#nms-modding
1 messages · Page 79 of 1
oh mb
that's out of date - nevermind maybe, i think i saw 6.01 and thought it was outdated lol sorry
Oh damn
wait, not sure
@lethal oar you'd need to go here, and change 5 to 1 (that would change it to normal)
you should have a 5
Oki lets see
if that did it
editor crashed, attempt 2
holy moly
its been 3h
love ya man @round sinew
Hi, can I get help with this? Is it safe for said past expedition's save to go online as long as we don't load into the expedition? So I can do nexus stuff.
Then when I wanna go back to the expedition I gotta log out, go offline, then log back in?
I'm p sure your expedition save will get reset if your game's online when you load it
just load another save
okay context
if you go online you'll download the latest season cache file i think, regardless of what save you use
- I'm offline
- I load into my primary save > enter the past expedition through my primary save
- I can swap between primary and expedition anytime - I am still on the same save, I just swap via the nexus terminal
- So I'm currently on the expedition save, I head back to primary save.
- I save. I log out.
- So I'm in my primary save right? I go online. I log back into the game.
Will that ruin my expedition save? Again I'm on my primary save. Not the expedition save.
(which atm is exp19's)
so it'll ruin the expedition save
bottom line, if I'm doing past expeditions, I cannot do nexus missions
yeah, i'd say it's just best to stay offline till you're done with exp
@round sinew
I'm already using FSR2 yeah. Thing is, Transcender needs those 4 options toggled off. I turn off motion blur and anti aliasing (which lag my game to the extreme), and the game still freezes when I try to load the ingame menu.
I can't get any help in the main discord as I just keep getting ignored so here I am lost lmfao
damn. okay thanks 🙁
what is transcender?
https://nomansapp.com/transcender
A plugin with all sorts of QoL. Made by the same guy who created the NMS Service Bot
enables me to do past expeditions while fully online is one such thing I wanna take advantage of
yo that's crazy
but I don't have dlss or hdr in my settings either lol so I'll pass
oh yeah, i've seen this before
Quite the amazing little thing right? Except when I troubleshoot I just get ignored. 🙃
Note: If you don't see the new ingame menus coming with transcender in some rare cases you might want to change the graphic settings and disable DLSS, HDR, AntiAliasing, MotionBlur.
If for some reason the launcher isn't responsive you can skip it via config setting (Path: No Man's Sky\GAMEDATA\TranscenderConfig.lua).
Sorry i'm a bit bitter, it wasn't just once or twice I got glossed over
Yep. I have no DLSS and HDR, I turn off the other two
clicking the TIlde key just freezes the game
~
launcher is responsive, it's the in-game menu that isn't
well, i have no experience with this tool, and like the tool says, for support, one should go to the tool's discord server. for good reason too, since the project lead is there (Mjstral). have you tried changing window modes - especially if you're not on borderless?
I've tried yeah. I'm already on borderless too.
It's the tool's discord where I keep getting ignored too. Thanks anyhow, guess I'll go and Up my post there again then
be patient. sometimes/most of the times in this community really it's not that people are ignoring you, it's just that they dont know how to help you.
Yeah I guess so. I just thought after 13 hours someone'd have said something more than mjstral saying "check your graphics settings"
thats a real cool mod, i bookmarked it for now
mjstral is the programmer who made it and the only one who can troubleshoot issues with it. Also has other stuff going on besides, like important IRL stuff. As well, most likely in a completely different time zone, so can take a few days to work through any issue.
I didn’t know he was the only one who could troubleshoot for it. Guess that’s why there isn’t a dedicated channel for it?
In any case, thanks for letting me know. Was just letting out frustration from hours of useless troubleshooting on my end
I get it. Many things with NMS modding, there may be only one person who can work through and figure it out, the author, especially when it comes to issues with a specific mod or tool. As others don't have access to the source code or aren't familiar with the "code", makes it difficult or impossible for anyone else to assist.
@hearty wasp hey bud, i was checking out these lights in eucli-ea and they dont highlight when trying to delete, i had to move the hab so they auto deleted
cool
keep finding more and I'll update/fix all of em in one goal
if possible can you just finish everything you wanna build and then put forward everything in one goal
easier to track down
no prob, i wasnt really building anything atm, just having a look at whats there.
I never said anything about loose files v. archives. The system is far better than it was. Stop thinking you know better than everyone (including the devs) about NMS modding when you don't even know how to install mods properly yet.
Hey, i’m still needing help with this…
Is there a windows font out there that contains the PORTAL GLYPHS?
This one replaces 0123456789ABCDEF with the glyphs
It was shared online somewhere, but the
glyph was too wide and I had to fix it
Bless you Grouchy groucherson
This is the issue that I had to fix btw lol (first is wrong, second is correct)
It's weird, that letter specifically is wider on the right, at least from the reddit post that originally had it
may or may not be the same version in the pins, at the very least they probably came from the same person originally
the first one had this comment which tipped me off to it, it's prolly fixed in versions shared post 7 years ago
Mono is the filename I have, so probably that
The issue seems to be present in that copy of them
The issue also seems to be in this copy of the mono one too
Slightly too wide on the right side
seems to infect all
When I get home I'll edit the message and replace with your copy
I made sure the one I edited was identical to the original, and the fix was as easy as snapping something so it could easily be remade
NMS related fonts with a fix to Glyphs Mono by @final hazel
<@&590975379678953522> Can you swap the pin for the message linked below with the one just above this message?
#nms-modding message
Please 🙂
Is there a mod that makes flying ships not so bad?
I really dont want to rely on the autopilot for the ships and without it, the controls are pretty pad. No direct yaw control and the ship somehow yaws and rolls when I pull the stick in one direction
nothing that makes it not fly like a plane
Ah
using goatfungs' save editor, trying to change an interceptor into a different interceptor. all that has been happening is changing the color, and the model stays the same
any ideas?
Hello all. I am wondering if anyone has Optiscaler for FSR 4 or what ever version i can run. I have tried and i was only getting 10 FPS
uh for goatfungus (NMSSE) I'm trying to access account, but it won't let me. I am playing on Mac. So what am I doing wrong?
nvm I finally found a good thread and was able to fix the issue.
Is the only cleanhud mod the one from 2 years ago? Would it still work on latest version bc idk much about nms in general so im not sure
Hello all! Does anyone know offhand if Devils Collection is compatible with the latest release, version 152790? The mod itself is on version 151620.
It would require updating definitely, but someone could probably update it to make it work
Mods last updated before 5.50 (Jan 29 2025) use the old mod format and aren't compatible with the current game, mods released after that are significantly more update proof
I have not seen anybody base things off of the internal HG build numbers, but if the mod was last updated before version 5.50 (Jan 29 2025) then it will not work
If you are referring to this https://www.nexusmods.com/games/nomanssky/collections/vlqibb, then it should work completely, though most of us do not use collections and just collect together mods that do what we want that we know how they work
It should all work though, if it worked as of Sept 12 2025 like it says
Vortex popped a warning. OK, this is the first time I've run into a collection, and was intrigued. Not sure I need 71 mods. I think I'll play some more and see what I want to change.... Thanks Grouch!
NexusMods doesn't understand NMS modding any more than we do, make a backup of course when actually trying it
Great advice, thank you!
was looking at nms resources, curious how they save edited in the 7th row, as im having issues with doing it :3
Good question, I do not know
I believe they shoved it in for display purposes
As shown by the text in the bottom right
Not sure why they have multiple expedition tech that are impossible to acquire on a new save though
hm, only reason i didn't think it was edited was the "or use a save editor" part :3
Hello!! Does anyone know of any mod or technique to make signs, like street signs, direction signs, welcome boards, informational texts, etc.? I haven’t found any mod capable of doing this.
it actively understands less
which is not to say they're at fault, their entire system is not designed for NMS
Eucli-ea has letters and arrow decals if that's what you're looking for
Thanks
oh
so is there basically no way to play clean hud now on latest??
bc I don’t think I could actually play nms in vr without it
Unless somebody updates the mod for the current version of the game / current mod system, no
Damn
that’s unlucky
is there any mods like it out there?
or how hard is it to update a mod ik I probably can’t myself with 0 experience
Do you have a link to the mod at least?
