#nms-modding
1 messages · Page 78 of 1
You usually have to buffer the wire placement using something like a rolled carpet built on the wire port
So do I just put it on the port and put the wire on top of it?
that’s what I saw someone else do with timber floors but it didn’t work for me
Pretty much, though bigger teleporters may require more weird finnicking
Do you mean this rolled carpet or something else
Yes, or the singular one
thanks I’ll try that right now
i did set it to the biggest size possible teleporter so I’m not sure how to do it, if it’s too much I’ll just shrink it down it’s fine
nvm I just put a cuboid room under it and covered it up
Yeah you have to rely on the radius around the item or snap point to make the connection, as the built in snap points don't scale with the object
Some items have a large radius, like cage lights
Does anyone know if there is a mod somewhere that increases the stack sizes of refiners? I really like harsh stack sizes in custom mode, but the 150 limit for refiners is a bit too harsh
my game crashed and i turned off mods, was wondering if anyone knew how to turn mods back on<3
\No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
line 3
<Property name="DisableAllMods" value="false" />
If that line is set to true, change it back to false.
tysm!
just deleting the entire file is what we recommend because it resets the load order as well
Is there a way to turn the reactors (for corvettes) upside-down?
Can the Game Pass version of No Man's Sky still use mods and save editing?
yes ... unless it's changed recently
I meant to respond to this earlier but got caught up with stuff. How would one go about doing so, or can you point me in the right direction as to where I can start. Aka links/videos or documentation on how to do so?
you install NMSDK for blender, import each individual part as a model, and then position them yourself
Cool cool thank you, I shall go take a look
you'll need to unpack the game first which you can find instructions for in #nms-modding message Unpacking the Game Files section
and then you'll wanna join the modding discord because the latest working build of NMSDK is an artifact build
!moddinglink
Is there a mod to stop menus moving around
hye guys
did someone know why the mod who let you build bigger corvette make the game crash since yesterday?
my bad
was not this one
Any mods for a slow walk toggle?
Can't really do that, as there's just a single groundwalk speed setting. Could make a mod to set run speed at current walk and walk at much slower than vanilla.
Can anyone in this chat add me rq? Im bugged and I need to join someone else to fix my game
I dont think som sadly.
Sadly can't really mod on xbox with out partnering with that one moding website that space engineers is using
But I think hello games would have to do something first
To allow that
Do you so happen to be online galaxy?
No if you mean multiplayer
Nvm then
I don't have xbox live at the moment
Im gonna jump.
But I'll friend you on discord until I do if you want
Thank you
hi everybody
as i understand it, access to old expeditions is considered modding, can i ask here for help on that one?
Just follow the steps on this website https://cwmonkey.github.io/nms-expeditions/
i can only submit one at a time hey, i was kind of hoping to just flip a switch (so to speak) and let the game know i had completed all previous expeditions
looks like it's done 1 x 1
If you just want the older expedition rewards, you can just use the Consumerism mod. It adds all the rewards to the normal quicksilver store so you can get them without having finished the expeditions.
Oh, you could just use a save editor to do that
Or the Consumerism mod https://www.nexusmods.com/nomanssky/mods/2062 to purchase expedition rewards in-game for Quicksilver, or also add Communism which makes all expedition rewards that are buyable using Consumerism free https://www.nexusmods.com/nomanssky/mods/3420
It was mod.io
Anyone able to get me one of the expedition ships im on console so i csnt use save editor 😪
Does anyone know off the top of their head if it would be possible and/or easy to mod the main story missions to look for red/green/blue stars that fit the parameters rather than just always yellow? Specifically I'd want to gradually move from yellow to red to green to blue, but that would mean needing to figure out the general "order" of the missions which I assume could be painful as well.
Anything involving missions is an absolute pain in the ass. It would be on the lower end, though
There are several "requiresX" type booleans
ok yeah, sounds similar to some stuff I saw in the expedition json. But a bigger pain in the ass, of course 😆
For something like that, I think the only pain would be what you mentioned, tracking down the advancement and which number matches what you want
@vale iron I was just generally looking for challenge-adding mods as well and noticed this link links to itself: https://www.nexusmods.com/nomanssky/mods/1626
Hm, PTSd sounds like what I'm looking for
still nothing that would keep the game unpaused when alt-tabbed but paused in photo mode?
No
Shouldn't this do that? https://www.nexusmods.com/nomanssky/mods/3308
That is what it does for me at least
This mod is different from the mod that disables pausing across the entire game, including in photo mode and menus
haven't used it yet so I'll give it a go, I use Never Pause as it's part of the collection it came with, and I was told here that the pausing is tied/global
but hey, if it can be made to work separate, great, wouldn't need to compromise
It's different in what way? Pretty sure that's the same file as the others
Yeah, same file for both
Yes, it just modifies only one property, whereas the other unpausing mod changes probably many others
I don't think there are separate values for pausing without focus
There is, it's in that mod
I don't feel like downloading them both to find out 😛
I've never downloaded the all-unpausing so I'm just guessing
I just know the one I use is a single property that exclusively disables the pause on focus loss present on windows
Seems there's one value in there for focus and one for pause. I could see them working differently by the names
Yeah, AlwaysHaveFocus is set to false. I guess if you set that to true, the game would always have focus and thus not pause on alt+tab, but would still pause on screenshot (if no one else is in the system)
Yes, the game still acts the same as if you were focused onto it, besides any optimizations like capping it to 30fps when unfocused
The other is AllowPause, set to True, so setting that to False would make it keep running in both situations I guess
Forever annoyed that tiny changes like this aren't in-game options but instead scary mods that scare people away due to having the word mod
Yeah, "tweaks" is better, but can't universally change the terminology 🙁
can't change mindsets of people who are already set on not wanting to touch game files in any way
Or that have been brainwashed to believe that "mod=cheating"
lol, I love it when people call the expedition generator a cheat because they believe we should uphold the sanctity of fomo events.
Yeah, I like the FOMO effect for drawing me and other older players back, and pushing word of mouth and other forms of second-hand advertising, but I also don't give a shit if someone finds a way around it
I think they should do periodic reruns (not free-for-all or the FOMO goes away completely). It's a good business strategy, just need a way to take away the "forever missed" feeling
Or quicksilver purchases?
Consumerism (the mod) seems like an agreeable middle ground
Yeah, I like that effect, though maybe with higher QS costs. I would need to look at those costs to form an opinion
Or both, recycling maybe 4 expeditions per year plus rewards purchasable with quicksilver
5 weeks new expedition, 3 weeks old expedition, x4. Covers most of the year
I need to change my location cus I’m stuck in my corvette and can’t get outside
Either save editor, edit raw JSON, PlayerStateData, and edit location, or get the mod Multipass and teleport somewhere
Where/how are you stuck?
edit: Actually, looking at your post history I see you didn't ever elaborate how you're stuck. Does your hatch not open?
Is there a mod that speeds up the game? Using CE for that gets annoying.
Oh well, it seems that we're intended to dramatically crawl minute from corvette to station npcs.
just use rocket boots
Question the remove complexity limit mod isnt making any issue with the covettes?
No but until HG adds a multiplayer corvette size sync limit keep it away from the anomaly or disable MP for responsible play.
