#nms-modding
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Hi, i think i made a mistake, the game diseabled my mod, but i don't know how to enable it again
i got a message about a .exml but i can't find it in the game files
find mod settings MXML file in game's installation directory and remove it
Game will recreate it and enable loading all mods
for anyone using mods, do i put the mods folder in gamedata or gamedata\pcbanks?
but where it is? i've look around a bit but i haven't seen it
Put them in GAMEDATA/MODS
Refer to the 5.50 document for any further assistance, it's fully up to date #nms-modding message
thanks
No Man's Sky/Binaries/SETTINGS/GCMODSETTINGS.MXML
is there a mod that gives me all customization? like helmets and stuff
not just helmets i mean
you can unlock em in a save editor
i cant find where
they are there
oh it's here, thank you 
if you wanna buy em in game you can get Consumerism
I don't remember all of them
just get a save editor
There's bunch of cosmetics, different acquisition methods / sources
Expeditions, QS shop, Autophage race, in-game challenges
Make sure to first check the account tab to unlock all 'special' rewards, claim them at the QS shop. Then see what else is missing to unlock on the save itself
Let the pinned message fall upon you: #nms-modding message
Anyone know of any mods that still work that effect plant growth speed?
this one should work https://www.nexusmods.com/nomanssky/mods/3225
If it doesn't work I wonder how difficult it would be to make a mod that does
It should work, it was last updated after Voyagers released
If it doesn't, there's no need to start from scratch or anything
The author can just fix whatever problem is occurring through the power of a dozen headaches
real
The limits put in place by the game normally https://nomanssky.fandom.com/wiki/Starship
i set my ship stats to 600 and now my ship bounces back when i try to enter planets lol
try dialing down the manuev... agility
There aren't any ships that go above a 50% maneuverability bonus, probably for a good reason
Other things matter a lot less, but could possibly still have some side effects
How do I unlock the blueprints in Exosolar's and Babs' Beyond Base Building mod?
The blueprints to build the stuff in the mod
you mean the vanilla stuff?
No
you get it the vanilla way
I have all of that
But it gives access to objects you couldn't previously use right
I only see Corvette parts when I go into build mode
And freighter stuff
Did I not install it right? I put it in my mods folder
it's possible
It says "This does NOT mean the mod gives you access to all buildable parts. You still need to learn the blueprints for each. :)"
I'm not at my PC rn
then do it when you're there dw
So that only applies to the vanilla stuff? Or do I need to get the blueprints for the stuff they added
people will help you then
it doesn't add any new things
I don't follow
do you have access to those things without the MOD when you're at where they show up in vanilla?
No
if you get freighter parts on a freighter base you will have them
if you do not then you need to unlock them the vanilla way
But what about the stuff the mod adds access too?
it removes building restrictions, not unlock things for you
It unlocks things too
can you give an example of a thing that is not available in vanilla?
The mod does not unlock any base parts for you, it just enables them to be placed in base types that they're normally unavailable in. That still requires you have the blueprints for those parts
yeah can you give an example of what it unlocks
and can you quote from the mod page where it states that
It says it allows for more than 1000 buildable base items
I thought it was similar to Eucli-ea - More buildable base decorations and structures
Oh
this is a statement about the game
So the mod I'm looking for is Eucli-ea - More buildable base decorations and structures?
Can other players see the things I build with that mod
Eucli-ea, UBB, and KnB all add new objects
That is the main one I know of that adds fully new base parts and decorations
if they have the mod yeah
how do i get save editor
But if they don't, they can't see it?
But aren't they just adding stuff that's already in the game
yeah that's how custom objects work
It's not custom objects tho
It's just structures and stuff already in the game
on the surface
the underlying code that makes them base objects are all completely custom because they don't exist in vanilla
How long could it take to make An Infinite item stack mod and is it hard todo ?
there should be a few mods on Nexus that have luas
if those are made semi-recently they could still work
making from scratch is a fool's errand honestly lol
Theres one but i think it was not helping because I was crashing when trying to land on planet so I needed to remove and uninstall full game and reinstall again and ive not crashed again
Why ?
Huhhh
would it be possible to make a mod altering the NMS localization file(s)?
no point in making something that already exists unless you just want the sense of pride and accomplishment
Specially the ine that are in mods and tbh they actually get imprints from in game any ways so why not allow us to have them also to build with
won't be very difficult
Fellow rogue
I'ts something I'd like to do
I have to first understand the intro and basics of NMS modding, however
LocTable.MXML allows you to modify all languages in one file
I know and option 2 lol
I see I see
it's just an xml file with a very long but shallow table
well depending on how much you edit ig
Lo2k or someone else has a tool for custom translation too
I dunno if it still works
should
and how would I have it override base localization? just naming the file the same as the base localization file?
It be nice to own my own m8d and update it my self and not rely waiting for others lol
HG gave us a better way
you assign it to your desired language type in the table
gracias
Another example: https://www.nexusmods.com/nomanssky/mods/3401
Thanks, you both!
yeah but luas basically do that for you as well
as long as those luas work ig
I see
Well am sure Lua will defo work
depending on what you actually want to do
It might be possible to do as an EXML patch mod, those are update-resistant as well
Doesn't mean fully update proof though
Its exml
I had message the Author saying I think the mod needs updating but no response as of yet
ah yes, the infinite stack size mod
Hope you got a beefy enough computer to handle infinite amounts of data
Maybe why is crashed trying land on planets is that it maybe not with with corvette storage
No just handheld Rog Ally
Lmfao
Am not good understanding sarcasm at times am slow lol
Should be called increase items amount stored lol
Yeah unfortunately marketing is a thing
says the person responsible for Consumerism
I can't even refute that
รคhm which mod ulock all expedition rewards from now and the past?
Lmfao
https://www.nexusmods.com/nomanssky/mods/2062 allows you to purchase all expedition rewards with quicksilver. https://www.nexusmods.com/nomanssky/mods/3420 is a bonus mod for that mod that makes all of those free
holy fucking Shigeru Miyamoto
What
what do i also need to install mods?
Those two mods would be all of the mods needed to claim all expedition rewards for free in-game
MODS folder for 1
#nms-modding message describes how to install mods
Its really simple as eating cake lol
But if you wanted to mod on 360 with mod menu its not as easy but once you get hang of it you remember what todo
So NMS is the easiest game to mod
No it doesn't
It says
Sorry, was skimming.
why you have to replace ships and staffs and not add them?
and is the esxpedition staff better?
