouds 4k 2.1
These ones ARE supposed to work right now, right?
Is it normal that my freighter from 2022 is now just pitch black inside? Am I missing a light switch? Why does my ship land midair in the hangar?
Since January, the mod system changed. Are you aware of that?
I'm aware of literally nothing
Except that I'm pretty sure some of the mods I updated said they worked with the current version and they just didn't
Ah
Okay my Vortex is still an old version so that's that probably, and explains why manually didn't work either
Yeah, no vortex
But what about the Freighter lights?
Most people do not recommend it
oh yea gonna ask for any modders out there, is there a way to edit the textures on posters
Modding in NMS is basically placing a folder into another folder, most mod creators do not recommend using Vortex. It's not made to work 100% with every mod system out there, so it might create issues that simply do not exist if you just mod "manually"
like if I was to replace the texture of one with another is that possible?
Try to install mods the better/proper way, and then check if everything indeed works.
Also, any mod that has not been updated since 29 january, probably wont work. After that, it depends, since the Voyagers update broke a lot of things
I'm the one who usually mods even Skyrim, Fallout and Stalker Anomaly with 300+ Mods manually when others use Managers, but for NMS I used Vortex, because it was that easy and I didn't use any complicated mods, because the game gets updates regularly and I want to update my 20 mods easily
Mods.
I'll go through the list again I guess.
But still, freighter, is is supposed to be this dark in there?
Got a question when encountering a trade fleet you often see destroyable cargo pods with loot how hard would it be to make a mod that adds some interaction mechanism that allows you to trade for or purchase the contents of those pods instead of being a filthy pirate?
So I've added only a few mods to my game, and now my build menu is all out of sorts. I don't have any of the researched build pieces that you get from the construction terminal. Here's a ss of my mods and my in game:
Like i said. Try to install mods properly without Vortex, that's probably what most people here will tell you to do. It does some weird stuff with how it unzips things, and from what i understand, it requires some changes to work properly.
Since you are such an experienced modder, you will know how to move 20 folders around manually. I'm sure this troubleshooting step will cause you no harm.
- Check if the mods are updated to the current system (after 29 january) and to the current update (voyagers 6.0)
- Check if the mods are installed in "GAMEDATA/MODS", and in the proper folder level (do not move the folder with a ton of numbers, move the folder inside that, which contains the mod name in a more presentable way)
- Delete the file "...\Binaries\SETTINGS\GCMODSETTINGS.MXML" before starting the game, it will be regenerated again
Probably impossible. If not, then level 10.
No, the mechanics of the game can't be modded like that
It might be possible to add an interaction component to the entity. If so, still not easy to mod.
GCMODSETTINGS deleted.
Moved mods folder. Many mods now work. Will go through to check which don't.
Freighter interior still super dark.
Have you tried to launch the game without mods, and checked the freighter?
Also have BuildFrame_RecTUM in that list, it just didn't actually show when I captured the screenshot
Well since I launched without mods until just now because it was all in PCBANKS still, yes.
this is what it looks like in game with buildframe_Rectum installed
Currently dealing with a erroneous popup regarding mods. Has anyone else experienced this?
Mods are confirmed installed properly, are working properly, and are compatible with the current version, but the popup keeps the game in the background so it won't accept input. Clicking either yes or no shuts down the game (not a crash)
That error just appears when the game crashes for any reason with mods installed and enabled
One of the mods (or multiple) are causing a crash upon loading in most likely
that's what's crazy, the game isn't crashing. I can spam click to maintain focus on the game and play it
Oh, that is extremely strange then
in theory, if I run ReCTUM through modbuilder and share that mod with my friends then they shouldn't have to do it as well right?
Yeah
k so Ruyuna is one of the friends that is using my build that I did and all our mods match so it shouldn't be a mod problem from anything else. but she gets this happening
Found any fix yet? I can't even see building stuff I've unlocked in game such as Timber now
one other person that is using the same thing as Ruyuna is having the same issue
I mean from the pics above it just looks they they don't have perms to edit the base
That's the menu you get when you're not at your base
goes to her own base to test
we don't all three create bases so I had no idea and neither did she
Any mod to unlock all cosmetics and decoration items?
Thank you so dang much. I was removing, re-adding, trying to fix things and that got it.
cool
the lorem ipsum stuff is just a side effect of expanding the UI
it doesn't do anything
Now it's just not quite sorting things out using rectum, but I think all the items are there
Maybe not a full CTD, but still crash.
Remove mods, delete GCMODSETTINGS.MXML.
See if game crashes then.
Very good chance you have an outdated/poorly made mod.
Check graphical settings, GTAO messes a lot with that. I can't take proper screenshots with GTAO turned off (regarding shadows and dark places)
Otherwise, can't see what could be the issue
The dark freighter makes me think either maybe GPU driver update needed, or freighter used old code/parts and needs to be updated.
I've gone through all of that already. It's only with a specific mod pack (Lasagna 3). I've also followed all of the troubleshooting that the mod page suggests. Other mods I have installed work, and the mod pack seems to be working for other people properly.
Have already filled out on bug report on the nexus page and the author is stumped. Figured I'd try my luck here.
What happens if you use only Lasagna without other mods?
same. I've wittled it down to these mod folders giving the issue. the rest of the mod works fine
You might try removing all mods, going into game, save at space station, exit game, and try with those mods again.
Other than that, dunno.
yup done that too. Will remain a mystery for now lol
It might not be happening for other people, but with that type mod, there are a lot of game conditions for context. You might be trying to load some bad/unworking part of the mod, whereas other people aren't because they are not in that context in-game.
🤷♂️
yeah, that was a thought I had, tried starting up multiple new files to test the odds and no luck
For vast majority we can't fix game bugs. Cannot see or change source code. For the few we can do, just NOT worth the trouble. Spend an hour making a mod to fix a bug and HG fixes the next day.
All good, and completely understandable. Just wasn't sure if it was a mod causing it and someone else had the issue or not. It appears it's mostly the issue with being locked to be able to build at a certain location that isn't my base, just my friends. 🙂 No worries at all, ty for the mods you do though, I have gotten several.
Cool. Enjoy. 🙂
does anyone know of a currently working mod that adds noclip or removed the collision for the build cam I have a nasty bug in an old save where some massive invisible object is in my freighter base adding wierd collision blocking access to half of it and I want something that lets me noclip through it so I can disassemble the effected area without having to resort to a full freighter reset and lose all the materials
You could use the Base Builder App (or Blender plugin if you prefer). Used in combination with a Save Editor.
The collision is a common issue though, so I do suspect it will likely get fixed eventually
given how old the save file and how long its been since I played might be related to the changes to grid size for freighter bases
Could make a backup of the Freighter base data to be able to revert it again at a later time
How old is the save?
The bug with huge collision is not related to save age by the way, considering the reports I have seen
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
If you really wish, I can help you out, as I regularly use Blender with the plugin to create bases.
Hey, so I have a question. Someone I know has the ability to get the voyagers expedition rewards through a save editor. I’m wondering what save editor that would be. I’m not looking to do it myself, but I’m just curious
the save file says 2022 for date created but that was around the time I migrated to my new computer so I suspect the actual creation date and metadata got lost when copying the files so sadly I dont have an exact creation date but it was alot older
at least 2018
Normally either NomNom or NMSSE would allow you to do so. See pins for links if you decide to use either #nms-modding message
@tiny lion Be aware though, it requires editing the Account data, not the Save. You can then visit the Anomaly after, to claim your rewards.
