#nms-modding
1 messages · Page 77 of 1
It's a vanilla crash. It should be based on save, not the whole game, and I think it's only affecting expedition saves. I'm not sure, but maybe related to having only a corvette? Report to HG and maybe include your save file.
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
sure
I do not believe so, you could ask the mod author in the "Posts" section of the mod's page, though the current file's description seems to imply that they are already working on a higher speed version of the mod!
or possibly just slower versions of it
ED-E has a lua
but also that mod is likely just an exml
just start changing the numbers in there
Are there any mods that make switching tech and cargo between multitools/starships less of a pain?
Buying a starship or multitool takes like half an hour because I need to constantly switch between them to access their inventories and sort everything out. I wish there was just a button that did it for me lol
It's MBINs, and as the mod author hasn't finished updating the other variants I just assumed that it would be too difficult to find without prior knowledge
Scrolling through thousands of properties isn't something I would sentence someone to lol
Strange, the globals changes should be exml. I think he changes anims as well, which night need MBINs, but not globals
Well they ain't
I wasn't saying he wasn't using MBINs, just that he shouldn't
Yeah, it doesn't seem like something that'd benefit from being MBIN whatsoever
Just discovered FoxTech. It'll make this stuff so easy
Anyone have a mod for more dust? like for storms on planets.
or is there a setting I'm not properly using (such as DLSS, etc.)
more dust? I always get like blinding dust in my game lol
I can hardly see in my ship during storms
for whatever reason mine just seems lacking lol
or maybe it's a quality difference between PC and console
I'm on PC. Perhaps it's graphics settings
The best option would be to set Volumetric Effects to Ultra (and also Texture Quality too I believe), I'm not sure if any modder has tackled the LoD, render distance and amount of particles/clouds of dust the game creates
Ok it may just be the planet itself (its a toxic planet) but theres like no fog, so maybe there's a mod I installed that is removing it
HAZARD FX WERE AT 35%
THATS WHAT IT WAS
DAMN YOU MEEEEE!!!
Hey guys, so I just learnt that nms has mods and I was wondering if there was any good performace mods, I'd love to be able to increase my game resolution
There are no performance mods like that to my knowledge, you may be able to increase resolution in the TKGRAPHICSSETTINGS.MXML file that governs Graphics & Display Options, but I do not know if that would work
I meant just performace mods in general sorry, I have to play at a lower resolution get enough frames
are there mod that increse sentinels swarm, not changing stats or something like that, just increse their number
Oh, I do not believe there are any mods like that for this game, at least any that are updated for modern versions of the game.
alright thank you
Grass fix probably helps some. I think Mjstral had a couple that improve performance. I have one to remove the mining effects to help a little with performance
Oh the grass one is updated!
No clue, but probably
At least it's updated for WP2
I just see a screenshot with Next era vibes and assume it hasn't been updated since then lol
Oh also babs made one https://www.nexusmods.com/nomanssky/mods/3693
has anyone gotten a save editor to work on nms for game pass players on pc? If so, which one and how?
Both of the main save editors work for the Xbox PC version of NMS
https://github.com/goatfungus/nmssaveeditor and https://github.com/zencq/NomNom
!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).
Im having issues regardless of what I use. Is there some extra step i need to take? I already made it so that hidden files can be seen.
it's easier to help if you state what is NOT working for you, instead of being vague
There shouldn't be any further steps than opening it, specifying your save file path, and selecting which save you would like to modify
?
what about my statement are you having trouble understanding
you're trying to use a save editor, you're saying it's not working - what about it specifically isn't working
Ah I see, now that makes sense. Are you willing to help? Hard to tell by your previous statements :).
I can't help if the person is unwilling to provide information required
Sorry you feel that way. Hope you have a nice day.
and I don't enjoy playing the interrogation game, as I'm sure you don't either
Then don't mind me. Some one else can help me. Maybe don't try to help people if you're not capable of being polite.
Thanks for that. I've entered the save path file but it does not prompt anything after I hit enter.
I have the goatfungus app downloaded
I’m sure it’s a mod, But I don’t exactly know or can’t find a video on it anywhere.
Does anyone have a video or something on the “Carpet” Corvette build? Please let me know.
I believe the "carpet video" was made with Beyond Base Building + some mod that allows for resizing parts
I think Gumsk should have one, search their portfolio
Where would I find this?
On Nexus Mods, all active mod authors upload their stuff only there
So I've checked, But I don't see the mod for it.
He has a "Custom ship" one but it doesn't allow others to see it, Which the carpet shows for even other people since it's a corvette and not a custom seed starship.
Do you have any other ideas?
the carpet is not a custom ship model
the carpet is a base building part
used BBB to enable building that and resized it to be bigger
I was talking that Gumsk might have a mod that allows resizing building parts
Not that they have a mod to specifically turn a ship into a carpet
Sorry, I should've said this in the start.
I've always had Beyond Base Building , But even then It doesn't allow me to find a way to get the corvette build parts small enough to not show in the carpet.
As is why I'm highly confused on the "flying carpet" build
look Im not a base builder, I dont use these kinda mods
I will not tell you how exactly it was achieved
I;m telling you what tools were used, at least in my opinion
the cavalry has arrived
They didn't mention the mods on the Reddit thread, but did explain the glitching they used
I see , Thank you lots.
When asking for help, you are saving time for everyone involved by providing details of the issue at hand.
They were trying to help you, but nobody will play a guessing game with you in their free time.
I was checking around on you're profile and didn't see gBase scaling , Searching it up allowed me to find it.
🙏
I need to update my mod status page
Of course. But complaining is neither X nor Y.
Perhaps would you be able to link me to the reddit page , If it's not that much work for ya.
Either I just can't look correctly or I can't find anything , searching carpet + magic carpet.
uhhh go to NMS subreddit, type "carpet" search bar and press enter?
This?
First result for carpet and sorted by "hot"
Exactly, Thank you brotha.
Well, You gave me the route so thank you.
Thank's to Gumsk himself as well. 🙏
Is their a idiot proof guide on how to download mods and get them running? Ive never used mods unless the game offers them like bg3 since im afraid ill fuck it up and ruin my game
And where do you guys get the mods from?
That is a Save Editor, which is not related to mods
Oh yeah, Oops.
This game can't be "fucked up" by mods, the worst thing that can happen is them not being read by the game. We have a writeup on how to install them manually (http://tinyurl.com/nmsmodding550), or you can use Vortex.
I'd advise sorting by last updated https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt as many of the top endorsed/downloaded mods are severely out of date
Nexusmods is the only website used for downloading mods for No Man's Sky, besides advanced experimental ones on wacky github pages
Vortex?
Thanks btw
Vortex is the mod manager for NexusMods https://www.nexusmods.com/about/vortex
It is very unnecessary for No Man's Sky mod installation, it is only useful if you do not fully understand copying folders from one place to another and following troubleshooting steps in the mod guide
Sometimes Vortex can cause further issues, like for me and somebody I was helping it pointed to the old MODS folder location, or it can unpack the folders incorrectly
Aight, ill try them out later
Does the unlock purple system mod still works ?
It should still work https://www.nexusmods.com/nomanssky/mods/3330
Thanks
Yeah, I don't know why it unpacks incorrectly for some people. Probably just some option somewhere. I know I'm using symlinks for my mods, so maybe that's it?
Maybe specific stuff like 7z hate it or something, or maybe 7z works but windows unpacking hates it (but then everyone would complain)
Is there a mod that localizes all foreign languages? It doesn't make sense to me that I see Spanish and French and etc for system messages, and it makes it hard for me to tell what other people are doing
No, and not sure if it's possible
Even with translation turned on, it's still doing it
Wait, there's translation?