Because that's how the menu works for some reason, a vanilla game issue I believe
It's the same as any other staff functionally, besides having the Runic Lens for the Atlas Sceptre
so i can use it for mining
You can use any Multi-Tool for mining
Just that you could install the regular Mining Beam alongside the Runic Lens and mine a little faster
Infinite item stack does not have Lua file with it
Would yous actually think it's broken since the corvette update came out and it's EXML
have you like actually tried installing and playing with it
I used to have it installed but I removed all mods was crashing when about to land on planets Infinite was my last mod on ive just redownloaded it going to try again
@solid hawk Hi Sir will you be updating the freighter mods again at all
Need more specificity please. ๐ A lot of mods
does anyone know of a mod that will let me place terrain in mid air?
yes
im trying to build a floating island on a ocean planet but the ocean below me is at -1400U and i have nothing to manipulate off of
i've been looking trough nexus mods but haven't found anything like it yet
also trying to keep my base uploadable :p
That may not be possible, the terrain area you can add to only goes so far above the existing terrain
And mods can't add new functionality like that
its still sub-mountain level
Yes, but the voxel grid follows the terrain below it
If you can't build up from the bottom of the ocean to up there, mods won't magically extend the terrain height limit
Hiiiiiiii, so uh... I kinda started a new save for an expedition, and didn't know you could take some things from an expedition into your main save if you used it, so now I've built an insanely cool corvette and realized I'm gonna lose it... Is there a way I could move it to my main save?
May be best to use base parts to mimic a floating island, like rocks etc
i haven't tried it yet, but its more of a thing where it would take such a incredible amount of time to do it
You should keep the corvette if you started the expedition from the "new save" menu
terrain genning up 1.4k units isn't quick hting
What I'm saying is that the game will stop you within about 100u off of the bottom
With this expedition, you can't transfer the corvette to the existing save you start it from due to an override even
but if you started it from the "new save" menu, it should convert to a normal mode save upon completion
Oh I mean, I know I won't LOSE it because I can turn the save into a normal file, but I was planning on having one main save file to play on, and I know you can't move things from a fresh expedition into another save
huh
wdym
This expedition specifically disallows transfer of starships to and from the expedition save
which is the first time that this override has been used
You'd have to save edit if you want to move it to another save, but I'm not sure if the save editors have that capability? It's just be copying a chunk of json from one file to another.
Either way I started a new save for it so I wouldn't be able to transfer anything
Your best bet would be to recreate it manually using many screenshots, or save editing it into your main save and also transferring the corvette base data over, linking to the correct starship slot
so from -1.4k i would only be able to go up to -1.3k?
I have no idea how save editing works but that seems to be my only option
Make backups before trying
Probably, it doesn't matter how deep it is, you can only create terrain so far above the regular mesh of ground
I can't memorize all the pieces I used for it ๐ฅ
If on PC, you could save edit it onto a different save
Yep
though the process is weird like I described
Is there a guide for save editing?
Not really for the save editors themselves since they're a bit straight forward, but there has been a guide made on how to copy a corvette design from one save to another using a save editor #nms-modding message
As always make backups, though both save editors make backups for you to restore to I believe
good lord
still gonna hope its gonna consider the sea level as the mesh
and that someone coughs up a mod at some point with the ability to freely manipulate train
From my knowledge it does not, it considers the sea floor and existing terrain shapes the mesh
Not possible
HG would need to add that, mods can't
The freighter ones o tested for you like more expeditions and fast frigate repairs
Please let Eucli Author know when I enter freighter missions page I instantly crash and I took that mod out and no longer crash
Don't think they need to be updated. Seem to be working fine
With the new EXML system, much rarer for mods to break from updates. Does still happen, but not every mod, every update.
He updated EUCLI today, not long ago.
any time from just leaving area in roamer, to leaving entire system and returning
where exactly are the localization files within NMS at?
like, i've seen from other mods how to change in-game text for items and things, but where exactly do I look to find said items in base-game files?
They're all in the language folder
so i've heard, but i don't see any language folder, unless im in the wrong directory, of course
You need to unpak the game to see it.
okay, i think i've been doing that, but maybe i stopped it a little too early
I have a note that says it's in NMSARC.MetadataEtc.pak - old note though
that was it, ty
Is anyone aware of a mod that moves the teleport point for corvettes on Freighters to a more convenient location? I wish it were near the teleporter to the bridge.
The mods then need to be updated. No mod updated prior to 29 Jan 2025 will worl, for certain due to modding changes in the game.
I saw in release notes for experimental branch that HG has moved it. A lot of stuff, no point in modding new things this early in the update cycle because HG will change them. Nothing worse for a mod author than pouring hours into researching and implementing a mod, only to have HG "fix" it and make the mod obsolete within days.
Oh nm, was the bridge teleporter
They could still move it though. Put in a zendesk report to HG
- How i mod this game
- Is it hard to mod
- Are there any character mods?
- no idea what to ask more
How do i mod lol I looked up some tutorials, and I did everything that it said, but it didn't work
From what I've seen, it's literally not hard at all
will the mods still work if the devs issue patches or something?
I dunno lol
- #nms-modding message Installation section
- depends on how good you are at extracting zip files and moving folders
- elaborate
- ok
didn't work how
depends
the mod didn't load
did you see mod warning screen
I made sure to extract it, I went into the folder and made disable all mods to false
Nope
post your MODS folder like this
wrong folder, read #nms-modding message again
GAMEDATA\MODS, NOT GAMEDATA\PCBANKS\MODS
mmmm that would explain it lol
Video tutorials? Don't ever use those for NMS unless less than a month old.
They quickly become outdated and useless
im assuming the devs added mod support but changed it
Been mod support, but officially outdated, since 2016
System got overhauled in Janusary 2025
I find it very interesting how this game works like it's single player, but multiplayer at the same time, and it's just confusing
hey it worked thanks
So, while seeking mods, anything update last , before 29 January 2025, is 100% unuseable.
Well, I'm literally only installing the one mod because I like everything about this game without mods lol
except the settlement, stuff waiting an hour between each upgrade is abysmal
With the above being said, looking at most endorsed or most updated metrics will provide you with many dead mods. Best metric to use is sort my last updated
When vanilla starts to become boring, and it will, that's when you should use mods. Basically how you're doing it is the right way. Play vanilla first, then mod later.