Ok. I wasn’t planning on using it. I was just curious
Thanks for the info
Would you mind me trying to help you out with what you are trying to accomplish?
figure out what the large invisible object on my freighter base is thats blocking the back row of modules and delete it
No clue, but it's huge and I gave up placing lights on the collision to get an idea. As you can see, it goes way up there
I think it belongs to actual freighterparts
So it is not something that can be removed by us, as it is not part of the freighter base data
did this start with voyager or was this collision issue introduced earlier
but at least thats confirmed its a nms issue and not one of my mods breaking collision
It started with the Voyagers update
Correct
hopefully it gets hotfixed most likely something they did to enable EVA
and didn't think about
I am not getting the mod warning screen. I've deleted the gcmodsettings.mxml file but they still aren't popping up
also noticed the ships in the fleet dont render interiors if you eva from the freighter to them
almost like eva was never intended XD
There are other collision issues as well. The Corvette appears to have issues with collision as well at times. I also noticed a window section used for Cuboid Rooms to also have a collision rotated (not scaled)
okay so ignore it for now and hope it gets hotfixed in a few weeks
post a screenshot of MODS folder like this
include all the details stated
If it does not give you additional issues, I'd give it some time before taking more dramatic actions
did you delete disablemods.txt of thats still a thing
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
sighs and tells the captain to hold fire as the freighters turrets rotate away from the base.
Ah well this screenshot actually fixed my issue... one mod said to put the mods folder in the pcbanks folder
I moved it to the gamedata and now im getting the splash screen lol, thank you so much 
how i imagine base reset works XD
You could try, at the bridge console ;-)
(I'll wait, as I do not wish to lose my freighter base creation)
Yes the joke was when you press the reset button the ship just shoots the base off its back XD
why you dont get anything back from it
@ebon gale Just in! (Steam Experimental)
Fixed an issue which resulted in invisible blocking physics in freighter bases.
Not fixed for me, so I guess they refer to something else 😢
That said, I do think I may have found the top of the collision
(HANGARA_EXTERIOR collision is the cause, a game asset for the freighter)
That doesn't matter anymore
Looks like the bridge area for the other capital type.
Yes, HANGARA_EXTERIOR, which is part of the bridge with the hangar. I guess the collision for it is not being unloaded when you enter the freighter base area, or actually load into the freighter base interior
Oh, I see. I thought you were getting both collisions on the exterior. Yeah, without killing the collision on the outside, too, can't fix it on our end
does anyone know how to move corvette files from one save to another? GoatFungus doesnt let you
i think that you'd need to export first, then goto other save and import
i misspoke, it DOES let you, but it doesnt work
if you try to do it and then load in the save, it doesnt appear in your ships
and this isnt user error because some developers of the save editor addressed this
ok, sorry, then it seems that you'd have to do it via rawjson
@frigid grove congrats on the shoutout for your expedition project at 17:01
https://www.youtube.com/watch?v=AfGTRGCCPR8&t=1020s&ab_channel=SomeOrdinaryGamers
which folder would ShipOwnership be in
it would be basecontext>playerstatedata
thanks
Oh neat, thanks for pointing that out!
so would i just copy and paste the data for the ship i want to own from file A into file B?
yeah, i'd basically make sure i have my backups of both saves, then copy ship code into new save appropriate section at the end - for example, in my image, i'd scroll down on the right to the end, and paste the code for the new ship, then click for example on skiffdata, and say yes to nmsse when it asks to save changes.
@wary helm There is more to it, a Corvette also has 'PersistentPlayerStatedata' like a regular base. That need to be copied over too. You also have to make sure that the 'index' location you use in ShipOwnership, matches the UserData value that comes with the PersistentPlayerStateData for it
thanks
I hope it makes sense to you, but feel free to ask further detailed questions
Sounds like they work kind of like eggs. I haven't looked into the data though
i dont know much about stuff like this, so im a little confused what you mean by index
where do i find that and how do i know if it matches the user data value
Anyone know of a good mod that fixes or improves the pulse scan on ships so they show poi's more reliably seems like for a while it simply is not picking up things things that can be obviously seen visually
found a bunch of defunct ones but nothing current
A bit of a guide for json editing a copy of a corvette ship into a save.
- 1st image, you have to find the actual part data that is used for the Corvette, just like it does player bases. In my case that is [1] in PersistentPlayerBases
You can tell if it is a Corvette, by looking for the 'BaseType' within, it should say "PersistentBaseTypes":"PlayerShipBase".
Towards the top you also see 'UserData' with a value (in my case 3), which is the index used in the list of 'ShipOwnership'. - 2nd image, you see the ShipOwnership section you need, matching the 3 value (index).
Note: This list is always 0 - 11, there can not be more or less (12 total).
Now do make sure you copy over those sections correctly and edit values as required. Mind JSON formatting to be correct as well.
Note: Creating an extra index section in PersistentPlayerbases is simple, if you understand how JSON works. Easiest would be to select the full PersistentPlayerBases on the left, then on the right you scroll the whole way down. Then just before the last closing 'square bracket' ], you add a comma after the 'curly bracket' }, hit <enter> and on the next line add a <tab> followed by opening and closing 'curly bracket' {} see image 3. When that is saved, it should show a new index ([3] in my case), but completely empty for use, see image 4
@wary helm See above for some additional info
Have you seen this one? https://www.nexusmods.com/nomanssky/mods/1259
@ebon gale Do keep in mind, it just picks something, which may not always be the nearest. To find POIs more reliably, use charts and spam the type of POI you are looking for until it marks the one you're after. These will be found all over the place though.
is there a way u can complete all missions using a save editor
thank you
Info about that in stickies, here: https://discord.gg/wUhy2RJFw4
Darned embeds
thank you so much
You can do it, but it would not be in the slightest bit easy
i just dunnit :3
why is there an 'is cool' trigger and why is it FALSE FOR MY SHIP
Does anyone know of a mod that I can either edit or purchase nanites ? I've softlocked myself and want to get out of it lol
You can use a save editor to edit nanites.
That's great thank you, which would you recommend? I'm seeing loads
NomNom
Ask HelloGames. Nobody else would know.
Change it to true and see what breaks
That’s great thank you
ive managed to make some of the freighter and planetary parts accesible in the corvette structural editing, but none of them seem to be placeable because of the required snapping of the pieces.
as for the actual decorational editor, nothing seems to have changed despite the BuildableInShipDecorational property being changed.
Can you somehow easillyyyy increase the complexity limit in corvettes?
Easily since i suck at this kinda stuff
just realised BBB updated and it does this already
If I were to use a save editor to change the color of my interceptor to orange, how would I go about it? Also, would this change appear to others?
They've had it forever. There's an iscool price multiplier in the game files, so they probably planned to have certain ships be more expensive just for being popular, but they've never used it
You can't because the colour isn't stored separately from the rest of the ship's appearance in the save
Is there a way to make a mod that links outpost upgrade terminals to the freighter matter beam so you can upgrade buildings by just having the freighter in the system instead of having the upgrade materials in your inventory
hmm
how do i access this expedition again
i got downloaded the seasons json file for this and launched it offline
but im guessing the reason why i cant access it again is because i partially did it before?
maybe i just need to load up a different expedition and try again
Right yeah, if you want to play an expedition twice in a row you need to first start another expedition. The game only keeps track of the last one you were on. After you start another one you can make sure it saves then quit out and start the one you want to play again.
modding is pc only right?
welp that sucks. thanks anyway. guess im stuck with only the chitin arms and legs for now
what are you trying to do exactly
see if i could make it so i can do past expeditions. I dis part of an expedition but couldnt finish it. so i only have part of the outfit.
The delivery bot may have a way to unlock things. There's no telling what black magic Mjstral has cooked up.
- delivery bot?
- Mjstral?
i should mention im on ps5. hence why i asked if modding was pc only
!creativehublink
Go to their server, go to video guides channel, see videos on how to use service bot to get goodies on console
You need to have paid subscription to have MP active
What happens if you place a landing pad on your corvette and try to land another one of your ships on it?
