#nms-modding
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hey guys! what are the best mods for base building? does anyone know how to get this floor?
That's just what the Freighter Exterior Platform looks like when it is placed in a line like that
Also the main base building mod that most people use is https://www.nexusmods.com/nomanssky/mods/1096
tyvm! it is not possible to adapt the feighter exterior to a normal base?
It is possible, using the mod linked above
perfect ! merci
DD sizeitall as well allows to scale normally non scalable items and include a few more than bbb.. i use both along with gbase scaling
Is there a mod that allows me to tame all the living beings I find?
And the mods of Consumism and Comunism are not working right?
They are fully working to my knowledge
Y put the mods in my game like normally i do and are not working idk if Iโm doing someone wrong
Are they accidentally placed an extra folder deep? Are they the only mods that you are using?
like this
They are indeed an extra folder too deep
The numbers indicate so
It's okay, it's not obvious
guys my mods are not working anymore and i dont know why. did i install them correctly?
Have you tried deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML?
no i havent done anything in this regard. should i delete it ?
Yes, deleting GCMODSETTINGS.MXML is the first troubleshooting step http://tinyurl.com/nmsmodding550
Excuse me, what mod do I have to install to be able to play the previous expeditions?
Technically none, just use this website to generate a file to replace your existing SEASON_DATA_CACHE.JSON https://cwmonkey.github.io/nms-expeditions/
ooo thanks
and of course read everything
okay๐คง \
grouch can u please tell me what i need to do to get this floor plates? i cant figure it out ๐
Research it at your freighter's bridge using 1 Salvaged Frigate Module
i havent found it there. i was just there. gawd damn it. but i also dont have the salvaged frigate modules yet. guess i need to focus on that first
It can be found here.
ooooh i thought its a normal floor panel like this one?
Oh, it is not
They are their own modular object that connects with each other
sad. i was hoping that i can use the floor style for my whole base. i like the visual more than the salvaged floor. especially when u have a lot on it
what is the fastest easiest method using mods to increase the size of a sail for a vette without using blender?
The size of a sail? You mean like the physical size of a part?
is it posible to mod nms on xbox gamepass pc
Yes
Probably using https://www.nexusmods.com/nomanssky/mods/3291
i tried that mod and it works to resize parts that are already resizable but the sail pieces u cant resize and i cant get the glitch resizing to work on them either
Then use https://www.nexusmods.com/nomanssky/mods/3794 too
installing right now! thanks
or at least https://www.nexusmods.com/nomanssky/mods/1096 which is the basic "big base building mod" that everyone uses
is nomnom not working atm?
i was gonna download it to fix the space anomaly : beyond the system mission however the post i saw was a year ago and idk if that still works
not sure if this helps but i recall someone saying if anything last updated before january is probably not.gonna work
Is there a mod that deletes a claimed settlement? Or do i have to just keep claiming new ones? i want to relocate the settlement to a different area on the planet im on and the only way seems to be to get rid of it?
You should be able to retire as settlement overseer in the vanilla game, in the settlement's "history" menu
got ya, let me try to find that
thanks again!
i appcreciate the irony that you are helpful and nice, but named grouch, made me chuckle
How do I re-enable mods in NMS? The game crashed and disabled the mods but I cannot turn it back on
Delete No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
Does upgrading a C Class freighter to S Class via Save Editor have any negative affect?
or will it just be the same freighter with S class stats?
You should meet his brother, CompleteB*****d. Nicest person in the world. ๐คช
is that what bk means backwards
lol
ended up keeping the S class i already had and just.changing the seed to change the look. it was a 5 section Sentinel already, so bumped it to 7
oops, wrong chat
What are some decent graphics mods to start out with?
This is mostly the extent of graphics mods that objectively add more detail:
https://www.nexusmods.com/nomanssky/mods/1316
https://www.nexusmods.com/nomanssky/mods/1083
https://www.nexusmods.com/nomanssky/mods/2866
An RTX5090ti would be nice too
And some reshade preset that desaturates everything and messes up the colors called "super NMS realism"
hey guys, whats the name of the mod where u can change the size of the items?
You can change the size of most base building objects in the vanilla game. Mods that increase the amount of objects that can be resized and increase those resizing limits can be found here:
https://www.nexusmods.com/nomanssky/mods/3794
https://www.nexusmods.com/nomanssky/mods/3291
ty!
anyone know where you can find the 3d models in the game files
all of them are in the models directory after you unpack the .pak files
if you don't want to unpack everything, NMSARC.EntitySceneMBIN.pak as well as the relevant NMSARC.Mesh... and NMSARC.Tex... paks should have all the files you need
if you don't want to, know that you should
did you accidentally leave out part of the message or are you yoda?
was adding onto "if you don't want to unpack everything"
oh i see
are the files named based on what they are, or is there a guide to follow to find the specific files
trying to find the files for the destroyed arcadia ship to use
is there a mod that makes the mission descryption more dynamic and shows the same info that is available in the mission popup in the bottom right during gameplay?
for example the kill creates does not show how many need to be killed, and how many have already been killed, unlike the popup.
anyone know where the models for the fireship arcadia are stored?
Hey all! I heard some people have been able to implant old expeditions for ones they missed. I only started playing during expedition 19, and would love to do this BUT. Is it dangerous? Should I be worried doing it?
I'm trying to make sure that all my mods are working together as intended, so can someone please look at my MODS_status.lua and check if there's some crucial errors?
Uploaded the file there: https://hastebin.com/share/capimemoku.yaml
I'm only concerned about the following lines:
EXML used where a MBIN file is REQUIRED
MBIN files also exist of the EXML that are quite probably MXML files
It works completely fine with current versions
thank you โค๏ธ
Note that it is heavily advised to disable multipler when entering the space anomaly with extremely complex corvettes, as they can cause significant performance problems and even crashes for Xbox One and PS4 players (primarily when there are multiple corvettes)
noted! Luckily I'm only exceeding the limit by less than 10 parts!
I'll be sure to be considerate if I ever go bigger ๐๐ป
May cause alopecia and severe acne.
Seriously though, what do you mean dangerous?
Is doing so going to blow up your save? Probably not. I've never heard of anyone get save corruption from doing so. That being said, there is no way to guarentee with 100% certainty that it couldn't happen. Very simple solution. Backup your save files first. ๐
Like rhesus monkeys escaped from an overturned truck
sounds good! Thank you. Can I find a source in the pins? Or where would one find the way to do this
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions and earn their rewards offline anytime.