At least to my thinking. If you don't play vanilla for awhile, how the heck do you know what you'd like to see changes with mods?
People who jump right into using mods from the beginning are missing out.
yeah, that's pretty much my plan honestly
I played this game a lot many years ago, so I know pretty much all of what it has to offer, but I'm still pretty mid game
Same ones who come here and ask "What mods should I use"
Lmao
"Well, Mr. Lemming, I've a cliff to show you too."
People play NMS is different ways from each other, so mod selection is highly subjective. ๐
I do wonder, are there any mods that fix tons of bugs?
Those of us who make the mods, our biggest inspiration is "what annoys me about the game today". ๐คช
Bug fix mods are rare.
- Most bugs we can't fix. Modders only have access to the game data files. No low level API, no changing the engine, no source code.
- Not much worse than pouring hours into researching and producing a mod and having it killed by an HelloGames hotfix patch two days later to fix said bug(s).
That's a shame because I'm having an issue where when I upgrade my settlement buildings the construction stuff stays
I had one of those a couple of versions ago, but I did dutifully report the problem to HG when I made the bug fix mod.
are there any weapon and boost mods?
Mod lives for three days, for its' intended purpose, before HG patched the issue. haha
Yes, search on NexusMods
Look by category, most likely in weapons or cheats
What kind of boost
dont i need an account and premium for nexux mods?
Just an account
You need an account to download, yes. Not premium
NexusMods is the only source for NMS mods
New mod users, read this before asking questions, please.
http://tinyurl.com/nmsmodding550
NMS Modding after 5.58 Modding for No Manโs 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...
Have Gunter auto post it every two minutes
-#
to view info below, enable embeds
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
chat
why tf save editor not letting me dupe vesper sails
doesnt even work when loading a backup save where multiple were already successfully installed
Maybe they made ships validate the tech they have, due to corvettes and how their tech works
Until which Expedition IS IT valid and do i need to complete the current Expedition or are the rewards already in?
Cheers @fresh arch
revised the list of Corvette parts for my ship parts catalogue mod, this time paid attention not to include non-available parts
Vesper sails have always deleted on save load on non-sail ships
i mean on a Corvette it worked until it suddenly didn't
mid testing it just broke
?
New mod released: https://www.nexusmods.com/nomanssky/mods/3733
I kniw but it is causing it to crash when I enter expedition freighter page ive done the test by removing that mod
Quick question. How do i need to save these changes made in the editor mod? Cause i gave myself for a test 1000000 quicksilver so i can quick check but idk how to save the doc because both buttons to save the file didnt change anything. Do i need to import it somewhere or smt?
Anyone has any mod recommendations which make space darker but also not always totally black? I generally like the darker space colors of the game, but not everything has to be black all the time, dark red, violet, green etc. are fine and even pretty sometimes
hello. i havent played the game for months and all my mods dont work anymore. (i accedentally deleted all of them) which mod file type should i download?
the last updated is the top one...
so is the top one correct?
Probably. I would just see if it works personally, it would've been faster to try it and test it I think than to ask, unless you're doing a fresh save with them
But I'm also admittedly not super knowledgeable with mods for NMS, so maybe there are mod file types that matter
i had many mods and i dont want something to break
like i had an item stack mod
and i dont want my items to be reduced from 999999 to 9999 for example
nvm. turns out its th exml
If this still works as of Voyagers please hit me up, Iโm really tired of awfully bright space colors ruining systems for me, but I also donโt want everything to be totally black 
@solid hawk
The mod doesn't touch anything related to this so there is no way it can interfere. Very likely a game issue
But when in doubt, yeet GCMODSETTINGS
ye i had this message with crashes recently, but my crashes were clearly being caused by a VRAM issue. ignore the message
Honestly I've been receiving a couple singular reports of "issues" that no one else can replicate
I think the game may just be having trouble loading so much more shit 
ye since voyager update, i had many crashes from VRAM,when in the past my graphical settinsg were the same as now, and never had issues at all.
Which is weird because you'd've thought all the optimisations would've actually decreased VRAM usage
But that's why I'm not a programmer
Winter update is coming
... if no mods were involved then why do you post it here in modding channel?
nms update coming now?
just a prediction seeing how fucked the current state of affairs is
oh yeah we are already 3 deep
no.4 should come soon
unfortunatley they always seem to list corvette related fixes only
3 publics deep
The majority are going to be focused on the new content
Well until it's sorted i will not be using tge mid ive nit been crashing now and been playing for little while now
Cool
I think at this point it's just having mods in general that's causing stuff like this to happen
And you're just unlucky in that you still play the frigate expeditions lol
How does mod synchronisation work exactly ? I mean for example, if you play with a mod removing corvette limits, how the NMS server "sees" you ?
and seeing from the various screenshots, the limit doesn't seem to be an issue
Multiplayer is not handled by a server, other than matchmaking. The sessions are player to player with one computer serving as host and other players clients. So they will see you however their local files say to see you.
It's not direct P2P but close. There is a azure relay server inbetween to protect from ip leakage etc
If I download mods can I still play multiplayer?
Yes no problem
Yes
Alr ty
HG semi officially supports modding or at least made it actively easier for modders and mod users with certain patches in the past
how do terrain generation mods interact with multiplayer?
and how do they interact with existing planets that have been generated
There is no "pre" existing or generated planet. They get procedurally generated and calculated by your pc live while you play.
That means if you use generation mods, only you will see the changes.
You might be standing on a mountain but for other players you will stand mid air if the original generation decides for flat land there
so it would probably mess up playing with my friends unless they also downloaded them
Right. I never use generation mods because if you build a base and the mod breaks, your base might be stuck in the ground if you return to original generation
read the line with the word "terrain" in it
i see
Lots of crash bugs in vanilla right now, some but not all caused by the VRAM leak. So will crash at random times when the VRAM usage is filled up
don't suppose there's any mods to completely disable all steam popup elements in VR?
Mods can't affect stuff outside of the game
enable 'do not disturb' in your steamvr settings
should be able to effect the game calling them up in the first place/
don't think there's such a setting/
frig. need to stop the game calling up virtual keyboards
well thanks anyways for the straightforward answers
Hi there ! I've just heard about something called the "NMS service bot", which would allow me to obtain some specific things that are not available anymore. However... it's not free. And I really would rather have a free alternative. Does it exists ?