The messages when other players do things will always be in their own languages
This cannot be changed or translated by the in-game translation
I believe only player-typed messages are translated
Is there any specific reason why it doesn't work as a mod? Like....it's a preset message pretty much, isn't it? It's localized in multiple others
The preset message is localized in your own language and sent out, which also goes for other players in different languages
You can't localize it for other people's clients without them also downloading the mod, which would then make their own status messages unreadable to them
The game doesn't send anything recognizable that it could then localize back into your own language
It just sends The Localized Message
So you're not receiving the actual events they're doing, you're just receiving the raw text of what they're seeing
Exactly
At least that is my understanding of it and how I have observed it
I get why kind of, but you'd think it could be coded in that if x event triggers x thing, other players recieve x event in their own language
Not even as a mod
Just as like a basic thing
Like not the event itself but the individual blocks of text
Yeah, but if you are playing with people of your own language then it makes sense to skimp over
It is a strange way to do it, but one that works efficiently
I don't see many English players, gonna be honest
That's why I'm having issues
I just met Chinese players and the fonts were completely broken
Like there were no Chinese characters, just crossed boxes
The only reason I even knew they spoke Chinese was because they knew English
Yeah, the default English font doesn't include many non-latin characters
There's a mod to fix that, but it replaces the font too
Yes, the only downside is that it's font is different then the English NMS font
That wouldn't really bother me much
I guess I'll give that a try and pull out the phone when I see other languages
Yeah don't know why they don't fix that
Seems simple enough to fix but I don't know what spaghetti code monster there could be in that closet
NMS is the spaghettiest code after 15 years or so of constant changes
Simple but super tedious
they really need to just add an option to be able to unlock purple systems than doing mods
you mean besides the mission that's in the game?
well there a setting in the dificulty settings that allow you to not need other hyperdrive to go to red and blue systems
why not implement purple systems in that dificulty setting too? or add a new one saying thay it unlock all system even hidden one
doesnt seem that hard
Also is there a mod to make autopilot auto targeting allow reversing? Like mf...let me reverse. It FORCING me to go forward is actually making my aim WORSE
!hg // feel free to suggest
//
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
did for a long time tbh
same goes with being able to hide the galaxy map ui
u could do that before atlas rises
never saw someone make a mod that makes u hide the whole ui
You can change auto targeting to be toggled by a button, which would then allow you to reverse properly
See, all it does it slow me down, I can rarely reverse unless the ship is right in my face
I'm on controller but the behavior is the same
Yeah, reversing is difficult in-combat unless you collide with something, somewhat similar to being in-atmosphere
I'm perfectly fine reversing when not locked in, but Phase Beam not having lock on like the Photon Cannon makes me want to use the auto aim except the auto aim actively makes combat worse
Or it's just not possible to do while auto targeted, i forgor
It's purgatory
I've started aiming manually because of how frustrating it is, but it's SO tedious
cyclotron makes ships stop moving
interesting, when I was playing exp they turned into sitting ducks
yeah, but who uses cyclotron with phase except me?
Hey does any1 know where the DISABLEDMODS.txt file is or is there a updates mod tutorial
second pin
whoever did the "always english ai voice" - please update ;-;
Can I filter the mods for client side mods in nexusmods
why would you filter all of them in
by then it's less of a filter and more of a gaping hole
Can i use every mod in multiplayree ?
#nms-modding message just read this and decide for yourself what you want
^ last line
Yes just read it thx for the info
Do we have a mod for using corvette parts on land yet? A few days back I had corvette parts + all the base parts in my base build menu when I was outside of my corvette. I didn't think nothing of it thinking it was exolars builder build mod that enabled it for me and now I have been unable to recreate that -feature-. I tried searching around and it doesn't seem like it's a thing yet surprisingly
prolly is BBB if it's any mod
Hello, is someone here who would like to help me to understand a mod (how I use it correctly) ? I mean the "Base Building App" from DjMonkeyUK. Has someone experience with that???
I'm not sure that's updated
What exactly do you mean? It still work, I can edit my bases and import the code back again into my save file.
oh ok that's nice
Yes. But the wiring is a mess. It works. Somehow. I just don't know how. Probably it is much easiert than I think....
Does anyone by chance have a bone worm egg i could have? Or any giant worm
its weird i have the unlock purple system mod on but i need to put the purple systems always visible mods to see them
is there a mod that removes the 16k hard limit on placed items
can't
can any1 explain to me how i download this? im not at all experienced in modding
Are there any NMS mods that further improve game visuals?
Transcender
Anyone here able to get me a wyvern egg?
There aren't wyverns in NMS, but these things are kinda close?
Yes, I would be willing to give eggs of any of these!
Ok what do you need me to do?
How do I find one of these?
Can anyone help with modding, I am having some issues
Many planets will have them flying around, but without mods they cannot be interacted with and adopted from the wild
Eggs??
You can only get Companion Eggs from creatures that are already your companion, other players could give you Companion Eggs of creatures like those that are not normally able to be adopted
may i have one of the blue butterfly wings one
You may!
is gene splicing possible with eggs from these modded creatures
Yes, but it's much weirder, what different features would you like?
I could just do them specifically and avoid the randomness, or you could use this website to create what you desire and send it to me https://creature.nmscd.com/
Change the two behaviours towards one thing or the other
not really important
i might be blind but i dont see the options to change the creature's colors
Oh, that is governed by the color seed
Completely random but deterministic for each seed
i think ill just gacha for rerolling the colors in the gene splicer then lol i was planning to also ask for one of the grey eagle ones just to change its colors
What specific colors would you like?
would there be a color scheme that could resemble this?
I could try to do that later, rerolling a bunch of seeds
anyways please tell me when you will be available later 🙏
Anyone have an Extra dream aerial
can someone help me figure out how to use save editor i struggle to follow to youtube videos any help is appreciated
are all eagles the same color
cus that looks the exact same as mine
They are not, their color can be customized
Mine uses the colors given from Aronium
with the egg sequencers right
i just got mine from the mod itself
Yes, and their color is initially random too like any other fauna
based on their weird seeds
so if i want another color i need an egg and have to wait and sequence it
Yes, or you could add a color seed and reroll that to get random colors using a save editor
o ok
@final hazel mind if i ask if youre available rn for the eggs n stuff?
open editor, select your platform, select the save file you want to edit, edit what you need, save, done
it took me five minutes without a video, what specifically do you want to do but not know how
which editor do you use? i have nomnom rn i use the xbox app to play nms on pc
goat but they're the same
please just describe your error, nobody can help you if they don't know what the problem is
Hi all a mp3 music mod exist?
mods cannot add new functionality or assets to the game
The best way to do that would be to use any external music software and mute the game's music
Can mods give other people items or yourself
save editing can, have to trade if you want to give someone something
Sweet thanks good to know
Any1?
download the file, open save editor, open your save file, press this, select the file you downloaded
this is as simple as I can make it
you download the file in the post.
You download a save game editor (pretty sure they're in pinned messages)
run the editor
open your NMS save game file using it
Import the ship using the import button as shown
i'd also make a copy of your save game incase something bad happens 🙂
🫡
what I said
save editors make backups automatically as well
im sorry, i have no knowledge over save game editors and stuff, so that step by step helps, didnt mean to offend you if i did @hot ember
no it's fine, I just don't have the patience for it
Uhm.. nomnom isnt workin properly for i feel like? i cant get to this page.. any know how to fix it?
you need to be more specific with what you are doing/can't do
I was able to download/open it just fine
i admit, i've never used it.
The instructions say to "seleclt a slot" so you might need to actually click on the slot in order to edit it?
wait for a few seconds
you also might want to not show a screenshot which lists (I'm assuming) your full name as your PC username
thats fair
thats what im doin, it did it once at the start, but never again
nothing
this is what happens on my end, if it's not working for you I'd take a look at the troubleshooting section at where you downloaded the editor from
found it out, went to the nomnom discord, for somereason it doesnt allow you to open it and when you move the collection folders to another location, it does work
for those who run into the problem too
but now im stuck again..? i cant find this import button on here
you're on the starship tab?
yea
that's the other save editor
this, then "add"
Thats what i did, but that fucked it up for me
But im guessing add it in the starship folder?
no matter what i do, it crashes nomnom, i think its the starship file itself
yup, crashed for me too
guessing its the file itself then
works in the other editor
hmok, ill try that one then
@lime mesa here, check this post <#nms-modding message>, grab a save editor like nmsse, backup your save folder, and then just goto edit account raw json, usersettingsdata>unlockedtitles on the list on the right, and then it's just a matter of deleting the lines on the right
Thanks! Love you(づ ̄ ³ ̄)づ
so im using a save editor for the first time just to change the crew on my freighter which ive already doen but what is the "crew seed"?
what does that determine and should i just randomize it since i changed races?