Thanks boss! 
ive done it
no issues
Yeah, I've never heard of problems stemming from it, but as Babs said, there are no 100% guarantees
Is there a possibility mods can clear out base refiners? I have opened the game after installing Solved Always Focuse, Font Fix, Instant Text Display and Natural Steering, and I went to check my runaway mould farm - only to see all refiners empty, not even the 4 moulds that'd be left from refining.
Refiners clearing is a vanilla bug. Any kind of reload often clears them
Extremely unlikely to be mod related
alright, much appreciated
I had revisited refiners before, but this happened only yesterday
(probably because it was first time i didn't completely empty out refiners)
Does BBA allow for complete freedom over the placement of Corvette parts?
BBA?
Base Building App on Nexus Mods
Seen it being discussed a lot in modded Corvette building
should
prolly should ask in wherever you were having the modded corvette building discussions
Is there a mod that makes all freighters spawn as their S class variant? tired of reloading
thanks! couldnt seem to find it myself
seeing the name, i feel kinda silly having to ask
can I dupe a module several times using a save editor? Don't really wanna go through opening 50 suspicious modules to get the ones I want..
You may easily do that with unopened upgrade modules, yes
Or copy the same very good module multiple times, though you will need to copy it's seed to the other modules too for them to have identical stats
Is there a recommended mod manager besides vortex or is vortex the best?
By best, if you mean frequently breaks mods, then Vortex is the one.
Best method is manual install of mods.
good to know
so if i want to use a collection
i should download each one individually?
or run it for the download and start it from steam?
That's what I would do, BUT pay careful attention to the collection mods. A lot of collections are put together without the curator vetting or actually using anything in the collection. Several recently created collections contain mods which are years old......in NMS land, NO mod last updated prior to 29 January 2025 can or will work.
yeah, i think i was pretty thorough with that, using bossneults list rn
i was using those previously, probably going to mix and match over time. i know those are the safe lists though
Yep
but the boss one.im using looks great, lots of cool features, so ill risk it. appreciate the warning.though!
Hey
Anyone knows some mods for corvette landing?(base)
If just using a collection, may then want to try Vortex, just for the convenience. Just keep an eye on it that it's a) extracting mods correctly b) extracting to the correct foler (GAMEDATA\MODS), both connon issues.
so far so good, all in the right place, no CTDs
hit my first issue though. pulse drive is takin a loooong time to activate
not sure if its intended or a mod issue
that is not something that is ever changed by the vanilla game, so it is something changed by a mod
thought so, time to dig!
anyone else experience this during their modding experience? not seeing anything that should directly affect the pulse engine start up
Isolated it to one of these two mods, if anyone else is having a slow pulse drive start up issue
Godzilla Pulse Drive or Sublter Pulse Drive Effects
Disable, delete the mod setting thing, reload game
anyone had an issue with the save editor reverting your save to a previous version wfter making some changes?
so how do mods work in the multiplayer aspect? like obviously the bigger corvette mods show up, but like if i had a mod that made me go quicker on a spacewalk, would i just be faster compared to someone next to me?
oh thank you
See #nms-modding message, DISABLEMODS.txt is no longer present or involved in installing mods since January 29th 2025 when mod installation was completely overhauled
That is true, yes. It's best advised to sort mods by last updated, like https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
also do i have to make a mods folder under game data folder, not sure if im reading correctly
All mods that were last updated before January 29, 2025 will not work with the current game as it does not read .pak files anymore
Yes, create a MODS folder within GAMEDATA
Then place individual extracted mod folders within that
Make sure to not have mods stuck an extra folder deep too
idk how to use consumerism mod
i put it in the folder but i only see being able to claim past expedition rewards
i dont see all the past rewards in the exotic shop
Did you get the mod warning on startup?
yes
Well then at least one mod should be active and working
im not seeing the rewards in the quicksilver shop
idk what im doing wrong
am i able to screenshare to you
They should all appear under "Create exotic items from Quicksilver"
Please send a screenshot of the mod's file path from it's deepest point, like this
If you cannot send images here, send them in #nms-media
ohh i thought the contents within ~!consumerism had to be put in and not the ~consumerism folder itself
i think i see my issue
Yes, each mod must have it's own individual upper folder
yeah thats the issue that fixed it
youre the goat brother i appreciate your help
any other mods you would suggest i download that improve gameplay, graphics etc
If you have an extremely decent PC, https://www.nexusmods.com/nomanssky/mods/1316
ive got a high end pc
In my opinion, this one I made makes an annoying part of the game much simpler https://www.nexusmods.com/nomanssky/mods/3855 (I'm freakishly biased)
can you dm me a picture of your modlist? i would like to go through what you have and see what i like since you seem to be an experienced player lol
These are the ones that I use, some of them were specifically made by me and haven't been publically released just because they're so minor (Like GasGiantColorFix, VileBroodSalvageIconFix, GiantSeeker, RockhopperWingFix) and many of their names do not line up with their nexusmods names perfectly
also i just purchased a bunch of bobbleheads from quicksilver store for my ship where does it put the collectables
i dont see it in inventory
They are technology blueprints, you may build them in your starship's technology inventory
Only one will display in your ship's cockpit at a time
Each of them give small stat bonuses, so installing all of them may be beneficial
Especially the Polo, Artemis and Tentacled Figurines which share adjacency with the Starship Trails. Surrounding the Polo Figurine with similar tech and supercharging it grants a considerable amount of maneuverability
i have another question
so im about to add the starborn runner ship to my inventoryu
do i have to exchange the current ship im using? its an s class
i have 4 ships all together idk what the total amount youcan have is
You can have up to 12
You should be able to press claim instead of exchange, though the UI it activates may be limited to exchanging in which just exchange it for a junk ship
Yes, then you may need to exchange it with an existing ship, you could buy a new ship from a space station or just switch to your least valuable ship
Is there a mod that allows me to add any and all base parts to a corvette
Beyond Base Building
That's the one. Was trying to find the proper name. ๐
do i need BBB to add decorations, like the decorations you find on planets?
Don't think so.
nice
is there a mod that increases the building limit on a base
Hey
Is there any mods for corvette landing?
is there a mod that increases the building limit on a base
No, as we cannot increase the limit of base objects per save using mods
The only thing that may do so is this: https://nomansapp.com/transcender but this is not a simple mod and requires a patreon subscription for that specific feature
All DUD's mods updated for NMS v6.12
https://next.nexusmods.com/profile/jasondude7116/mods?sortBy=name
@round sinew
yipeeee ๐ thanks for everything jason! ๐โโ๏ธ
gonna try those when i get home
Anyone got some other recommendations? Figure if im gonna add mods, might want some recommendations?
thanks Jdude, downloaded about half of em, gonna try this out
Is there any mod that removes/fixes the instant respawn of some ressources like curious deposits?