Are there any mods that let you build past the area limit on corvettes? Trying to place small things in my cockpit near the edge of the border says theyre too far
Hellow bois, is ther any updated mod can help me increase rendering distance??? thx in advanced
Maybe Fine LOD
guess not yet, darn
how do i un install amumss
By deleting it, it should only be one folder
just delete the folder? ok
well that didnt work
AMUMSS is a single folder, so I'm not sure how it wouldn't work
not that, my main problem.
i was using amumss with buildframe, and eucli-ea and all was fine. until i noticed that, some posters and decals i had previously purchased, and placed, were not showing in the build menu, despite searching the whole thing, including the expanded tabs. there was also mangrove roots and the silver spaceship model i purchased not showing. i then purchased a few more posters, decals, and a diplo statue as a test, and none of those things showed up in the menus either.
so i pulled eucli-ea and the problem continued. i pulled buildframe, and it continued. now i deleted amumss and the menus are still in the modded format and the missing items are not restored. so now i have no idea what is going on.
Then go and delete the mods, AMUMSS is a mod building program, it does not remove mods from your MODS folder upon being deleted or removing scripts from it
i removed the mods before i removed amumss
So the No Man's Sky\GAMEDATA\MODS folder is empty? or at least lacking those mods/any "amumss combine" mods
oh wait.... i have bbb
it was beyond base building it seems. needed update. now i have to reinstall the others.
do i need build frame to use eucli-ea?
technically yes but I've heard people saying it's fine without
Only if you use other mods that increase how many tabs display in the build menu it seems (that in total would exceed 19 groups)
but definite use amumss?
but if you crash without it and complain about that I'll just tell you to use RecTUM
for RecTUM yes
it would be beyond base, but i dont think that affects it? and just eucli ea.
i havent tried using uclea without the amumss or buildframe, i wanst sure if it definitely needs it
that's irrelevant to you testing without BBB?
ok, so,. seems there is a conflict wit bbb and buildframe. i think they both mess with menu tabs. with buildframe in, the menu returns to the previous missing items version, with it out, the bbb menu and missing items return. trying to use eucli-ea without buildframe results in ctd.
so i can either use euli-ea or bbb, but not both together it seems.
BBB has a menu?
it puts everthing in the menu, whether you on the ground or in the freighter or the vette, and it rearranges the menu and groups some things under those collapsing tabs. i think buildframe does the same and it was causing some things to be lost and some categories like bones were repeated on two different tabs.
BBB doesn't rearrange anything tho it just adds onto the existing ones
are you using the BBB lua or the installed version?
actually doesn't matter
installed
post your MODS folder
I'm p sure BBB is designed to gain priority over RecTUM
if your mods are set up as intended you should have the BBB added group
anyone know the mod to get the vegata ship?
like the actual one from DBZ or just the vanilla ball
2 very different things
people usually call it the ball ship in here
ahhh okay
because anything else is interpreted as a custom model
but anyway it's not a mod and you can do it by editing your save
!creativehublink
ask about that there
thanks ur a g
its in order by date. i dont know how to make it prioritize. i deleted eucli-ea and buildframe anyway
well if you haven't changed the folder names after you installed them then you can just try to yeet your GCMODSETTINGS
and just to add onto that I just tested with Eucli-ea/RecTUM/BBB and the Mangrove Root is there
so either you don't have all the decorations and it got hidden behind a decor you don't yet have or your GCMODSETTINGS is fucked
are you seeing all the vanilla decals and posters?
these were things i purchased, some were even on my ship already, and some i bought for the purpose of testing.
any build menu.
ok then it's definitely one of the 2 causes I mentioned
if you're sure that you have them all then your GCMODSETTINGS is just cooked
yeet it
the only decal vanilla that showed was the one from the last expedition
yeah that's a problem on your end
where is it?
one folder up from GAMEDATA
go into Binaries/SETTINGS
instructions are also here #nms-modding message
troubleshooting section
i didnt have them all, but ones i know i had were missing
ok so do you have the Solstice Poster
ok, so i should try and install buildframe now yea?
yeah
no, i didnt buy that particular one yet
yeah then that's why
what
I told you you're having this problem either because you don't have everything unlocked or your GCMODSETTINGS is fucked
ig I can change RecTUM's starting compo objects to have the poster one be one of the posters that're unlocked to begin with
but yeah just unlock all of em
the posters from the back of the anomoly were showing, just not the ones i got from qs...
ok get those too
no, im saying, the posters i got from the back were all showing, it just seems to be the qs items affected
i have to install build frame again and run amumss
you tell me that now? its 420 oclock😆
ok that did not wok. the menu is reduced back down and the items are missing again. ill go purchase that poster and see what happens
yeah go do that
I'll update RecTUM to hide all posters behind Flight Path Poster instead
it'll be hilarious when the next guy come saying they don't have any poster
Solstice Poster
that pic says swarmsong, is that the same?
oh.... ffs, now i got what you were saying....i was like what the heck is special about this poster, this guy must be joking..😆
yea maybe the flight patch one is better since since it hide already purchased items. so this whole time, i just didnt realize it was locked out and not borked...
what about the decals and base vegetation decor?
prolly the same
I can't do much about the vegetation because most of them are already community mission sets and are usually gotten set by set anyway
I dunno what decal you're missing
the only decal showing is the last expidition one, i have a bunch of others not showing, like the nms discord one on my ship and the purple one with the skull
but like, where are they now though? ,are they hidden behind another decal?
prolly
well, im out of qs to search for where they are hidden. as long as they are in there somehwere and i can unhide them eventually.
im going to try and install eucli-ea now
honestly it prolly hadn't been caught before because most people who'd need more buildables have all the vanilla objects already lol
its not the vanilla items, its the qs stuff only thats affected
oh, i meant the stuff you get with nannites at the back
blue stargaze is the decal unlock
yeah
I'll change that to all go under White Design Decal
because fuck UX
at least it'll be available
there must be another decal. its like a mini game.
I have a quick question? Through modding can people gain access to past expedition ships and/or trade them to non modded players?
Sry not experienced here
there are mods to unlock the ships, and im pretty sure you can trade them as you can just delete the mod once you have the ship
You don't need to delete the mod
!csdiscord
im just saying the authors usually say that its no needed tp keep the ship
!creativehublink
ask about the service bot there
Do what now?
"ask about the service bot there"
Oh
ok, eucli-ea is reinstalled, all looks good
aight if you want you can try this one
I reorganised the stuff you can get from the terminal in the back so the top most stuff gets to be the starter
trying now
seems good. what was the deal with the plant decor? i just realized there are no plants or rock decor on the back vendor...
p sure most of em are qs/expeditions items
but they are hidden right?, one of them will unhide the others like with the posters?
yeah
thanks for your help.
are any of the storage items in Eucli-ea acting as additional storage or just links to the vanilla 10?
some of the items dont have the preview hologram when placing, can see them when placed but not when trying to orientate. is that known? things like ground structure parts
that's a game bug
with items from eucli?
in general
is there a way you could make the corvette interior wall items not "adapt" to the hab type? like to be able to choose what kitchenette we want? is that possible?
cool, i was just wondering.
Is there any mod that adds upgrade modules to the scrap merchant? Like the cargo bulkheads or freighter upgrades
will using a save editor kill the ability to go online?
specifically in my case to simply declare all previous expeditions complete so i can access some of the cool rewards
Using a save editor or mods does not influence your ability to connect with other players through multiplayer or the discovery services
thanks
You are free to use either as they are available to you
oh wow, i haven't used a save editor like this since like, red alert and starcraft 1 days
Does anyone know if there is a mod that removes all space stations in abandoned universe mode?
...or if that might be possible to do?
are there any mods that fix short-range teleporter orientation?
it's so irritating to run into them, slam into a wall, spin the teleporter around 180 degrees and still slam into the same wall like what shouldn't you be facing the other way now???
Modders can someone do me a solid and send me any save file that has a corvette?