Crew appearance and names
so i should prolly randomize it then? i cant imagine using the same seed that was for a gek crew on a korvax crew will go very well?
Yo this is to fancy for me
It'd be fine, a seed is just a number, any seed is valid for anything that accepts seeds, and there aren't specific seeds that belong to specific things
Updated, finally
https://www.nexusmods.com/nomanssky/mods/1444
Ignore the image, it's just proximity doors now.
so it changed the npcs but not the flag
any idea what part of this will affect the flag? do i randomize the model seed? im guessing that will change the colours aswell but thas no biggie
Home seed, I believe
That would change where you're from, but that's goign to change colors as well
thats fine i bought the colors i wanted 2 use anyway but what would changing where im from do?
is it just gonna put me somewhere totally random in the universe?
or is the original/starting planet relevant somehow i ditched it awhile ago
it'll change the apparence and that's it
oh alr ty
not that apparently
i tried the model seed aswell seemingly nothing u do changes the flag sadly
Hi! So I installed the complexity limit mod to make a large ship.
Used vortex to ensure I had the right mod directory too, and.. ive just finished my ship and I cannot finalise due to complexity. Can anyone perhaps run me through anything I may have done wrong? I spent ages on this and would rather not lose it.
Follow the getting help and troubleshooting sections of the pinned modding document
!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 » 
- 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.
Much obliged! If I back out without finalising will the ship stay as it is or.. am I going to have to screenshot and rebuild best I can
i was wanting to begin the process of doing a cosmetic/texture mod, and for changing color palettes is there a complete list of what needs to be changed or do i need to do testing myself? for example to change palettes do i only need to edit and change the .dds files in > textures/palettes to change terrain and foliage color?
Which save editor should I use? I used to use NomNom, is there a better or more up-to-date one?
@odd pasture Using the link in my profile you can run old expeditions offline. You can crank up the difficulty minimums (you'll have to manually change the difficulty settings), and even make them permadeath. Don't do for reals permadeath on Leviathan, though, otherwise you won't be able to complete it.
oh neat, ill have to check that out. i still would want them to rerelease leviathan so i could play it with other people and all the uh. "opportunities" that come with that. if you catch my drift.
can anyone give me a red a black dragon pet
How do I use bot service for free on console
question for the modders here would it be possible to change player capital ship guns to fire on anything nearby?
mods cannot add new functionality to the game
I was mod that can change passive mobs the agressive so thought it might be possible
!creativehublink @raven shale You'll have to ask here, the Discord of the creator of the service bot
@raven shale You'll have to ask here, the Discord of the creator of the service bot https://discord.gg/AEXcap6
turrets are not creatures unfortunately
different class of being, different mechanics
big sad
wait-
do all dreadknoughts just have a gek flag in them...
apparently
Probably, #no-mans-sky message

bro i was ready 2 trade out my current dreadknought for a naturally korvax manned one just 2 change the flag and now i find out there all secretly gek worshippers
either an oversight or i guess its a nod at the fact the gek used 2 be like superrrrrrrrr evil no?
maybe all the dreadknoughts used 2 be theres 
or they only have 1 flag in the budget 🤷♂️
It's a union thing
If someone has info or resources for this you can ping me or DM me directly
colour palettes are not in dds anymore iirc
check all these mods to see which files they edit
does anyone know where the freigter ai mxml is im lazy
none really exist
if an aspect of a freighter behaviour is being defined by a file they'd be in their respective files
it depends on what exact aspect you're asking for
I take it Freighter in this is a ship class we cant edit then?
if you change it from being a freighter it will seize being a freighter yes
thanks for the info
I noticed the freighter will attack my buggy perhaps i can find away to make everything a buggy
not really
there is a component that defines a scene as a vehicle but if you don't actually set it up as a vehicle the game will just crash
and if you do you'd be making a lot more things into cars
which also can't happen because only one thing can be a car
a mod ifound has this
<Data template="cGcCreatureRoleDescriptionTable">
<Property name="RoleDescription">
<Property name="RoleDescription" value="GcCreatureRoleDescription" _index="0">
<Property name="Role" value="GcCreatureRoles">
<Property name="CreatureRole" value="PlayerPredator" />
</Property>
i take it there is not space ship equivalent then
the code makes passive mobs hostile
no not in the entity at least
all ship of their repective type uses the same scene
so an NPC shuttle is the same model as one that you may have
it's not controled by the entity of the ship
Is there a mod on nexus or something that allows you access to all your storages and or starships at all times?
and any data that defines a ship'd AI role will be fixed so if you make an NPC ship a pirate ship it'll just be a pirate ship wholesale
I couldnt find one myself but maybe im just overlooking it
that is less than ideal.
always has been
there's a reason you don't find many if any mods that does what you're looking to do
if people can, people would've
well i'll keep looking, perhaps i can find something that i can jank like making bullets big. thanks for the help
<Property name="FreightersAlwaysAttackPlayer" value="false" />
eveyone shall be a pirate
"If i cant have fun, no one will" ahh mindset lmao
plz, Has the way to install mods changed again?
My game isn't recognizing that it has mods 🤔
#nms-modding message follow both installation and troubleshooting section
yes
ok, ty
<Property name="FreighterAlertLightTime" value="1.500000" />
<Property name="FreighterAlertLightIntensity" value="25.000000" />
<Property name="MaxNumTurretMissiles" value="0" />
tf is missiles
like the ship tech one
<Property name="FreighterMiniSpeeds">
<Property name="X" value="5.000000" />
<Property name="Y" value="20.000000" />
</Property>
can small freighters move?
not that I recall
<Property name="FreighterAlertThreshold" value="10.000000" />
<Property name="FreighterAttackDisengageDistance" value="3000.000000" />
<Property name="FreighterAttackAlertThreshold" value="8.000000" />
I think i found it
if i set this to 0 any attack should make them angry
wait a sec, does the dreadnaught not fire back because the shield block the damage?
Heyo, whats the best QOL mods for VR? I am new to the game and the vVR seems great just want to help improve my experience
On NexusMods, search for NMS mods using the VR term. Really are very few VR specific mods for the game.
To pre-answer your next question, because none of the major prolific long term modders for NMS have VR. Too expensive.
help how do I mod no man sky I also don't have the file where I can activate mods
2nd sticky in this channel
Can someone help me? I can't figure out why my mods arent working. I use Vortex and wondering if my mods folder is in wrong place
currently in gamedata
#nms-modding message installation/troubleshooting section
thank you so much 🙂
Any mod that let you travel to other systems without warping?
can't
Hi, does anyone know how can i get a seed from a sentinel ship from the nms ship customizer webpage???
Are there any mods that speeds up the landing/docking animations? It can get really annoying lol.
I doubt that this mod will affect Corvette-class starship landing/docking
Fantastic, thank you!
I don't use my corvette often anyway XD
It seems like it edits a global value, so it should affect corvettes unless they have their own globals
How does one merge mods if they don't have .lua files?
I don't need to merge them at all?
EXML, in 99.99% of cases, no need
I have mods that edit the same files, they won't conflict with each other?
Oh okay awesome
Here I am worrying that I'll have to get all involved with modding this game lol
Nah, it got much easier as a user in January
Most EXML mods will also survive most game updates
Why can't every game have such simple modding lol
Some are even easier, but yeah, it's much better now
Usually Unreal engine games are pretty simple, but modding a bethesda game is like a full time job that never pays off lol
Excuse me. Does anyone know how I can use a save editor for PS5? Or any way I can get the expedition rewards for free?
You can't
The only option for PS5 is to use cross-save to go to PC, unlock there, then cross-save back. OR cross-save to PS4, export with SaveWizard, edit on PC, import back to PS4, cross-save to PS5
or use the service bot's Expedition Reward Unlocker service
As an addendum to the above, if you have two or more mods with the same MBIN(s), those will need to be merged or something will not work right.