You can use it but the ship won't follow the corvette when it starts moving. It will just stay wherever the landing pad was when you landed on it
If you try to land on a moving landing pad, your ship will get stuck in the landing process because it won't be able to catch up with the pad.
anyway to edit PS saves on PC?
Not that I know of, other than owning it on PC and doing cross save
are the any mods to make the pirate dreadnaught spawn its been 8 days
and ive given up
I actually tried this yesterday, I used cross save cause I own both games on PS5 and PC, I edited the PC save and uploaded it to my cross save and it said it was incompatible on my PS5 🙁
All I did was enable all my glyphs too 😂 that’s all I did
That's because of version mismatch
When they are both on the same version, try again
!nmsversions
-#
to view info below, enable embeds
-# Known Versions (title screen bottom-left corner)
-#
Exp: 151297 (4192)
-# 
6.02 151220 (4191)
-# 
6.02 151220 (4191)
-#
6.02 151220 (4191)
-#
6.02 151220 (4191)
-#
6.02 151220 (4191)
-#
6.02 151220 (4191)
-#
5.7.5 147803 (4188)
-#
5.7.5 147803 (4188)
Steam Branches
-#
Public: 19814137 (<t:1756741311:d>)
-#
Latest Experimental notes 
-# For
#nms-announcements notifications get the respective
pingable role & follow 📰 #nms-news-ticker for updates as they roll out to each platform.
Read all patch notes in the NMS Release Log »
Experimental patch notes: Latest » | All »
PC update issues?
Get Microsoft store help »
Yep, should work now
Hello again @fallow meadow and all other ones here! 👋 I want to revisit this old request of mine and see if anyone here has a few moments to spare for me.
I really would like to undo the lock on my game settings by editing it, as I lost a lot of corvette parts due to the initially poorly conceived update 6.0 and now want to build a new corvette in Free Builder Mode. My questions:
Where can I find my current NMS save game so I can first copy a backup for backup purposes?
What editor should I install? (I'm currently using Windows 11 and don't think the Windows text editor is sufficient, right?)
Where can I find the boolean value in my save game that I need to set from 1 to 0 - or the other way around? - to unblock my difficulty settings in the game?
🙏 I thank everyone in advance who wants to give me support! 🙏
PS. I start to install JSON Editor.
I need help gents, which lines in the gcuiglobals.global.mbin/exml refers to VR UI options.
I'm trying to find anything semi resembling such as VRattachtype or VR camera and there's nothing like that in the code.
Don't shoot me for asking
PPS. Okay, notepad++ is installed. ^-^'
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Though any save editor should make a backup automatically
is there a mod for actually somewhat decent looking black holes
You'll need either Goatfungus on Nomnom save editors, both should be updated to current game version, you'll find those hosted on Github
Follow the instalation instructions there, you will need to install some dependencies (Java / .NET)
Once you get that installed, you'll need to edit raw JSON data, find the SettingsLocked value and set it to false
At least that's what I believe needs to be done, Im no save editing expert
New mod released: https://www.nexusmods.com/nomanssky/mods/3725
There aren't a ton of obvious UI things in globals. If you're trying to change the UI, it's probably in the UI files, not globals. If you're trying to adjust how the camera behaves, you want camera globals. Look for VR and hmd
gah dayum mf ts fire asl
I see FriendlyFire assisted you well
Do not hesitate to ask further questions if you have any.
Well, yeah ... I'm still learning the ropes and will now search GitHub. I naively opened the save game with notepad++, using JSON as a language, which ultimately looks like this. 😅
yeah this is what encrypted save data contents look like, regular text editors don't understand it
You need dedicated save editors, those can decrypt and understand this mess
It's not encrypted but compresseed and once you get the json it has name-key obfuscation on top of that
Alright, I will download and install nomnom from GitHub first. 👍
right, obfuscation was the term, apologies
Okay, right ... I see I must install .NET 8.0 under Windows before ... I'm still learning ... Let's see~
I'm trying to switch the UI alignment so it will follow the head movement rather than being attached to the world. Seems Sean Murray will fix everything besides this.
I'd actually recommend using NMSSE for directly working with the JSON data, although NomNom will do fine as well.
Oh, okay!? ... I see that I can now easily unlock all the goodies from the missed expeditions myself using the editor. 😶
Yes you can, and a whole lot more. Save Editors are really powerful in their own right
Just a fair warning that Corvette ships are internally functioning like a regular starship as well as a base. This is however not fully implemented in the save editors yet, so do not import/export ships and or bases for now. Doing this through the raw data is possible, if you know how
Focus on what you set out to accomplish for now, wonder about whatever else you can now do after.
hey guys i really like the game, the only issue i have is that i absolutely despise the color palette, everything is green and yellow, but not normal green and yellow, but literally the color of puke
any reshade or something that someone can recommend?
Thanks for the warning! Right now, though, I'm really just trying to remove the lock I set myself at the beginning of the game. I'm still digging through the Nomnom editor and taking a look at everything in peace ...
You could have a look on Nexus Mods and see if there is anything 'recent'. I am personally not familiar with using ReShade, but maybe someone else can chime in
@fallow meadow: Nice, I found it! :3
I will set the value on "false" now.
To Devilin Pixy and everyone else in this channel:
🙏 Thank you so much for the support you've given me here. This whole thing is quite interesting, and I'll probably delve into it more deeply when I get the chance. 🙏 Thanks!
That does sound like something that, if it existed, would be in either camera or UI globals, but I don't know if it's there. I don't think any of the modders here have VR to develop or test things, so you're going to be on your own
I understand, thank you.
There's no option for it anywhere in the files, I've looked too
Most VR specific stuff is hardcoded to be the way it is. If HG had programmed the functionality for the VR UI to be anchored to the head instead of the world, they probably would have it that way by default
Damn, that's one way to kill my b0ner.
is the no mans sky expdition generator mod safe?
Should be fine, but any issues should be reported with the creator. You can check here for further info: https://cwmonkey.github.io/nms-expeditions/
Ok so me and my friends can download it without worries?
Make a backup is all I can add to that
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
ok thanks
Do edited saves to exo suits transfer between saves? I started a new save and all my tech slots in my exo suit are turbo charged
And if so is there a way to get it back to normal?
has anyone made a mod yet that just lets you freely build a corvette?
no and you don't need one
Just use creative mode and pick from any part from workshop freely
Are you using a mod?
I used a save editor for my main save
A save editor only applies changes you made, so starting a brand new save slot, should not affect this. If you are playing an existing save which you have edited to have all techslots supercharged, this will stay until you edit it again to remove those
I started a new save and I believe it transferred the supercharged slots some how
That should not happen.
Weird. Is it possible for the game to give you all supercharged slots? Did I hit the lottery?
Even new slots I buy are supercharged
The game should not do this either. You get up to 4 max
What game mode did you start this new save with?
Survival
and you are sure you have no mods installed?
You know what I do
Just remembered
But none that effect inventory as far as I know
So what did you do?
Sometimes mods can have unexpected results that may appear totally unrelated
I have the one that allows you to call freighter in low orbit atmosphere and one that increases variety of ships in systems but I think they are all disabled ill double check
Make sure to disable/remove all mods, then restart and try a brand new save again. The one you currently made, may have been affected without reverting. We want to make sure it is not the game doing this
Ok I’ll do that and report back
Ok I removed all mods and started a new save and it appears to have solved the issue. No supercharged slots in inventory now
.
Good to know, so it is not the game. I suspect it was one of the mods, as a save editor does nothing to a save unless you tell it to. In case you wish to use mods again, make sure to check using updated compatible versions, and in case of issues, figure out which mod is causing it, to report back to the creator
Ok I will. Thank you for your assistance!
does anyone use the faster scanning mod? if so how to you change the scan speed?