Im not at pc and its time sensitive for a big nms mod project
Or point one out online thats downloadable
why not just go on creative and build one really quickly... then you have one
gLonely had an Uncharted version. I hope to update it soon, but no promises. I want to completely restructure it.
Yeah, it literally took me 5 minutes or less to login and build a corvette for testing and sharing screenshots when 6.0 dropped
Noice!
@abstract karma I'm not at pc for 8 hrs but it is time sensitive
icl sounds sus as hell
I got yelled at for sharing this lol we will find a save, dont want to seem sus
if there is a save you'll prolly find one on Nexus
not gonna do much tho unless you're just gonna read the json
We need to pull the code from the json for a corvette
Then inject it into another save with an open ship slot
Doesn't seem to be a save with a corvette on nexus but ill keep searching
(Not at pc to make one)
Can I, using tablet and steam app, download my online save?
@hearty wasp thx, I did
Are there any mods that remove teleporters?
where in expedition 5 can i find a volcanic planet?
Can somebody help me with save editing?
!creativehublink
Ask there where the save editing community is
are there mod that increase pirates attack?
Can anyone point me to a save file i can download that has a corvette built? Not at pc and need the json code for any corvette. None on nexus.
Yes
If only NexusMods had a search function
Yes, search NexusMods for the word pirate
hi, theres a mod to make corvettes hover very close to ground? whenever i leave the seat, the corvette automatically goes at a higher altitude
Not that I've seen
Thanks! 😄
am i doing something wrong here? I still seem to be getting the "Cannot build // Object too close" thing
i think there is one where you can craft them, not sure about putting them in vendors though
Ah, yeah I was hoping for one that would add it to the scrap merchant. It would give tainted scrap a more useful purpose
there is freedom of flight mod, part of it makes it so you dont go up when close to the ground aqnd it lets all ships hover. works for voyager. might be what you need
I have the one that adds ship parts to the merchant, so there's that
i tried using ultra base with eucli-ea. everything works but my fps dropped into the 30's until a removed it. anyone else use those two together and do you have issues?
How do I get mods on ps5
you dont. sorry fam
Ok
Hmm looks interesting, will definitely check this mod thank you
Maybe someone can help me. So I just added the upgrade modules to the scrap merchant using another mod as a base (Scrap Dealer Sells Ship Parts). Now, I set the prices at 3000 and 5000 tainted scrap. However, when I load the game and look, the prices show up as around 50,000-99,000. I also added the Ship reactor cores and priced them at different prices for each class. Those prices show correctly. What's going on?
how the heck do i do that it wasnts me to go to %planet%
what expidition is that
expedition 7
hm. not sure if this is due to messing with trying to mod the corvette range or not but its funny
huh..,
i placed it, and it took off
lmao
what
i really need help with this ive been looking for that planet for an hour now
no idea, i think its tied this new ship to an existing npc ship
if i try edit it, it zooms way out to miles away from the station now
all the way over there
its not working, i think something just broke, probably unrelated but idk
oh okk
this is all i did and it doesnt seem to have worked from what ive tried
but i also dont really know what im doing trying to mod nms for the first time lol
one last pic of weird probably not related bug, the landing pad appears to have landed on a planet lol
im still on the station but it zooms all the way here now
Anyone know what is going wrong here?
The modules are implemented the same way as everything else in the mod, so idk why they're priced so high in-game
This is what they look like in the exml files. The Ship cores show up fine, but the upgrade modules do not. They appear in the shop, but the prices are crazy high
So, in other words, you don't...
so, you....cant.
it's in MXML
@south orbit I switch to this channel: So yes the 16k was really replaced with 21k (at least on the steam exe). I also found these hardcoded values which might be related to visble parts limit:
"ModelVisibilityPriorityDistance" for 3 different graphic detail settings, can be 20.0, 25.0 or 40.0
"MaxModelSpawnsPerFrame" for 3 different graphic detail settings, can be 15, 50 or 1000
"ModelBudgetValue" is used for 4 different BudgetID's: 'N' 'M' 'P' or 'T' (whatever these mean)
Thx for confirmation 
21 vs 16k is big jump! full 5000 or almost 1/3 more.
where can i find gEggtimers mod ?
y ty!
I've been looking for a simple thing to rename all instances of the term "black hole" to "wormhole", since they're both visually and functionally identical to wormholes, not black holes. I can't find anything that's been updated since 2017, though. If none exist, how would I make a mod, one that just changes dialogue and wording in menus?
Those don't go what you think they do. Those are for blocking placement too close to things like near portals or important expedition locations. The spacebace is just the bridge area on the freighter and I don't even think that variable does anything
Hey Guys, can someone guide me on how to install mods
I wanna install companion unlocker but don’t know how
#nms-modding message installation section
I’m gonna give you a fat kiss
Pictures or it didn't happen
Does anyone know how to use the pet companion
Oh shit
The mod adds the E interact button to make pets to other creatures in the game.
With the proviso, from the mod page DESCRIPTION tab:
A few videos of making pets of different creatures, like flying lizards
That doesn't seem difficult at all (just a bit of crtl+f throughout the 9 language files) like I could go make that for you
I might do that right now
Yeah i figured most didnt, the ship one i was hoping was corvette build radius, but figured it could be frieghter
Is there a mod that increases the corvette complexity limit?
You are myy hero ❤️
What mods are people using for placing normal base parts on corvettes?
Oh perfect thank you
How about a mod to allow overlapping corvette parts? 😄
That has not been made yet, to my knowledge
oooh
though you can use glitch techniques to do similar things
Hmmm, ok I'll try that
Anyone know if there's an updated version of this mod? My fingers desperately need this. Lmao
https://www.nexusmods.com/nomanssky/mods/2478
does anyone know if buildframe sacs with vanilla pallettes only will work right online?
like with others being able to see colours and all that
is there a better way to set up this
i think damage is at the max, im jsut not sure about the mining and scan
Yes, supercharge the upgrade module instead of the core Neutron Cannon
Unless that isn't supercharged there
im using 3 supercharge for dmg, and 1 for mining i have the extra 88% ressources on it
Ah I see, well then I believe you have maximized your setup, unless swapping the positions of the upgrade module and the Neutron Cannon makes the number go up which you've most likely already done/tried
You could try to get many more upgrade modules and save the ones with the highest stats
i see, im messing aroung the places, but since i dont see the number change right at the spot, it kinda counfuses me a bit haha
that im trying, i heard that the purples ones are rly good, but i havent got a better then a S at the moment
related to the mining, the damage is at the max i believe
but thanks 🙂
Not really modding related, most of the people here wouldn't have a clue 😄
Do suspicious modules have a chance to roll higher than S-Class modules? I was using a technology overload mod and had no idea they’d actually clash. I thought different module classes weren’t supposed to clash?
Illegal modules do have higher stat ranges than S-Class in nearly all cases, but their range floors are at the bottom and the amount of stats they have is also fully random
Also, module class is unrelated to the limit of 3 upgrade modules per tech type
X-class in all but maybe one or two instances have a higher upper range than S-class, but have a lower end equal to the lowest C-class. Also, the distribution curve is heavily weighted toward that lower end.
Is there a mod that gives you a scanner room, (or something that serves the same function) in your corvette?
No, but you could use Beyond Base Building to build one in your corvette
oh ok thanks!
Wait, this one implements it https://www.nexusmods.com/nomanssky/mods/3779
ok
tyvm sir
ohhhhh, so I can't equip 3 S-classes + 3 A-classes either huh
that kinda sucks, I thought endgame movement was supposed to be nigh-unlimited rocket boots jetpacking
I'm trying to keep my upgrades vanilla but keep the technology overload mod so my material stacks don't cap at 9999
With mods you can
👆
Ah, I didn't see that, sorry
You can stack 3 normal procgen upgrades and 3 sentinel procgen, though. For suit and boltcaster
Is it possible to get Autophages as Freighter crew/Squadron NPC/Settlement Colonists through editing the save file? or using a mod?