There's few of those, but they do exist, especially SCENE.MBINs
Is there a way to dump all public classes? I would like to see if there are any unused
what public classes do you mean ? the mbin classes are extracted from the exe, they aren't 'public'. the same would be true if you wanted the c++ classes the exe uses, they'd need to be extracted from the exe using something like IDA or Ghidra since they aren't exported. if you want the mbin classes that have been extracted then tools like NMS PCBANKS Explorer that comes with AMUMSS, or NMSMB can display and search all mbin classes, fields, enum's. if you want to see the source you can go to: https://github.com/monkeyman192/MBINCompiler/tree/development/libMBIN/Source/NMS
there is no easy way to know what mbin fields are actually used by the exe, even if they exist in an mbin, it's almost a certaintly that there are some that are no longer used. there are currently: 720 enum's, 2644 classes, 21738 fields in libmbin.
are there any mods for base building? Things like movement mods similar to BDTH (FFXIV housing plugin with gizmo movements etc) or something that allows you to select multiple items at once for mass movement/copypasta?
I don't want to mod this game heavily but a few things annoy me, like small item stack sizes
Been looking at mods to alleviate this, do mods like NMSE still work?
I've followed the instructions, but even without loading in any mods the launcher doesn't really launch the game
I've just read the pinned messages, think I have my answer in that old mods don't work if they're not updated after 5.58 version of the game
Should've read that before posting here sry
not quite like that. There is Beyond Base Building for more options with the current pieces for placement and rotation and things like that. gBase Boundaries for expanding base boundaries farther. gBase Scaling for increasing the range of part scaling. Ultra Base Building for some more parts to build that are in other parts of the game. Euclea for more new parts. Maybe a coupel of others
gStack for stack sizes. What is NMSE? Anything before January 28th, 2025 will not work. Anything after that, EXML mods will survive most updates, but MBIN mods need to be updated usually when the game updates
first mod I looked at was https://www.nexusmods.com/nomanssky/mods/108, which needs NMSE to function
But that's old stuff that won't work anymore then https://www.nexusmods.com/nomanssky/mods/9
Correct, hasn't worked in several years
@safe trellis You probably also want to look at Lo2k's mods. He makes the most QoL mods
I did find yours too, thanks
Since this is my first mod, if the GAMEDATA\MODS folder doesn't exist yet I can just create it right? Or does that mean I'm missing something else?
You're good just making it
I would emoji react but it seems I don't have the permissions to do so, so a normal thank you from my end 😉
hah, no problem
@vale iron for yoour gstack mod, I used the 50x multiplier. I see the 1/500 is visible for certain stuff in my exosuit but in my storage it's just the amount of items number. Does the 50x multiplier apply there too?
For example Lemmium normally a max stack value of 20 iirc, new value is 1000 in storage and 500 in exosuit?
Should apply anywhere there is a stack, except refiners I believe
If anyone wants to get blowup by their own freighter use the optional mod https://www.nexusmods.com/nomanssky/mods/3792?tab=description
Does refiner input hold more than the 9999 cap? Now that I have more inventory slots and storage opportunities I'm planning to remove the Remove Technology Overload mod that uncaps materials so I'm one less mod away from breaking my save every time the game has an update
also i'm considering using vortex instead of manually handling mods - is that a bad idea
it should mostly work fine but troubleshooting when you encounter issues can become a small bit more complicated
a lot of people do use it
hey, is there a mod to make no man's sky support analog keyboards ?
no
anyone got a green dragon looking pet
hi, any1 an idea, after the update all my mods arent working anymore
#nms-modding message troubleshooting section
Okay thank you.
Has anyone used the nms bot delivery system?
sorry things got busy, i use the xbox app on my pc to play and when i go to find my save nothing shows up idk if it’s because i use the xbox app
What would cause mods to not load I accidentally push yes after a game crash when it asked me do I want to disable mods now I cant get mods to load
so talking on a hypothetical, is there a way to disable the mining restriction around a settlement by editing a game file? Specifically for terrain manipulation.
Anybody know of a mod that lets you recharge all of your hazard protection at once, having to do all of them is so annoying
#nms-modding message troubleshooting section
can't
???
read and follow instructions
Any experianced modder know if its possible to modify freighter turret accuracy, ive managed to get bullet speed and other stuff working but not accuracy and spread
does anyone know how to change the look of a ship? like wings, engine, cockpit and colors?
yes I know about the save editor but I'm not sure how to use that for my problem
I could probably create an emote for it, but it would be a free thing, not a cost
Should be able to. There used to be a mod that adjusted it
are there mod that unlock all words?
Save editor
💋 thank
Find that old mod and decompile it to see how it worked
i had a look and found some mxml hiding in models big thank❤️💋 many kiss
For those of you who used the mod to replay or play old expeditions if connect it back to the internet will i lose the rewards from the old expeditions i played or nah?
nah
Thanks i just finished expedition 1 and i plan to play all of em 😂😂
The Freighters have gotten very mad now
https://www.nexusmods.com/nomanssky/mods/3792
@hearty wasp umm that did not help me I already know how to mod through Vortex my issue is the game closed out mid gameplay and a page popped up saying disable mods I usually hit no but I hit yes accidentally mods are not working how can I fix that. The page had no intell on my situation
did you do everything written here
i.e. the follow the instructions in the troubleshooting section like I said
Ok I did what it said deleted the MXML
Start game?
Yes
Do I have to change deployment on Vortex at all? Still not working
Maybe try purging and re-deploying. If that doesn't work, look at the folder manually
Sometimes Vortex unpacks mods incorrectly, but I haven't seen why
It works for me, but for some people it unpacks an extra folder level deep
Yeah it was working for me then it stopped
If it was working before, the deletion of MXML should re-enable it. If there is an out of date mod, it will crash again, though
So it's not deploying, or deploying to the wrong place
It won't even register that mods are enabled
Can you force an update check in Vortex? Maybe it's a really old version and hasn't updated itself
Is there a MODS folder in PCBANKS? If so, it's deploying to the wrong place
Nothing in the mod folder in pc banks mods are in a Vortex folder
Then it's not deploying at all
try reinstalling vortex
Either do it manually or do some sort of uninstall reinstall of Vortex and try again
"Fuck it! We'll do it live!"
Ok doing that now
Download destination don't matter right? For the mod manager
how can you build on your corvette
Has nothign to do with modding. It's a vanilla feature
is there a mod that would increase the stacks of refiners inputs and outputs from 250 to like 750?
when u get to far to the front or back it say out of range so how thry do it then if its not mods
oh do you mean how do you build parts that you usually wouldn't be able to on your corvette?
If what Fin said, Beyond Base Building
Search Nexus Mods for the term refiner
Yeah
I tried but I didn't find it there, so I hoped someone here had one that isn't available on nexus
https://www.nexusmods.com/nomanssky/mods/1096 here you go
is there a mod that allows holding A/D to increase inventory crafting quickly? clicking A/D 500 times for 500 metal plating for a new farm is gonna make my keyboard explode
Refiner input and output are hardcoded I believe
Anyone know a mod to increase the base (Planetary) Max parts limit?
Transcender is the only one that has ever been able to increase this. Be aware, free version does NOT have higher build limits. https://www.patreon.com/posts/transcender-no-130465541
Is there a mod that removes the terrain damage that sentinels cause with their volley shots? They're eating holes in the base I just flattened out XD.
I found one, but it's outdated
https://www.nexusmods.com/nomanssky/mods/3389 you'll need to run the script through AMUMSS to generate the mod.
@fresh arch Hello! I have seen your autophage unlocker mod. I wouldn't mind having them pre-unlocked on a new save, rather than have to run the storyline all over again. I am guessing it still works fine, because it seems there were a few peeps who think it doesn't? Does it just unlock cosmetics or also the ability to see autopgage?
Ty I’ll check it out!
whenever i load a sandworm from a save editor it just keeps spinning in circles
how can i fix this?
i have fixed it nvm!
Feel free to share how you fixed it, to maybe help others in future. 🙂
Are there any mods that help put settlements (esp. autophage settlements) on the planet you want rather than whatever the game wants?