Can someone link me to the no-limit mods ? For the Corvette parts limit
Does anyone know which mod is crashing my game? (I also have transcender installed)
Edit: nvm it was transcender
It's always you who helps me out ❤️
Okay
Are there any mods that just make the ships faster, I've looked but all the ones I found make the pulse engine faster instead
So I was trying to use a backup save file from the 12.07.25, which is now shown as incompatible in game and also not properly recognized by the goatfungus save editor, that one recently had a version update itself. Anything I can do to make it match? Reverting NMS Version the only way ig?
loading the save in current game version and letting the game process it to update to new save data version
but Y
Can anyone recommend a mod that either removes or tones down the biome-dependent colour filters on planets? They're often a bit much and it's sort of... hard to tell what a planet actually looks like with a strong sepia filter on it all the time. I notice the switch to the colour filter while on approach from space and that also is very un-immersive
I've looked around on Nexus but the only ones I've really found that do that haven't been updated in years
This one works but seems to only apply to lush worlds https://www.nexusmods.com/nomanssky/mods/3549
Does anyone have a mod or way to free cam while building ?
You can already free cam while building in vanilla, though there are mods that let you go through objects too https://www.nexusmods.com/nomanssky/mods/3300
Thanks, that's what I meant, unfortunately that mod doesn't work as of the voyagers update
Ah, well it has for me
Ohhhh, the build cam part has broken
but photomode still works
can anyone find me the image files for some of the in-game decor posters?
You are free to extract the files from the game .paks yourself. HGPAKTool. No cost
Once extracted they'll be in the TEXTURES folder, somewhere
There is a screenshot provided.
Is there a way to instantly teleport myself to a system without glyphs?
So I found a nice planet on my normal playthrough and I’m wanting to do a hardcore playthrough and I wanna start my adventure on that planet. Is that possible?
gGame Better Faster Scan has many options. If those still aren't enough, you can edit the EXML file in a text editor
yes I think I have to edit it in order to get it to work, but do not know how
is there a mod that allows scaling of unscalable buildables?
Beyond Base Building, I think. gBase Scaling increases the range.
it is supposed to scan faster. It is scanning at regular speed
You probably have it installed incorrectly
Follow the troubleshooting and getting help steps of #nms-modding message
is this the right place to ask about save editing?
i just had a quick question if save editing to change one of my ships to the starborn runner would change my gamemode from normal to custom or really cause any issues
It would not, but I wouldn't recommend messing with ships right now in a save editor, as they are still figuring out the new corvette structure and it could interfere
For the runner, I would say go to nexus mods and get either Consumerism or the Starborn Runner Unlocker mod
A bit safer for now
ah okay glad to know that. and if i get the ship with mods and then delete the mod will it corrupt my save if you know?
Question, whats the point of Modding NMS, when it has gazillions of galaxies to explore, yes we wont see them all in our IRL life time, but stil,
Won't hurt at all.
also what mods are there anyways for NMS
To play the game the way you enjoy it
Modding isn't about "see more stuff sooner"
but issnt it mainly to be played with others
and ill be able to see every other player in normal mode just like how i can now?
true but as asked above, what mods are there thats useful for NMS
No, it's a single player game that had multiplayer tacked onto it and is non-competitive
Check Nexus Mods
or u can list
I'm not going to list 1000s for you
like useful reaason for modding
did i say 1000
clearly asked whats so useful of it
I don't have time to argue with someone that hates mods
No, you implied they shouldn't be used
u making a lot of assumptions within 1 min of talking towards me or answering or trying to answer my questions
Go look and see if there are things you think would be useful. I don't know what you think would be useful
which clearly u not being helpful
if u cant provide anything help then pleaase stop talking to me
literally just joined the discord and didnt think I had to block someone on here right awayy in less then 2mins
Block me if you want, but you'll lose access to one of the most knowledgeable people on the server. I don't really care
mods for this game are so subjective bro nobody can give u a good answer, u might aswell go on the nexus and look at trending or whatever 😭
most knowledgeable but not providing the answer, sometimes ssmart people are the idiot ones, kids these dayys
Dude standing next to the window and refuses to look outside for the weather and insists someone tell him what the weather is.
what I am saying iss whats useful for modding for nms, what makes it different, does it provide more content etc
or just general feel of adding skins to ships etc
Custom ships can be done
But both of those mods are currently out of commission, coming back soon
is there any mod for a casual playyer to just unlock all corvette stuff?
clearly he didnt get the memo, "didnt think I had to block someone one here"
Not sure if there is yet, but Everything in Space Stations should have it
eventually
That's how it would appear in a mod, as additions to an NPC vendor, not as a direct unlock
Oh okay, thankyou!
do you know if the nomansapp.com.. is legit or not?
It's good
Anyone figure out how to mod out the Corvette habitation module requirement yet...? MicroCorvettes™ need to be a thing...
I haven't seen specific requirements in teh files yet. It may be in the exe
Oh come on HG, I need this!
Without it, this seems to be the smallest I can go:
Or if I remove the elevator and put the turret on top, this maybe:
But that looks very chonkalicious
... and like a face
most NMS mods are just quality of life anyways
there's some that adds things into the game
and a lot that are focused on world gen too
like NMS is a game i have very little often no mods for
at least in comparison to other games i've played
You'll want to ping that other guy. He won't see anything I say 😉 but yeah, QoL, but everyone's definition of better is different
yeah fair
I play expeditions vanilla once, other than visual changes, but use mods for normal play
the only problem is and i have this issue with cyberpunk is the devs are too generous please stop giving us updates modders keep having their shit made obsolete 😭
They fixed a good percentage of that with worlds Part 2. Granted, we had to remake everything completely, but now they survive a lot more
also im just trying to find whats compatible but im assuming most mods that are compatible with worlds part 2 are compatible with voyagers too?
outside of ship mods of course
i wanted the rotating atmosphere mod but idk if its functional
If updated after January 28th and EXML, probably still ok
Anything before then or MBIN and after, very likely not ok
I need to update mine this week
Already in there
Are there mods that let you replace the OST with differnt tracks?
No, but why would you? NMS music is the best in gaming 😄
It could be done but no one has
I was pondering it. I don't know much about modding, but would it be able to look in anything other than .pak files? I bet that's what's being asked here. Otherwise I assume it'd be a case of needing to have some sort of tool outside of the game to override tracks and generate the .pak files for you.
They can either be used as loose WEM files in the audio folder, or might need to be in BNKs, but that hasn't been confirmed yet
Dammit that's tempting. I actually don't listen to music while playing games. I guess I could rip some ASMR audio, lol.
NMS audio is, arcane to say the least. I know you could do it, but EVERYONE struggles at first and most give up
AUDIO is either loose WEM, which isn't too bad, or within .bnk. "our" tool to work with the bnk ones has been half broken for quite some time.
I shouldn't be surprised, but I still am that it's not just all .mp3 files.
Why do game companies use wem? What are the benefits?
What I gather is they are a container file for audio files, and they have extra data/capabilities to allow for lossless manipulation of audio. Kind of like MKV files (video containers that have some extra capabilities for players that handle them)
Is there a mod for Voyager Update to remove base object limit or do I have to modify the files?
There are no mods to remove the limits on parts, those are hardcoded in the game's executable
And carry over to save data structure, which has fixed size lists to store info for bases
There are mods that add new building parts like Eucli-ea or remove many limitations like scalling, not being able to place on planet / freighter (Beyond Base Building)
Is there any mod that lets me activate walking with a dedicated key?
without the use of a controller
There used to be an RP walk mod, not sure if it's working
OK thanks I will try it
also free look is very limited idk why they made it like that
I might update my player movement mod this weekend. I have it tweaked to walk at normal speed on PC, just at the threshold of walk speed so it isn't quite as slow but has the animation
Ah ok... Well the RP walk still works
I bet this has been asked a dozen of times now, but is there Mod or Tool out there that allows me to change the Colors on my existing ships (without a paywall)? I recently found a Sentinel Interceptor of which i really love the shape but hate the color of
Nope, the game uses a single value called a seed to create a ship with all it's properties, including parts and colour scheme
Can't separate one from another, it would be a job for reverse engineering the game's algorithms to find the same parts combo in different colours
anyone using Dud's recolor mods to confirm they currently work and it's a conflict on my end?