Can't via mod. Save editing
Does anyone know how to unlock the difficulty settings on a game with a save editor?
how do i add expedition rewards to my account without completing it?
Honestly, I want to use planet generation mods, but the last time I used one, the settlement I had ended up stuck in a mountain that generated on top of it.
ok
hey guys, i was wondering if there was a mod that allows you to do sort by type on storage containers. i tried looking around but couldn't find anything just yet
also, a more niche one that I somewhat recall years ago but can't find it now: retro jetpack mod that makes the things not come out when you boost
i used a save editor to make my korvax standing high to do a quest and now i cant put it back down so i can do a quest where i need to raise it but i dont wanna do it that much is there a fix? editor wont let me put it back down below 0
Hey anyone pay for the bot subscription
if you have a question you ought to just ask directly because people will be able to read messages in their own time instead of having to wait for you to message again, wasting both of your time
Sorry 🙁 I just didn't want to type a novel if no one with the answers was online
Anyway, I've been playing an abandoned universe save and I found that there doesn't seem to be any way to acquire a freighter, or unlock the autophage customization options, and I was wondering i such a mod exists, or if it doesn't if I could potentially hire someone to make it for me.
I looked on Nexus Mods, to no avail
Anyone know where I can download someone’s saved game file for Xbox
I don't see anything on Nexusmods :/
Darn I’m trying to expedition rewards but don’t want to pay for a subscription
Redux should be starting in a month or two
They'll run several old expeditions back to back so people can get the older rewards. Always happens around holiday season
what unobtainable rewards are worth modding into my game? (besides expedition stuff)
Quicksilver rewards, maybe?
wdym there is a lot of them
If I wanted to copy my corvette from a normal save to an abandoned universe save, how would I go about that? A save editor?
I recommend adding the station teleporter item through save editing from one of the expeditions
Very handy
I'm actually about to add a mod that removes all teleporters. IMO they break the sense of scale you get from space.
You do you
XD
Wow thanks, you're the best
So, no takers on the mod for abandoned universe mode?
Maybe the opposite? Add the teleporters to the abandoned stations for the corvettes. That run every time we land and back must be killin all those Gek players stubby little legs.
I know its exhausting my sanity....
Umm....huh?
Thanks. I just changed some things that didn't make sense like referring to wormholes having an "event horizon".. Here's the new file again, if anyone else wants to use it
Yeah, I wasn't sure exactly what to do with those cases but they were clearly referring to black holes like the ones we see in gameplay
The sources I read were conflicting whether their edge would be referred to as an event horizon or not
I mostly just changed "gravitational anomaly" to "spacetime anomaly", "gravitational intensity" to "higher-dimensional friction", and "event horizon" to "edge"
I'm not sure if it's fully accurate, but it does make sense at least
I also avoided changing any instances of black holes that were obviously not like the ones we see in gameplay, like flavor text referring to something being powered by tiny black holes etc, only cosmic black holes and stuff related to them are changed
Which were only a handful of cases tbf
Of course, black holes still exist in the game, only changing the ones that you fly into to go really far away
Yes
is there a mod / combo of mods that enhances building mechanics and implements a gizmo (like in planet coaster or planet zoo)?
i adore nms but this building system is driving me crazy 😅
can't
is there a way to still get boundary herald with mods?
editing your save
consumerism
not sure if the standalone unlocker is around
have you searched "herald" on Nexus or something
yes there was a mod but it didnt work
it said something like emote ingame when you installed the mod and it would ask you to replace ur current ship with herald but nothing happend after emoting
my mods folder is empty i unsintalled the mod
fair
if you saw the emote you installed properly anyway
there's still consumerism at least
i didnt saw the emote i saw comments saying theres an emote that looks like the ship but i only had normal emotes
Yes it is. 🙂
im trying it again it just said drop everything in the mod folder idk if i can do something wrong there
when in doubt post MODS folder
Also states the same on the DESCRIPTION tab of the mod page
For the 3rd time, post a screenshot of your GAMEDATA\MODS folder
you should retain the folder that contained the files in the first pic
Yes, MUST be in the mod folder in the zip, in GAMEDATA\MODS
Instructions on the mod page are extract zip contents into GAMEDATA\MODS
Bruh that was my mistake damn it works now this feels like robbing ur time 😅
is there a mod that turns off the highlighting of nearby hotspots that have already been identified? I.E. once I discover a hotspot I can immediately scan around for another one in the area without needing to move far away
Has anybody here used NMS Expedition Generator? As a new player it seems interesting to me, but creating new save just for expedition seems like a hustle. Is it really as bad as it sounds, or is it okay?
You mean this?
https://www.nexusmods.com/nomanssky/mods/3754
No I mean Orbital Uplink
No modding required - just save editing
Found this spiderbrain thing while save editing after deleting my save on accident
You can craft it if you're using a save on expedition 19
Oh yeah
I assume an unused item?
I was told earlier it might be a placeholder
but
idk
bcz it's got a NO IMAGE icon
and it all says spiderbrain
oh hi @round sinew
i didnt say it was a placeholder, i only said that it had no proper name string, and therefore, must not be a thing we're meant to use yet, probably
<Property name="BaseStat" value="GcStatsTypes"> <Property name="StatsType" value="Suit_Protection" /> </Property> <Property name="StatBonuses"> <Property name="StatBonuses" value="GcStatsBonus" _index="0"> <Property name="Stat" value="GcStatsTypes"> <Property name="StatsType" value="Suit_Protection" /> </Property> <Property name="Bonus" value="0.200000" /> <Property name="Level" value="2" /> </Property> </Property>
It's from the previous expedition where you build the autophage guy in the Nexus Anomaly, Spiderman
I'm havin' a little trouble with AMUMMS where some of the options time out before I can even get a chance to read them >.<
Is there a way to not have this happen? It says 10 seconds but it's timing out after just a couple seconds
Buildmod or buildmodauto?
Buildmod, as per the guide I'm following
Ok, edit buildmodauto.bat. Near the bottom is a modifier for GUIF prompts like that
You can set that to 2 or something to increase the time
Ohhh! ty ty ty!
Okay, having a new problem, now that the first problem's resolved. Trying to use BuildFrame SACS, but without the custom colour palettes, just expanding the selection of vanilla ones for each building category for it to be multiplayer-friendly (I know about the colour building glitch but it is tedious). The wording in the .lua is... baffling.
I thought I had done it in a way that would exclude the custom palettes but apparently not. I'm missing something. Has anyone done this specific thing before?
I have not, but Winder should be around soon, or Babscoole later. They would know
Does anyone have a flying dragon pet egg? One which came from modded dragon
Looking also for a Bone titan worm pet egg.
Anyone help a guy put with a flying snake pet (not sandworm) and a bird pet please?
@grizzled jewel @waxen snow @agile forge I recommend having a look in the below Discord and ask around there
!creativehublink
Thank you
Sure. Thanks
does anyone know if .ahk files work with NMS
can't seem to make it work on my end
I need a way to craft lotsa stuff without breaking my D key or cramping my fingers
AutoHotkey is just scripts that should work fine for automating input. Should be fine to to find a key/button that creates a repeat for the <D>
More like a toggle actually
thing is I have a .ahk script for it but when I have the .ahk file loaded, hover over the thing I'll craft multiple of, press the key that theoretically should start spamming D, nothing happens
I know the script works since when I try it in a txt file it spams d just fine
Interesting, I would have expected it to work if it directly controls your input device. I'll have a look into this and see if I find anything
@rose osprey What key are you using to trigger the script?