I have a paradise planet in a purple system that just doesn't want to spawn a settlement and it's driving me nuts becaus the system it's in is so perfect.
no
Has anyone made a mod that let's you grow the extra plants in the game? Impulse Beans, Hexaberry, etc. I wanna go round in my corvette growing and making food but dislike the loop of having to constantly find these items
Has anyone modded this thing into a companion at all?
don't think this is a creature
Eucli-ea has em
the snappoints are prolly broken as shit tho
blame hg
Makes sense I guess, still a bit of a shame they never added it officially though, it's kept me away from a lot of the cooking stuff
prolly encouraging exploration or something idk
Any mods that unlock all legacy base parts, for those like me who weren't able to unlock them all back then?
The upload limit increase has been removed :( ty though
Any ideas other than Transcender plugin?
Nothing does nor can
And the max parts is still listed on the Transcender site. What do you mean it's been removed?
Yeah, as previously mentioned, that's the only thing that has ever been able to remove said limit
Choice of one
Ah rip, i guess we now have no options, unless HG blesses us
Thanks for the responses though <3
Ah, thanks. I'm sure he'll update the site soon. Yeah, I was a bit worried about that bypassing the 3000 limit part
Yeah, i see the reasoning and i understand, just annoying when trynna build a large community scale base
knock knock!
y’all have any good mod suggestions?
(Shaders, stuff for custom corvettes (did i spell that right?) and anything else)
sigh, another one of those
we can't know what you'll like and what you need for your game, open Nexus, sort by recently updated, shop around
or look up a collection that's updated for Voyagers and grab that
how many times your game crashed?
who are you asking
my game hasn't crashed a single time as long as my mods were up to date
Finally finished:
https://www.nexusmods.com/nomanssky/mods/3805
Haha, I love mods in the genre of "wait, this isn't in the base game?!"
finally a god send mod
another peak gumsk mod
is there a mod that allows us to press and hold A/D to increase what we're crafting instead of clicking it X number of times?
Let me know if it works. Two people have said their corvette won't land. I tested on three bases on two saves, public and experimental and had no problems, so I need more data.
landing works for me, and beam down also works, but when im beam back to corvette it crashed
Strange, I tested that as well on both. Thanks for the info. I'll just have to keep collecting reports
hi there is cutomising site nms center but its payable so does anyone decode seeds number so i can change seeds code manullay to change color for eg?
No, it's not possible to break them apart like that
ah crap thx then for letting me know buddy
i read that in the most disappointing tone and im sorry-
But ight. Danke
is there anyone here thats using more visible corvette effects mod? I wanted to know if I can tweak it so it only mods engines and reactors
If it's an EXML, as it should be, it's a very simple and straightforward edit
yeah but idk the normal values
for other properties, i only want two on 20 idk the rest
Just delete the lines you don't want changed from vanilla
EXML mods are just patches. You tell it what you want changed and the game takes care of it. If you remove the lines you don't want to change, the game won't get those instructions and will only make the changes you left
Thank you for taking the time to answer me 🙏
its there any mod that gives more colour customization for the exosuit?
You can add colours yourself with the Getting Head lua
can someone give me a worm egg please
I'm not fast enough to even scan worms let alone get an egg from one lol that's quite a bounty
I did but it's a mos
I'll ask this here too, because it's possibly related to modding. Is there a way to manually edit a corvette design, from outside the game? I need to delete a part.
Do you mean something like this? https://www.nexusmods.com/nomanssky/mods/3308
Specifically because said part is lodged in the floor and can't be highlighted to delete it.
Save editing would allow you to do that, you could look up the part's ID in the list of parts for that base and delete it's entry. https://www.nexusmods.com/nomanssky/mods/2598 this would help do that, but it's graphics aren't updated for Voyagers
So you were able to finalize a design with that there?
Yes. Can't even delete the whole corvette to get rid of it. XD
There's a bug where a part that can't be installed due to spacing, briefly flashes green as it snaps into position, then immediately goes back to red. Exploiting that, I was able to half-lodge parts in the floor previously, with the diagonal offset. This time I wanted a slightly raised platform to place a gun on. I... didn't quite expect this outcome, though perhaps I should have. :P
If I save edit in a new freighter over my existing one, will the base follow?
No, the base is tied to the base entry it uses
Though I have no idea how "exporting" them works, but I doubt it brings the base along
hey guys i could use some help
so i've try to use the mod where you can build a bigger corvette ship
i've put it in the Mods folder
D:\SteamLibrary\steamapps\common\No Man's Sky\GAMEDATA
like this
but this mod and the few other simlply don't work
Hey maybe someone here can help. Is there a way of resetting the games way of handling mods? I used the Beyond Base Building mod and it went finde. Now all of the sudden it does not. 🤷♂️
let me guess
they where working fine
#nms-modding message troubleshooting section
and sudently stop working?
Yep
like me
where you using Vortex?
cause even when i put my mods manually into the MODS folder
Yes
you haven't followed instructions to un-disable mods, or you've re-disabled them after you crashed
well i did not crash
they just stop working when i've launche the game after maybe One week only
so yeah is there a way to reset the mods or something liek that?
You need to:
Delete the Binaries\SETTINGS\GCMODSETTINGS.MXML file.[1] When you launch NMS again, it will recreate the file.
they prob disable themselves after you update the game
my game doesn't do that though
ohh ok i see
cause when the game launch
i have the warning that i use a modded version
i did it
clear the mod folder
re instal the mods
but still don't work
post MODS folder, include the highlighted details
ok so i just need to delete the old one ?
(sorry i still have some trouble to understand 100% everything i'm french)
cause i don't have a Mods folder in PCBANKS 
The mods folder should not be in PCBANKS, it should only be in GAMEDATA
The picture he sent is outdated
ok so they are in the good folder
You don't even need to delete that file. Just open the GCMODSETTINGS.MXML file using a txt editor (Windows has a Notepad app built into it that works just fine). Check that "<Property name="DisableAllMods" value="false" />" is present and says "false" not "true."
Move the folders inside those respective folders to directly under the MODS folder
Yeeting the file regenerates the load order which makes sure the mods are loaded properly
so he was already like this
Which is why most guides recommend that
i didn't touch anything
Yeah, so all of those folders should have extra folders in them that are the actual mod. You unzipped the archive folders, but didn't move the actual mods outside. You can tell by the strings of numbers and letters after the folder name.
You want the folder inside them instead
oooohhhhh shiiiii
xD
ok let me try
oh and if there is a subfolder?
like this for exemple
Just the folders inside the ones currently directly under MODS
So, for instance: Inside the "BuildableShip 99999 EXML" folder there should be this folder. This is the one you want.
Oh. Yeah XD
ok and for this one?
This one doesn't work at all
ooh okay
The game doesn't load paks anymore
Keep in mind that some mods have different versions. Make sure you're reading mod pages thoroughly because you can only have one version of each mod.
oh i see
No mod made before feb 2025 works
yeah i have see that
ok so hold up i will try launch the game
Many mods haven't been updated to the newer modding system. Mods that are .pak files cannot be loaded. Oftentimes, you'll be able to find an updated version of .pak mods uploaded by other authors.
One of the supposed advantages of vortex installation is that it should install the mods properly for you
So mistakes like this don't happen
GCMODDSETTINGS will remain an issue tho because vortex doesn't just change that when you launch, only wjen you deploy afaik
A good way to confirm what type of mod you're looking at without downloading and searching the archive is to check the file contents on Nexus before downloading. If a mod has a ".EXML" or a ".MBIN" file, it should work in the current game version.
Vortex is a pain in the ass in itself. In my opinion, it only causes more confusion. Especially with people who aren't already coming from mod managers to begin with or don't have experience with Bethesda modding. Not to mention, learning manual modding first is always better in case they want to mod other games that aren't supported by mod managers.
Ok i’ll keep that in mind next Time xD
I mod most games I play, but I refuse to go back to Skyrim because mod managers are more of a pain to work with than simply manual install.