I was just wondering if there was a mod that added like a snap feature to the rotate axis thing on furnature? I want to make sure all my parts are aligned correctly
can't
Big sad
Pfft. Figured out in about 5 secs. They just have dumb system to generate config file that disables mods out of blue. I'm combat sim developer iby employment, I know somethign about this kind of software
If build assist could be possible someone already wrote that. heck, i would be first person to try. The controls and behaviour are in exe file mostly. Helper guides? Possibly one could replace models with something that got a grid. That'snot supported though
That's a shame, I like having things set to a grid.
is there a mod template or something for making decals to add? i had an idea for some that had battle damage or exposed circuits or wiring, and wondered if i could do that my self
I saw someone a day or two ago asking questions to try to get a version working for VR, so maybe soon
i hope so lol
its been 3 years now
nvm 2
it wont work if its not the steam version
of the game
It is the steam version
do mods work on macos?
no
hey whats good mod for increasing the complexity limit for corvettes
There's only one because we usually don't recreate stuff others have done, and that mod is a detriment to the community. If you use it, you should turn off multiplayer
you can play with other people with multiplayer activated with mods???
isn’t that just cheats atp
Same amount as enabling creative mode options in the difficulty options, you're allowed to play the game how you like (even if mods are super limited)
ohh I see
This is the only mod I know of that causes issues for other players
Is there a mod that adds more creatures ?
Corvette no complexity limit
Is HG going to fix corvette hovering effects and landing gear bugs or do we have to use mods?
We have no info about future patches/updates, unfortunately (besides stuff pushed to Steam Experimental)
We can only assume that blatant bugs will be fixed
There is a mod currently that replaces them with their unbugged counterparts, but that also reintroduces a different, smaller bug I believe
https://www.nexusmods.com/nomanssky/mods/3793
Also is there a mod to make npc chats faster that works in new version, want to grind the story to unlock late game content.
Thx, will see if it works with 6.06
It does, it most likely will never require updating. I'm still using a version from 5.5X I believe
Nice
Most mods that utilize EXML files do not require updating, unless the things they directly modify get changed
Oh ok.
Idk why HG decided to lock some content like purple systems and new multitools behind story quests, no way I'm going to read all the text, just skipping.
maybe this, not sure if it works currently
This adds creature variety?
Like new creatures
i dont think so. i dont know of any mods that introduce new models for things. everything that adds additional items, seem to be using unused assets in the game
this one seems to add more variety, but not newer models, but its mad old and may not work
https://www.nexusmods.com/nomanssky/mods/162
No mod updated prior to 29 January 2025 will work
And mods from the first few years of nms couldn't even reasonably be ported to current. Too many differences.
i figured as much. slim pickings in some categories
i really want to learn some modding. i hate asking for things
Never been able to add new creatures. Too many roadblocks in the way. Creature types hardcoded, making new models high level of difficulty, can't make new animations, etc.
i just want to make a few decals with like battle damage or exposed circuitry or something
Decals themselves would just be DDS TEXTURES
its still all Martian to me😬 .
you know of any tutorials or templates i could try?
can a png or jpg be converted to dds?
Well textues isn't just an nms thing, so probably info out there. Suppose it depends how good your photoshop skills are
It depends on how much the mods changes the game I think.
Small tweak/fixes mods shouldn't be a problem.
Only in terms of what you may see, vs others
Never stops you from playing mp
Is there a working mod to unlock purple systems?
Or even better, one that unlocks all contents from story quest lines?
how hard is it to update old ones?
there is this,
https://www.nexusmods.com/nomanssky/mods/3330
@vale iron is this still good ?
Didn't played NMS since 2022 – what are current must-have VR (and non-VR) mods? Is there mods that require starting a new game?
Is anyone here familiar with editing the raw JSON of the save file, that has a few minutes? I believe I have found a fix to a crash, but I am unsure how to extract certain elements in a safe manner
Specifically, I would like to clean this up; I believe a base I downloaded at the anomaly is causing my game to crash any time I interact with any teleporter.
@vale iron hey bud, i installed the corvette bunk, but when i use the appearance modifier, its swinging the camera to the other side of the wall and cannot see the character
Does mods actually influence any multiplayer gameplay? thinking to download some but if i'm planning to play with other players, i think it would cause problems, no?
Mods work in multiplayer. Most of the time, other players wont see what you've changed with mods unless they also have the same mod installed.
I see, thank you @cobalt condor
Can any modder give me a sandworm please?
Can someone help me use a save editor on my save im on Xbox without a way to access a pc for a save editor
Find the folder with that base and remove it.
Try the #nms-lfg-or-trades channel. Mods can't give pets like that.
Thank youu
Yes, almost everythign with EXML in the title should work. This one I tested recently, too.
Yeah, I need to put a note on the description page. From my testing, if a wall is to your right, the camera will be behind the wall on the first two options. I may need to move the locator range a little, as well
Only just now found this channel exists, but, anyone know if it might be possible for a mod to reverse the logic of landing-related pieces, such as the huge moving thusters or the landing bays? 🤔
What do you mean "reverse the logic"?
exactly what it means. 😄 "Landing" state when in space, and "flight" state when landing. e.g., landing bays open in space, closed when landing. 
Might be able to reasign the animations
Like what is done here: https://www.nexusmods.com/nomanssky/mods/2230
cool, thanks! Very promising! Once I have a better idea for its use case, maybe I'll message that modder or post a more complete request here.
Overall it's a "decorative" thing. Instead of things opening for landing, I hope we can make some things like look they're only for flight, kind of like those sails. But we may need more possibilities opened up for rotations/glitching to make it as usable as possible. We'll see. 
I am the modder in question. 🙂
lol, so you're Mjjstral?
got it, sorry I missed that lol. I've always found the info on Nexusmods being visually overloading. It's always a chore trying to find the modder's name(s) since I don't use the site often enough. 😵💫
Anyway, thanks then. You have my soft request if you want to explore it lol, but I'll think about it more myself before being too serious about it.
Does anyone know how to check if a mod is properly installed? I installaed a mod but im not seeing the effects of it in game, im wondering if its a outdated mod or a installation problem
https://www.nexusmods.com/nomanssky/mods/3714 spefically this mod
Now that you mention it, I'm not seeing the effects of it either
you think an update broke the mod?
Coincidentally, I have the same concern and question about Pefect Corvette Camera.
https://www.nexusmods.com/nomanssky/mods/3757?tab=bugs
Coincidentally because, I see it's also a camera mod.
I'm actually noticing a higher vertical sensitivity when outside of my corvette, so maybe they added new parameters specifically for those and the mod hasn't changed those yet
wdym
When I am inside the interior of my corvette, the vertical sensitivity is significantly reduced, but when on a planet's surface it seems as if the mod is doing as it's intended
When im on the planets surface, I feel no difference
The mod does say that some enviroments don't function properly
is there a config for the mod?
The mod is a text file
there are no configs for mods
maybe they just haven't located the properties for modifying other camera modes, including when in different interior spaces etc
Do you think its an installation problem for me then? because it works for you on planet surface, but not for me
It may, I do not know for certain
The only way you could mess up installing the mod would be placing it's folder in the wrong place
or having GCMODSETTINGS.MXML No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML set to disable mods, try deleting that so the game regenerates it on opening the game
I am placing the mods in the GAMEDATA/MODS folder and opening it normally, mod loaders are not needed
btw that didnt work
Do you get a mod warning on startup?
Nope
That means the game is not detecting any mods.
hm
Which means that the mod must be installed incorrectly
aka placed in the wrong spot
or a folder too deep etc
Please refer to the mod installation/troubleshooting guide http://tinyurl.com/nmsmodding550
that is where the MODS folder was before version 5.50, the game no longer looks there
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
Im assuming if the gamedata mods folder doesn't exist, I just make it?
^
it worked!
thank you so much for the help
And thank you as well
np, glad it worked 😁
Unforunately that means it's NOT related to my issue with the camera mod I'm trying haha. 🥲
The only thing I could help with is, is it installed in the right place lmao
🤣
That's honestly the most common problem
Is it in the right folder? Does the folder have a bunch of numbers at the end? 90+% of issues
Wish NMS had a protocol for folders it detects as non-mod folders to check one folder deeper for a mod and drag it out if it is a mod that's too deep
and that vortex would point to the correct mod folder for once in it's life
90+% of issues in modding in general is just users skipping reading
modders have been trying to people-proof that for two decades now but turns out if a person just refuses to engage with the information presented to them, there's nothing you can do
I know this is a long shot stupid idea, but would a pc player be willing to login to my account and edit a save for me
is there a mod to help with navagating the systems easier?
you don't need a PC person for that
if you have a Huawei phone that has harmonyOS just switch to linux and then use any save editing software to edit your save file and upload it to the clouds and open it on your console
I’m on ps5 and iPhone sadly
you're capitalism's strongest consoomer
sell that ps5 and that iphone and get a real gaming machine and a real phone
I got a spare phone Is an honour phone good for that?
no it has to be Huawei with harmony os on it
or use a laptop
or a raspberry pi lmao
Several people
How would I do that?
ahhhh i just realized something
Ps5 is dog shit for stuff like this?
ps5 is dog shit in general
buying it was a mistake
but no
I just bought it for the new Spider-Man games
which are available on PC
anyways
ps5 does not allow for coping ps5 games
which is sooo stupid i know
your only course of action is borrowing a steam account with the game on it
or use the family share function with someone's account that has the game
Hello! Need some help.