I've tried F6 to start, F7 to end, F8 to exit. Works fine in notepad, but I thought maybe it doesn't work in game because the function keys are disabled or something. Or mapped to something else
I tried Y to start, U to end, J to exit. Works fine in notepad, hoped it'd work in game because Y U J weren't mapped to any keys in the crafting menu, but that didn't work either.
toggle := false
Y::
toggle := true
while (toggle) {
Send, d
Sleep, 100 ; adjust speed here (lower = faster)
}
return
U::
toggle := false
return
J::ExitApp ;
You may have to look into doing this on the hardware level perhaps, if the game takes full control
hmmm... not sure how to do that
maybe I need to look into other ways of making units because spending hours pressing a single key for living glass farming is gonna give me carpal tunnel
I have no idea why holding down D doesn't quickly increase the amount of crafts yet, but I guess HG doesn't want to do that
You could of course expand on product crafting more expensive items instead, which will of course be a longer process.
which would probably also cause me to spend more time in the inventory than actually playing the game
i dunno, i'll think about it
As for ahk script, I'll look into this some more. Been a while since I last used it, as my kbm have tools themselves for creating expansive macros.
I'll let you know if I learn anything new
thanks so much for the help 🙂
Actually, just thought of Xaine ... I'm sure he had info on this?
Let me have a read: https://www.xainesworld.com/macros/
For doing low-level rebinding of keyboard inputs, I use an old school program called intercept.exe - pretty sure it would trap key presses before any other apps or even windows knows what was really pressed. It's mentioned here: https://stackoverflow.com/questions/13742630/can-you-remap-keys-of-a-specific-keyboard
I'm guessing there's newer programs that can do this, but I've used this thing for so long I've just never bothered looking, but the keyword you'll want to use is low-level
AHK uses Input Hooks, but to be honest I'm not even sure if even required
Sure, I just mean if a program is disabling your function keys, a low-level rebind could get around that
I think Y U and J aren't disabled because you can technically type them in the in-game chat. Yet they don't work the .ahk script either
Just tested and y/u/j are working in an ahk script for me
😭 how even
i wonder if my script is wrong
but it prints in notepad just fine so it shouldn’t be wrong
I tried using the Hotkey function as well as Y::
Oh and the function keys work fine too, heh
are you using the same script above
the heck am I doin wrong
yeah it really isn't working for me. I hover over Glass so the D button is ready to be clicked, I load the script. I alt tab back in game and make sure the D button is ready to be clicked. I click Y. Nothing happens.
yeah i dunno this isn't making any friggin sense
But is it exiting the app when you press j?
yes
ok deddadh dddidddd'ddmd ddgdeddtdtdiddngd dsdodmdedthddidngd dsddidmdddddddddddddddddddddddddd
lol
I'm getting something similar. nms doesn't see the ahk inpt, bt clearld ddwdhednd ddid ddddddddddddddddddddddddddddddddddddddd
lmao
but clearly when I tab out of the game it's sending the input correctly
So nms may be sniffing for something lower-level than ahk is sending in that circumstance. Which is weird because I'm using AHK to auto-run and it accepts those keys just fine.
ok I figred it ot
Change Send, d to
Send, {d down}
Sleep, 30
Send, {d up}
I realized that's how I'm doing my autorun script (ahk v2):
Send("{= down}")
Sleep(30)
Send("{= up}")
Sleep(30)
Send("{LShift down}")
Sleep(30)
Send("{LShift up}")
Y::
toggle := true
while (toggle) {
Send, {d down}
Sleep, 30
Send, {d up}
Sleep, 100 ; adjust speed here (lower = faster)
}
return
U::
toggle := false
return
J::ExitApp ;```
like this?
Assuming that's how you write it in ahk v1, yeah
It's v1
I just installed ahk years ago and found it on my pc again
i'll try this out rq
oh my GOD it worked
thank you
thank you thank you thank you
Funny that I figured this out a week ago and instantly forgot
now my hands don't need to die every time I need to craft a thousand items
@rose osprey If you want a v2 version that works very well for me, including a limit for the active NMS window, and a tooltip visible when active.
#Requires AutoHotkey v2.0
#HotIf WinActive("No Man's Sky") ; Only active for window title
F1::myToggle
keySeq() {
SetKeyDelay 10, 30 ; key delay and press durations (ms)
SendEvent 'd' ; key to repeat
}
myToggle() {
static toggle := false
toggle := !toggle
if toggle {
Tooltip "Toggle active" ; shows a useful tooltip when active
SetTimer(keySeq, 60) ; repeat interval (ms)
}
else {
SetTimer(keySeq, 0)
Tooltip ; removes tooltip
}
}
#HotIf
F2::ExitApp
Ah, forgot to include the ExitApp. Fixed
okay I have a technical question as a mod user and not a mod author.. I am reading the stuff that @vale iron had posted about modding after 5.58. He talks about how you put stuff in GAMEDATA/MODS now instead of PCBANKS/MOD.. but the PCBanks/MODS folder still exists? Should I be emptying this out?
What I am not sure if I should do is click yes without knowing how to re-enable mods.
- read the troubleshooting section of the doc if you decide to disable mods
- PCBANKS/MODS is not loaded, issue lies in your currently installed mods
- post MODS folder, include the highlighted details
I did read the troubleshooting section. I did remove the: Delete the Binaries\SETTINGS\GCMODSETTINGS.MXML file. When you launch NMS again, it will recreate the file. The mods folder you are asking for, PCBANKS/MODS or GAMEDATA/MODS?
the mods folder that you're currently using to install your mods
so the GAMEDATA one since I already said the other one is not loaded
so then if that is true can I REMOVE the MODS folder under PCBanks?
yes
okay screen shot is above.
are you using vortex for installation?
no I had used AMUSS
ah
did you get all the luas from Nexus?
I'm not aware Tesseraction is anywhere close to updated
yes from NexusMods. Tesseraction is flipping floor pieces
well if it had worked before recently it may still work
if you are consistently crashing then you can only test the mods individually to see which is crashing
So I just downloaded Vortex. First time using that. am I then going to have to reinstall my mods THROUGH Vortex?
that was my original question. HOW do I turn them back on if I tell the game to turn them off from the error message
by yeeting GCMODSETTING
which instructions you already know
vortex doesn't do what AMUMSS does
vortex installs ready-made mods
oay so tell it to disbale the mods and then when done.. I will delete the GCMODSETTING and it should then rebuild it with the mods on?
you can also just not disable mods
and then delete the file anyway because that'll make the game regenerate the mods' load order
thank you!
@hearty wasp would you happen to know what item is hiding the derelict freighter blueprints in the build menu when using eucli-ea? ive unlocked a few and they are not showing when i go to build
I have no idea what objects you're referring to
blueprint for base decorating that are obtained as loot in the derelict freighters in space. things like crates, shelves, the heating unit..... same situation as other stuff ive unlocked not showing in the build menus.
the vanilla ones?
yea, they are specific to the freighters and have a default blue/white color.
i think i meant buildframe
Salvage Crate
how do u mod them in?
when i add stuff from expeditions with save editor, do I get in on all my saves?