There's a pretty good chance Dud's stuff doesn't work currently, but I can't say for sure
He does everything manually and with MBINs still I think, which break easily
ah okay, I don't need to do 50/50s then to check for conflicts
and while I'm here, any working mod that makes deep water less murky? I want to explore deep oceans but have mild thalassophobia and being able to see farther makes it less uncomfortable
Is there a mod for adding freighter parts to a corvette?
beyond base building does that now I think
Funny how a new feature generates a bajilion new downloads for an older established mod
i figured out issue with sentinels. its LITERALLY ANY MOD you use, any mod enabled causes sentinels behaviour to break, can anyone take a guess why that would be?
even if i use GDAMAGE and nothing else, i get this broken behaviour. do you think the issue can be fixed by HG?
What broken behavior?
attacking them, causes the initial repair bot to spawn in, but then the next two that typically spawn, do not pursue player. infact looking closeley at them, they slowly move back away from the player along the ground. its next to impossible to fight waves
they cant even detect me
unless i shoot them(2 that spawn after repair bot)
I've never heard of that. Is it new?
yes its been annoying me for a few days since voyagers. i thought its game bug. but after launching with mods disabled, the issue went away.. added one mod at a time, and noticed any mod, including GDAMAGE which is usually very compatible, produced same behaviour
disable via game setting :disable all mods" - true
all my mods are EXML files, have 10 in total, mostly simple value changes to economy
if there is no singular mod that is causing it, then it is categorically a game bug
It happens with any mod at all?
I assume you have tested the 10 mods individually
but the issue doesnt happen in an unmodded load
having mods installed doesn't equal caused by a mod
yes, just tested with GDAMAGE and squadron damage as only mods, same result
if it is not caused by a specific mod it's not a mod issue
i understand, it isnt a specific mod, im say any mod loaded will cause it. to me thats new
if you haven't tested your 10 mods one by one, you prolly should
i just did
ah ok
you only mentioned having test both gdamage and squadron so I assumed that's the only scenario apart from having all 10 installed you tested
I would say do a file verification and report it to HG, though they usually don't touch anything with mods
I mean since that's the first and only time I've heard of such an issue I'm more inclined to think it's either one specific mod or their specific install
the behaviour sounds like what a mod that disables robot aggression does
Did you check your difficulty options to make sure you don't have land combat turned off?
yes just checked there. Setting is set to HOSTILE on foot. infact you know i tried loading the game with one Texture mod "__Exosolar's Clear Scanner and Surveyor" which only touches the TEXTURES folder, and the issue is there still
if i disable all mods, the issue is not there. this is bizzare
il do a integrity check on game now...
if may help us know the sitch better if you post your MODS folder like this
This happens for me in vanilla, too. I had to do some thorough testing because I just made a mod related to sentinels and thought it was my fault
like i said, its not neccessary as it happens with simply one mod in the folder
it'll still help confirm your mods are installed properly
so you experienced it in Vanilla too..hmmm. as soon as i disable mods they attack normally. mods maybe compunding the issue, but for what reason i dont know
i understand that, but the directory is fine and correct
my mods do work
we trust but verify
how do i screenshot my folder?
your words are only reliable to a degree
see if your keyboard as a scprt key above your arrow keys
click the folder and then press Alt + scprt
or PrtScn or whatever it's called on your keyboard
or this use window's snipping tool ig https://support.microsoft.com/en-gb/windows/use-snipping-tool-to-capture-screenshots-00246869-1843-655f-f220-97299b865f6b
Learn how to use Snipping Tool to capture a screenshot, or snip, of any object on your screen, and then annotate, save, or share the image.
it isnt working. print screen button
my rig is in chinese too man, and im not chinese so alot of stuff is hard
then use the snipping tool
the sentinel distance bug has been happening inconsistently to me as well, can be seemingly any number/type
I think the AI breaks on certain terrain
terrain related was a theory
i had as they seem to clip through the snow
game is getting update on PC right now
7.1GB it says
I hold win+s and the screen goes grey, then highlight what I want, it puts it in the clipboard and can be pasted wherever
Not to throw your conversation off the rails while you're actively working on fixing am issue, but I was wondering what mods are an absolute must. Finally decided to just switch over to my PC because muh limited storage space on Xbox. I got a few things downloaded, but looking for things like making more photogenic worlds, space and so on.
There are no absolute musts because mods are so subjective, at least for this game
There are a few palette and atmosphere type mods you could look into
anything after january 28th will probably work, but still a chance it won't
yeah il chime in and suggest holding off for a few patches
thanks i didnt get it
working
im going to play full vanilla for a while
in liue of mods il impose house rules and restrictions
I mean, so far the only mod not actively working as far as I can tell is the custom freighter one. But that's just now being worked on. I haven't tried building a new corvette to see if I can add freighter parts or if the mod that removes the complexity limit works, but they both should.
ok scratch what i said. just tested in pure vanilla envoirnment without mods, and a sa user above said, the sentinel behaviour is also like this in pure Vanilla. completely game bug
seems to happen at random but most of the time. i already reported this bug to HG
Vanilla bug for at least a year now.
Updated in time for the expedition
https://www.nexusmods.com/nomanssky/mods/1906?tab=description
Is it possible to reset (fully delete) the accountdata file? I want a fresh one for save editing purposes, however Steam always keeps redownloading the old one somehow, even after disabling the cloud, deleting stuff and later reenabling the cloud
I have tried several things such as deleting the files while the game is open with the cloud active so that it saves those changes etc.
If anyone could give me a quick rundown of how to just normally do it‘d be a huge relief. Cause clearly I am missing something…
Thats a good question. Can you try with steam offline mode, disable internet completely, then start the game, let it create a fresh accountdata by making a new savegame.
Then exit game go online, let the cloud sync and check
Hmm alright sounds like a plan, will do so once the patch has downloaded in like half an hour 
Could someone look into Infinite item stack mod please i keep crashing when trying to land on a planet and trying todo a mission it's even crashes when multiplayer is disabled
This is the only mod installed
I think the Author has to update it maybe
Contact the author in posts on the mod page. His responsibility
Ok will do
Done
So doing this prompts a data conflict within the cloud, but upon selecting the new local files instead of the old cloud saved ones, and going into the game and saving again, the accountdata is recreated. I just checked it inside of the save editor and it still has all the rewards it already used to have.
The game also didn't create any accountfile after deleting the files and starting the game in offline mode, only save files. An accoundata file was only created after I chose to go online again and let the cloud sync (which promped a conflict, in which I selected the cloud to use the local file and basically overwrite the old ones). So I wonder why it is still bringing back the old accountfile...Sigh. I know that this used to work back in the day and it was also easier
Yeah I think I really have to give up on this, no matter what it keeps bringing back the old account file. Maybe they changed something and it is somehow tied to Steam/HG on the serverside now? No idea tbh
Note to self
shrinking an npc workstation, shrinks the npc
with mods can you still play multiplayer or is it restricted?
Ive been doing multiplayer fine but i stick with mods that dont add brand new content
Unmodded players arent able to see 90% of content made using mods
so im fine modding the game and not having to worry about losing the feature?