Most of service bot functionality is free, only the advanced features are behind a subscription
As for alternatives, depending on the platform, you could use mods or save editors
But still there are some features only service bot has to offer
I just wanted the Normandy, but it required to be a Patreon for this ๐
if you're not on PC then no
no it doesn't
old expedition rewards can be obtained with free uses
!creativehublink
Go to this server, check the video guides channel
Oh thanks !
I believe there even is a video specifically for Normandy
I'll check it out ๐ Hope that'll work
Seems like it's not free to use anymore :/
Just use a save editor or unlocker mod.
Bot is cuurently overloaded and cant handle more requests so it limits itself to free users or it would become completely unuseable. Further questions on its discord, here is no support for this app
would any experienced modders be willing to test something for me ?
Depends
You should always open with what you're working on so people would know what you're asking for straight away
ah thats fair , im trying to setup the code needed to make base landing pads allow for corvettes
i just dont know how to fw the compiler or anything
what ive got so far
Where did you get the first snippet?
basebuildingtable.exml
That is not used anymore
ah , see this is why i ask :p
I don't even know if that file exists in current version
Did you unpack your own game files?
not yet no
hi folks, im new to this game. is there a mod to unlock all apperances at the body changer?
honestly would prefer not too lol
thats why im asking if an experienced modder would test it
I don't need to test it to see it won't work
The data structure in it doesn't exist in the game files
we cant just add the new ship class to the landing pad table and resize its limit?
Not sure about the second pic but the first pic contains hallucinated data structure
gotcha , the second pic is for resizing the pads limit
If you wanna see how that section is structured you can see it in the compiler github https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/NMS/GameComponents/GcBaseBuildingPart.cs
And ShipClassLandingData doesn't return any result in the github
So I'm guessing it doesn't exist
there has to be a location where the limit and whats allowed on those pads exist tho ๐ค
I'm gonna assume these are AI hallucinations
yeah just let that go lets move on from that lol
I meam there's not really anything to test tho ar this point
If you actually want to make a mod I'd recommend getting your game files unpacked
There's instructions here #nms-modding message
probably wont matter if i cant find the string i need to edit in this github link
im lookin but
The compiler github contains the template for the data structures
Not the data themselves
gotcha
The data are in the game files
Anyway if you want to dive into it you can also ask in the modding discord
!moddinglink
More chefs in the kitchen type deal
when running the save editor i get this: 'java' is not recognized as an internal or external command,
operable program or batch file. any idea what it is? all the files were extracted into one new folder
even ran both files as admin
is there a mod to unlock corvette size and part limits?
do they show up correctly n multiplayer too?
They should, I believe so
cool thx!
real lifesaver
aare there also mods for using more of the regular base parts on corvettes?
How do I use the save editor to give myself companion eggs, that actually let me hatch them
and that also works in mp?
Yes, all base building mods work in multiplayer as long as they don't add any parts that don't exist outside of vanilla, which neither of these do not
great!
Usually by laying companion eggs in-game, saving, then replacing their data with desired companion data, or just editing them into your companion registry to skip all of that
where can i find data for certain pets
The creative hub may be a better place to look for those, they also give out files to import the companions with the save editor's UI too which may be way simpler
!creativehublink
ty
my frighter base
the generic question, how do I download mods? I know where to download them from but I have no clue on how to install them into nms
It's almost always explained in each mod's page, but you usually put them in <game directory>/GAMEDATA/MODS, after extracting them that is
I'll check to see if it's working again
For example, this is what mine looks like
We have a link to a guide going over installing and troubleshooting mods in the pins too #nms-modding message (first link)
oh wait theres a mod manager
nevermind
๐คฆโโ๏ธ
the way they explain this shit is not clear enough'
ok now it should be working
and nope, trying again
hey, just started playing the game with a friend. we cannot progress together or share the same base and that is annoying. is there a way to bypass this (mods)?
now it works ๐ญ
was wondering if there was a way to mod the options (mainly for controls) and the UI for main game to be moved for individuals with 3 screens? JUst asking, since I wasn't able to find any mods on nexus that did that, so I assume there is no way to do it. If it is possible, I might look into making a mod to do so.
I think one of the new terms for a UI managment is "Safe space"
to my understanding , and as described - "To resolve conflicts between No Man's Sky mods that alter the same game files (referred to as "tables"), you must use a mod merging tool like AMUMSS"
but im using 3 seperate mods that alter REWARDTABLE and i didnt do the above
and all the features of those mods work in harmony. what am i missing?
is it just that im getting lucky here and different lines of each LUA are not conflicting?
therefore in this case, there infact are no conflicts as the three mods dont overlap in what they change within the REWARDTABLE file
is this correct?
if i mod my game will multiplayer disable
Where did you read that?
EXML mods can coexist without merging in almost all cases
MBINs need to be merged
ah ok this is what threw me off
simply reading articles on reddit etc
seemed agreed on
generally till this point i just kept a small mod list avoiding potential conflicts, but this is good to know
Hello guys! Anyone have an idea as to how one could feasably reset the current ship's entity like it does when one warps into another system?
I'm trying to find a workaround for the solar ship's animation lockup bug.
Report the bug via zendesk. The more who report, more likely it'll get fixed. !hg
almost all cases - so if both mods alter the exact same line with a different value, theres issue? and which mod is selected to win out?
There's no issue, one will supercede the other.
Already did. Furthermore, the more I look up this issue, the more it seems that it's not even on the radar, no matter who complains about it... sooo, I guess this issue will need a quick and dirty fix, instead of a clean and official one.
So I did download the mod that allows all base build on the Corvies. But the landing pad is the only thing that really doesnt work. You can build it on a Corvette and land your ship on it, but as soon the Corvie moves the ship parked stays afloat on the same spot and stays behind. Any idea if there's any way around this?
There's no fix to that very rare circumstance
ok, i dont see any load order system. so each time a random one supercedes the other or is it based on folder name etc?
precedence
you can't add features to the game. So no
D:\Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
Nope
Decorative only
Oh? I was thinking of downloading "Exosolar's and Babs' Beyond Base Building" because it doesn't affect other players yet still lets them see what I build, plus it allows for more freedom AND increases the build limit, but I was also pretty interested in adding a functional pad to the corvette
Does that not work with this mod?