If you are checking them in the "account" section, yes
You will then be able to claim them from the Quicksilver Synthesis Companion, once in each save
is there a save editor you could recommend? or is one pinned somewhere on this server
Both of the most used ones are pinned in this server #nms-modding message
They are both nearly identical in features and functionality
you do not
Pak files are no longer read by the modern game, and cannot be used as mods in No Man's Sky versions 5.50 and beyond
</3
They are the previous format the game read mods in, now they come in the form of individual mod folders that contain EXML, MBIN, and MXML files in the structure that the game files are oriented in
Seek mods that were last updated after January 29th, 2025 to ensure that they do not use pak files anymore
'preciate it
which expeditions had good milestones (the ones that were worth getting, like freigher upgrades or op starship upgrades)?
No expeditions have featured freighter or starship upgrade rewards, besides I guess the Starborn Phoenix which came with a Photonix Core
And the Singularity Engine for freighters, which wasn't a reward from Expedition 8 but rather something placed onto freighters of saves that participated in it
i meant upgrades like hypedrive upgrade with stats 260ly and 100% efficiency on one upgrade and some freigher expedition modules (i think some of them were in exp7)
Not many people keep track of very old non-phase rewards, you could just get those through regular gameplay, or edit them into the inventories with optimal seed values
S-Class hyperdrive upgrades are limited to 250LY and 100% Warp Cell Efficiency though
You could get "Illegal/Black Market" upgrade modules that have limits that go higher, but it would be quite a lot of trial/error to get ones that exceed S-Class by a notable amount (unless you edit the seed values for those too)
definitely not, i have 2 260ly + 100% upgrades from expeditions (s class)
with save editor?
Oh wait yeah, I looked at freighter ones twice
Yes, a Save Editor can give you literally everything
alright then imma need to check that out tomorrow
I assume v2 is another separate download and install right?
Yes, it is.
coolness. thank you!
I've seen more than one report of the corvette building complexity mod causing crashes since 6.05. It's not consistent, though. Seems to happen for some but not others.
It was close. I ended up at 80 parts out of 100. Whoo. Took so many restarts but eventually got it done,, mods restored and happily out running missions!
Sheesh running lights was a challenge even. Now Paint and then I am off to find those folks!
Your insurance agent gonna have a fit @rancid yew
Was drifting upside down and saw your ships shadow go by. Epic moment
which save editor from these two is better?
Personal preference
there wouldn't be a point in having two if one was objectively better
can i change stuff with save editor while being on the save im changing or will it break the game?
You may, though you will have to reload the save in the options to the save that was being modified to apply the changes (autosave is odd, restore point is even)
The game does not care if the save is modified during runtime, as it doesn't base anything off of it after the save is loaded
so i can change it but to apply the changes i have to reload to restore point?
Yes, or autosave if the editor was modifying the autosave
how do i change the stats of an upgrade in save editor??
By changing the seed that affects the stats of that upgrade
There are lists online of the most optimal seeds for each type/class of upgrade
Lo2k and Gumsk you guys are legendary. finding alot of your older but updated mods recently and they are fantastic
Thank you, though I still have a lot of old ones to update. Lo2k is much more thorough than I 😄
jmz and winder too, all good mods
i try to add ultrabase to the list along with eucli-ea, but it tanks my frames to 30's, i only have like 30 mods, is that too many?
@hearty wasp
gm, i saw that buildframe has the legacy baseparts. im using a mod "add legacy structures and planetary glitches".
do i still need that mod withbuildframe running?
I dunno
I only know that mod adds the legqcy basic parts
MILF adds legacy basic parts, Foundation Infrastructure parts, a few settlement parts, and fixes Infrastructure snapping
Read if that mod's description mentions them and then decide for yourself if you want MILF as well
does build frame add the legacy parts or just account for them in the menu restructure?
i dont know what milf is
???
BuildFrame is not one mod
You don't just "get BuildFrame"
MILF is the module that is responsible for unlocking legacy parts
What mod did you think you were asking about lol
add legacy structures and planetary glitches is the name of the mod i have installed. i have it before i installed build frame. i saw i had bf 1.4.0.1 and wanted to update it, and i guess i saw milf updated with legacy parts and thought it was RecTum, and wondered if i still need the other legacy mod.
is milf in rec or do i need to dl milf and sac too?
Each BuildFrame module is independent to each other
Again BuildFrame is not a single mod
Saying "I got BuildFrame" is meaningless
You can just say the module's name lol
i wasnt looking past the buildframe part to realize i was looking at different ones
mb
Well now you know at least
yo joe
If you want them you can get them but neither MILF or SACS is a necessary dependency for other mods
gotcha, i can use them together though right?
would you know possible cause of fps drop when adding ultrabase to the mix?
Not really
Most of UBB/Eucli-ea's stuff aren't originally specifically made for base building so they may be more geometrically complex
More mesh = more intense
i dint place anything with it, it was like that from the start until i pulled it
i tried the version that lets you place anywhere, i will try the other one
Then idk
I know the game loads basically all base objects at least once when the game loads but idk if it unloads em after
if the version with just parts does the same thing, then i wont bother. eucli gives a good variety of extras stuff for now anyway. plus, I'm not a fan of every category of ubb having one sticker for every item in the category. could be 15 detail items, but they all have the same Blobby pic.
That's why UBB can be entirely created from a lua
is there a mod that removes most interaction animations?
is it better to put the .lua in amumss instead of the mod folder into mods?
so it needs to be in along with the mod folder in mods?
If the game does nothing with luas why would you need them in MODS foldrr?
i dont mean the lua in the mods folder silly, i mean do i need the lua to be in amumss and also have the mods folder in the games mods section?
just a head up, using buildframe sacs, the material tab is below the screen.
lol, you can still choose, so not terrible😆
huh it's not happening on my end
can you see if you have 2 copies of the SACS lua in your ModScript folder
and I'm assuming you're playing on 1080p
just one
yea 1080
can you edit the lua so that UI_HEIGHT_MULTIPLIER is changed to 2 instead of 2.85
For all the 7 players that play the Abandoned Mode and asked for these, it's there now.
so it looks like "2"?
yeah
run buildmod.bat?
ye
didnt work
lol, there is two, i changed one....
how do i change the appearence of my freighter and starship using Nom Nom
Get to the correct tab, then change the 'Type' and 'Seed' for the selected type.
For the starship, you first select the ship you wish to change of course, while you can only have a single freighter
anywhere i can find other cool looking seeds?
say for a squid
looks good, thanks
Yes, you can have a look in some of our channels here, or various sources online that may have seed values. Another good source is the NMS Creative and Sharing Discord I'll link below
!creativehublink
preciate it
I used the Nomnom save editor to copy my corvette build from one save to another, but the copy devours all forms of fuel like it's starving or something. Like, I'll refill my pulse drive to 100% and 3 minutes later it's empty. Can anyone suggest a fix for that?
i got ultrabase to work without fps dropping, but then i discovered some items dont have a hitbox or any collision, and so there is no target for the builder to grab and highlight in order to delete it after placing. so i decide not to use it
To not have anyone jealous, Pirate Stations also get it
https://www.nexusmods.com/nomanssky/mods/3832
anyone know if there is updated kibble n bits? id like to try that out
There is not currently
thanks
hello, i am in need of assistance. i have the correct path set in NMS_FOLDER.txt but it is not detected. this is happening on AMUMSS, and yes, i have a downgraded version of nms which is why im using .pak and all that in the first place. the path to my game folder is correct, but i notice its looking for a .pak in the PCBANKS folder, but its only asking for the location of my GAMEDATA folder. i think it looks for this .pak to confirm that i am in the right place, but that .pak is missing. can anyone help me?
Running into a problem. In the photo, interacting with the weapon rack does this instead of opening the archive. I had a mod before that put three functions into the weapon rack: the archive, the decommissioning station, and the upgrade station. However even with all mods uninstalled and the gcmodsettings.mxml file deleted, this still happens. Any advice?