Is there a resource that lists what milestone rewards and blueprints (like orbital uplink) will not be available in the primary save at the quicksilver companion? Even considering if the Consumerism mod (which apparently adds all claimable expedition rewards and twitch) is installed.
See I just finished Expedition 1 Pioneers and before ending the expedition I notice the Honmatan ship isn't at the companion, so I figure I have to copy it over or lose it forever. Is there a list I can refer to for cases like this?
You get phase rewards and nothing more.
So all multitools/starships we get from milestone rewards cannot be claimed at the quicksilver npc even with Consumerism and will need to be copied over?
If they are not rewarded from the 6 phase rewards (including the final phase), then yes, as those aren't specifically from the expedition
Is this the case 100% of the time because the Surge of Storms B56-K1-6 multitool is a phase reward and yet not available at the quicksilver companion either (even with Consumerism installed)
That is strange then, at the very least you can copy that one over but all other ones should be claimable from the Quicksilver Synthesis Companion on other saves. That Multi-Tool isn't technically special, and this is long before they made special Multi-Tools for expeditions that have unique models
Hmm I see. Alright then. Would be nice to have a resource to check instead of having to scroll through the companion's wares every single time to check an item's availability though
There was one other instance where a phase reward didn't exist on the main save, but I forget which one
Yes, phase rewards that aren't claimable on other saves aren't common at all, I had not known of any before this point
Is there a mod that makes it easier to swap between multitools?
like rebinds it to a different key?
You can already rebind switching between them to numbers 1 through 9 + 0
like any quick menu option
just hover over the desired quick menu option (in this case, Uitilities > Swap Multi-Tool > the desired Multi-Tool), then press ctrl + the desired number
oh brilliant, thank you
shout out to creator GLITCHEDMATRIX for creating a much wanted mod. this is what the water landings should be like.
https://www.nexusmods.com/nomanssky/mods/3843?tab=posts&BH=0
how to use save editor to just unlock all content from story quest lines, like purple systems, robot settlements, new multitools?
Started now doing story guest after 200h of gameplay, and just feels like meh, I ask myself is the grind really worth it for the end game content.😮💨
I'm actually wondering how HG will handle guests and content lock in LNF, if it's also suppose to be a sandbox game.🤔
Except now waves will cover the ship. That's why they hovered higher up, I'm pretty sure.
I mean, the tradeoff might be worthwhile to you, just pointing out that one thing I thought of
even though they hover high normally, it's still not high enough for waterworld waves lol
i was just in a storm, it goes over lowerdecks of the vette, but not the higher ones.. totally worth it.
getting the deck swamped is kinda immersive. at least my stuff cant get washed overboard😆
Yeah, could be good for you, I was just pointing out that one possible problem
For all you completionists out there, I added all the old versions of expeditions to the expedition generator: https://cwmonkey.github.io/nms-expeditions/
I haven't actually tested most of the older versions, so they may have new planet types or other weird things that could break them. I'll go through them and fix issues as they come up. Surprisingly, the very first expedition has the same starting planet type, so that's encouraging.
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions and earn their rewards offline anytime.
Technically, all planets should still be the same type of biome as they have been since Next. So long as none of the expeditions rely on specific sub-biomes (Swamp, Lava and Infested come to mind) they should be fine
The problem with the first expedition is one of the milestones is to go to a green star system, so that was auto-completing
There’s actually a flag to change the biome of the starter planet, which either they or I used for cartographers to make it hot instead of toxic (which was how the original was supposed to work). I should check that one to make sure it has the appropriate biome.
edit: I take that back. Looks like the original expedition was on a toxic planet, then one or both of the reduxes were on a hot planet. However it looks like the type of environmental protection you start off with is hard-coded somewhere, so no matter which one you play, you get heat protection. To fix this I think I can just add a toxic protection module in the config.
Author mentions something about this in the description, I recall.
Anybody knowledgeable in glitch building in pc?
I'm having an issue in which it's not letting me build on a direction past half of the corvette building bay
Since when have there been custom model multitools?
Since Expedition 12: Omega
Which introduced the first one, the Atlas Sceptre
Oh yeah
Then the Pillar of Titan and Basilisk Crown released after it
Honestly forgot atlas scepter existed cause I always end up using some b class station rifle or smth cause I can’t be bothered to repair cooler MTs’ slots
Can I use relive mod and get the rewards from the previous expeditions if I used this mod ?
Question regarding the save editor and freighers. I got an S class freighter with Gek on them but I want Korvax. Is there a way to edit the file so its Korvax manning the stations instead?
Just wondering if ps5 nms in modable
It is not #nms-modding message
How did you rotate the hubs?
i believe you can do glitch stuff on ps5, just not adding mods
I was looking for someone to give me salvage data to upgrade my ship
why cant you dig it up yourself? all planets have it , or most of them do, and why ask for free shit in the modding channel?
I think they want a mod that’ll just give em free salvage data or something
salvage data is not for the ships though
salvaged frigate modules maybe or Salvageable Scrap
@thick plinth need to enable advanced mode to be able to json editor in nom nom
thx
Which way?
upright
can you tell me Which mod is causing the problem? like i tried Uninstalling and reinstalling mods but couldnt figure out the issue
well,
- take all the mods out, delete gcmodsettings.mxml, then launch - does it crash?
- exit game, add half of the mods back on, launch game again - does it crash? then your problematic mod is in that small group
- go from there
if your using mods before the crash, look at whatever ones you recently added
"Which mod is causing the problem?" The one which contains the letter a somewhere in the title.
It's a tricky glitch. I'll try to explain it the best I can:
You first need to make a regular corvette, ideally using the titan entry bay ramp. Go out into space and pick the nearest planet then go towards it. You have to stop right as you enter the stratosphere of that planet, like when you see the atmosphere change a bit. You must align the center of your vision or aim reticle exactly with the dot from where the line of informational of the planet stems. Then you need to get out of the corvette pilot seat, walk back, open the ramp, and very carefully place a seamless window, the triangular-ish shaped one, on the roof of the ramp thingy. You have to place it on free placement, and right when you step off into space.
Honestly it's better if you watch a tutorial
Idk if I explained it well
thanks, lol, i know how to do it. i wasnt the one that initially asked, i just chimed in.😬
Thanks. Seems very tricky indeed 😅
Is there a mod that will show all the planet names. To make it easier to find things.
im using gbase scaling to make items tiny to use as game pieces. trying out what ones i want. there is the obvious statues, plus other bits and bobs
Is Steam Deck moddable?
Yes, as the Steam version supports mods
you just need to be able to access a browser and files/folders
https://www.nexusmods.com/nomanssky/mods/22 does anyone know of an updated version of this mod?
It says older versions of the game, so maybe it isn't relevant anymore?
Looking quickly I haven't found an answer but is there a way to use the save editor to add/modify a corvette ship much like how seeds work? If so, how?
anything passed a certain point doesnt work any all, the last time this was updated was the year the game came out, so it most likely doesnt work since there have been many changes to lighting and rendering since
Right... I'm asking if anyone knows of an updated version of the mod that works in the current game version XD
Nah, there's definitely still rim lighting like this and it's always been icky looking to me lol
I believe it just doesn't apply to current versions, they don't have that
I hate when games do it, makes everything look shiny
besides I guess player hero lighting
Hm, I could've sworn it did.
I haven't really noticed it personally, outside of super old screenshots
Though I could be thinking of the wetmaps when it rains since most of the planets I visit have rainy weather.
Yeah, that is indeed a thing
might be why I see everything from those old versions as wet
i have the companion pet unlocker mod and it says im playing a modded version of the game but i cant tame the flying creatures
That is strange, I have it installed and I am able to use it fine
if it says im playing a modded version of the game that means i did it right no?
Is it the only mod you have installed?
And when you look at a flying creature while standing on the ground, no prompt appears?
Note that it is impossible to interact with fauna or most other things while you are airborne
This is why the mod increases fauna interaction range by a massive amount
i was tryna like mlg clutch the prompt
so i have to wait for it to get closer tehn
i built a ramp
Usually you can interact with them from the ground, no extra steps
what mod do u use
no "getting closer", as the mod increases interaction range enough
The only mod that allows uninteractable fauna to be interacted with and adopted https://www.nexusmods.com/nomanssky/mods/1868
yeah thats the one i have
Then please read the mod's Description next time
did i like install it unproperly
If you are receiving the mod warning, no
Does other sees my projectile's appearance change after I modified "GcResourceElement" to other player?