Also would I be capable of having an exocraft stay on top of the ship?
It doesn't work in the vanilla game, and mods can't magically make that work
I kinda wanna make a corvette that lets me drop from the sky with a Minotaur >:)
I see I see, noted
Landed ships cannot be linked to moving objects
What about this?
The exocraft would remain where it is while the corvette flies away most likely
:(
try it, see, and let us know
Whatever happend to the thrill of discovery? Now it's all tell me everything beforehand.
true........
I'm the author of Beyond Base Building btw.
Before corvettes, something like 1400 base building objects in the game. If I were to test them all, would take MONTHS for any feature adds to happen. Rely upon the several thousand strong user base to find and report issues on the mod page, then I fix them, if possible within the limits of the mod and of NMS modding.
In the past few months? Because everything changed drastically at the beginning of the year
How do you know it's not on the radar? HG doesn't talk to anyone
The modsettings file has load order. Otherwise, it's basically whichever mod is higher in windows explorer wins for that specific change
Well, if it is, it's bound to be somewhere deep at the bottom of the list, since this is an extremely long-standing thing. Call it an educated guess, but I just can't imagine them not having heard of it.
Though I'm still trying to wrap my head around what it could be, since I can see people using the solar ships and they rarely get this issue.
I can even imagine something ridiculous like not having enough VRAM making the game throw out some animation data on the fly, because it is lower priority than other stuff, thus breaking the animation, because it just skips it.
What you see on other players isn't what they see
Animations and their triggers don't sync well in multiplayer
In streams and videos.
I even read through what little I could scrape together from reddit. There was this one thread where someone was complaining how the landing gear animation was stuck and something like that never even happened to him so far.
Like, it's apparently rare, but I can consistently make it happen.
It's something I've noticed a year or two ago, so "new" is a bit exaggerrated
Animation trigger bugs are common, but often they can fix one and then bring it back with somethign else
When I land somewhere, anywhere really, and run around for a bit, doing stuff, the ship kind of forgets to do the animations when taking off.
As in landing gears don't retract. Solars are most affected, because they have three states.
If I quickly land and take off again, it USUALLY doesn't break... right away at least.
Very odd. It sounds maybe like the ship is unloading when you leave, then loading back in when you come back, and that might be causing something?
I'm purely guessing though
That was my last thought about it too, yeah. I have a 1070ti, and VRAM is 8GB. Task manager is reporting that the VRAM is constantly full while playing NMS
In fact, I could probably test that by lowering the texture quality. Standby
I played on a 1060 mobile for a long time, still do a tiny bit. Yeah, it would max out that memory, though there does seem to be some sort of VRAM leak currently
What I do know is that reloading the ship in any way fixes it(resets it)
Ok, wow this was super weird. It MIGHT just have to do with what we're talking about.
I took off from a planet and the solar sails unfurled first, then the wings extended. It never did THAT before!
So maybe something performance related, though that is still odd
Nope, still breaks.
Just broke it with my freighter, where it damn near always breaks.
But it was slightly better? Maybe turn down as much as you can and see
That's what I'll do, though I fail to see the point by now, a try won't hurt.
Nope, I can even break it MORE consistently now, lmao
Lowest settings, VRAM is 3.5/8GB
Alright, that's settled then
What I was thinking was some kind of small fix, a mod, where the current ship is forced to reset when piloted... It might just work
Except we have no function to reset models
Isn't there something the warp process uses? One can even see how the model blurs for a second and then it's "reset"
It has some model affects, in the EXE related to how to display the model in that scene, not in a way that can be used in the MBINs nor in an on-call situation in other settings
Hm. Shit.
yeah i just remembered the restructuring
With NMS, we've no access to real code. Just static game data files
There are ways to "reset" a ship when you enter it, but I wouldn't do that. You would be also resetting the physics and bounding boxes, which will cause you all sorts of issues depending on the context in-game.
It's possible, not new modder friendly, and will cause way more issues than you solve.
Just curious, but has anyone here been using the Better Rewards mod for 6.00+ NMS version? If so how has it been working for you?
Just trying to get feedback, the author seems to be MIA.
https://www.nexusmods.com/nomanssky/mods/1460
chat
how do you safely clone a savefile without messing up stuff (i want a new one with just the tools, exosuit & ships (including corvettes) but in abandoned
removing old bases
wait nvm im stupid lol
is there a mod for enabling the game to keep running while alt-tabbing?
thanks
!faq-modding
-#
to view info below, enable embeds
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Iโm just having trouble getting my ship gold and white I tired mods and save edit and your plug in is there no way to get it gold and white or am I using it wrong?
what kinda ship
If it's one of the basic types you can just assemble a similar one using the space station fabricators
And select the metallic texture there and assign yellowish colour to it
Itโs a solar ship
alt-tabbing being out of menus doesn't make the game crash anymore?
Damn.
nope, you'd need to remove those missions from your save data
which is highly not recommended because HG uses that data to determine you have done specific things in the game
To unlock new content, like purple stars mission
Thank you
what's annoying is the popup that keep showing on right down side of the game
Hey guys are there any modded save files to put you back on track? On my PS4 I pretty much had everything but ever since I switched to steam Iโve lost that save files
I do it hundreds of times a day, so I'd assume not! Though I press the windows button to break focus more than directly alt tabbing
anyone know how to install the mod manager on linux?
where do i copy it to?
and will the mods run on linux?
through proton i assume?
NMS Modding after 5.58 Modding for No Manโs 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, find the game's installation folder, make the dedicated MODS folder there
mods don't care about proton
bro it took me so many fucking tries to log in why is the website so annoying about it
what website
nexus mods
btw will base teleporters works on corvettes or will that fuck up the game?
I would recommend not touching corvettes at all - mod-wise especially - until the majority of bugs are ironed out
is there a no mans sky mod that displays what im doing on my discord status
too late already did lol
put some base pieces on it
Is there a mod that increases the size of the crafting window, so I can see more options at once?
Or relatedly, the window for putting something into a refiner?
no and no
In short, very few UI related mods because working with UI files is a huge pain in the arse
1 more question
how does nomnom work, im trying to import a save i got from nexus
Im no save editor expert but I wouldn't recommend importing any saves from Nexus, those are bound to be outdated
well idk, i had a good end-game save on my ps4, im not trying to start over from 0
wait i might be able to save it with cross save
Hemloooooo
well yeah, using cross save would be the way to go
Since PS4 would require save wizard app to deal with save data
I wanna download Exosolar's base building mod, do I just download and extract? Do I need to enable anything?