Go into GCMODSETTINGS.MXML and set "DisableAllMods" to "true" to fully disable all mods, if that is what you want to do to fix that
that doesn't work either
hmm i'm confused, it was fine a few hours ago. I didn't exactly add any new mods since then
Might not be mod related, or might be related to where you are when you use the rack
I'm in my freighter
pretty sure it's vanilla to be able to place a weapon rack in the freighter, right? 🤔
No idea on that
Yes, but interacting with it should bring up the multitool archive screen, not the decomissioning station of course
Hmmm. Deleting the weapon rack and putting it back up didn't fix it, but moving it somewhere else did. Moved it back to where it was previously and it's still fixed. What the heck even happened, is it really because I was at a certain position when triggering the weapon rack?
Insert Shia Lebeouf "It's Magic" gif
There's something about this position that breaks it. I move it a centimeter, and it's fixed. I move it back, it breaks again. What the hell? I am so confused. Like, is this a normal thing to happen in modding nms or something?
hey im stuck in my own corvette cockpit. how can i save edit myself out of this situation?
orbital link? This more of nms-help question
physicsand collision in game is full o bugs, heh. E.g. even justscaling item may break it because scale too small or too big causes some items to say "out of range". It collides with something invisible
people referred to this chat. i tried gooling what an orbital link is but i still dont know. i am unable to build while i am in teh cockpit
Orbital Uplink is an item you can use to teleport to the space station
https://www.nexusmods.com/nomanssky/mods/3777 this mod adds that item's functionality as a Gesture that can be used at any time
I had recipe left from expedition (on new save). Otherwise it can be edited into save, it's just a normal recipe
We can save edit the recipe into our primary save? That's awesome. How exactly? I was kinda miffed when I finished the expedition and learned that we needed to pay over 1000 quicksilver for a single uplink
Should be the path to, but not including GAMEDATA
Since you don't say what version NMS you've downgraded to, hard to say if you should be using .pak mods or otherwise.
So i have a question. Was looking at mods that remove tech overload. Only cause i wanna mess with the exocrafts. Anything else wouldn't be fun to me. The one i tried, replaced ship tech with parts, cause no more limit at 3. And i dont want that. Anyone know of a mod that i can toggle what is affected? Like i can toggle off my ship, multi, ect. ?
If not, the if anyone knows of a way i can go about doing it myself?
I just wanna make my exo faster just for fun lmfao
guys in the REWARDTABLE.EXML what is "RS_MONEY_S" / L /M refer to?
is it a generic reward for all missions in station that offer currency?
small medium large im assuming
Adjust the vehicle settings, not the tech overload. There's no way to target tech overload in any way
I think search drifto for Winder's version
Damn. So its all or nothing then
Yes, small, medium, and large. You'll have to hunt where it's called from to determine useage.
@icetracts
Do multiplayer still work if only using tweak and fixes mods?
No....
Multiplayer still work if using any mods. 🙂
thank you. i assumed so yeah, im looking through the files
Hey guys, i've downloaded collection of "wrm's essential Ui + gameplay" from nexus mods. Most of them are outdated by at least 7~months. While starting up the game i did get the msg that i'm playing modded, so i know game did recognize.. "something", but none seem to work. Did i fumble with installing mods (vortex manager was derpy)? or it's just case of 23 outdated mods?
edit: ok some mods do work but they feel kind of derpy.. hmm
only you can measure your own guilt because no one else really cares
it's possible that some of the mods may be broken, we don't usually recommend using collections because no one making them for NMS ever actually have enough knowledge to maintain them, but mods have been more update-proof since early this year so some may still work
it's not really a modpack, but rather a bunch of standalone mods thrown into 1 folder of sorts.
Is nexus mods still best spot for nms mods? And also how can i browse only updated mods?
- I understand what collections are, it's just that with how often the game is updated collections are usually ill-suited for NMS with the careless mix of categories that makes them break easily
- yes and only Nexus, sort by Last Updated
Aye Aye, thanks
is there a mod order or somethinf
Mod order?
Not one that you need to worry about mostly
Most you'd need to do is yeeting GCMODSETTING
👌
👍
you guys think this mod is safe? or it might break my save? just like the base parts on corvettes mod
https://www.nexusmods.com/nomanssky/mods/3835
creat a backup and try it. its brandy new so we dont know really, im about to try it myself
NMS Base Builder App and Blender Plugin have updated:
https://www.nexusmods.com/nomanssky/mods/2598
https://www.nexusmods.com/nomanssky/mods/984
A standalone app for building bases in No Mans Sky.Build bases for No Mans Sky using proxy representations for building parts.Translate, rotate and scale base parts wherever yo
@vale iron i was going to ask you about updated version of gfreighters, and saw you already did it today! awesome stuff. been looking to check it out for the longest!
(I made it and havent had any issues with the station ship i used in the pictures btw, messed with the setting for what is now the third day so far. As with all mods though yeah I would backup in case)
That said I also never ran into any issues with base parts on my corvettes so 🤷♂️
@hearty wasp hi, can ArmadA be used with voyager?
no
I did? I've been working on it, but don't have it functional yet.
lol, no. it was sept 29, but last year😆, i got excited
sentinel 3.84, and i do have the same directory as you, just that the steam folder is in my program files and its a different drive
With that age, you want to use GAMEDATA\PCBANKS\MODS for your mod .paks., but the location in NMS_FOLDER.txt should be the same. Here's the one unknown. Should you be using a much older version of AMUMSS? Been a ton of changes in the past 3.5 years, all of which with the sole goal of adding functionality and keeping compatibility with latest NMS, no consideration towards working with "legacy" versions of NMS. Back then would have been version 3.9.x AMUMSS.
might be my issue that im using an newer AMUMSS
let me try fixing that up
Hopefully you still have an old install package laying about. I don't think I have that old anymore.
i have it installed now, awesome job friend, a much needed addition.
anyone use NMS transcender? Does replay season not work?
NM, steam was online,. Figured it oot
do we like this scanner guys
Will doing past expeditions in any way of our choosing make all the stuff added by Consumerism at the quicksilver shop available for purchase without the mod installed?
e.g. via Transcender
Somewhat, claiming the phase rewards makes those rewards claimable on any save from the Quicksilver Synthesis Companion for free
which includes replaying old expeditions using stuff like https://cwmonkey.github.io/nms-expeditions/ or just save editing their rewards to be checked off in account data
Oh they become free? Better than Consumerism's expensive prices for sure. Alright thanks!
You could also just use Communism alongside Consumerism https://www.nexusmods.com/nomanssky/mods/3420
I could yeah but where's the fun in that
I just want access, not to make em free without effort 😂
yes is gonna be part of a UI overhaul imma drop in due time
Since I've finished expedition 19 and transferred all my stuff and ended it, there's no need to worry about overwriting the season_data_cache.json and backup the file right?
That should be completely fine yeah
I think it would've also been fine before, as long as you don't load the save that's on the wrong expedition
Hey, I'm playing NMS on PS5, and I have a PS4 modded. Is there any way to transfer my save from PS5 to PS4, complete the expeditions, and then return to PS5? Thanks in advance
PS4 mod? I'm not aware of any. You should be able to cross-save to PS4, do what you want, then cross-save back to PS5
I want to do the past expeditions on the PS4 instead of the PC. Is that possible?
what a way to start my expedition 1 save, first contact planet, system, and a trading post/minor settlement/sentinel pillar all within eyesight from my ship
there's no way to place down a beacon or something this early in the save is there...