Mod warning just means there are files in the MODS folder, not that you installed it properly. Follow the troubleshooting and getting help sections of the pinned Modding After 558 document
@distant knoll
Ah K, I thought the mod warning only meant that things read as a mod were found, like files in the correct spots
oh ok
What is "GcResourceElement to other players"
In general, changes to appearance will not be visible to other players
where can i see that
The pins, in this channel
how do isee pins
Apologies 🙏
I switched visual of exocraft cannons to sentinel's gun
Since other players don't even see the flamethrowers projectile correctly (it displays as a fast-firing regular exo cannon), I would doubt
all model allocations are local
Look at the top of the screen for a thumbtack icon
why is vortex telling me its not discoverd and i have to set the folder manually
Will it be avaliable if I change the projectile itself shot from vehiclegun to another
Like infraknife bullets
what
Making the technology MECH_GUN itself shoot other projectile
you do understand what I mean when I said "all" of them are local?
So uh, it's like everyone will see the Energy Ball just with different values like speed?

yes

Are there any mods to remove the message thing in my base. I can't delete it T_T
Are there mods to 1. Make the inventory actually convenient, for example to show the whole inventory in the refiner window and not this 8 items at a time bs? To move items from your inventory to a container that already has them? 2. Remove the annoying chromatic abberation and CRT lines on top of the screen?
Neither. UI is an unholy nightmare to work with for NMS. Almost nothing is labelled and high levels of repetitive sections in the files. Makes it a trial and error process to find what you need. Reason why you don't see many UI mods for NMS. Your inventory is stored in your save file, NOT the game data files and mods cannot directly touch the save files.
Any placed object in a base is stored in your save file, which mods cannot touch. Your best bet is to delete via raw json with one of the save editors.
That second part should be disabled when you disable Vignette & Scan Lines
(Options > Camera > Comfort > Vignette & Scanlines)
That's a shame 🙁 i wonder why they didn't do that themselves. like, why show items that can't be processed at all?? or is it really not obvious that scrolling through a ton of items 8 at a time is a pain in the ass? Thanks for the breakdown though!
Thank you! I thought it was in the graphics settings
are theer some new tools for dealing with MBIN maybe?
does anybody knows how to mod frame generation into the game? i have a 3080 and a lil bit of fg may help xd
In what way?
You can use 2x framegen with 30 series, or use the FSR framegen
eh? where
how
its in the game config?
Yes, switch to DLSS and then framegen on
i didnt know that
It should simply be in the Display & Graphics, though it may not immediately be available for every card
something like visual decompiler\packager? ALl I have old tools from ancient era
The latest decompiler is from about 2 weeks ago
And it's not visual
Most of our tools are command line
does it have source code/ Original didn't
ty
You want the MonkeyMan branch
i dont see that option, btw i forgot i have a 3090 now xD
setting change depending what is chosen in Reflex
For me, frame gen appears if DLSS is selected
4070ti, idk why it wouldn't be available on a 3090
same as yours. Lemme check. It's alsodriver problem
bruhhhhhhhhhhhh
obvusly
i cant
told ya
it seems to just not be available, there's prolly some way to force it to be used cuz a 3090 definitely can do frame gen
Switch to FSR then
i mean it doesnt have the hardware to do hardware frame gen like 40 series but it has pretty much of doing software frame when
i denst show the option for grame gen
everything is so hard to read oml
So same situation
Even for me that doesn't have a FG option in-game
Antialising got no FidelyFX option? Maybe driver indeed?
Sorry, was taken amid of modding. I was about to change font 😛
Do you remeber how it looked in prerelease? osme planets werebleed-your-eyes-color-blob
Hha.. I was updating for better sky loook, got a better cave look. THough too much light >.< Why all modern games try to fit too much saturation everywhere. When i's DARk, you see LESS colors
Is there a slow walk mod for pc?
Only ones that replace walking speed entirely https://www.nexusmods.com/nomanssky/mods/3773
Can anybody recommend a mod that optimizes the game without lowering fidelity? ~140 fps for a 9 year old game is kinda sad
This game doesn't really count as a 9 year old game in the same way others are since it's been actively in development getting new things for 9 years, don't expect a 2016 machine to play it well
there aren't any mods that improve performance without lowering fidelity to my knowledge, that's something the developers themselves do constantly to outweigh the stuff they add
i get the development thing but i have a 5070ti and dune awakening runs the same with raytracing, i guess i was hoping there was a thing similar to oblivion remastered, they managed to boost the game by like 50 fps with a config file without lowering quality, black magic as far as i'm concerned
There were options like that a while ago like decompiling the game to remove a stutter when transitioning from planet to space, but HG fixed that by using a more optimized compression/decompression thingamabob that makes it unnoticeable
Is there a mod that shows the hidden stats on omnitools and ships? Like, for example, launching efficiency?
Is there a mod that tells me what system is the best to sell something in?
That's already present in the vanilla game
where?
The in-game description of every trade good details which type of system they are most useful to sell in
iirc thats where you buy and you sell in the next colour?
The description says which one you sell the item to
as shown in the image
!faq-units in #bot-spam has a trade route guide that may explain more
I do not believe that is something that is possible to implement using a mod
it says should be sold in the next system?
Yes, just like the in-game descriptions say to
ah ok
This item is bought in Power Generation systems, but says to sell it to Mining systems
im confused
You are looking at an item from a Construction economy, which are sold to Scientific economies for profit
or technology
idk
Superconducting Fiber can be sold to a Science economy for a profit, yes
Also I thought you were buying that item from the terminal, mb
yeah im selling and always find it hard to find where to sell haha
Let me know if you have suggestions.
Hi is there a mod to stop the menu from moving with the cursor
i think this is what you're looking for https://www.nexusmods.com/nomanssky/mods/1692
Ooh nice
Is there a mod for removing the camera swoop that happens when entering/exiting the refiners?
Is there any mod to make the economy harder?
looking for some help and guidance on how to play all the past exbiditions ive done the newest but really want to get all of them. if anyone knows a mod, how to get it, and what steps i need to take to make sure i dont mess my main save up, just shoot me a dm
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions and earn their rewards offline anytime.
Anyone have any corvette exports of popular ships? I really wanna try something better out but don't have the time to actually build it lol
Does the Normandy not show up in the Quicksilver Synthesis Companion's "Expedition Rewards" before actually doing Expedition 2?
I've already done the Pioneers expedition with cwmonkey's excellent tool, so I'm familiar with that. However, I was expecting to be able to see the frigate at the QSC, and I only see the Historiographical Dosimeter there (though I can't collect it yet, of course).
hello. is there a mod that increases draw distance and reduce popups? I found this one but it's not updated since 2019 https://www.nexusmods.com/nomanssky/mods/1181?tab=description
anyone know what I need to do? trying to use nomnom to move my character but it wont lemme use the code
so I am having a problem. I am using Vortex to manage my mods for the game. I was crashing because of a mod. So I have disable them, been playing, slowing turning them back on, one at a time. but it seems that some of them arent turning back on. do I have to complete reinstall the mod or should I be using a different method.
ok, nvm. I did a verify files with reset the mod action from fasle to true. changed that,w orking again
Yay I made a mod that isn't exclusively replacing one thing with another thing that already exists (it was hell)
https://www.nexusmods.com/nomanssky/mods/3855
Save files are not easily transferable. Better to save edit or use a mod
HI me need FREE SCALE BUILDING EDITOR MOSTLY FOR DECORS thx
I think you need to run that through a different translator
If I understand, you want Beyond Base Building and gBase Scaling
is there a mod that makes it easier to navigate the planets, its so hard to move the mouse about to try and highlight one.
There is only one place, NexusMods. https://www.nexusmods.com/nomanssky/mods/newrecently . No mod last updated prior to 29 January 2025 will work, due to changes in the modding system then.
Thanks
i have a question regarding the exp generator
do i just drag the seasondatacache.json in the saveslot and it will automatically start the expedition?
are these files likely to be altered in future game updates?:
CRYSTAL_LARGE_UNDERWATER.ENTITY.MBIN
SHARDS_MOUNTAIN.ENTITY.MBIN
CYSTAL_SMALL.ENTITY.MBIN
MEDIUMROCKSCAN.ENTITY.MBIN
using a mod that spawns friends when harvesting these related items,in just curious if it will survive updates as the mod is only updated yearly
from the looks of it
entities just get randomly updated when HG wants so there's no telling
if the mod's in exml it should be update resistant
thats my thinkinh. i currently only use EXML mods because i want sustainability
this mod however is MBIN and im unsure how to change it to exml
you can always start learning
required a framework i wasnt able to use on my pc
and my system is in another language right now
it was one for the MBIN i believe, i cant recall off top of my head
I'm p sure dotnet has a linux build
was possibly this ye
well then find out what it is and ask about that when you do
if I'm going to be getting at least 10 mods should I get a mod manager? 😮
Can, yes. Should, up to you
Most of us just rawdog it
fair enough lol
i stopped using the modloaders as they were giving issues. i just copy/paste them in
fair I'll do that thanks both 🙂
Hi guys, i wana use vortex to menage my mods for no man sky, but it doesnt read the mods i have in the folder? can i force it to check/detect them somehow or what do i do?