I do not believe mods can change save data like that, including add new events to stored interactions
the issue with mods like those is that they seemingly never have any before/after images to compare. it always just sais "improved [colour/filter/etc]"
is there a way to tell what mod is crashing my game
could turn em off one by one, thats how i did mine
Not without disabling different mods to find out
simply move them inside of a folder and test
then if that does not work, undo that and move the rest into the folder
is there a current mod to force/ up the chance spawn exotics? been having terrible luck
I don't believe so, if there isn't then I could possibly go make one
I think I know where the property that controls their rates resides
Well there is this one https://www.nexusmods.com/nomanssky/mods/1844
that sounds great, dont like the idea tbh but i also dont like sitting for an hour in a 3 star system lookibg
Well system economy does not influence exotic ship spawn chances
oh? i thought.it did
It is consistently 1 in 301
am i crazy or did it used to? and that changed?
Never has been
good to know
oh this mod might work
wonder if i could change the percents
oh sweet it already has preloaded versions
thank you so much!
oh wait, it changes the seeds, which makes sense
but does uninstalling remove the found ships?
No, it never does
it shouldn't change what you acquire using it
I've made one just now that just increases exotic ship spawn chances by 25x, seeing if it will work
i want to use it, but then it cant be shared with the community if anyone asks for the coords
that works too lmao
The one I am making will not alter seeds
I just made it right now
trying it now!
Yup, it works!
Just the mods that I've made so far, that other people hadn't made yet https://next.nexusmods.com/profile/GrouchTheGreat/mods
I may turn this one into a mod of it's own
totally worth it
This mod may cause tiny desyncs with multiplayer, in that one player may see one type of ship and another might see another, or maybe it syncs it from one client and these exotics could be seen by nearby players (I doubt that)
This doesn't affect your own starship that you now have at all, just NPC ships
I really could use this to document hundreds of exotic ships on https://nmsce.com/ but that feels super wrong
yeah i feel you on that. only planning to post like, super ships
and now to find home sweet home. i cant thank you enough!
something of note, reloading changes the exotic?
The exotic ship should be the same across the entire star system, there should be only one design
If there is more than one exotic ship design in the same star system, that may be a different mod
I'm testing right now and still getting the same one that normally spawns in this system
okay that's a kink that I have to fix
oh wait
im....not brighr
bright rather
i forgot i warped
let me go back and check
that shouldn't ever be the case
mods do weird shit lmao
well I need to make this mod stop alchemizing exotic ships
maybe it's because I lowered the chances for the other ships???
I will test
oooh, maybe they just take that many of the 21 seeds or something
I think I may understand it
not sure what that all means but im testing as well
I believe the numbers I changed also influence which ships get to use which of the generated ship seeds that a star system generates
Maybe I mustn't remove the chances from other ship types
so changing spawn chance changes seed for the ships?
changing the percents creates a blank space to "crate" new exotics?
no, it replaces an existing ship with an exotic
ooooo
still alchemizes unseen exotics :<
there may not be an easy way to do this, unless maybe I increase it's chances by less than 14x
what if you add a new value, like living ship, reduce hauler ship, split the difference in percent between the 2?
Then that would replace more ships with the wrong ones
damn
I think making it less than 15x may work
no idea though
May take more testing than before
so if adding percent chance replaces, does that mean the actual ship for that system retains the original spawn chance and the extra is the new ship?
im down for testing if you are, im good at breaking stuff
No, these numbers seem to govern both chance and amount of the seeds they take up
that sounds like a pain
reason i asked, because so far ive only seen 2 dif types spawn
in a system
Yes, it may only be enough to reach further into the pool and grab one extra ship seed
that's what I meant by making it less than 15x, that could be the point where it pushes the chances around and takes another ship's seed
unless it could also create entirely new ships which would be horrifying
what have we unleashed upon the simulation?
current system, 8 reloads. 7 were purple, 1 was blue, so the spawn percent appears to be lopsided somehow
that may make sense
though I got the incorrect one much more often than the correct one
kinda like the percent bar maxed out and bled.over, which matches your breakpoint.theory
and now I am not getting any after my most recent change
what if I reduce the other ship's chances to the integer values of how many ships normally generate
Like instead of 50/301ths of the pool, fighters now take up 3/21th like observed in-game
this seems to work fine!
intended ship
hmmm might work. im not smart enough for that but i know when editing certain shit the number have to match in a way
what you take you must replace
woot! progress
I think that this version that I have just made will be the one I use
or I may divide 301 into 21 pieces and divide them among the ships too
an equal chance of spawn would be kinda cool
That would lead to ships that don't normally exist again :<
sorry, wishful thinking
15 reloads, all purple, only got blue once
why 21 specifically?
That is how many different ship seeds that are generated per star system, not including sentinel and living ships
ah, that makes sense now
dont fully understand why its making.new ships though, i assume its because lower deletes a seed and raising the percentages adds a seed
Kinda, this version seems to be working perfectly
I need to test it more, just to brute force any non-existant ships
fair enough
I believe the first version also shifted other ships around, so a fighter might get a seed that's normally for a hauler etc
Yeah, this one works perfectly
Though the highest chance I can make is 1/21
without replacing existing ships
further question, how would it work to add living/sentinel ships? find the break.points for each type, reduce to delete a seed from lets say hauler, that frees up a seed that the living/sentinel ship would generate?
all good, i understand that there are limits and thats way better than it was
I could probably do that, though it may go in a predestined order too
so genuinely no idea
predestined order?
Like I can't specifically replace any specific ship types with others I think, it may shift everything around
I can try though
I could also replace exotic ships with sentinel ships
not pressing, more of a curisoity. I figure it like this, there are other travellers, so why wouldnt there be living ship/sentinel ships out in the wild being used
That is true, I've always wanted to make roaming sentinel ships with autophage pilots, and the pilots are only revealed when scanned like normal
and if it were to work, would those seeds be replicated if someone was using the mod, IE, could i give you coords and you could pick up the same ship?
so to a player who hasn't completed TWR it'd look like a sentinel ship just patrolling/stopping by
This would not be the case unfortunately, I do not think there is a way to make NPC ships use seeds that they don't normally use
the face on a new player getting attacked by a sentinel pirate would be hilarious
wouldnt it happen naturally? once a system is found/scanned, the seeds get locked in dont they?
actually, whats the coords for that yellow ship? i want to see if i get the same spawn?
that may be the amount of ships each system can have, but that's 1 less than there actually is
maybe it starts counting at 0?
considering the storage containers, that tracks
I will test this next
I'll set it to 0 >:3
beginning count from 0 makes sense though as 0 ships makes no sense
There's also this, which it isn't clear what this means
oh, maybe it's for economy levels??