Could take a screenshot of the glyphs, and note the lat/long using your analysis visor, once you have one at least
Or just make a backup once it autosaves and use that to find your way back to gawk at in the future
hey guys, is there a working mod that makes NMS not lose focus on atl tabbing? Something that disables the pause?
i've installed that mod yesterday, i've placed it into No Man's Sky\GAMEDATA\MODS and it doesnt work for me :/
Well it has for all others who have installed it properly, is it a folder too deep or something?
Refer to the mod troubleshooting guide below
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[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.
could i request a feature? id love if you would consider hiding that awful bottom right "tips" bar that shows your "current mission". really silly we still have no way to disable it. not only that but the game totally changes what mission "im selecting". HG's are really great at dropping bangers of updates but neglect the little important things
Can people see the past expedition fit that I never got when I enter the anomaly?
yeah the current mission getting changed by a random item we pickup is weird
yeah its annoying..like if i buy an exo suit upgrade chart, for as long as it sits in my inventory, im reminded to use it. jesus. same with anomaly detectors. im amazed it has been this way all these years
any developers or enthusiasts here want to develop speech synth (TTS) tech for NMS quest line? it could be a mod, but there's a chance NMS will officially adopt it if we use compatible wwise & plugin versions. any insights would be appreciated.
If you are wearing/using it, yes
If you can see it, they can see it
Joy ❤️
if you have request for help 99% of the time the answer will be no
and the more complex your task is projecting to be the higher in the 99 percentile the no will be
im already working on speech synth on wwise, vocalien. looking for a way to not guess the tech stack they use, so i know what im developing is natively compatible with NMS code
NMS uses wwise as well but that's as far as your compatibility will go
sadly they seem to be using an ancient version 2016.
which doesnt have much plugin support
all NMS internal files uses a custom markup language format to contain their params
and yeah because of that custom file format you're prolly not going to be able to get any plugin in there
best you can do is prolly just add your own audio and somehow add it to the manifest or depot or library or whateverthefuck the list of audio is called
and then refernce them in the modified in-game files
all as automated as you can code them to be
my dream is pitching the NMS team a tech demo of a dynamic TTS system that speaks over the 'learnt' words and those internal monolog text. So the learning alient language also improves how much text is vocalized over time.
so it cannot be a pre-baked set of audio sadly.
ah
then you're better off either getting into developing your own python mod or your own dll-type api
there's nmspy where you can access what's being loaded in runtime as far as I understand but it's more involved of course
If you're just wanting to pitch something, making a video that gives an idea of the result, without actually doing it for real, could be enough. It's not something that would be possible with normal modding, and would need some external thing, ^
or just send an email to Sean Murray
yeah true, without direct access to the team, its either memory spying or OCR which is flaky
i might make a demo, already am a CTO of 25+ team so might not be just dreaming 💭
thanks for the insights guys
!hellogames
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They are really small and really busy and don't have much time to look at stuff. We also don't know if they even see anything about mods other than posts on Reddit, so spending your time making something happen probably isn't wise
yeah just manufacture a viral campaign instead
true! a video preview of what it could be might be the way to go
this game could feel wayyy more alive if players can hunt for translator 'voice' tech upgrades for their exosuit so they can understand the aliens without reading through jibberish 😍
And its a great accessibility feature too.
Accessibility features are more likely to grab their attention than anything else
Look at the Joe Danger remake story
I'm not sure how, the people who would most benefit from text to speech would be blind people, and I think the rest of the game would be too much of a problem
You already learn the alien language words gradually, so I'm not sure what you mean here. A completely different system of presenting the not-completely-understood messages?
eh people can have difficulty reading texts in general so tts is not a horrible idea
what do I miss out on if I play NMS with steam offline? Since I'm playing past expeditions, but I want to login to my primary save (while offline) to deal with my plants and settlements. Can I do that?
Seeing other people in the Nexus Anomaly. Not much else
ah that's it? So for someone who never plays multiplayer I'm missing literally nothing?
Not much. Some people find that fun. I like seeing other people
I’d play multiplayer all the time if I could. Unfortunately more players makes the game impossibly laggy for me, so I can’t even enjoy the game
In any case it’s not something I’ll be missing so i’m glad I can freely swap between saves without needing to go online XD
You miss having a million ugly-ass base icons on your horizon everywhere you go.
(At least during expeditions)
Did they do something to glyph icons so they can't be replaced?
https://www.nexusmods.com/nomanssky/mods/548 this md, andd exactly only ths mod has no effect
it's just old
game doesn't load paks anymore
But.. that practicaly mean we can't do that, right?
same thign as they did with shaders because people were making game look better, "no we want everyone using color filer"
you can
I have
if you so want to you can unpack the pak file using psarctool, put the entire extracted folder structure inside a folder, and then plonk that into your MODS folder
They call that upgrade? lol
should there be a subfolder in mod-folder that or it results in everything being merged into one tree?
the internal folder structure must be retained so if you are seeing the files being inside a buncha folders that is normal
when in doubt post screenshot of what you're seeing
Yes, because it's a better system.
well it doesn't. And I don't see any modern mod which would be doing this I can't cross check. All texture mods I find are .pak
probably should’ve realized I couldnt do nexus missions while offline
what happens if I swap to my primary save, close the game, go online, then open the game? will it ruin my expedition save or can I go offline again and continue where I left off?
it's same save
if it's same save it matter of talking to terminal again
uh, im doing past expeditions btw. that’s why I need to be offline.
Argument of loose files vs. archives for mods is 25 year old and doesn't have solution, because both sides are wrong, lol. Both systems have own reasons and own issues, depending on platform and use-case.
This is the updated one, working with current versions of the game.
New Interloper here. Are there any must have mods to use etc out there?
Stuff for like QOL etc.
Nice, now even nexus search is useless, lol
It wasn';t givin that one as result, bu was giving really old ones. Joy of modern search systems which don't search but try to guess what you may find interesting.
https://www.nexusmods.com/games/nomanssky/search?keyword=portal+glyphs lol , zero hits with glyph instead of glyphs now, after I tracked that one XD
https://www.nexusmods.com/nomanssky/mods/1677 I very recommend this.. because, tbh, slowly printed text impacts cognition.
I want to change the freighter model to a custom one. Which seed do I have to change?
Model seed
thanks 
IIRC the home seed affects the crew and some of the colours
Uhhh, can you mod NMS if you installed it through Xbox app?
(I don’t have NMS in Steam.)
can I get a guide on how to by any chance?
#nms-modding message installation section
Hey y’all. I have a question
So, i have 5 psn accounts just to play nms, that is i made 4 other emails (besides my main one) so i could have these accounts. These was done way before cross saves were a thing, fyi. Thing is i lost access to those emails and i’m trying to get new accounts set up to log into psn or otherwise i can’t run the expeditions… But! I don’t want to lose my progress in these accounts. I tried copying the save files to the new accounts but it says their from another player. So here’s my question: how can i decrypt these savefiles, so to change the player id number and reupload them to the new accounts with the new player ids?
It is my understanding that there’s a decrytion bot on discord. I haven’t gotten it yet, but i don’t know if just decrypting and then going on textedit tool would do the trick. Should i get a save editor while at it? If so, what are we using nowadays for nms?
I decided I was happy with the consumerism or whatever mod.
Atleast then I'd still have to earn it, but not wait for years to get the things I want.
i use it, and one that adds qs to other missions
I see.
I'm not sure how to use all those script mods cause no one ever explains how to, to new people lol
same as consumerism. you can use a mod loader like vortex or, what i do is, download the manual zipped file, and unzip it into a folder on my desktop. then i just copypaste into the games mods folder.
hi
@lethal oar have you seen this pinned post <#nms-modding message>