But my point is, better to use save files from current game version
NMS Modding after 5.58 Modding for No Manโs 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...
read section for mod users, has installation instructions
Also should be posted on mod's description page
It says this
Extract archive contents to GAMEDATA\MODS. Fairly self explanatory.
Omg babs jumpscare
Hi!!
Thank u :>
Also big fan of the mod, love it when people try to give others freedom for them to unleash their creativity :3
Does modding on steam keep achievements enabled?
Glad ytou like it, enjoy. I do make the install instructions simple, no need to read into them. ๐
Yes
NMS mods only change NMS, not steam
Anyone know a way/a mod to let me tag multiple things?
I hate farming for something and constantly retagging between every small thing
mods can't add new functionality to the game
Aw :(
Is it possible to save edit to remove a module from my multitool I otherwise can't?
Yes, you could also use this mod possibly for core tech https://www.nexusmods.com/nomanssky/mods/2040 but I believe believe bad things could happen if a multi-tool lacks any main modules
well the issue is I effectively accidentally added two mining lasers
nomnom can fix that
Well there's no issues with that besides the beam color being different I believe
and it taking up a slot and not using the way cooler mining laser
is there a mod to remove base size limits?
Does the no complexity limit corvette mod let you edit sailships with parts that stick too far out?
how do i edit a cross save i locally downloaded with NomNom
By editing it like any other save
Once downloaded locally, it can be treated like any other save
yeah it worked, stupid question, thank you
Is there a Mod for NMS VR in which the UI folows the direction your looking in?
ok thanks anyways. Kind of a pitty I someone who plays in his room standing and I get a headache when turning with the joy stick but the UI isn't rotating when I rotate without the sticks and then I always forget to refill hazard protection etc and the optiona or the buid ui are sometimes in a poor place
when nms crashes and disables your mods, how do you re-enable them
#nms-modding message troubleshooting section
see GCMODSETTINGS
is it possible to get banned ingame?
Is there mods that can increase/remove the build boundaries for corvettes, because I have gigantic plans
if i mod the game will i end up in normal multiplayer lobbies, even with mods?
i really hope there is
๐ญ
Some people might abuse it
i know
But the game will be back at 60 dollars sometime soon lmao so I think the abuse wont be happening
yes
And with the mod people will be forced to build in basic space stations so they wont take up space and ruin other peoples corv building
And it will force them to be alone so they have their own space
ya
whats some mods yall recommend??
another link a few messages down
anything on Nexus Mods sorted by Last Updated earliest at Jan this year
alright
i can use vortex mod launcher right?
ye
I got that, people are currently complaining that it doesnโt work
So does it increase your base size to build on or something?
idk I don't use it
one thing to note is that a lot of people install mods wrong
so it's best to test things out yourself
I installed it as intended, I will be waiting for a fix lol
hes talking about being able to build a bigger ship, not the 100 parts limit
that one seems to be just about the parts limit
we need to remove the limitation on length
True that
I hope a mod comes around
if you don't find anything on Nexus chances are it either doesn't or can't exist
I feel like it can with good enough coding
you are free to keep feeling but the "code" we have access to is very limited so it's not a given unfortunately
@hearty wasp name me a list of mods that are 100000% worth it
Sean
bro just give me a list with mods please
๐ญ
i already spent like 7 hours finding mods for subnautica bro
I mean sure I can do that but the caveat will be it's all my own mods
are your mods good atleast?
@solid hawk hi mate sorry to bother you ive put thise 2 mids back on folder but first I run 2 luas through amumms and I crashed again on freighter expeditions list page
how does bro have so much currency ๐ญ
Go to Nexus Mods, browse from recently updated or newly released mods
Nah bro anywhere you like
https://www.nexusmods.com/nomanssky/mods/1890
Pick the ones that strike your fancy
Enjoy pissing
man, my localization file was working just fine yesterday, then i went in to add some more "translations" and now it doesn't work. I have no idea what I did wrong, would any of you modders mind looking through and helping pinpoint the issue?
okay. what the hell ๐ญ
There is no such thing as "must have mods" except for Sean
aint no one gonna download that
Its so easy to get units in game once you get going
it's an mxml file, it's fine
but thats 3 billion, correct?
thats you in your profile?
Yeah close to 4 bills
Are you on experimental? I heard the latest one is attempting to fix some crashes, may help
somewhere in that file you have a missing closing Property tag
ah... fun
Or missing opening tag, either way the structure is brokey
No just public
is that you in your profile lil bro?
Then try experimental
Don't do the definition of insanity
i was thinking something like that. now to look through thousands of lines 
maybe this website can help: https://www.tutorialspoint.com/online_xml_editor.htm
Online XML Editor - Try online XML Viewer and Editor using jQuery Plug-in
oh yes, thank you
try uploading the file there, maybe it will tell you where it get brokey
sure thing
im getting ignored by a random girl with some minecraft story server tag ๐ญ
I am not wanting to really used experimental happy with public why should I switch to it exactly?
usually experimental is stable enough to use as daily driver
I see
If you dont care about version mismatch with people on Public (ex. consoles), you can try it
chat is the better planet generation mod good?
Either way there's no use to you doing the same thing over and over again
Just don't hop between public and experimental too often
If you'd like to talk to me on personal matters, my DMs are open, but not here
sure go to dms then
Doing the same complaint on the daily when there's no way anyone other than HG can fix it doesn't really help
But i am not crashing while not hot freighter mods in like more expedition and better frigate fix mods
That is irrelevant
If the way the game's handling mods is crashing your game that is on the game
Take that however you like but we can't do much
Thats stupid
Yes
Cool
4 of the mods i ain't crashing with
why did i assume you said milfs instead of mifs
Just those other since installing them that I am
I'm not sure what is it that you need by giving me this information
Mis type
Do you want an explanation of why theose mods may be crashing your game?
are others able to see the better planet generation or what? how does that work in multiplayer.
And why it is not up to us modders to fix them?
Just letting you see what i currently have you did say to always share mods folder
Yeah but you already did that previously
And the situation has not changed regarding public branch
Just the freighter mods
mind someone explain me this?