Using mods does not prevent people from playing MP
Whether the mods effects are visible / sync in MP, that's another story
thats acctually cool! you got reccomendations?
nope because
- mods are highly subjective thing
- mods tend to break with updates so whatever recommendation I might having, it might be outdated for current game version
Go to Nexus Mods, browse through recently updated or newly released mods, pick what you fancy
NMS Modding after 5.58 Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.c...
Check this guide for info now to install and troubleshoot mods
gotcha, thanks for that
I can't make the Consumerism mod work
Like
I already installed following various instructions sheets but nothing
post screenshot of MODS folder with path visible
like this
also post screenshot of what you interact with in the game to get the stuff
yup
Trying to get things from this guy
anytime you see a bunch of random ass names in folder name, it's not properly unpacked
and files being "1 level deeper" than they need to be makes mod not work
aaaahhhhh, because it counts as a subfolder as it is
that's why it didn't load?
Yes
Thanks guys
Okay I replaced the folder
And restarted the game
Everything remains the same
What else could it be?
what "remains the same"
did you get the mod warning screen when launching the game?
yep
gonna re-do all the process hold on
post screenshot of the game where exactly are you trying to get the stuff
whole screen, not cropped
Okay restarted everything and now this guy (screenshot) has the expedition rewards available to buy
He's at the anomaly
alright I was pressing because lots of people dont understand what this mod does
to the point of mod author doing this
The mod's thing is now I can work my way to get this stuff out of doing expeditions or time travelling to do the earlier ones
right?
yes, you buy them like any normal Quicksilver shop trinket
Can you buy them like Quicsilver shop bauble too?
Baubkes are cooler than trinkets, IMO
Even better, tchotchke!
Im sure someone here has used save editor on the expedition, right?
I really need some help in there, hoping someone could give me some stuff so I can quickly get this done
So for those who use the mod that removes the restrictions on parts and complexity for corvettes, does it work on editing existing ships? Or only new ones? Because I tried editing one design and I couldn't because it said I was over the limit. Don't know if I somehow installed the mod wrong.
I dont think game cares or differentiates between existing and new corvettes
Yeah, the part limit isn't something saved, it's a universal thing that counts how many structural parts your ship has at runtime and compares it to a number
Mods change that number
The mod was probably installed wrong in some way :<
If they have the same date and hour how can I now which one is the save file I'm actually using?
Weird. Just used Vortex and it did what I would've done myself. Don't know how I would've screwed it up, but that sounds about right
Both are the same save, odd is autosave and even is restore point
The game will load the most recent of the two from the main menu, so if editing then edit the most recent
okayy thanks
You're also free to use save editors while the game is open, the game never refers to the save file after initial loading
anyone know why my pet companion unlocker mod won't work
i extracted it and put it in a "MODS" folder in "PCBANK"
it will not work though
As a wise sage said: "post screenshot of MODS folder with path visible"
okay
that folder is straight out of the extracted folder
oh
let me test, ive moved mods into gamedata
wait
do i leave this in pcbanks?
it was there originally
even then there was no ENABLEMODS file
There was a DISABLEMODS file that needed to be yeeted out
I had a look through nexus and theres fa mods there is there a different repository of mods i can browse through?
anyway, the game says that theres mods installed, (it didn't before so i think its fixed)
thanks
No, all active mod authors upload to Nexus Mods
If you see any NMS mods outside of this platform, they are most likely stolen
Huh, there were only 5 pages but ive heard of mods that wernt in the list. Im thinking nexus is just screwing with me lol
Oh nvm it automatically filtered into the last month for some reason
which you should be doing anyway
Mods can still break with updates so general recomendation is to stick to recently updated or newly released mods
yay i can ride my sandworm now
Super simple ones like replacing the skybox, would they need updating each time or do they persist
I got modding ptsd from blade and sorcery
It doesn't matter how the mod looks on paper, what matter is how it's done, what files it modifies and in what way
Mods utilizing MBIN replacements are most likely to break with game updates
Womp womp
Mods utilizing EXML patches can survive updates but are never guaranteed to
Mods that are just DDS texture replacements of text replacements should be good to go
I just want my space to look less like a childs drawing and my controller flight controls to be rebindable
Can't
💀
Just change controller mapping in steam
"Steer"
Honestly, individual control bindings for ship movement would be nice. WASDQE for rotation, 0-9 or - and + for throttle, Maybe a settable throttle/cruise control mode for sublight flight as well. The weird mouse-as-joystick-emulation thing bothers me more than I care to admit, and the dead man's throttle is just exhausting some days.
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
can't be done with mods, gonna ask HG to work on that
Also gonna submit a ticket for that. It's a big hinderance for me and is the main reason I don't play many other modern space games. I either go flying or get super disoriented when doing anything more complicated than basic sublight travel. Combat is basically impossible for me without cheats cause i can't see where the heck I AM, let alone where I'm going.
Do they prioritize tickets with specific gamemodes and/or platforms? Wanna make sure this gets seen
nobody knows what HG does and why it does the things it does
Only thing we are pretty sure about is that whenever mods are mentioned in bug report, you get standard automatic reply to disable mods and nobody gives a damn past that
Is it a good or bad idea to mention another game they can play to get a feel for why this control scheme works? There are at least 3 documented examples I can think of, but I don't want to set off their "rip off" alarms. If they have any.
||They have friggin stargates. Don't tell me portals ain't stargates.||
Also, has anyone tried changing this fun little line yet?~
<Property name="StartingSceneFile" value="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/DISTRESSSIGNAL/STARTSCENE.SCENE.MBIN" />
Everything has been tried. It's been 9 years
I don't know what you mean by proper. https://www.nexusmods.com/nomanssky/mods/1436
Just an FYI, modding for NMS is highly limited. No API. We can change values for existing properties. That's it.
true to false, red to blue, 1 to 100 sort of thing. 🙂
That is... unfortunate.
Also, any relation?
Not good or bad, just how it's been and how it will be
And here I was dreaming of poking at the editor lmao
By two different people
Gotcha, much obliged stranger ❤️
Both make changes in the same file, one just limits the scope of the mod to one specific section.
Gonna grab the toolkit rq
I tried getting sand worm egg trough nomnom save editor but when i go too claim it in game it says already claimed
You can mod no mans sky??
Maybe
Incredibly limitedly, yes https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
That’s cool
Just to save time, I'm going to repost this a few times a day.
NEW PEOPLE!!! Look at this before you ask questions, please:
#nms-modding message
Surprised that gunter doesn't radiate a message like that here
https://www.nexusmods.com/nomanssky/mods/3714
im so happy
mouse sensitivity
vertical sensitivity
mouse ratio
sensitivity
unbalanced sensitivity
(leaving these here so if someone else tries to look for something that fixes vertical sensitivity not being 1:1 with horizontal this will show up)
@graceful fiber I put the mods in the Mods folder in the Gamedata/PCBanks/Mods folder and they don't work. Not sure why.
Because mods don't go there. GAMEDATA\MODS
does your filepath look like this
ya totally wrong place lol
NOT GAMEDATA\PCBANKS\MODS
it still doesn't work
wonder if they have the disablemods.txt
Please post a screenshot of your GAMEDATA\MODS, including the address bar
That no longer exists or is used. Deprecated back in January
oh thank god lol
It's empty now because I removed the mods
Then they won't work
that should work
The mod folders need to go in there, not loose files, and within the mod folder, the files have to be in specific folder.
I've always done it differently in other games
that just removes the internal complexity / parts placement limit
Delete the second one, extracted incorrectly. The first is correct. 🙂
...and thank you for using BBB
that's the only file I get when unzipping the mod
Yes
i HATE vortex but it refuses to let me manually load that one
I have a different mod I guess
theres two files you can dl
oh weird
it updated to just 1
Please people, just take a few minutes to look at the guide. It's the same answers every time.
https://tinyurl.com/nmsmodding550
NMS Modding after 5.58 Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: tinyurl.c...