Best thing you can do is to not use Vortex with NMS. If you need help with Vortex, best to go to the Vortex support channel on the NexusMods forums.
you have to install your mod zips into vortex by dragging them into vortex or download directly into vortex from nexus
it does not detect mods in your MODS folder
never has
It also will frequently extract to the wrong location and extract mods incorrectly. Enjoy. 🙂
we need a corvette camera mod that's a set or adjustable height above the cabin or 3rd person a camera height adjustment
Can't do much with that, the corvette camera is relative to where the ship was built on the landing pad
i seen some people being able to get items that are not in the game anymore and stuff how are they getting those?
Save editor or mods
after im done with the expedition from thbe generator, do i turn on online mode or do i download the expedition 19 cache
(how can i be back to normal)
well im using mods but dont see anything that does that so i guess its got to be save editing
What items in particular?
like the quicksilver ones and nanite ones
Online should be fine, if the expedition is fully complete
the game will download the most up to date expedition data
and stuff like taht
All quicksilver items that have ever been available for quicksilver are still available, are you referring to limited-time Community Expedition rewards?
yea stuff like that items you cant get anymore
oh so i just switch to online mode after im done with it
okay
there is a quicksilver item you can get that you cant get in that mod and like happyness itmes and stuff like that ill need to get a pic of it
Those items can be acquired using a Save Editor then, those items aren't usable in any way though
they just exist
yea i know i just like to have them lol im a collector
i thougt it was a save editor just didnt know if there was a mod out there
thanks for the help
We have links to download a save editor in the pins: #nms-modding message
Yep that's what you want
ok thank you
And communism if you don't want to pay for it
oh but wait, will i have my stuff when i change to online (bases, inventory, equipment, ship, etc)
Yes, you will
okay
So I am going to be manually installing my mods, feel that Vortex might not being doing a good job. what wif the mod has the lua file in it,do I have to move that elsewhere, no one really say or talk about that.
Lua files are used with AMUMSS to build/rebuild mods, not a necessary process for mod users anymore at all
Helpful if you want type update mods yourself, though most mods don't need that
The game doesn't read lua files so they can be ignored or thrown away
Refer to the modding doc for installation/troubleshooting stuff #nms-modding message
Thanks for that, I have also read that .pak files are not used anymore, what if a mod i want has that file. will it still work or no more.
It will not work. See the pinned Modding After 558 document
ok. well thats a bummer. ok.
Depending on what you want, there might be replacement mods or work arounds
so the mod i wanted to use was the NO Lag Leaving Planet. if there really isnt any issues, then i just wont use it
ok, thank you
so I had to mods with .pak files. i am guessing thats why it was crashing
Pak files won't cause a crash. They just won't do anything
The game doesn't recognize them anymore
ummm, ok. well I will have to see what else might be then. if it happens again
thanks again for the info
@final hazel got couple pointers for the quick portal charge mod if you don't mind
- entity files can be EXML patches
- there might be an issue with text for 4th group, the name doesn't show up for me properly
- because HG is reusing the same maintenance techs for discordant interfaces found on Korvax monoliths, the glyphs displayed there also have changed names
So you might wanna consider splitting those
Also, related....No mod last updated prior to 29 January 2025 will work. No point in looking at or downloading any from before that date.
Yup, all that I have found and been using all have been updated after March or sooner.
Donezo, actually managed to fix all of that (except the 4th group thing, don't exactly know what you mean by that so it's prolly not on my end)
Was depending on the entity MBIN reordering everything since glyphs 6, 7 , 8 & 9 load first when removing the rest normally, forgetting I could just make glyphs 6, 7 , 8 & 9 into 1, 2, 3 & 4
Also gonna update the EXML version to be fully EXML, to the joy of paranoid people everywhere
Nevermind, found something that is probably fundamentally impossible to change individually
Nevermind, All Of The Issues are fixed
How do I disable weapons firing directly from corvette cockpit side in thirdperson?
I am making a spinal mounted weapon and this bugs me alot.
🙏
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guys can i ask, what does the cGcCreatureGlobals control in the game files specifically? can you tweak it to add a certain fauna,such as fiends, to spawn?
You can, with enough work. But your question is kind of like "what does integer mean?" It's a broad thing
theres a few mods that spawn fiends, one handles it by causing them to spawn out of rock you harvest, and one spawns them randomly. im just trying to understand broadly how to make something like that
theres alot of globals files to try to understand their basic functions, i see alot of values in the EXMLs they dont always make sense to me
is it possible for me to take an MBIN file into the MBINCompiler.exe to decompile it to EXML, then use that EXML directly in my mods folder?
Kind of. EXML is supposed to be cut down versions
thats exactly what im trying to do actually. i have a mod that is in MBIN , But i want to try to convert it to EXML so i can keep using it after NMS has updates
so i can do that? and take the converted MBIN to EXML. then drop it in the mod folder?
and as a way to start familiarising myself with modding here
EXML is a good way to start with modding, but you need to be familiar with what works in EXML and what doesn't
Create a .pak File:
Use PsarcTool to package the modified .mbn file (and any other changed files) into a new .pak archive.
Install the Modified Mod:
Place your new .pak file into the MODS folder within your No Man's Sky PCBANKS directory.
this isnt the way to do it any more am i right?
Super extra bonus no
Not even close
Follow the instructions in the Modding After 5.58 document, pinned in this channel
sorry thats the last two entires from a modding description, this is full: Locate the Game's Modding Folder:
Navigate to your No Man's Sky installation folder.
Open the GAMEDATA folder.
Go to PCBANKS and create a new folder named MODS if it doesn't exist.
Obtain the Necessary Tools:
MBINCompiler: Download this tool to convert between .mbn and .exml files.
Notepad++: A recommended text editor for editing the decompiled .exml files.
PsarcTool: Use this to package your modified files into a .pak archive.
Decompile the .mbn File:
Locate the .mbn file you want to edit within the mod's archive.
Drag and drop this .mbn file onto the mbincompiler.exe executable to decompile it into an .exml file.
Edit the .exml File:
Open the newly created .exml file in Notepad++.
Make your desired changes to the settings and values within the file.
Save the .exml file.
Recompile the .exml File:
Drag the modified .exml file onto the mbincompiler.exe to recompile it back into a .mbn file.
Create a .pak File:
Use PsarcTool to package the modified .mbn file (and any other changed files) into a new .pak archive.
Install the Modified Mod:
Place your new .pak file into the MODS folder within your No Man's Sky PCBANKS directory.
Launch the game to test your mod
ok il look at that
Sorry, ain't gonna read all that
How do I install mods? All the tutorials are for the Steam version I'm on Game Pass
Works the same, Steam, GoG, or GamePass. Mod folders go into GAMEDATA\MODS
The gamepass version should be identical, besides there being some weird intermediary "content" folder if I remember correctly
It is kinda but there's no easy way to access the files i need to put the mod in
How do i access that though?
Ive tried %localappdata% like minecraft
Its not letting me see the file location
From what I remember, you should be able to click a "3 lines" button on the game in the Xbox App to browse local files in a similar manner to Steam
Ive found gamedata what do i do
Create a MODS folder in it, and place the desired mod folders within it
make sure that the individual mod folders aren't buried an extra folder deep (like have a bunch of numbers etc)
We have a doc to assist in installing and troubleshooting mods too #nms-modding message
Hey all, newb question... how do I access the dialogs with Firmware Update for the Signal Booster? Or, how do I use the mod?
The dialogues are added when the mod is installed and read by the game on startup. If the dialogues do not appear for you when interacting with a Signal Booster then the mod is not installed properly
Follow the troubleshooting guide #nms-modding message and make sure that the mod isn't buried one folder deep
Interacting with a signal booster?? Ah, OK. now I understand. And the mod is working ... Thank you for the explanation.
hey, can someone help me find the internal id for this corvette part?
Dangit I just turned off my PC, I'd be able to check with a save editor
In the corvette workshop cache inventory
wait can i do that?
or only if i have the part?
i assume the latter ofc
orrr
i could duh!! add the part via save editor?