0 for abandoned?
0 works
waitwhat
0 is making new ships
this is normally a hauler!
despite it being set to 0, I am seeing 2 different ships
if 0 indicates an unihabited star system, wouldnt all the seeds be randomly.generated?
well these are not random
they seem to be all the same ship, besides that exotic
nevermind
oh the preexisting seed changed to exotic
there's more
i understand now
this is weird
yes, the seed was assigned to an exotic instead of a hauler, and both of them use the same name generation
so changing the number to zero somehow is duplicating/overwriting seeds
somehow
though most ships were this one hauler that definitely exists normally
which is what made me think it was only spawning one ship
okay, increasing it seems to make new new new ships that aren't replacing existing ones
new seeds
I could make this into it's own mod, just "more ship variety"
some1 prolly already thought of that though
says on the mod page is modifies the seeds
i think we are both in the mind to avoid creating new seeds and just changing the spawn chance?
Yes, that is true
This doesn't seem to be as interesting as I thought it would be unfortunately, many repeating ships are spawning
me personally would like to see it do that and add new seeds for sentinels/living per system, tied to the mod, but im not sure that can be accomplished
that may be possible, I will try
well, what if we crank it to 11?
have a version that stays roughly vanilla and another version that just cranks out random seeds?
if the max number is 301 ships, but only 21 seeds
Yes, that's what I was thinking
Maybe, idk!
Going to add 3 sentinel ships and 2 living ships, and add 5 more ships and see if that breaks things
if it works, take note.of a few of the ships, ill load the new mod and see if i get the same stuff, we just need to be in the same system, probably need to test it on a discovered system and undiscovered
I was hoping making it 100 would make all ships nearly fully random, but they were repeating
though that may be a limit of the RNG and loading the same save
woah, it might be working...
I gotta keep track of all of these ships to make sure none of the regular ones are overwritten
You are in the correct star system
Do you have the latest version? #nms-modding message
(and of course delete the previous one)
yeah, and i deleted the previous abd mod setting file
let me reinstall to.make sure
that is strange
The seed seems correct
idk why the stats are different but sometimes it's just like that I guess
these are all ships that should generate, plus 3 more shuttles I've yet to write down the names of
I'm doing this with the 5 extra ships too, I've only seen one living ship land
but all other ships seem to be working normally
yes, that is one of the shuttles I hadn't wrote down yet
YOU AREN'T REAL
YOU DON'T EXIST!
wait i just realized i wrote down 8 haulers... there's supposed to be 7
I think... sentinel ships can't take up part of the spawning
because I've yet to see one
so there's 9 haulers
its possible, but if living works, should be a way for sentinel
I'll try to set all to 0 and make sentinels be the whole pie
maybe stats are just random
the stats were for the crash site one though
but yeah, maybe they just have variance
ill go check that out
it's all haulers
exclusively haulers
probably because they're first in the list
hmmm so something else needs to be changed to get sentinels ir they just arent coded like that
what planet is this exotic on?
planet 2, Barbarosa
the round.ones are rare?
the shielded ones are rare
shielded?
yes, ball haulers with the shields
There should be a visible communications station at the coordinates, but if that can'e be seen then you can use your ship's first person lat/long reading
also... setting corvettes to spawn seems to do SOMETHING rather than the game ignoring them and spawning haulers instead
found it
"something" as in spawning nothing
or spawning them and they break in some way
and are invisible because they are corvettes without parts
thats....oddly terrifying
ok
so
crash site ships retain stat lines
exotics that spawn have diffrent stats and gear, which makes sense since its same seed, but a new/different ship
i havent seen any new ships and have seen almost all the ones on the list
the exotic is spawning at a reasonable rate and havent seen.more than 1 at a time
this is for the second version you posted
Yes, that makes sense
what can i test next?
Note that these changes will jumble up crash site spawn chances, making some crash sites have different ship types at them possibly
Idk, I did just make a new variant that replaces the missing sentinel ships with solar ships and it seems to work fine
I haven't seen any normally nonexistant ships
Other than those added
ok thats definite progress
why does it jumblle crash sites
and is there a way to avoid that?
I believe this is impossible
It doesn't jumble, just makes more of them different
Based on the new chances
Probably
ok, but would those crash sites be tradeable?
IE, i find a ship, get coords, and you can get the same ship?
is this normal?
dead system with a race and economy?
No, as the ship present may be different due to the altered chances of the mod
there will be a ship there, and it may be the same exact ship, but it could also not be
That's just the name of the star system
someone named it Dead System because it was boring
ah got ya
I wonder what multiplayer would do with these mods, but I have an xbox next to me to test that
oh wiat nvm that is just a regular abandoned system
abandoned systems do have a race present
ah now i get it, sorry was confused
multiplayer people can absolutely see and buy the normally impossible ships
which is super weird
so the same new ships are available on muliplayer?
kinda, they sync up in a strange way
this that rare one you talked about?
no, it's cargo things are not shielded
ooooo the blue stuff is shielding
can someone help diagnose why a few mods arent working
i was going through which mods were conflicting and fixed the issue
but now i have mods that add salvage terminals for multitool and starship in my freighter hangar and a mod that changes the layout of the bridge of the freighter on my modlist but both arent working
they were working previously before i narrowed down which mods were conflicting
will deleting that fuck anything up
hasnt messed anything up for me, i do it everytime i add or remove mods
didnt work
i had some color.mods that werent loading, so i removed the extras. might be a case of picking.one or the other?
its the astro and bab bridge mod and freighter salvage terminals mod not working but theyre in the mods folder
i dont have either of those
i had some mods that change space colour conflicting i deleted them and chose one over the other now these freighter mods arent working rip
i use zBest Freighter
does it add salvage terminals
i think so, for ships
the legend himself is responding?