Hell yeah
It's supposed to work fine after 5.50 first came out because we did communicate with some of the Nexus team about it, but yeah they do just implement whatever they think is most suitable and sometimes it's not the best way. Still it's marginally more user friendly imo
Manual is basically drag+drop and minimal troubleshooting. Mod managers are load order optimization, mod merging, conflict resolution, deploying, more .exes than you know what to do with, etc. lol. It's really only useful when working in great quantities. No Man's Sky has basically no conflicts. Similar to Minecraft. Everything works with each other for the most part and it's really simple to find a problem mod without the hassle of a mod manager.
Though, Minecraft is a bad example since it uses curseforge XD. But curseforge is probably the best example of a mod manager that I've ever seen. One-click installing, virtually no need to troubleshoot, no load order sorting. It does it all for you.
MO2 and Vortex do not XD
I keep hearing people have the unzip problem with vortex, but it always works for me. I wonder if it's something about using symlinks or not?
yes curseforge is amazing
interesting, my game crashed due to Vram maxing out
And it decided to disable all mods for me
No i did not get the pop up asking if i want to disable all mods to attempt to fix
Hello there, I'm currently waiting the 24hrs for my first living ship, if I mod the game to do (or get) previous community Mission content do I risk to break something?
Hey modders I had a question. Is there a guide that can explain how modding works and the file types involved?
ty
@hearty wasp do I break the game if I install some mod to get past community Mission items in the store? (Also, which mod is the best to have them unlocked and ready to buy?)
No mod can break the timer (so I'm safe) or you mean no mod let me obtain past community mission's stuff and they're lost forever?
you asked if mods can "break the game"
not the timer
if you want rewards then get consumerism
I'm worried about the timer, I don't want to risk to lose the living ships in my main save 😅
Oh, perfect thanks
If you use https://www.nexusmods.com/nomanssky/mods/1921, I believe it cannot break
Top thanks
https://www.nexusmods.com/nomanssky/mods/2062 allows previous Community Expedition rewards to be bought using Quicksilver from the Space Anomaly's Quicksilver Synthesis Companion
https://www.nexusmods.com/nomanssky/mods/3420 is an optional mod that makes all items added to the Quicksilver Synthesis Companion via Consumerism free

Do we have mods for move item and have auto arrange?
Is there any mod for creature eggs? specifically flying ones
^
Does anyone have information on converting ship seeds to parts?
No and not possible. Mods can't make changes to save-data where inventory is help.
No and not possible
hi
You won't get anything specific on converting the seed data, but can use the bot to make custom ships
how do i make my ship cool?
yeah i am aware of this
i posted in the modding channel because i am looking to create something similar, not just use what already exists
thank you for the help though
In the save editor, you should see a filepath to the model of your ship. Just change it to either models\common\spacecraft\scientific\canopy\canopya\canopya.scene.mbin (explorer cockpit) or models\common\spacecraft\s-class\royalparts\cockpit\cockpit_a.scene.mbin (exotic cockpit)
Any chance there's a mod that changes the amount of save slots for the Appearance Customizer?
3 is just too few
can't
I've heard someone having the idea of using the presets instead but don't think that actually went anywhere
because users will prolly just not have the knowledge to write in the IDs ig
How about a mod that enables melee in stations and other places that usually disable melee? I want to melee dash in stations lol
No, and no one reputable would publish one due to the potential for abuse
Abuse? In what way?
There are plenty of mods that make your walk speed and flight speed faster, how is that any different?
Ability to attack in places that aren't intended to allow attacking? Hmm what could possibly go wrong ;p
There have been only one or two people that were somehow banned from NMS and it was due to exactly that
What is there to attack? The only things that spawn in space stations are npcs
Really? Players
Well, the Anomaly is the only place where you can see players, no? I play offline all the time, so I wouldn't know. Also, isn't pvp toggleable?
It just seems arbitrary to ban people for pvp in the anomaly when it's able to be opted out of.
The only other time I've seen players is during the weekend mission. I don't see the difference in allowing pvp on those planets, but not in the anomaly.
Either way, you're voluntarily opting into getting killed lol
Pvp is toggleable, but you can see other players anywhere
I take it you don't have a permadeath save that was deleted because someone was in a minotaur in the Nexus Anomaly shooting at people. You may not see a problem, but all reputable modders would and would steer way clear of it
We exist at the pleasure of HG. Don't poke the bear unless you want all mods disabled
No, a default opt-in is not the same as a voluntary opt-in
Well, that's just stupid. Why would you have pvp on alongside permadeath lol. You're asking for a lost save then lol. Aren't all permadeath players in a different instance than everyone else anyway?
Because you don't know that it defaults on
If it's toggleable, you have every opportunity to turn it off, it's absolutely voluntary.
Maybe you haven't spent enough time in the community to see it, but many people show up bitching about dying and having no idea that pvp even existed nor that they can turn it off
It's your own fault for not looking in the multiplayer settings. It's clearly displayed in the multiplayer menu, there's really no "I didn't know it was there" excuse unless you're a brand new player.
If PvP is toggleable it's almost certainly done server sided and any changes to toggling PvP on the client won't matter
I understand that you don't see the possible issue. You don't need to try to convince me that you don't think it's an issue. I'm going to stop trying to convince you that it's a issue because you clearly think it's a tight to be able to attack people
Wdym no?
You also don't understand how the NMS files work
What? PvP is toggleable clientside XD
There is no server side for stuff like this
Uhhh
Are you serious?
You do know how multiplayer works right?
Is it peer to peer?
There is matchmaking, discovery, expeditions, and a tiny bit of connection obfuscation
It is peer to peer with a tiny bit of networking obfuscation in the middle
Odd choice
One player is the host and the rest are the clients
That's incredibly surprising
It's primarily a single player game with multiplayer stuck on top of it
By an indie that can't afford to server side check all this traffic
That doesn't make any sense. Especially when it comes to discoveries. Discovering a planet sends the info to the server, which sends it to the clients.
... Did you not see where I said discovery?
I thought you were saying that was peer to peer
No the only server based stuff are the things I mentioned
It's why the player cap on instances depends on the hardware of the host peer
Current gen can host 32, old gen only 16
Well anyway, connection methods are irrelevant to the discussion anyway. Point is, PvP is voluntary. Even if it wasn't, it's pretty dumb that there isn't a safeguard in place to prevent all kinds of damage in non-pvp areas in the event that someone does find a way around the attack blocking code.
There are safeguards, more than there used to be due to past bypassing of safeguards. Making a mod to allow people to attack in safe areas would be one step on the way to bypassing those safeguards again
Where did No man sky stores the file related to space station and Anomaly mesh/map layout?
MODELS/SPACE/STATION and /NEXUS, respectively
For stations, you want type B, back section
Nexus pathing is pretty self explanatory
So you're telling me that it's incredibly difficult to get close to abusing such mods to begin with, yet a mod that allows melee for faster traversal still gets you banned? Yeah, like I said before, I don't get it.
It's not a mod to allow faster travel. It's a mod to allow attacking, that you want to use for faster travel
Very new to the whole NMS modding, want to see if it is possible to grab the Nexus Corvette landing pad, rip its 3d model/mesh and turn it into a buildable base building part.
Yes, I'm working on it currently and will be publishing it soon. I've got a headstart on you 😉
Search for biggs
Right, and despite the supposed plethora of safeguards against pvp in these areas, if I were use that mod solely for faster traversal (like most others would), I'm prone to being banned simply because a select few might abuse it. Still not seeing the logic XD.
Anyway, I'm heading to bed
Is there some prehistoric cross between a raven and awesome dinosaur of which I'm not aware? Those are my two favorite creatures
You wouldn't be banned for using it that way; someone that abused it would be banned. Modders need to consider how their mods might be used and self regulate to avoid HG turning off modding completely because we caused more trouble than we were worth. Anyway, sleep well and I'm happy for a polite debate.
No, it is just my username. :(
Damn. You are now required to become a genetic engineer and create it
It's a good name though
Developers rarely ever pull the plug on modding as a whole due to user abuse. I can't think of a single instance of this. Even arrowhead allows HD2 mods despite all the super credit duplication hacks that have surfaced.