Oh also if this is about the base object and not the item, it might have multiple flipped variants
it's about a corvette part so yeah, might be rotated too
At least in goatfungus not atm, I think the parts aren't currently able to be added using it's add item dialogue
Could add the item to a corvette using creative
yeah and then delete it after changing difficulty settings to normal or something
yeah, that's much quicker
Then once you have it you can see it's ID, which at the very least should resemble what the base object uses maybe probably
Oh also the base building editor may make this All Super Easy I realize
oh. i dont have that setup anymore i dont think
It's portable at least
Could just ask for json base data, remove the part then send the json data back
Oooo good question actually
does anybody know how i can edit the rawjson file of a save file to change one item id to another? ( im looking to see if i can add to my save tech upgrades as new, and not as they were insalled so they are able give to other players)
I'm not super clear on what you're trying to accomplish, but a save editor could help. I personally like "goatfungus". See more info with helpful links in this pin: #nms-modding message
Are there any mods for Corvette building similar to Place Anywhere for Fallout?
the issue that i have now is, when i add any tech upgrade with the editor, the tech gets in the inv, but is grey like when you install one (ship, tool, etc) and then you store it, so that one cant be givin to other player on that state, i want to get it so is able to be trade
i check maybe is some flag on the json that marks the item somehow
what are kike the mosst essential mods and how do i mod
?
how do i install mods i mean?
Are you attempting to do this on X class tech modules by any chance?
tbh i dont not remember if i try on others.. i think yes but i have to confirm in a sec
@sullen crater i use some small ones, and is super easy to make them work. nexus mod the website and using vortex to install them if you want i give you a hand on how go step by step
lets get it
X class tech modules are funny. One thing to keep in mind is HG doesn't use standards compliant json, so if you attempt to use something that does use standard json, your stored x class modules will become corrupted. It's what's keeping me from releasing an in-browser save editor. In the HG save they look like this:
"Id":"^\x80\x82$N\xC6\xE8#51374", but that isn't valid utf8/16/32 so it'll get changed to this '"Id":"^\x80\x82$NÆè#51374",' which HG doesn't understand
That said, I believe goatfungus and nomnom fixed this in their json editors, so as long as you don't export the json somewhere that will "properly" encode it, then it should be fine.
alright so i download vortex modding tool from nexus first yes?
lets get into a vc, stream 3 if you want
nah
ok, so go ahead and check nexus mods and install the mod installed they have called nexus. if you have any question just let me know, even the software has a small tutorial on the interface itself
well i did add for example the plasmatic warp injector, a common tech for freighters, and is added as grey right away.
or q-resonator, same that is a b class upgrade for infraknife
@haughty stratus so i like just drag urls here
You did this by hand or with a gui?
with the gui. still learning how the code works with items
go to the website, nexus mods, and check any mod you want, and use mod manager download and will get installed by itself
huh, in that case it should work fine. Which save editor did you use?
@haughty stratus 1 mod down thats it yeah?
yeah, run the game with the play buttom on the top left where the game pic is showing, just one time and will work
the game will tell you that you have mods installed every time you run it but is ok
btw, make a backup of your savefile if you want just in case, is better to do ofc, safe than sorry
goatfungus im using
they work, but since they "where installed" cant be given
it did that
well, enjoy the mods! 🫡 i can give you a list that i love for my game and i use if you want
yes
do that
Oooooh, I get it. ok in that case if you want to see the difference between an installed stored tech package and a non-installed stored tech package, you can load a save and go to Edit -> Edit Raw JSON. There's probably some installed flag.
yeah i was thinking about that. only thing is hard to find the item itself. any quick tip to find the id or something or is just reading the entire inventory code?
You can navigate to BaseContext -> PlayerStateData
From there it will be in
Inventory -> Slots (exosuit)
ShipInventory -> Slots
or FreighterInventory -> Slots
check dm 🫡
ill check that out thanks
https://www.nexusmods.com/nomanssky/mods/797 should i try out this one
didnt try it out, but give it a shot, if you pc can handle it just go for it
Actually I happened to have a stored tech module and a regular upgrade module I had bought and I don't see a difference aside from the ID. My guess is you just can't trade stored tech. However I think there are different items out there (like rewards you get from various expeditions) that are different from the stored tech you can make, but they look the same. Another way to get this type of tech is to interact with a grave and get a Memory Fragment, then open that and get some pre-packaged tech that I assume you can trade (since you can sell those for lots more nanites than you can sell tech that you package).
i mean, i know you can give tech to others as long you dont install them, im checking the file content for now maybe i spot something
It's pretty straightforward, I just don't think you can trade tech you packaged.
yeah..
So the packaged tech you (probably) can trade will have different ID's. Who knows if those are in the save editors though.
And who knows if there is a 1:1 relationship between every tech upgrade and those.
im using a new save file. with no items at all. and i added a tech and looks like this.
yep
the FullyInstalled is what i think if i turn to false... idk
yeah i just got errors everywhere lol
yeah i dont know, i still think has to be a flag somewhere. maybe we are looking on the wrong place i have no idea
Eh, you get packaged tech quickly enough in the current expedition, I'll just go see what those items look like since I'm curious now
when you say packaged tech is when i say (maybe incorrect) the already installed ones?
Well this is what I'm saying, there are two types of packaged tech
Packaged tech reward: Sells for lots of nanites
Packaged tech you make: Sells for 16 nanites
So you need to find those id's if you want to be able to trade them
No clue, that's why I'm playing Corvette for the 9th time, lol
ohh ok
Yeah, I doubt the editor knows what these are. But it's based on the Id - which you'll just have to know
{
"Type":{
"InventoryType":"Product"
},
"Id":"^UP_SHOTGUN",
"Amount":1,
"MaxAmount":10,
"DamageFactor":0.0,
"FullyInstalled":true,
"AddedAutomatically":false,
"Index":{
"X":3,
"Y":0
}
}
However, the corresponding name for ^UP_SHOTGUN when installed is ^SHOTGUN, so I guess you could try adding a ^UP_UT_SHIPMINI to get a packaged Q-Resonator (^UT_SHIPMINI).
I think they probably add these manually though, so like I said it may not be 1:1.
ill try thanks
and no, lol
the thing is the id looks like this...
Yes, that is what a packed tech YOU make looks like
aright, ill try something else i think i have an idea
And ^UP_UT_SHIPMINI is not a valid item, so the verdict is the pre-packaged techs do not have a 1:1 relationship with all tech, so you will only be able to make some that are tradeable
Random, but I happened to have the language files open (and converted to json) and noticed you could probably infer all the pre-packaged tech item names from there:
"UP_BOLT1_NAME":"BOLTCASTER MODULE",
"UP_BOLT1_NAME_L":"Boltcaster Module",
Probably a better place to pull the possible item names from though
i notice i use 2 of the same techs, and i check if the id is the same when they get package, they have the same id but the last 5 digits on this they do change, even when they are 2 of the same items, only happen when they get into package item
yep, that's how they do the s-c class upgrades to determine the random attributes
oh, they are not the same in game. even they were.
yeahh
ok so i have some idea
The ID's for non-packaged c-s class tech will look like this: ^U_HYPER4. So most likely the game just knows to not allow trading when the ID looks more like a bunch of random characters.
i think i got it
i got it, i turn them back
even after installed
"Type":{ "InventoryType":"Product" }, "Id":"^\x80\x80\xB7I5\xDA#81250",
the only thing that has to get changed is the whole id. so knowing the id of the tech you can get it into tradable
i wont give it away to anyone cuz i dont how will behave, but so far the game let me install and nothing bad happen so great news 👍
It will behave just like the regular item, that's what the ID is for
yeah, the only thing if someone looks for a specific one im sure that number that gets the stats is random
but is a step
- There are NO essential mods. 100% subjective.
- Don't use somebody elses list. Guarenteed there will be ones in there you hate, due to #1
- Look through on NexusMods and choose the ones that appeal to YOU. Sort by date. Any mods last updated prior to 29 January 2025 cannot work. As such lists like most downloaded or most endorsed, at least half of the mods are completely dead.
<Property name="Spook" value="GcPlayerHazardData">
<Property name="ProtectionInitialTime" value="18.000000" /> # CHANGED
<Property name="ProtectionTime">
<Property name="X" value="486.000000" /> # CHANGED
<Property name="Y" value="36.000000" /> # CHANGED
</Property>
<Property name="RechargeInitialTime" value="0.900000" /> # CHANGED
<Property name="RechargeTime" value="0.000000" /> # CHANGED
</Property>
</Property>
What exeactly do the differnt properties do in this Script. It should reduce the time i need to recharge my hazard protection by 10%. But what do the fixed values mean? What are the vanilla equivalents of those? I'd really like to change this Script so that I have double the time to reload my hazard protection
There's no property definition dictionary. Only the ONE person who made that mod would have messed with it, most likely. So either ask the original mod author or start playing with the settings, one at a time, and see what the effect is in-game.
I'm new to the building app but i've worked with similar programs before. I wondering though how the mirror function works. It doesn't seem to do anything with corvette parts. Anything i'm missing here?