It's a matter of mods with conflicting MBIN files. If Mod A and B both make changes to BLAH.SCENE.MBIN, only the last loaded will work. If the specific case of conflicting MBIN files, then to use both would need to combine the mods using Lua scripts and AMUMSS.
can i post a picture of my modlist and maybe you will know whats conflicting?
i aint got a clue
I think the salvage terminal one makes changes to HANGAR.SCENE.MBIN, but so does the bridge mod.
I'm not going to know full details of every mod out there. I know mine and other peoples that I play with. There's no master database of files every mod makes changes to. If you get AMUMSS, has a tool to tell you conflicts.
where can i find awumss im not familiar with what that is just started modding yesterday
That build on freighterbridge one, 1) will conflict 2)actually will do nothing as that functionality is already built into astros bridge
- The guy who "made" it is actually a thief. Stole the mod from Lyravega, without asking. I know because I do have Lyras permission to use in Astros bridge.
i removed the build on bridge and salvage terminal and i cant get the astro bridge to work
i really liked that mod lol looked so much doper
Could be something else conflicting which I don't know.
As far as AMUMSS, https://www.nexusmods.com/nomanssky/mods/2626
This has link to install info and a walkthrough of "install" and basic usage.
i dont see where it says how to check for conflicting mods
doing a fresh download worked
i appreciate the help though
sorry, gad to go afk for a bit
on mod pages, at the bottom sometimes it says which mbin it affects
so that can help ID conflicts
is there a way to combine the two freighter mods? i just put astros bridge back in and the salvage terminals is gone again although they modify different mbin files
they modify different files
adding a _to the beginning of salvage mod put it to the top of my mods and that fixed it?
damn now its crashing lol
do pak files work on this current update
nope
I'm looking to automate exploration logging. Like systems, system properties, planets and properties and even POI's, MT's, Ships, etc.
Is it doable? Has it been done? I'd have to hook the exe I'd guess.
WB Gaticus. Been a very long time. Yep, have to hook. MonkeyMan put together an API of sorts, which might be able to help. Over on the Modding Discord, see the nmspy channel.
Has anyone tried using DLSS swapper to change to FSR 4.0?
is the way mods work rn broken?
no, it works completely to my knowledge
See #nms-modding message for troubleshooting assistance
older mods are broken, anything before january? i forget the exact timeline
apparently i just diddnt follow it well, thanks
hey Grouch, which mbin.does the mod touch?
What mod?
the one you worked on last night
gcsolargenerationglobals.global.MBIN
anyone know of an up to date save file editor?
pretty sure thats the most up to date one
does the AMUMS thing show what mods affect what files?
Guys Iโve been trying to give myself the Starborn Phoenix using goatfungus save editor. I checked the box without having selected a save and another time with selecting the save, booted in game offline both times and still didnโt get it. Anyone know how to deal with this?
Hey y'all bit of an odd request/suggestion but can one of y'all modders make a nautilon be recognized as a starship as well? And trade it with me? I'm messing around in one and I really wanna just take off to space from the water lol I'm on console so can only imagine myself
@silk prairie gotta buy it with quicksilver
from the vendor, create items with quicksilver
But it ainโt even giving me that option
Itโs just not appearing at all
So I select it in the save editor
I jump into the game
And it still shows it as locked
try using NomNoms
Edit account, filter Collect Expedition Rewards, check off the phoenix, save, exit game, reload
Can I run it on Mac?
Thatโs where Iโm running goatfungus
I only needed to download Java
Alright I searched it up, should run using wine
goatfungus save editor should work anyway. I used it just now to give myself one of the ship
i had issues on PC with those 3 items on Goat
not sure why, could of been operator error
but nomnom worked for me
But how?
I selected the thing I wanted
That golden starborn phoenix ship
I jumped into the game whilst I was offline
Still nothing
did you go back to main tab after checkmark it
there's a popup to save account data
If the account data change is not working for you, try to import the ship into your collection
i'm also on v 1.19 of the save editor
See the pinned messages for exported sh0 ship file
I have the file, just trying to figure it out anyway
Should work
Isnโt
Weird it is
Yep same
maybe will have more luck with nomnom then, or importing the ship
Yeah gonna give it a shot
Hopefully it works
But if you add it using the app
As in the expedition rewards
Do they become account wide
yup
is there a mod, that makes the animated crane and/or fishpond a buildable construct for bases?
is there any mod that allows me to unlock main story stuff without having to do the main quests?
i want to unlock quartzite/purple stars and anything beyond without having to do the main quests
is there a Mod that allows editing a ship to flip and item more horizontal or vertical
@sweet trench see image: you'd need to download a save editor - both projects can be found at github, and releases downloaded from there too
Either one or is one pc and one apple
either runs on windows afaik
nmsse should run on mac as it is java, but iirc it cant open mac files
how do i install the git hub
you dont install github - if you want to download nmsse for example, you'd download this file (image) for example
then run it to unpack
nmsse needs java runtime to run
how do i unpack
i see
so i unpacked it waht now
@round sinew
im assuming i open teh pheonix thing now
have you pointed the save editor to save folder path?
ya does it have to be a specific one
well, the save folder your game is using, sure
so the nms one
then you just select game slot, goto ship tab, click import, select the sh0 file, click ok - file, save, boot game
how do i open taht sorry idk how this stuff works
can you stream? dm me
soz cant
so, you dont have nmsse running on your screen yet?
what folder did you select when the self extractable archive asked you to?
Seems cracy
make a folder in the C: drive called nmsse, then click the 3 dots there and point it to the folder you just made
then click extract
okay, so now that you have it running, i recommend making a backup of your save folder before doing anything else
there's lots of cool ships around - at this point you could even unlock previous expedition ships like boundary herald or starborn runner for example
but idk waht files
Could you help me
there's no need for files - phoenix is the only one that does, afaik
if you wanted to get the other ships, i'd just suggest using consumerism mod
is that just nexus
how do i upload to steam?
Anyone ever had issues with mods crashing the game specifically on gravity distortion/storm planets?