Speaking of that, you might want to consider enlarging that Anomaly Landing pad by 4% due to this
I look at our relationship with HG as a gentlemen's agreement. We add value and they let us because it helps them and the players. If our actions cause too much trouble, it's easier for them to just turn it off (see Mac version) than deal with it on a case by case basis. Larger companies have more resources to deal with critical issues than HG does. For example, the corvette complexity removal mod is causing a lot of problems for multiplayer currently. I want there to be a higher cap than 100, but unlimited is not sustainable. They need to disable that.
The ramp clipping?
Not the clipping, but the ramp is outside the landing pad itself.
Is that from the entry piece or built into the pad?
What's it called, not landing gear, the ramp piece to enter the corvette
With many isolated stress testing, those habitation modules seems to have significantly higher computational cost than anything else.
Managed to have my stress testing corvette completely bugs out at ~397 habitation modules.
So all I wish isn't to increases that 100 piece limit, but rather make it only counts habitation modules and landing bays
The landing bays
Pretty much.
The other 2 super outliers are Titan heavy Booster at the back and Arcadia Heavy booster at the front, at which the latter will be up to 64 units from the center
Fyi, if you plan to make a corvette landing pad, the biggest issue I saw in including the Nexus pad is that there is no collision built into it; it uses a collision from the main Nexus area
Wow, that's a big amount
And the default is already huge
Like, unusable for a base huge
I think for aesthetics I want to use the Nexus pad, add the building terminal and storage, and have to make my own collision
Probably not due to polygon counts, but rather due to those habitation modules having wall logics on each of its wall.
So in terms of raw components, each habitation modules are equals to 11 modules, and each of its wall need recomputing every time the game attempts to redraws the habitation modules, further worsening the loading problem.
In the most raw computational cost sense, each piece of habitation modules have 21 computational unit cost, walkways have 13 computational unit cost, "Thunderbird" landing bay have 9 computation unit cost, and everything else only has 1.
So really the greatest evil of the entire corvette complexity limit would be habitation modules and landing gears that is attached to the habitation modules (And by extension, windows, cockpit and the internal compomets that snaps to the corvette walls).
I haven't noticed interact points causing problems, but I maybe haven't had enough in one place. I don't think the wall snap points are the issue, but it could be. Really, I think it's just number of parts, even above number of polygons
I tried to build those "Disk shaped" corvette that's made entirly out of habitation modules.
The game begins to lag at around ~100 habitation modules, and get really bad by the ~130 modules.
I straight up drop to single digit frames at ~300. The end result took over 9 sec to load.
Meanwhile my 400+ turret and engine corvette never lags, loads within 1 sec.
Those have as many locators, but fewer snaps. I think they also have fewer polygons though, so hard to say. I can open them when I get home to see
I wish they'd get rid of the 4 shoot locator limit, would help my custom ships too
Is there a mod for utilizing all 1000u of my base? I keep having the game deny my extensions, or deny changes on any existing extensions.
I have my one of my mining ops between 3 mining hotspots , all within the 1000u range, and the game keeps denying me access to building outside of like 300u of my base. No other players in the area, of course.
Corvette size for both 40 units build limit (Green, default) and 44.999603271484375 units build limit (Red, maximum safe size), both radius.
The Space station Corvette landing pad have a size of 120x120 units square (Blue line).
Maximum coverage by Corvette habitation modules is 52units radius/18 Corvette modules units on both build limit.
The absolute furthest point you can stand within the habitation modules from the center is 51 units/56 units from the center point.
The absolute furthest hitbox from the center point is 62 units/67.5 units from the center point.
At 40 units build limit, it is impossible for anything to clip past the next corvette workshop landing pads without abusing green-red timming glitch, while for ~45 units build limit, it is possible to clip up to 4 units toward the front and the back of the corvette workshop aera with the Titan and Arcaida booster.
Which means (Corrected due to Math brain fart):
At the default corvette landing pad size of 120x120 units, 44.999603271484375 units build limit is just barley small enough to prevent a player from possibly getting swept by another corvette when said player is standing at the centerfront-most hab module.
At the 40 units default build limit, you can safely shrink the corvette landing pad down to 112x112 units without the corvette hitbox hitting the player on another corvette problem.
The Anomaly landing pad is ~112x112 units in size, slightly smaller than the Space station Corvette landing pad, scaling that by 6% should make it neatly snaps with each other at 120x120 units.
Interesting. I guesstimated 50u for the offset of the landing zone in my recent mod, but even at 65% size, it feels like the corvette could easily extend beyond that, possibly by quite a bit
Hey what is one of thr mods that allows for like a bigger corvette limit
hello entities, I try to find a mod that will help gather mooore milk.
I think there is not a single mod that alters the amount of milk creatures make or a multiplier for the Livestock Unit.. any ideas??
Increases Corvette complexity limit:
https://www.nexusmods.com/nomanssky/mods/3701
Increases Corvette building radius:
Go to the No man sky MOD folder in \No Man's Sky\GAMEDATA\MODS
Go to the same Mod folder as the Increases Corvette complexity limit one.
Make a folder named GLOBALS
Inside the GLOBALS folder, make file GCBUILDABLESHIPGLOBALS.GLOBAL.EXML and GCBUILDINGGLOBALS.GLOBAL.EXML
Copy-Paste the following into those two files:
GCBUILDINGGLOBALS.GLOBAL.EXML
<?xml version="1.0" encoding="utf-8"?>
<Data template="cGcBuildingGlobals">
<Property name="BuildingPlacementMaxShipBaseRadius" value="44.999603271484375" />
</Data>
DISCLAIMER: Since there are now many reports about modded Corvette crashing other player's game, if your corvette has:
Over 100 Habitation modules, or
Build anything beyond the 60 unit clearances limit imposed by the Space Station landing pad
Have some self-disiclipine and do not enable muiltiplayer.
I'm pretty sure that doesn't actually affect building radius. I could be wrong
wow way to show me up smh /j
oh the mod? no, still have station pad limits, but no part limit with this
I mean the BuildingPlacementMaxShipBaseRadius thing
ohhh, i'll be quiet then xD
I don't know for sure, I jsut think so
If it does work, I hope they block it. There are too many issues right now with people negatively affecting everyone else's performance
yeah, i've seen some just ludicrously large Corvettes in the anomaly and had no choice but to leave before my pc turned into a heating unit
I have done some testing on my side.
400 Habitation modules (Ever so slightly above the current limit) will crash Xbox one and PS4
500 Habitation modules will crash PS4 Pro, Xbox One X, Switch 2, Steamdeck and Any Z1E/Z2E based handhelds.
600 Habitation modules will likely crashes ANY devices.
Estimated by intentionally handicapping my HX370 handheld on an offline instances, no one else is harmed
They look cool, but they screw up everyone else in a narcissistic way
even vanilla corvettes tank performance when your anomaly instance has 2 or more of them near the limit, no idea how HG hasn't thought of testing that
Likely HG did not expect people building a corvette made entirely out of habitation modules.
Those modules have like 21x the processing stress as everything else.
There is also the wounder projecter too, and that thing have no limit
why have QA when it could be outsourced to players, for free, right
You could have full QA, if you never want to see another update again
Considering their resources
But speaking of the whole complexity limit thing, they should have change how the complexity thing are calculated.
Instead of just the corvette modules contributing to complexity limit, everything will be counted toward the limit like the launch.
Habitation modulescost 21 complexity.Walkways modulescost 13 complexity."Thunderbird" landing bayandWounder Projectorcost 8 complexity.- All
Interior Modules,Cockpitsandlanding baycost 3 complexity. - Everything else cost 1 complexity.
Then you will have 2000 complexity budgets, and once you ran out of that complexity budgets, you can't build anything, including internal stuffs.
With this change, you should be able to build far more complex corvette while drastically lowers the amount of damage an oversized corvette can do.
Hey guys, what do i do with seed? im hunting for specific starship weapon
same fundamental problem Star Citizen devs have, I see, not surprising
I couldn't even begin to think of mentioning forgiveness and HG in the same sentence but that's a personal take nobody's interested in (definitely not the people invested in the game enough to be modding it)
Hello can someone teach me about modding
I wanna get this helmet but idk anything about modding
And I'm scared to mess up my game and I can't multiplayer or something
Star citizen has literally orders of magnitude more employees and money
Modding won't mess up your game or multiplayer. You want either a save editor or the mod Consumerism from Nexus mods
What's a save editor?