@solid hawk
Unapproved Discord invite
I don't use the app myself much, but the author does have his own Discord for official support. Might be quicker and more definitive to ask there. Link to the Discord on the DESCRIPTION tab of the page on NexusMods.
gunter acting up again?
It didn't recognize the link, not whitelisted
Here's the link btw @gray jungle (@solid hawk
): https://discord.gg/kpGVRKPn5W
ah that's helpful thnak you, both
Gunter's spam filter blocks unapproved Discord links
oooooh i get it now...It's not a mirror function like i had in mind lol it's just the same as flipping one part like in the game. I jsut happened to have something selected that was already symmetrical
i was kinda hoping for something where i'd only need to build half a ship and the mirror everything to the other side
ah well
Very sorry, I'm currently setting up AMUMSS, and I'm being asked if I'm using Public or Experimental.
I'm not sure which I have or what they even refer to.
"User previously reported using NMS 'Experimental' version"
Are you playing the public or experimental release of No Man's Sky?
The experimental branch is an opt-in, if you do not se "Selected Version: experimental" on Steam then you are not in experimental
You can also check version numbers in the bottom left of the main menu
-#
to view info below, enable embeds
-# Known Versions (title screen bottom-left corner)
-#
Exp: 153100 (4195)
-# 
6.06 152790 (4195)
-# 
6.06 152790 (4195)
-#
6.06 152790 (4195)
-#
6.06 152790 (4195)
-#
6.06 152790 (4195)
-#
6.06 152790 (4195)
-#
6.0.5 152113 (4188)
-#
6.0.5 152309 (4194)
Steam Branches
-#
Public: 20208550 (<t:1759332068:d>)
-#
Latest Experimental notes 
-# For
#nms-announcements notifications get the respective
pingable role & follow 📰 #nms-news-ticker for updates as they roll out to each platform.
Read all patch notes in the NMS Release Log »
Experimental patch notes: Latest » | All »
PC update issues?
Get Microsoft store help »
Ah, okay, thank you very much. No, I do not see that.
Is multiplayer still possible if both parties use the experimental version?
Yes, it is, though currently experimental is on the same "Save Version" as other platforms, meaning it can play with all other platforms currently. This will most likely change when it is next updated though
Okay, thank you very much
If a mod specifically mentions installation instructions and doesn't mention vortex.. can I still use vortex to install it?
Specifically the Remove Technology Overload mod
Few NMS mods mention vortex, because generally not recommended for use with NMS, due to many people having issues. If it's working fine for you, then count your lucky stars and can use with whichever mods you wish.
Oh dear, okay ^ ^;
Is there a better mod manager for NMS?
Yes, install manually
Foolproof tried and true method.
Extract downloaded mod archive to GAMEDATA\MODS. Check for updates on NexusMods every so often. Done. 🙂
thank you for making it say nms-modding
well it's not made for modding skyrim now is it 
Updated to version 10 and 131 mods. I think I'll be leaving it alone for the weekend:
https://www.nexusmods.com/games/nomanssky/collections/7qowkp
Are these mods installed correctly? I get the mod message on startup but some of the mods dont seem to be working.
One of those mods is a pak, which is not read by the game anymore
describe how not working they are
i.e. what kind of expected behaviour you're not getting
the tech overload does not seem to work when i add more modules. I will check that pak file for an alternative
post a screenshot inside of that mod's folder if you can
Is there a mod that everyone uses? Or most of players just vanilla?
that should work
Ok will add install some modules to see if it works. I don’t think it helped having a pak file in the folder.
paks just don't get loaded
doesn't have any effect
if that mod still doesn't work then post some screenshots of your tech inventory and post that along with your MODS folder on the mod page's comment section ig
Would anyone have any performance/fps mod recommendations?
just use dlss
No thank you
then you'd just have to mod your PC by putting in a better gpu/cpu 
No thank you
I'd rather just know if there are any worthwhile mods that actually improve performance
no
Or, at the very least, a fucking hardware cursor mod
that's why I said those other things
You provide answers in a conflicting order
there're mods that allegedly make it worse tho
𝗜 𝗻𝗲𝗲𝗱 𝗮 𝗺𝗼𝗱 𝘁𝗼 𝗿𝗲𝗽𝗹𝗮𝗰𝗲 𝗻𝗼 𝗺𝗮𝗻'𝘀 𝘀𝗸𝘆 𝘀𝗼𝘂𝗻𝗱𝘁𝗿𝗮𝗰𝗸 𝘄𝗶𝘁𝗵 𝗦𝗽𝗼𝗿𝗲 𝗦𝗽𝗮𝗰𝗲 𝗦𝘁𝗮𝗴𝗲'𝘀
Given mods can only be used by PC players, somewhere less than 1% of NMS players overall use mods. There are no must haves, very subjective thing. You have to chose the mods you wish based on how you play and what you want to change. https://www.nexusmods.com/nomanssky/mods/newrecently No NMS mods last updated prior to 29 January 2025, so can only use mods from most of this year.
Good luck with that
Is there possibly a mod based on the soundtrack thing only?
I wish
Nope
So sad
does spotify not have them
Nor could such a thing be published, based on NexusMods rules around copyright, without express written consent of the copyright holder. Would be theft, unless it's been open sourced by the actual owner.
I saw mods for The Sims that added soundtracks from previous games, such as The Sims 2 or 1, to The Sims 3. In gameplay, these soundtracks replaced the menu themes, build mode themes, etc. It was a lot of fun when you felt nostalgic for another game. Personally, I consider Spore to be the father of NMS.
Ah yup
@buoyant jetty what save editor did you decide to go with? any of them should work
first download nmssaveeditor.exe for example
this is needed
if you dont already have it installed, yes
which one outta the three
just first
i recognize that java simbol
alr i got it
now what
?
bk wya
@round sinew
now you need to browse to the save folder path - that one we saw in -questions
thats alot of opening i gotchu
~~Are there any other folks around who have looked into expedition configs etc? It'd be great if someone real familiar with the more internal parts of the game knew which options were available and valid etc.
I just found out they changed the BuildingType key to SearchType in the ScanEventTable for Corvette (which makes sense, because the rdv's are on the space station rather than a building on a planet). Changing the key name enables the rdv's on planets again, but I can't figure out how to make it look for a specific building type like it used to do (for example, Abandoned) - seems to just pick a random type.~~
nm, figured it out. Feel kinda dumb I didn't think of this earlier. I extracted all the .pak files with MXML in them and discovered metadata/gamestate/defaultseasonaldata.MXML. I wrote a MXML -> json converter because fuck reading xml and realized I needed to change
"BuildingType": "BuildingClass",
"BuildingClass": {
"BuildingClass": "LargeBuilding"
},
to
"SearchType": "FindBuildingClass",
"SpecificBuildingClass": {
"BuildingClass": "LargeBuilding"
}
@round sinew
open containers.index
seems that it's already opened in the back
and if you select like slot1, it doesnt open anything?
ik its over
well, just start a new save. if there's stuff you lost, you could easily get it back using save editor
i hate that ive been looking for a s class drednought for so long
finally got it yesterday
lmao
how
whos save file am i gonna get
make a new one - in game
set difficulty to creative mode, literally blaze through the storylines if you want to
anything else you had but lost just get via save editor
bumping this because i felt bad it getting buried - i dont know this much to help with this one, but ^
can i delete those saves to see if my game loads in faster
useless anyway
Ha, I kinda figured it would but I'm pretty sure I'm alone in this particular jungle.
Question about gBase + BBB. Is it supposed to negate Base Out Of Range error? Cos I'm getting the error while building inside my corvette. Some habs in my corvette even make me spacewalk (yes, INSIDE). Not sure why this is happening
That's a corvette issue from the game, not from one of the mods. When in a corvette, the more the size changes, the more likely it's going to think the piece is in some weird far away dimension. You can minimize it by changing your angle, the location of the item, or the size.
I don't resize anything yet either. Only explanation I see is that my corvette must be too massive that the outer edges aren't part of the "base" anymore. The outer habs of the corvette, even the build menu goes empty
so basically, bbb + gbase doesn't touch base limits?
yeah nah. just loaded an older save and I could walk in those habs. I don't know what else changed besides designing the interiors of my corvette but it's like the base limits shrunk
i'm done with this corvette. goodbye 80 hours of work
Those base mods don't affect corvette building area
yeah something must've happened between the older save and my latest save. irregardless i'm not keen on reliving 80 hours of passion building in the same habs I'd already previously designed
might revisit if corvette base limits get expanded but till then I'm shelving this corvette. Why stress myself out in a game
kinda irks me that I have a different bigger corvette that doesn't run into the base out of range issue
I'm 99.2% sure they will not increase corvette base building area. I would suggest playing with the size, location, and angle, maybe even the location you are using to do your building. Also, irregardless isn't a word.
im trying to install a save editor for my xbox save but goatfungus isnt working and im worried about nom noms ca root cert
can someone whos used a save editor for their xbox file please help me
Is there a way to save edit the rift-walker title?
does anyone know how to use goat fungus to start a quest or skip requirements for a quest
Does anyone knwo of a mopd that make sit so I dont fall down afetr initial jetpack boost
Expedition titles can be save edited in, just like any other expedition reward. In the account data json.