Also, i clicked yes to disable mods, and cannot find the disable.txt to delete
There is no "disable.txt"
There was a "DISABLEMODS.txt" in versions prior to Worlds Part II, but it is no longer looked for by the game. No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML has replaced it fully
upload to steam? you read the notes and download the mod from its nexusmods page, extract the mod to the right folder (see <#nms-modding message>), launch game, profit
i was just about to ask if it changed
i read the pin, so must of grabbed an old pin
how does one re enable them?
by deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
and having the game regenerate it on startup
oh...i probably should of that of that
or by opening it and setting DisableAllMods to false
but deleting it is usually faster and better and fixes more issues by having the game order things or something
now i just need to figure out what mod is crashing me during grav planets and which one is messing up sentinels
thanks again!
would your exotic mod possibly interact poorly with another mod and produce a crash when inspecting sentinels?
no
Got it
I just got the mod laounchwr
But it doesn't really work and it took me to a save that was like 15 min ago
But it's fine not too crazy I saved and backed it up
what doesnt work, sorry? the mod?
thanks grouch, cool, must be some else I installed
For all the mods out there, there is no mod that searches your discoveries for planet types etc
Yes, mods do not have access to custom scripting or anything remotely similar to that
the others would be via the consumerism mod - if mod is "installed" properly, then if you goto quicksilver shop, you should see the expedition rewards in the create quicksilver dialog option iirc
Mod wish/suggestion: Mod to label the icons of trade-only items.
I think i added a bit too many god gn people
So im experiencing some weird graphics crashes with the Dud's color mods, is it possible that using Vortex is the actual cause, before i reinstall all my mods manually?
hmm, what kinds of graphics crashes? did you install the entire suite in the pack? can you repro with no mods on? if you can only repro with only jason's mods on, but not in vanilla, then it might be worth tracking down which one
i installed all of the biome related color ones
i seem to get it on busy planets, especially gravitational
i havent finsihed testing yet
but im using the BMS Safe list, with the Dud mods
and a few others
i dont see anything that obviously conflicts
loading up with just DUD now to test that
One thing I just randomly realized, is there a reason that this doesn't include Roboto Regular? (the font used for all UI things)
It's definitely not proprietary to NMS of course but it's like 3/4ths of all text
They're no longer packages like that, now all individual mods.
oh yeah, you're right, i kinda referred to them as a pack because i'm used to using basically all of them (in duds colors)
yeah i cant repro precisely. its gotta be a conflict within my mod list, the crashes are intermittent so its hard to pin down
i ran just DUDs and no issues
Or just a regular 'ol game bug
Can't go on the assumption that every crash is due to mods and there's no issues with the vanilla game. Nothing could be further from the truth.
cant argue that, but when it isnt crashing, you add mods, and it starts crashing, its a safe bet i would think
so its at least worth investigating
Is there a mod to abandon a settlement? i keep getting blocked by the stupid build missions
No reason, those are just the ones I saved to do some images, so I put them up ๐ I'll try to remember to add that one
Don't need a mod. You can go to the settlement register via your quick menu and select "retire as overseer"
its not.letting me because of the overseer build, then for the first settlement build decision, hoping after this first building is done i can ditch it
From what I'm reading, has something to do with A Trace of Metal mission not being completed. Once you finish this quest, can abandon the settlement.
Consumerism mod or the Unlock mods by Babscoole
or save edit
or do the expedition reruns that I think are pinned here (pinned message on July 11th)
Ya i looked at google thx anyway
is there a mod to get that annoying hit a button due to mods to go away
Somewhat, there is a DLL file someone made that skips the mod warning https://www.nexusmods.com/nomanssky/mods/3667?tab=posts
I've been using it without issue so far
ty
any mod where i don't have to wait for the living ship stuff to mature?
Also that, yes
thank you !
anthing that will make a settlement have more buildable structure?
Does anyone have any advice, I've followed all the steps to download and use mods (consumerism) and no matter what i try it wont work, i dont even get the splash warning screen when opening the game
Did you place the mods an extra folder deep?
(like do the mod folders have a folder inside of them that also has the mod name)
We have a mod troubleshooting doc, though you've probably already seen that #nms-modding message
i tried both dropping the unpacked folder into the mods file as well as following the pathway to the exml file, tried it as an exml as well as renaming it to .pak
also i have not seen that, im brand new to the discord
Please see that doc, pak files dont work with the modern game
i will check that out thank you
You should just have to place the Consumerism folder inside of GAMEDATA/MODS
is it an issue that my MODS folder is in PCBANKS?
Yes, that is not where the mod folder has gone since WP2
well shit
Please read the "Modding after 5.50" doc #nms-modding message
well i feel like an idiot after that, thank you for your help
Don't feel like an idiot. It's just a problem with a lot of information about NMS goes bad pretty frequently. If you had read the document then told us it was in pcbanks still, then you'd be an idiot ๐
can you elaborate?
Are there mods to help with networking and desync? Ive found that when trying to do group activities, there is a LOT of desync. To the point where I cant even see some of their enemies/word or even experience the same weather as them.
That is going to be someone's connection having latency or dropped packets, not anything strictly to do with the game.
is there a mod to stop corrvettes covering like half of my screen
is there a way to disable the little pop up that comes after the game crashes, asking about disabling all mods?
No
well crap.
can someone tell me the name of a mod that allows you to gift relics in batches of five or something like that? i remember seeing it in nexusmods but i don't remember the name
@clear briar Is it Keep Gifting that you are thinking of?
YES IT IS
tysm, been looking for it for days
hey that vortex, I just installed it, anyone know if there is a scan to see whats installed
Has anyone had any better luck with the mods for increasing the corvette complexity? Iโve tried two so far but Iโm hitting crashes with both when I go above 100 parts. Damn shame too I have a wicked build involving a mix of freighter parts, base parts, and corvette parts
Already ran through the usual fixes for these mods like deleting the mod settings file and ensuring itโs installed to gamedata and what have you
I only know this one
https://www.nexusmods.com/nomanssky/mods/3701
Do you have many other mods?
This is one of the two Iโve tried. The other one is the one that doubles the complexity limit. And while I have other mods I tested with all disabled but the base building mod necessary for part mixing, AMUMSS, and the complexity mod but the crashes still happened consistently
Also looking a little closer I think the crash happens at the 150 part mark. It seems to work below that but placing anything inside the ship goes over that number and crashes
Sounds like you're doing the troubleshooting correctly, then.
Oh, just noticed what channel this is. See the channel description. Have you asked in #nms-questions for help?
is there a way to go into the files and change the position of the 3rd person space camera? my corvette is very big and i'd like to be able to see all of it
i moved the FOV slider all the way back already
not sure if it's working this patch, though. Been building more than flying but I think my flights looked fine.
Iโve been lookin for this thx
could be a game changer, i'll try it tonight
Yes, it works with the latest versions of the game
okay thanks
Anyone willing to help me figure out why the mods I have installed don't seem to work? When I installed first mod I went into files to delete disablemods file but it didn't exist.