Trappist: Mod troubleshooting guide in http://tinyurl.com/nmsmodding550, covers all of this
its working fine , i would rather delete it but if i do , vortex is gonna have a tantrum
stupid stupid mod loader
I understand
is there a website or channel where people have uploaded files of their corvette ship builds that we can import using save editor?
That folder is just not doing anything. Actual mod folder is within it, but then one level too deep for the game to see it and use.
There's a channel on the Creative and Sharing Discord
A channel for corvettes. Best bet, I'd think
also is this your mod? because ive done some INSANE amazing things to my corvette thanks to it
i have working interior doors now 😭
BBB, yes
No problem, enjoy
Well I’ve been using it for years thanks for your efforts
You're welcome, enjoy
...and I hope to not have to update it again for NMS 6.0x, haha
It, my bridge mod, and eiss have been troublemakers this update cycle.
6.04 - The Base Building Update - Completely new system!
Nope, they did that for Frontiers update and Winder and I STILL have nightmares about that fiasco
yoo im fucking blind
where do i remove a part in a corvette
whats the file path
accidentally added a part u cant remove ingame lol
You need to raw json edit with one of the save editors
That info will be in PersistentPlayerBases
You remove the section for the part you want gone. If you have more than one of that part, it'll be trial and error to get the right one
how can i tell which playershipbase it is 😭
is it in order of when u created them?
(if it is i know which one)
- It'll be the one with corvette parts in it.
- Unless you've built another base in the past week, it should be the last one in the list.
i got like 4 corvettes tho
thats the issue
the question is just
is it by order of creation
aka lets say on 08.08.2025 i create one base and then the next day 09.08.2025 for example i create another would the 08.08 be 23 and the 09.08 thing be 24?
id assume so based on the bases rn 
Yesh, order of creation, I believe.
I hope I can get the part limit/complexity limit remover mod to work tomorrow. Really want to go crazy on a new corvette design.
May want to check with the folks in the save-editing channel over on the Creative and Sharing Discord though
I just dabble as needed, they're the experts
my last physical base is last
i did build on the second base after the last base
the order is as creation
u know on top of ur head what the object ID of settlement unobtainable pieces are 😭
wait found it i think lemme check
found it, thanks @solid hawk
NP. Sorry about that, had to go do IRL
Anyone know if there's a way to add quicksilver and nanites for the GOG version? Playing offline and would rather not have unlimited. If that's okay to ask here...
Can add as little or as much as you'd like with either save editor
Or mods, like https://www.nexusmods.com/nomanssky/mods/2288 or https://www.nexusmods.com/nomanssky/mods/2083 , as examples
I recommend those two mods, and things like them. The game will be more enjoyable if you feel like you earned the stuff
Suppose I did a silly and scaled up some parts for my corvette that I now want to remove. The object removal raycast isn't working because they're so comically big. How would I best go about removing them manually?
If it's truly too big, you could try going into the JSON on a save editor and manually deleting them
What would I be looking for, JSON-tag-wise? I'm trying to remove the decorative robotic arms
Also yes, definitely too big.
PersistentPlayerBase
backup first
Okay, found the ship in NomNom's JSON editor. 319 objects, all of them blank. Is there a tag or string I can search for to find the robotic arms?
I don't know that ID, sorry. I believe corvettes are stored in two locations. The buildable items are in one place and ship type data in another
Sux
You can mod on Steam, you just don't use the Workshop to do it
Damn if it isn't on Steam I'm not interested ig
ok
Is it download and drop into a folder or is it finicky to set up?
Oh so it isn't too bad. I just want custom decals for my corvette
I wanna have kitty on corvette
I don't know if there are any currently
And definitely not a mod that has a decal of your kitty
Though it's cute
😮 i was more thinking you could upload an image and have it as a decal
I'm gonna learn how to mod NMS for burgerhead (thats my car) decals 😤
It's possible, but I don't think one exists yet
I think you could make a mod that points to a specific file, then the user could replace that file. Though most people don't know how to make BC7 DDS files with mipmaps
Does anyone know the ObjectID for the robot arms?
Check NMS assistant
In persistentplayerbases?
Going through the posts I missed. Already know this one is the best one.
Correct.
Well we have this one: https://www.nexusmods.com/nomanssky/mods/1801
So I think it's not a far stretch to have a kitty decal
Im a fan of orange branecells but still off-topic for this channel, so please remove it
You can have the text, just not the pic. Clutters things too much
Ah didn't know any were updated. Yeah you could use that and just replace the images. You just have to make sure to get the format and compression right
But he is vital to the continued operation of The Device
funnily enough SAVAGE SENTINELS by Babscoole fixes my issues
perhaps hed know the root of the problem more than us
@frigid grove I saw your profile and I was wonder how your expedition generator works?
Do you just mimic the missions for fun? Do you get the rewards for future saves if you complete it? (I'm guessing not)
It's just using the old expedition config files and putting them in the cache folder. When nms can't get a connection that's where it reads the config from. So we just mess with the values a little and toss the config in there.
Oh, and yeah it's just like you ran the expedition online. Account rewards stay unlocked. This is actually covered at the top of the site 😉
yes, you get the same rewards for all the saves just like running the original expedition
This is actually covered at the top of the site
I struggled to read the text and missed that lol, my bad
This is so cool
You fixed NMS's expedition FOMO problem
I think I'll go do all the expeditions now
I'm open to suggestions. I've tried to put the most common inquiries at the top. That being said, I'm sure people skip it most of the time.
Oh, it's a combination of the color and me being tired. It's not too bad. I may like it to be a larger font, maybe important bits bolded, but it's honestly totally fine, an error on my part
Aight thanks for the feedback. The color contrast is pretty high, so I think the culprit is the font size. This is the kind of thing I wonder about but nobody ever gives me design feedback ;D
is there a mod that makes first person staff look
not so awkward lol
why is it always pointing at something
nope, HG just reused animations from rifle type MT
And we don't have proper tooling to work with animations for NMS
are there any mods that subject u to extra bullshit
like random acts of violence or more severe natural disasters
No, nothing like that
like arming some pirates with a fully kitted infra knife, or giving every sentinel the ability to charge at you and explode
Mods can't add new functionality, only tweak parameters on existing features / mechanics
nope and nope

You want increased difficulty, maybe this will help: https://www.nexusmods.com/nomanssky/mods/2225
oooo interesting
amazing mod
@solid hawk for you savage sentinels, is there anyway i can disable the feature of more spawning? i play with GDAMAGE already and combat can be hard, id like to just have the sentinel changes if thats possible. could i just delete the metadata or EXPERIENCESPAWNTABLE/EXML files?
another reason i want this is because your mod is the only way that sentinels work in NMS right now. by default they are bugged and do not work but your mod gets around the current issues in the vanilla game
PTSD as linked above or gDamage are the best options that I know of
oh, Savage Sentinels
You can just delete that file from your mod folder
oh hell yea
was my thought at first, but theres a LUA file in that folder structure , and at the bottom (after it goes through all arguments for robotglobals) it then references the spawning file. like so :
{
["SPECIAL_KEY_WORDS"] = {"DroneWeapons", "GcDroneWeaponData"},
["REPLACE_TYPE"] = "ALL",
["MATH_OPERATION"] = "",
["VALUE_MATCH"] = "120.000000",
["VALUE_MATCH_OPTIONS"] = "~=",
["VALUE_CHANGE_TABLE"] =
{
{"Range", 2}
}
},
}
},
{
["MBIN_FILE_SOURCE"] = "METADATA\SIMULATION\SCENE\EXPERIENCESPAWNTABLE.MBIN",
["MXML_CHANGE_TABLE"] =
{
{
["PRECEDING_KEY_WORDS"] = {"SentinelSpawns"},
["MATH_OPERATION"] = "",
["REPLACE_TYPE"] = "ALL",
["VALUE_CHANGE_TABLE"] =
{
{"MinAmount", MINMULTI},
{"MaxAmount", MAXMULTI},
}
},
}
},
}
},
}
}
so its ok if the LUA references the file, but the file isnt present?