See this post: #nms-modding message
Babs was the one that told me the 2 mods should be fine still thats why I installed that back again to see hiw they hold up
if you have planet gen/terrain gen mods, most likely no, others cannot see it unless they have the same mod installed
thank you
So after 6.0, we've observed various aspects of the game going haywire when specfic types of mods are installed. One example is when an emote mod is installed all players excluding you would repeat a single animation, the other example is your crashes. These are not caused directly by the mods changing the game, evidenced by the fact that the respective mods don't interact with the systems that are unstable. I have tested different cases and found out that 1. Language entries (texts display on screen) are related in some cases and 2. MBINs over EXMLs are not affected in some cases. From this we have a partial conclusion that the game has been updated to load and/or compile EXMLs differently, which is causing the game to misbehave in adjacent systems (especially prominent when language entries are involved). This means that while mods are present when issues happen, it is the underlying cause of the game being unable to load EXMLs properly that are making them happen, which is why we as modders have no way to fix thesr issues, and HG will instead need to improve stability on their end.
Hopefully knowong the causes will help you understand the situation a little bit more
why are you writing a whole ass paragraph?
They did say they want to know
Ah i get it
tbh it's one of the most normal things Winder has ever done
So we just need to wait for HGS stability updates
That's what I've been saying the past 10 minutes, yes
And why I recommended using the experimental branch
that's crazy
Do you think pissing is more normal or what
Makes sense since they just came out with this big update abd the stability messed up
Yeah it'll take time for both us and HG to fix things
@fresh arch now that I think of it, could this be a factor?
Wouldn't think so, no
what, size of the file?
yeah, for the loctable file
Thanks ill wait and stick to public ive removed those 2 mods for now
I would be very surprised if that was the case
also i went in and checked formatting, and I don't see any more issues, fixed what I did see, but it still fails to load
That's ok too as long as you can play the game
Yeah i can
Granted, I did only smaller mods to replace / inject custom text, never tested it with files this big
is there a way to split it into smaller files?
no
Eucli-ea's loctable was p big and it works
hmmm
Not to mention the vanilla language files are gigantic
might still be some formatting issue then, that i've overlooked
basically says the structure is wrong, gives sone line number, maybe check that
bro i got a mod thats over a petabyte, your alright
You wont find it just by looking when you get thousands of lines
first time ragebaiting... please don't get angy >.< :C :3
Also quick question have you been making that file manually?
i'm copying chunks and specific lines over from the game's english files, then i have a program I made to run through and auto translate the English values
do you have AMUMSS installed by any chance?
it has a feature where it can create a LocTable file for you
i don't think i do, but im far past the point that that would help, i've already done too much, but I'll keep that in mind for future ref, ty
i see i see
Lo2k has a tool btw https://www.nexusmods.com/nomanssky/mods/658?tab=description
But yeah the more manually you do things the more things can go wrong
yeah, as always 
Not that I don't admire the dedication but there are possibly better ways lol
personally, i don't mind the hands-on experience since im just getting into it. helps me explore the ins and outs of it more, and as i get more familiar, i can see why certain tools are helpful, and what to use them for
was nms save editor updated?
Was out, so a little late to the party, but I've multiple people reporting the better frigate repair, at least, is working fine and I can't replicate on my system, leading to believe you're just hitting into some oddball vanilla game bug.
got it working, ty @fresh arch @hearty wasp 
Which could be caused by ANYTHING. Some combination of custom difficulty settings, for example. No means to diagnose something like that.
Should check the save editor github to find out
Quick Question: How would one add Custom Keybinds to the game?
(i understand it may not be Quick, i just wanna know where to start looking)
Is so sad
is there a mod that lets me rotate the camera even infront of the ship?
is there a mod that fixes this?
Hey @frigid grove , I just did the first expedition using your expedition generator, worked perfectly. Super awesome job- probably the best thing I've seen anyone make for this game.
I was looking at doing the 7th, but there seem so be a lot of warnings- how strongly do you recommend the Disable "reset save on death" mechanic and reduce difficulty settings patch? I think I'd rather do it without it, but if you think I'm likely to run into issues then I'll enable it
Just backup your save for peace-of-mind and do it with the reset save on death mechanic intact
I was gonna do it on a fresh save regardless
Oh in that case I wouldn't worry about it at all
So im curious abotu the mods that let me run old expeditions, me and my wife want to run some of the older ones but everyguide/mod we find to do it says you need multiplayer off to run them.
Sounds good, you're the best man
Yeah, you have to do it with no network connection- most easily accomplished by setting steam to offline mode
So you won't be able to do it with others
There is a DLL version that lets you run them online, but it doesn't have the most recent versions of the patched expedition config files, so you may run into problems.
Ah
Oh, didn't realize this- I don't think I'll need it but where can I find that?
Ive also seens ome mentionign that HG did redo some of the older expditions once? and they may again in the future, but i saw that in a reddit post and no where else
I'm looking for the link, lol
My memory isn't very good since I mostly ignored expeditions bc of their FOMO nature (I avoid most FOMO things in gaming)- but based off of the generator alone it looks like the first 16 were redone (since they have "Redux" in their name)
cwmonkey would know more obviously
CC @wet valley https://nomansapp.com/transcender
Some of the stuff it does is paid, but the expedition part is free. Mjstral has plans to pull the latest and greatest expedition configs from my repo, but they have a lot on their plate so it's not done yet.
Thanks!
The expeditions from this year will be rerun reduxed at the end of the year, and once in a while they will rerun an old one, but that is a wildcard.
Probably just going to stick to yours though
Still good to have in case a friend wants to run an old one together
Not redo, redux
This is actually kind of insane
They didn't change anything just a second chance to play. They do that every year over the holidays (Nov-Jan), while HG staff takes vacation time.
Oh nice so hopefully in a few months theyll be running some again?
Yeah that's true, they are run for a shorter time and have reduced requirements. The first few had vastly reduced requirements, but the last few have been only slight tweaks, since they stopped doing stupid bullshit like discover 100 things.
Cool, ill just wait for them to offically run then
Due to timing, I think this was the last content add of the years, then they'll do redux in a cuople of months.
They don't do all of the past expeditions every year, just the ones from that year and maybe a couple of other ones.
Like this year there were only three expeditions, so they'll do a couple of others to fill it out.
Each will run for two weeks, one at a time.