Deleting DISABLEMODS.txt has not been a modding step since before January 29th, 2025. Please read this doc to see info about installing mods on NMS versions after 5.50 #nms-modding message including the new mod folder directory
Hey babs! Yes, been years.
Ok, I figured. I'll look into it, thx.
small thing i did time ago so i like to share it: i use this mod and get rid of the offset for the side camera since is the only mod i found with a working unlocked full look around camera
https://www.nexusmods.com/nomanssky/mods/3758?tab=description
i just change the code and keep the OffsetX value="0.000000 value back to 0 instead of 6 on every single ship type
example >
<Data template="GcCameraGlobals"> <Property name="CorvetteFollowCam" value="GcCameraFollowSettings"> <Property name="OffsetX" value="0.000000" /> <Property name="LookStickLimitAngle" value="120.000000" />
it also disable the Strenght into the camera movment when looking around that can be tweaked to user desire
@vale iron hey bud, gm. just curious if you could make a version of the vette pad that is maybe lower than current, by like half?
or is that a number i can alter myself? this is the directly overhead version
Are there mods that make inventory management less of a chore?
And performance mods? I think Im having a memory leak
Traditional data file mods can't really do anything about inventory, as that info is stored in your game save and handled through the game .exe. For performance, there's a mod called No Grass, which can give a few extra FPS when on a planet.
Else there's the option of dialing down the graphics settings.
yo chat can i mod a ps5 save? ๐ญ
as long as you also have the game on PC sure
You could alter it but would need to recompile after. I'll be trying to add a feature this weekend and will try to remember to make a lower version
sweet! thanks
are there any mods to fix the VR? its quite shit
Hey! Using save editor, the new expedition doesnt seem to be there?
They're not up to date yet
It wouldn't be impossible to start and finish the expedition today
Search term VR for NMS mods on NexusMods. That's what there is. Be aware that NMS modding can only change values for existing properties. Can't add things which aren't in vanilla and can't make major changes to functionality. So, can make it a slightly better class or s**t, but no means to overhaul VR or how it works.
^ also worth noting that the majority of differences between the normal and VR modes of the game are hardcoded and can't be changed
Yeah only a few hours left.
Any chance it will be updated and we can add the expedition later? I honestly CBA to do all those steps again
is there a mod that allows me to unlock stuff from the main quests without having to do them?
purple stars, portals, etc
https://www.nexusmods.com/nomanssky/mods/3065
https://www.nexusmods.com/nomanssky/mods/3330
https://www.nexusmods.com/nomanssky/mods/3274
Enter: the most cheaty mod yet! (also seriously, noone has done this before?)
Fully unlocks purple system access and the associated ship and freighter warp technology, the same as completing the questline. You can uninstall this mod after unlocking.
The portal one also removes the mechanic of charging the portal but you can undo that change really easily by just deleting the models folder from inside the mod
TYSM ๐
@cobalt condor hi your the same Author in SF modding discord right thats working on Mega projects?
how do i use nms save editor to find my save?
thanks ill have a look. the vr mode as is is super fucky and hard to play sadly
Select which save you need
minor issue though, mine are corrupt.. so in the NMS file it says DefaultUser
save files still exist but are somewhere else
No? Not sure what that is ๐
Or really lol
@cobalt condor sorry I think am getting my wire mixed up there name is AniMouse
Lol
San Francisco Modding?
ok
But the modding discord
@solid hawk I think ive seen your name pop up also with a mod or 2 lol
Your famous
He's about to make his third mod, actually
2.25
Anyone know f the ghsip missing trails still works?
When was it last updated?
Any mod last updated prior to 29 January 2025 will NOT work.
damn
Don't ever need to ask again now. You know the metric for probably working and zero chance of working. ๐
Post on the mod page to give Gumsk a nice, polite poke to update it
He already knows it needs to be, but the more people who request a mod get fixed, the higher priority it gets.
Not a bad idea, but Gumsk is probably busy updating some other stuff in his library, dont wish to be a bother outside of random questions
Earlier this year, HG made a LOT of TEXTURE changes. Time consuming to do and Gumsk has a lot of those type of mods. Reason why it's taking so long.
With IRL, only so much time in the day.
yall do a great job, i use alot of yours, DUD and Gumsks mods
Thanks. I have a little time coming up this weekend, due to a holiday. I'll see if I can help Gumsk out and do the fixes for this one.
no worries, just appreciate your work and time, makes the game better to play
Is there a mod to auto summon pets? Like the reconstructed drone
nope
Oof. I have so many cool pets but never get to see them cause they go away whenever you enter a vehicle 
@obtuse creek It's on my list to update when I can
i figured, wont try to rush the process. i forgot it existed, used to use it all the time, one of my favorites. been.using.an exotic, then remembered i had portal coords from my previous play through for an amazing looking sentinel, then saw the single trail and was like, thats not right.
someone reminded me about the mod and figured id ask
appreciate the work! @vale iron
been using your list as a base for my modlist, been workin out great
using colossal ships and part limit remover, is there a fix or a mod to get rid of this?
ok, my corvette in permadeath go from tier A to tier S without permission, so i only have 3 supercharge spaces and a tech row in blank, so i need a way to get me the S tier i deserve, funny i call it altas, and i get a atlas fake S tier ship, like fake god, any ways need help
some way to modify the files or some
?
Save-editing
Either goatfungus or nomnom will allow setting the class and increasing supercharged slots.
is there any up-to-date mod for icons and labels in VR? Those are huge and stuck on my face...
Probably not
Is it possible to edit my corvette trough the save edit, moving all parts 1 or 2 blocks forward?
There's also a standalone version
Only this way... Okay, ty.
If you can figure out the coordinate system, on your own, feel free to do it the HARD way via raw json editing.
prob will be easier to rebuild corvette once more xD
i need help how to use consumerism mods?
Install, go to Quicksilver vendor...done
Is there something out there to be able to build from a further distance away? Trying to add custom parts on the exterior like boxes etc but I cant near the back of the ship
im new so i dont understand how, is some way in specific o i need a program to do it?
how to install? i mean where to put it
this is the consumerism mods
read #nms-modding message troubleshooting section
Depends which you choose to use, but similar to each other and intuitive. Open program. Choose your save. With Goatfungus, choose the ships tab. Set the class. Right click on any inventory slot and choose Supercharged. Go back to the main tab and click Save Changes
Just click around the interface a bit and get familiar.