NomNom is one of the more popular ones, it allows you to change things about your save and characters.
But is that mod like in game items or community custom stuff
All I want in no man sky is this outfit that's all
And I want other players to see me like that as well
I'd recommend Consumerism on Nexus, like Gumsk suggested. It allows you to buy anything from preivous missed events using Quicksilver. We can't link it here. Doesn't change much else, and won't affect multiplayer.
You can link it, you cant use masked links
wait nms has mods?????
Yep
woah
Check pins for helpful stuff
which rewards from older expeditions i cant get offline?
None. All rewards can be claimed offline, I believe. The Starborn Phoenix and twitch rewards do server checks so you have to stay offline to bypass that check
so there are no milestones that give anything good that require online mode?
and does steam offline mode work or do i have to turn my wifi off to play the expeditions
I replaced all the online-only milestones. There will be notes about what has been fixed before you download.
Steam's offline mode works
tysm!
Though I am assuming you're using my site, but this is all explained on there so maybe not. Just to be safe, grab the latest versions of the files from here: https://cwmonkey.github.io/nms-expeditions/
I crashed at least three times trying to do a community mission.
Turned off multiplayer and the game is perfectly fine.
Sounds like game bug and not a mod bug
if im doing expedition one and i change my PC date to skip the wait for frigates, wont it delete the expedition?
If mods are available, I'd significantly advise just using this https://www.nexusmods.com/nomanssky/mods/1921
!faq-time
-#
to view info below, enable embeds
Should I adjust my system time?

No! Messing with your system clock has the potential to break every single thing that relies on a real timer. Settlements, frigate missions, farms, mines, freighter battles and time gates such as the Starbirth Quest. Just don't do it.
i changed time like 6 times total on one save now…
but ty imma check that out tomorrow
can someone recommend me an good save editor ?
https://github.com/goatfungus/nmssaveeditor and https://github.com/zencq/NomNom which are both linked in the pins #nms-modding message
@vale iron Hey! Does your Corvette landing pad work in mp cases? ie: An uploaded base?
It should, given that the visiting player also has the mod installed
If the visiting player does not have the mod installed, the small paving will act as it normally does
ah okay, i see, thats sick either way! Thank you ^-^
Anyone know of a mod like this one that's up to date? https://www.nexusmods.com/nomanssky/mods/889?tab=posts
I've found like 3 different ones, but they all use .paks
There's this one https://www.nexusmods.com/nomanssky/mods/2436 which at least works for planetary charts
Also on PC, you can skip all versions of that by binding a number to Toggle Camera View, and pressing that when these animations play
Oh! I didn't know that skipped it. I already have a button bound to that XD
It skips all other camera animations while you technically have control, like the portal camera returning to the player (and most other "return to player slowly" motions)
is there a VR mod that attaches the hud to your head?
Mods cannot add new functionality like that, no
Hello. From what I've seen in my short time modding NMS, I heard the tool AMUMMS mentioned quite a bit. Is that the tool used to update mods to be used with the latest version of the game? How does it work?
To my knowledge, it simply merges mods so that they're compatible. But I've been told that it's rarely ever needed due to the way mods work now
AMUMMS is a mod builder. If a mod includes a lua script for AMUMMS, it can rebuild the mod from the game's files, creating a new version of the mod that's updated for the current game.
See, I've been browsing nexusmods and see some cool mods from like, 7-8 months ago, and while an "update page" like Lo2k's that says which of his mods are up-to-date, majority have no hints as to whether it'll break the current game build or not. I heard people "self-update" mods so I'm curious to know if I can figure out which mods I download needs updates, and how to do it myself
Multiple scripts can also be run together, allowing AMUMMS to combine multiple mods into one. This is very rarely necessary with how the game's modding system works now, as the game is able to merge most mods at runtime, depending on what types of files they change.
Or is there like a cut-off date where I can consider all mods after said date should work indefinitely and all mods before said date will not work without being manually updated? Since I read somewhere that modding has changed with 6.0
As long as a mod has the EXML file structure, it should work in the current version. I have yet to find any of those that don't work. If it's a .pak, then it won't work in the current version. Perhaps AMUMMS can update those if there's a .lua but I'm not certain.
most mods from Worlds Part II or later (so from January of this year onwards) should work fine. It's a case by case basis though, less simple mods will often still have files that need updating after major updates.
If a mod is recent enough and there's nobody in the Nexus Mods comment section complaining that it's broken, it probably still works.
Basically, if it looks like this, 9 times out of 10, it'll work now.
It may have more subfolders and files, but that's the structure you're looking for
I see. I'll keep that in mind as I browse. 😄 Thanks guys!
I put fauna density on 20x and all creatures aggressive i can't leave the ship without being swarmed
SNAFU
The audio killed my ears
Can you use a save editor to redo quest lines you've already completed?
Just wondering are any of the scene viewers updated for the new update?
would anyone be willing(if its doable) to make a mod whereby one may have a squadron without owning a freighter? i play with harsh mods and obtaining a freighter is far ahead of me but i wana pirate and would like to have som help in the skies
You could probably put the squadron management terminal somewhere else, but I think the game does a check from the EXE if you have a freighter, which we wouldn't be able to touch.
Could maybe just set a flag somewhere to "hasfreighter=true" or something
Model Viewer and NMSDK are both working
Does anyone know if it's possible to mod the freighter rooms so they don't have the annoying walls/corners between them if you place different kinds of rooms next to each other?
no but I don't think they'd be very difficult to yeet
Freighter rooms? They will take out walls dynamically if you use rooms of the same type
two tech rooms won't have a wall between them
Are there any mods that make distant planets stand out more in the sky?
In nms they're most of the time black circles with a glow around them
yea, i don't want that. I want all the rooms to be like that and be able to put all my walls in separately.
i see. i may just accept i need a freighter in that case, perhaps take the free one even tho i wish theyd nerf that
hello if Im already in an expedition can I still play the previous (Modded) expedition?
whilst playing the current expedition?
Guessing no. Finish the one you're on first.
On another save, yes. Just don't load a save when the wrong expedition config is loaded or the other expedition you're on will abruptly end.
What does the description of Snappy Industry mean when it mentions "cargo ship holds and external platforms"?
what should i put here in vortex (nexus mod manager)? i downloaded the mission timer redux mod and something is wrong
Nothing
Describe what is that "something" and what is wrong with it
check dms
so now as i click deploy mods it says this
when i fix it it still doesnt work
am i missing something?
wait i cant send the pictures
After you chose it, does it display another error
And have you tried symlink deployment instead
wdym symlink
still this
dont mind the overlay
The other option on the list should be symlink deployment
Does it spit out just that warning?
just that
wait
it worked
randomly
i spammed the deploy button
and its okay now
It probably just needed time to deploy
maybe
btw how do i actually use the mission timer redux mod
does it do the work by itself
or is there a button for like a menu for it or sum
okay, tysm for all the help
is there any way to pull the 3D models for the corvettes, or any of the ships for that matter. for rendering purposes have a really cool idea i wanna do
Individual parts, sure
if i quit the game (while doing older expedition), and i go online without playing the game, will it delete my progress?
No, as long as you do not open the game while online
If you do open the game while online, your save is safe as long as you do not load it and replace the weird file again and go offline before loading it (as NMS fetches updated expedition info on startup I believe)
how do people make the glitched ships using all kinds of base parts? i want to add some stuff like doors or whatnot to my corvette
Also https://www.nexusmods.com/nomanssky/mods/2598 or https://www.nexusmods.com/nomanssky/mods/984 if more advanced stuff is needed. These haven't been updated for Voyagers but that shouldn't be an issue beyond the new parts having the "error" model
anyone know if Gumsk pulled his mod for the Corvette supercomputer? I swear it was up there earlier but now.. I don't see it at all
whew thank you. no idea why the page wasn't loading before. but yep thats it!