LUA is used for making mods/altering files.
If you're just deleting it from the produced directory, it's fine. The Lua is for creating the produced directiory
If that's the only change to experiencespawntable, just delete experiencespawntable from the mod folder
did as you said and tested, seemed to be fine. However, now the sentinels are displaying their buggy behaviour again. so id assume, whatever changes the author made in the experiencespawntable.exml fixes Hello games bug
One change is the range of their weapons, the other is how many spawn, if I remember correctly
Maybe HG is setting their range too low and this overrides that? I don't know for sure without comparing to vanilla and I am a bit busy right now, sorry
or perhaps not. maybe the modded spawned value sentinels are different than the initial vanilla ones that spawn
ye but they display a really odd "sliding back" behaviour where the roll along ground in opposite direction of player
Yeah, if it's intermittent it will be hard to track down
That sounds like collision maybe
or pathing
they are semi buried in terrain so likely
as are my feet i noticed
since update recently
related i guess. like the NPCs floating
The sentinels have two colliders for their hitbox, one above the other with some space in between. What's happening I think is that one is under the ground and one is above. This causes them to not be able to move up or down, hence the 'sliding along the terrain'. I'm pretty sure the issue would be fixed if they were just set to spawn higher off the ground
thats a value in this mod, i believe your correct and why this mod works
could someone with knowledge here make a simple mod to do just that and test it? confirm it then let HG address it?
id happily test or help any way
Babs will be up in maybe 6 hours and might have time to look at that, but no promises. Unless he specifically asks me to look, I'm not gonna touch it
I'm willing to, just not going to step on his stuff
well i just tried a test, thinking terrain is the issue. so i literally went in and used terrain manilupator to carve out alot of space, clearing entirely above,around and below sentinels, it didnt fix their pathing. worth a shot to narrow it down
yeh cheers. i hope HG actually addresses it, but im not confident. i think they are too focued on a million new things
They will. Anything game breaking they get to eventually
with any luck they'll give it higher priority since this expedition is quite sentinel heavy
good to know
is this related/bug? im new to the beacon changes
sentinels attacked my settlement
i defeated it
but everytime i return there, either from new planet, or on planet and go out of scene and return...theres a fresh group of mechs there attacking
it happens repeatadly 4 times already. i cant imagine its supposed to be like this
Corrupted or normal? Sounds like the sentinel avoidance stat. How long are you waiting between those trips?
Are there any mods that unlock things like simulation distance/improve graphics?
I wanna sacrefice my fps for better photo mode pics
Hey so I just found out that theres mods for this game, I'm just wondering how that even works, like I found a mod called better planet generation(idk if its up to date or anything) and it literally changes the world gen, now how does that work in a game with multiplayer feature? Like does it really change the world gen for everybody in this case or would only I/people with the mod too see the changes?
Oh thats so cool thanks for letting me know 😄
Bpg very outdated, not usuable
I know this is old, but how exactly do you do this?
--
btw does anybody know how i could get all the audio files from the game itself..?
more specifically the procedual music files/.... love the 65daysofstatic album, but it really misses so many of the songs in the game
i saw things about psarc but it doesn't seem to unpack of the pnk files from my game
They patched the use of < bracket in chat so you can no longer abuse it in a way. Renaming things still allows it so you can technically have planets, systems, plants etc. trigger an audio event
oh, so it works similarly to the icons and color brackets right?
is there a list of those audio triggers somewhere?
I don't believe anyone has listed them out. I personally dug through the files and listed out a bunch of my favorites years ago when making the text formatting guide.
I never chose to share those because of the griefing potential and earraping you could cause with them.
Easiest way to get them would be to decompile the game and dig through the files that might logically contain audio triggers. Just search for <audio> and you'll find plenty in them.
I could also try and dig through my cloud and see if I still have the text file. It was on old pc and might still be in cloud
would be awesome if you find
ill try figuring it out, thanks a lot !
A good dude @frozen spoke could also throw some in your way if you ask. Shouldn't be too much of a hassle if they already happen to be playing around with the stuff.
I personally have stepped down from NMS modding these days just so the game wouldn't be so demystified. I wanna experience the magic of just consuming content without knowing the inner workings.
Hgpaktool
i get that, i havent really modded the game at all
one of the few i dont dare to do so (even tho i mod games a lot)... but the music being procedual really feels like a blessing and a curse and you hear sum majestic part that never repeats
reason im here was one of the songs when i loaded in, but it bugged a lil and thought i was in combat... a blast that probably wont play ever again
Are you looking for an audio event played on loading, or in-game? Iirc the soundscape in-game is generated from individual instrument recordings but the loading music list is full blown tracks which are easier to extract
Or even play with audio tags
in game, it played when i loaded in, inside my base
just loaded in and as an habit held and saved with the save point on the floor
and i paused the game... its playing one of the game start songs, but with the combat additions with drums etc...
it was awesome
it didnt last long tho, the loop was very short and i assume thats because its a game start song
wish there was a wiki page about those--
Oh huh, it might've overlayed a few audio events then. You can unpack the files using HGPAKTOOL and then use the Audio Editor to play out the different tracks to match what you heard, but that's probably gonna take a while given how many variations of the instruments there are for the soundscape
If you want a list you can technically look into the types that MBINCompiler uses on its GitHub page, one of those has all of the audio event tags listed, but that's basically every single audio tag though
thats a way to do it... will try it
GcAudioWwiseEvents btw
Hello all, new player here. I was told there is a mod to stop the game from pausing when you Alt+Tab out?
A lot of the full music tracks are prefixed by "MUS", and I believe most of the soundscape instrument samples are prefixed by "PLAY"
Did you search pause or tab on Nexus mods? I think there's one recent, but not sure if it's 6.0 compatibile
I think it would probably be EXML and work with 6.0x
I have not. What is EXML.
Two kinds of mods since January 2025: EXML or MBIN. EXML are smaller, patch mods that only change what they want. MBIN are full replacements of the file (much worse). If it's EXML, it likely still works. If it's MBIN, it's likely broken
Ah gotchyah, many thanks. I'll take a look on Nexus
You can preview file contents to see what kind. Hopefully the mod has a clear indicator in the description of what kind it is
how to " re-run the old expeditions, but it requires use of external tools or mods. " , really hope to find a mod that only allow that without the headache of going steam offline etc
Let me have a look and provide some further details
Thanks so much man
@glass monolith Are you wanting to actually replay the expeditions, or just after the rewards?
^ not a man, but one of the most knowledgeable around
"but" was incorrect usage
implies that it's unexpected
I don't think there's any way to play them other than cwm's method. You can unlock rewards with mods or save editing
how to unlock rewards with mods
I'm after the reward
Mod to purchase rewards
https://www.nexusmods.com/nomanssky/mods/2062
Mod to replay expeditions
https://www.nexusmods.com/nomanssky/mods/2996
Save Editor NMSSE
https://github.com/goatfungus/NMSSaveEditor
Save Editor NomNom
https://github.com/zencq/NomNom
THANK U SO MUCH
Mind you, if using a Save Editor, make sure to unlock rewards on the Account tab
i don't want to use any 3rd party software
i'm just here for the mod
like drag drop the file
on mod folder
Well, pick your poison ...
Thanks Devilin o7
Dev Pixy is the best of the best
Got the mod and it works. Many thanks
why can i barely change anything on nomnom
Dose save edited care over to ps5? Like if I customize my weapon will save over to ps5?