Doing so is a very arcane, difficult, and dangerous undertaking. Can very easily screw up your save by doing so. What little documentation exists can be found on the Creative and Sharing Discord in the arcane’s-answers-faq channel.
There is none.
If this is about purple systems, there is a mod that unlocks those and skips the mission I believe
is that the echo autophage quest?
and does it work for gaamepass?
No, it's the mission after it
i cant get the echo one to start
If you have the main story completed and the Aeron Turbojet backpack unlocked then it's just a warp away #nms-commands message
All mods are available on all PC platforms (except Mac i think)
ive done everyting evry wiki forum and video has said ive done the settlers the story the sentinel dreadnaught the harmoic camps the warping all of it and it wont start
Two of those three things are completely unrelated, They Who Returned only has two requirements which I've described
Check your log's primary missions for the mission "New Beginnings". If you lack that, progress the main story #nms-commands message
Check your Appearance Modifier's backpack menu for the Aeron Turbojet option. If you lack that, locate and lift the seal of a harmonic camp #nms-commands message
If you have both of those, warp to any system by opening the Galaxy Map, if a freighter rescue event occurs then warp again
If all of that still does not lead you to the mission, then check your Secondary Missions in your log to make sure you do not already have the mission, the secondary missions section has multiple pages
ive looked i have the jetpack its not in my missions and the jumps not working
Then make a ticket to Hello Games to let them know that this issue exists, this is the first time I have seen one like this https://hellogames.zendesk.com/hc/en-us/requests/new and I guess use this mod that unlocks everything related to They Who Returned early and instantly https://www.nexusmods.com/nomanssky/mods/3065
The mission should always begin if both New Beginnings is reached and the Aeron Turbojet backpack is unlocked, after the player warps in a starship (warping in a freighter does not count) without being interrupted by a freighter rescue event
Rift-walker title isnt obtainable anymore, its not tied to expedition rewards. Was just wondering if save editors had a way to give titles not tied to expeditions
Same methodology.
there’s one on nexus i forget what it’s called
but i remember seeing it
Does anyone know a viable online resource that will let me edit the seed of my sentinel ship? I literally just want to change its color and the only thing i can find is NMS Ship Customizer, which both wont let me import my own seed and won't give me the ship seed for anything I design. I literally just want to change the colors, are there any sites that will let me?
That's not how seeds work, unfortunatley. Changing even one character in the seed will generate an entirely different interceptor so you can't just reroll the colour and nothing else. You can flip the 'use legacy colours' option on it in the save editor and (if the interceptor is using the right texture set) it should change to a different set of colours, but you only have the two options per seed, legacy and default.
Anyone knowledgeable with modding know how to get an older mod to work in the new system?
Specifically, I'm trying to get the "suit refiner silent" mod to work
because the refining noise is driving me insane, despite how useful it is
about the corvette complexity limit:
i know theres a mod to remove it, and i ordinarily dont really want to use it but if you install the mod to remove the limit, edit the ship and remove the mod after, will it still function properly?
I added some windows to my ship and i dont want to remove them all to make changes to it
I have a few other quality of life mods working, like "Instant text display", and there appears to be no entry in the GCMODSTTINGS.MXML file for 'silent suit refiner', even though the files are in the right place
I suspect something isnt correct with the .lua file associated with, I'm not familiar with the lua scripting language, but very familiar with C and python, so its something I could use some help with
I was told you can save-edit to get older expedition rewards.
Am I able to do this on my ps5?
Not unless you cross play onto PC and sync back to your ps5
Here's the .lua file that isn't working, and a working example of one that IS working. 'silent suit refiner.lua' is what I suspect has something missing, 'Instant Text Display.lua' is functional and modernized
ill take a look gimme some time
I stared at it for a while, and decided to try and sidestep, there were two other mods on nexus for the same functionality, one of the other two worked after a bit of file management
sometimes just asking for help makes a solution pop up, no idea what variant of karma or Murphys law that is
hey guys i think i messed up my modded file
i accidentally pressed the option to disable the mods when it crashed out and now some of the mods i had installed arent working anymore
could someone help me?
thats likely easy, one sec
thank God
go to binarys > SETTINGS > GCMODSETTINGS> GCMODSETTINGS.MXML, open the .MXML file in notepad, and see if the value for the field "DisableAllMods" is set to "true"
if it's true, set it to false, save and close the file, and you should be good
If the original issue was a mod conflict or other bug with a specific mod, you'll have to remove or fix that specific mod, and thats beyond my current knowledge
im gonna try it, thx alot
it worked, tysm
np, hopefully you dont crash again, if you know what mod caused it just remove it
glad you make it work
what happens if you install then uninstall the corvette complexity unlock mod?
The game only checks the complexity when you leave the corvette editing mode in the station. So your corvette will still work totally fine without the mod but you won't be able to save changes if it's over the limit.
This one should work: https://www.nexusmods.com/nomanssky/mods/3411
Anyone know of any mods that allow you to mark/tag multiple POIs at once?
I believe that isn't possible
..bozhe moi!
Know of any mods that add that function without relying on the original functionality?
A work-around?
We can't add functionality that doesn't already exist in the game, so there's no way to add that
does anyone have the link to the guide on how to copy ships from one save to another?
nvm i got it :p
I'm looking to get my hands on all the Korvax words available for the latest game version (Voyagers). Many resources online are severely outdated and contain incomplete translations. If it is possible to source these from the game, the data would be invaluable to me as a nerdy linguistics enthusiast. I also hope to create a useable online translator.
I am new to all of this, so I do apologize in advance if this is not an appropriate request.
Not all words can be translated. They have racial equivalents, but you can't learn them. I think GoatFungus's NMSSE has a panel with up to date words. I don't recall where they would be in the extracted files, unfortunately.
I think someone did make an online translator comparatively recently?
You can use NMSMB to query and get a list e.g.:
It's a bit more involved for human languages other than english since you need to first get all of them for english to get the id's then get for the human languages e.g. french.
This is based on using the EXP_* = * pattern in the language mbin's. If there is a list somewhere with those text id's then it's even easier. I have to think there is a master text id list somewhere, i just don't know where. METADATA/REALITY/TABLES/NMS_DIALOG_GCALIENSPEECHTABLE.MBIN
https://nomanstranslator.github.io not sure if that's the one I was thinking of, but may be good enough? Or could add to that if there are things missing?
Thank you for all the resources and tips. 🙏
Updated with another method that uses the METADATA/REALITY/TABLES/NMS_DIALOG_GCALIENSPEECHTABLE.MBIN instead of relying on text id pattern matching.
... still looking for the list of the alien language text that matches the human language text e.g. from the translator site linked above the Gek for "knowledge" is "udutafabok", but i can't find that in any of the mbin's or text files or the nms.exe ... maybe the alien word is generated from a hash of the english word .. which would also explain why the lower and upper case versions of the alien word are so different ?
I'm going to deep dive on all this after I eat. Intruiging discrepancies.
question about .WEM files, do they clash with any other mods? Are they permanent changes, or is uninstalling it is the same as other mods, just delete it out of the MODS folder?
also do they work with the latest build like EXMLs do
is there something that lets me put a base comp on a settlement?
no mods make permanent changes, the game just loads whatever is in the mod folder and merges or replaces the existing content it has already loaded for the given asset. deleting the folder for the given mod means the game won't have those assets to replace or merge. a mod with a wem file would be a replacement (last loaded wins) or add mod, it would replace the existing wem if it exists or add a new one (if appropriate assets are updated to use the new wem).
Ah good to know. do WEM files work with the current game? Since the way mods work apparently changed since this year?
what changed is mainly:
- before all mod assets were in a pak, now they are loose files.
- you can now use exml instead of full mbins, the exml contain just the changes to be made and those changes are merged by the game when it runs.
so now instead of the wem being in a pak it's a loose file in the given mod folder.
I see. Okay, thanks!
@vale iron gm, is gbase boundaries working with 6.06?
Yes, unlikely to need any updates anytime soon
first crash wooooo
ID is 152790M_0x28F7FA_ST76561199057825882
ok its a bit scuffed hang on
152790M_0x28F7FA_ST76561199057825882
there we go
got it wrong again 💀
Hey guys. Anyone know of any mods I can download that would allow me to use my corvette without having to have any of the necessary parts to use it...?