@frigid grove I'm sure this is a very stupid question, but what happens if I take over 439 months to complete the expedition ๐คฃ
37 years is a long time, I know, but the curiousity is bugging me
I call it the Y2K62 bug
I've actually been meaning to make it so the date constantly changes to be some number of years away from the date you downloaded it. This will matter when I'm dead.
Something I'm sure every programmer can relate to ๐คฃ
https://www.nexusmods.com/nomanssky/mods/955?tab=description
does this work?
Its out dated
It mite work but tgeres a chance not since it's out of date
But you could just give it a test and see for your self
is there a mod for removing the camera slowing when running in 3rd person??
Mods updated last, prior to 29 January 2025, have exactly zero chance of working. That on the other hand is not a mod, it's a reshade preset, so may or may not work, don't know how often reshade changes things which would break the presets.
Search NexusMods for cam. Sort by last updated. Mods updated last, prior to 29 January 2025, have exactly zero chance of working.
i havent found anything of the sort ๐ญ
Then there isn't one, sorry
So when running in 3rd person the camera falls farther and farther behind the character?
Is so, sounds more like a side effect of the VRAM leak, causing processing slowdowns, than anything else to me. If this is the case, then couldn't be a mod for it. Hello Games working on a fix.
naw the camera is just turning slowly when running in 3rd person the game isn't slowing down actually
i sent a video showcasing it above
Yeah it's annyoing. Too bad there isn't a toggle for it. Usually it's called camera damping or such in games.
Is there a tool that allows to switch from normal to fully creative to build your ship for free without needing to gather parts?
If you change from normal to creative on same save, you still have to gather ship parts to build your own ship, same with corvette I think
Setting Crafting to Free will allow you to build with all corvette parts for freee
This will not allow you to fabricate Fighter, Hauler, Explorer and Solar starships freely though
A bit of an inconsistency, only due to corvette building counting as base building, which is lumped into crafting
Oh okay, so the only option will be to salvage ships form NPC on space station
But thx :)
Is there any mod to fix the buggy ah ah sentinels?
Is it possible to import other peopleโs corvette ships yet?
Mods can't fix bugs. Report and hope for the best
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Not really
They can fix some bugs, but can't change EXE or add functions
Noted, thanks for the clarification
Big thing with bug fix mods, especially with HG in full on bug hunt mode, is not worth the time and effort for a mod which would only be applicable for use for a matter of days to a week or two.
Go out, source yourself the perfect dry aged porterhouse. Cook it perfectly, with all the sides and fixin'. Then throw it in the trash. That's what making bug fix mods is like.
You are really traumatized from last week, i feel you
Has anyone had the issue with Vortex and No Man's Sky just suddenly stop loading mods? (Yes, I know some of you aren't a fan of that mod manager or using mod managers at all, but I've used Vortex and Mod Organizer at this point as well) Vortex was loading fine and had mods working, had switched over to join a friend in multiplayer and had to reload the game due to an issue I was having and when I reloaded I don't have any mods. Steps I have followed are: Reload Vortex, Log out and back in, Fully disable all mods and load the game without, Fully enable all the mods and load the game (didn't work still), re-install all mods, fully uninstall/purge/remove archives of all mods and re-install them, verified steam files and re-enabled/deployed mods after, I even tried restarting my computer with no luck.
Have you deleted "C:\STEAM_GAMES\steamapps\common\No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML"?
I have recently, yes, tonight no
It doesn't hurt to delete again
Even though it's weird if that's the cause
I'm currently re-installing the game fresh and my mods, so we'll see how it goes but I'll be deleting that if it exists too. Re-installing from fresh is literally the only thing I didn't do til now.
Reinstall of everything (after hours of troubleshooting) fixed it.
The good old "nuclear approach", as i like to call it.
Nuke everything and reinstall.
Yep, after that much time, for sure.
Can I use both NomNom and Goatfungus? What are the differences?
Yes, just not both at the exact same time. They are by different people with some differentiation in some features.
There's no comparison doc, just look through both and find out.
Well yeah I was just wondering since I regularly use NomNom but I want to import a ship that needs to be imported with goatfungus
They do use different formats for import and export, yeah
huh this is weird... ive placed the mods in the correct folder, the game even said im running a modded version but the mods dont work??
its the remove build limit on corvette mod and station lighting
what should i do guys?
https://www.nexusmods.com/nomanssky/mods/1868?tab=description does this mod still work or na?
You have them buried too deep. See the pin about modding after 5.58 for troubleshooting
!faq-modding
-#
to view info below, enable embeds
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
ah now it works, thanks gumsk
didnt scroll down to see the latest update to modding
Yeah, I may need to make that a PDF and put it on NEXUS
Bcs i mod other games and never had that double folder problem
Thats why i was so confused

Before 6.0 we had few enough new mod users that it wasn't a big deal, but now lots of people not seeing that
yeah i havent messed with modding in a long time
Last time i modded, the mods folder is still located in pcbanks 
Yeah, that messed up a lot of people. You can see that in my instructions on the installation ๐
Yupp
NOT PCBANKS!!!!1111!11one
recommended mods?
Probably yes.
Install and test. It wont break anything if it doesn't work
Uploaded to Nexus, because goddamn the number of new user questions. Hopefully they see it there.
All DP to charity.
https://www.nexusmods.com/nomanssky/mods/3749
It's all about personal taste... go to Nexus and search. Whatever catches your eye, install and test.
Are there any mods that add better building tools?
What do you mean by "building tools"?
Better placements
If you mean different rotations, then no
Snap points?
More like nudging kinda like satisfactory
No idea what that means
Using the arrow keys to move it tiny ammounts
Mm i see
We change values for existing properties. If there's no properties to do something, out of mods capabilities.
That is a shame
Decrease mouse sensivity, if you have a mouse capable of doing that on-the-fly. Could be a workaround ๐ค
Good thought
I'm more trying to get things as symmetrical as possible.
And that's very hard to do
Because when I pick something up and then move it when I moved to a different spot it moves it off center
By alot
On the mod page, look at the number of people using. In this case, a very high number for NMS. Then look in POSTS, how many people complaining about not working since 6.x came out. None. Answers your question. ๐
Another taught to fish, lol.
yeah, super annoying if you're trying to line things up
tried to place several planters on my freighter, to "farm" carbon, and those bastards are all crooked. I just gave up. It's a ship, so things move around i guess (that's my justification lol)
Updated pin and re-pinned so it's easier to find