Check the files in the mod folder to make sure their extensions are .MBIN or .EXML. .MXML files will not work (other than LocTable.MXML). .PAK files likely will not work.
how do i change mine was EXML?
read the right thing
also the line you quoted explicitly says EXML is ok
yeah but still not working idk why, sorry im new to this mod thing
Could someone please give me the lines of code for UnlockedSeasonRewards on the Breach expedition?
Tried to start NMS today and it seems there was an update. I got a mod warning because of incompatibilities, but no details. Is there any way to track down which mod may be responsible? Or could it just be a string check for the versions of the mods?
you remove each mod and see if the game still crash
it can also just be the game crashing on its own
any crash message only indicates mods are installed at the time of the crash
ok. but there isn't any logfile to traceback?
no
So I modded the expedition rewards for seasons 1-18; apparently season 2 is getting a rerun; should I un-mod the season 2 rewards or does it not matter at all
i dont think it matters. i had consumerism installed with latest expo rewards and when i did the expo, i still got the rewards like normal.
ok thanks
Is there a mod that eliminates the complexity limit of the corvettes?
I believe there is one on NexusMods
I'm hoping this does not count as advertising. I don't know how many people in this server are into using the custom bases mod to make custom corvettes and bases.
I started using it recently and thought it was a pretty non-intuitive process to find the corvette data within the json, move that to the base editor, back to the decompressed save data json, then re-compress it into a .hg file. For the past few days I've worked on making a tool to make this easier so it lowers the barrier of entry to corvette and base modding. I've got it to the point where it can detect .hg saves on default location on windows, read metadata to get save slot and such, decompress the .hg file to a json, deobfuscate the json keys, locate the playerbase and corvette data within that json, save that to its own file so you can load it into djmonkeyuk's base editor, inject the edited ship/base back into the save json, and recompress the json back into a .hg file so you can load it up in nms.
is this something that would be useful? is this even the right channel for this? I can upload to github if it would help you guys out once I polish it up a little
We have several tools like that already tgat can handle base and cirvette data with ui. How have you miseed all of them ?
But of course update to github. More code the better for the community
Didn't see them on github when I searched. I wasn't light on my searches either. Weird
For sure.
Could you send the the githubs for those?
We have nms companion and backup tool on nexusmods, nms model io tool, and some others
Neat. I'll check those out. That might have been my issue. I only searched github
Not all if them are on github
Got it. Hopefully I can help out with some open source code.
which mods is it that allows me to resize anything
i saw a guy enlarge a holographic door
nvrmnd i got it
is there a mod that automatically skips or removes those blocking dialogues requireing you to hold tab / select (or - or whatever on controller)?
makes them last for about as long as they normally take to skip, so pretty much makes them auto skip
thanks, i looked for "skip" and didnt find this. is there one / does this also skip the expedition dialogues?
It may, but not sure
aight guess ill just try
there is a remove version too, it does remove the landing dialogue, but not the expedition dialogues.
I really enjoy playing nms on pc in vr but don't enjoy having to use quest 3 controllers. Would rather have the vr visuals but use xbox controller. I've tried putting q3 controllers down and using xbox controller but game is fighting with me and I'm getting frustrated. Is there a setting or a mod I should be using?
what are the mf_savex.hg files? I know the savex.hg are the normal save files.
There's no mod to help with that, but it should work out of the box. Make sure the controller is connected before the game launches, and that the NMS window is in focus. It might help to have your Quest controllers disconnected when the game starts as well, if your setup allows for that.
@solid hawk hi, can i use "qs daily mission reward" and "qs missions and daily rewards multiplier" together, or will multipliers cover all?
This covers both:
Use only ONE of the variants in the zip. ๐
thanks!
Thank you too
Since breach it doesnt seem to be working for some people but i have no idea why. Was my first try at making a mod and its still working on my end so I'm not sure really why it isnt for others
Anyone with more mod knowledge know what might be causing that to he the case?
(So i can update it) im assuming its something simple but yeah idk what
I messed up with a save editor somehow trying to unlock all the expedition/twitch rewards and so I have a bunch of both that I can't actually add to my account, they're just sitting waiting to be claimed any ideas?
I do not know, they should always be claimable unless their blueprints are already known on that save or they have already been claimed
It may be significantly easier to use Consumerism and Communism
https://www.nexusmods.com/nomanssky/mods/2062
https://www.nexusmods.com/nomanssky/mods/3420
thanks ๐
yes it was significantly easier, not sure what I'm gonna do about all the ships I have left to claim but thanks again ๐ I'm gonna head to bed have a good one
To be honest, I think this mod and the complexity limit mod are creating too much trouble for non-mod users and shouldn't be published for that reason.
There's a mod on Nexus which replaces the PDA voice with Subnautica (OG) one and it immediately makes me think: is there one with Portal 2 GLaDOS?
If you can't find it on Nexus the answer is no
Just means you can be the proud author if yk how to mod
Indeed
does beyond base building or eucli-ea affect base power or powered doors in anyway? powered doors are closed by default now when placing, and no wiring configs will work to open them...
Did you turn on wireless power in the game options?
You can use gbase automatic proximity doors if you want
I mean you can also just spam decor if you want to be malicious, and the blender plugin does the same thing but better. I do see why people would have an issue with it but its very easy to do the same result without.
honestly you may be right about this. with all the crashes and griefing and general confusion, they may be causing a bit more trouble than they're worth. still, i like that people have the option to use them, so... really i'd like to hope that HG could find a way to remove or at least reduce the impact. say, corvettes with more than 100 parts no longer display in the anomaly, so you can't bring a life-sized death star in there and crash everyone in your lobby.
or maybe the game setting for "base complexity" could apply (more aggressively) to corvettes, so that players with already low settings wouldn't be affected and players on high or ultra could still see them
no, that would not effect the doors being closed when unpowered i believe.
its not the state of the doors, but the fact that they are not working at all. they automatically close when i place them, and no wiring configuration will make them open
Can someone help me please what exactly would be causing this crashing ?
It would be significantly quicker for you to test yourself by removing a portion of your mods and testing to see if it crashes or not
and if you have any MBIN mods, update/rebuild them
RecTUM uses an MBIN file that is probably updated frequently
But they already upto date
Ive deleted all 3 mods that contain Mbin
Which is Rectum Milf and Sacs
Then it is probably one of your other mods, or they are causing it
Am about to load up and ill see hiw i get on
Is there anyone who would be able to help me get the atlas corvette parts, I missed the expedition ๐