#nms-modding
1 messages · Page 82 of 1
Ps5
oh, then I could give you them later
That’d be great dawg! Lmk when you’d be able to
i looked in the pinned and saw that you can put the starborn pheonix into your game but i dont understand how, if someone could explain it to me/help me with it i would be very thankful
Hello everyone
I'm looking for a mod that expands the amount of supercharged slots (specially on the multi tool) but not on the whole thing, because then it just gets too OP, does anyone knows if we have something like this, or how hard it is to start modding NMS
Might be better off using save editor and just adding the SC slots
And same for the phoenix, pretty sure NomNom or goatfungus editor can add the phoenix
If on PC, just use https://www.nexusmods.com/nomanssky/mods/2062 (and https://www.nexusmods.com/nomanssky/mods/3420 if you want it for free)
Doors work by closing when they have power. If they are getting power from somewhere, there is nothing you can do to un-power them, so nothing you can do to open them. In the past, there have been issues with the wireless free base power causing issues like this. If you didn't turn that on, then something else is giving your doors power.
Or Babscoole has a Phoenix unlocker, I think.
For this, you can either edit the existing mods to remove some of the slots, or use a save editor to mark slots as supercharged. Some items only work with save editing (I think ships and multitools)
it even happens in a new base that only has the door and nothing else. i do not have free power on. idk whats happening.
Yeah if free power is off, someone else is providing power. I don't think either of those mods do that, but I'll look at BBB in a little bit
Or just try disabling BBB and see if it still happens
Has anyone moved a savegame from a steam account to another steam account?
I've heard that because the UIDs are different if the save has uploaded content like settlements or bases those will not be transferred which makes sense, but in this case the source save has nothing uploaded so could I just copy the save to my Steam account, change the UID to match my Steam account saves and then upload the settlement/base data?
The NomNom editor seems to be able to do that, I was just wondering what are the chances that I mess something up and lose my base/settlement.
It's the same people in all three servers with modding channels 😄
Uploads don't really matter, all will transfer regardless but it's a good idea to make a backup, delete all bases on account 1 then convert that backup to using the correct IDs, but I've not corrected IDs and it's been fine so I think it might not matter
NomNom seems to allow to select if it transfers the bases or not, might just deselect it to get rid of it
Weird thing is that it shows one base, two freighters and no settlements
Maybe he didn't update the code for settlements to use the new system yet
is there a mod that allows the claiming of 2+ settlements on a single planet?
Not that I know of. Not sure it's possible. Transcender might enable it
What is in your opinion the best terrain gen overhaul, for variety and keeping exploration interesting for someone with several hundred hours in vanilla? I'm dipping my toes into modding NMS
is there mod for corvette build limit?
Kind of breaks the game though
Terra Firma 3
(My mod bias)
Read description page.
Breaks it for other people in multiplayer.
No like you can’t have all the weapons that you mounted
Right but also crashes other players.
what if i just surprass the limit just a bit?
It will depend on the other players specs. I’m not sure.
I see, alright then, maybe ill give it a try
Anyway, what is the meaning of this?
I mean can you explain it a bit?
For example you mount a photo cannon and a rocket launcher depending on how you've place them they wont show up
And you cant add upgrades
Thats pretty bad tbh
Wait, does that mean if i put my weapon before 100 build limit, the weapon is still usable and upgradeable?
Yes
I see, ill give it a try, where i can get the mod? Is it Nexus mod?
Yea you will need to downl9ad vortex though
What is that?
So i just put it on my local file?
I find vortex easier
hi, anyone have a link to a mod that increases the base range from 300u?
it's a vanilla mechanic, not sure if you need a mod for that
see the pinned messages in #nms-questions channel, should have details on how to expand base boundary
It's very tedious and doesn't go beyond 1000u, I'd imagined there was a mod for it
thanks anyway
many thanks sir
ive j got this mod but its not working. idk what else to do
Can you take a screenshot inside of that folder?
Ah, then that should be working completely. Try deleting No Man's Sky/Binaries/SETTINGS/GCMODSETTINGS.MXML
still nah, is there a way to make my render distance higher? things r loading infront of me and im ramming into em cause they arent rendering. maybe i j cant see the modded stuff cause im to far?
and im all maxed in graphics settings
thank u
There is also https://www.nexusmods.com/nomanssky/mods/3385 but this could be less stable, it used to cause crashes for me at settlements
Blender plugin will allow me to place something outside of certain "sphere" that is not allowing me to place some visual stuff on the ship?
Yes, it will
okay, gonna try then.
The base building app can also do this https://www.nexusmods.com/nomanssky/mods/2598
Cannot afford rebuilding the whole corvette to move it 2 block forward xD
Ah, that's what I did too
Morning, I.deleted a corvette using save editor and now my ships seeds are wrong. Example my Iron Vulture is now a standard green hauler. I've tried verifying integrity, importing one from a different save but no luck Is there a way to manually fix it?
I didnt back up my save, apologies
That isn't the ship seed being wrong, that's the ship customization data being misaligned now due to ships moving positions without the game knowing
That makes way more sense
You may need to move your hauler back to the slot that it was in before, or maybe the game has already deleted the misaligned customization data
the save editors have not been updated to handle this data since it's in a different part of the save and just points towards the ship slot
same with corvette base data I believe
Ah, that would.make sense why deleting the corvette messed it up
The save editor may have made a backup itself
Yes, I believe both save editors always back things up before making their changes
It probably has a way to restore a backup itself too, without needing to copy files around
That worked! Thank you both so much!
https://www.nexusmods.com/nomanssky/mods/3701 someone asked for this, just a reminder not to go crazy, it can and will crash other players
What mods would you suggest to make a tie fighter? PArticularly the bulb
To any Author how much will it cost to create me an uptodate infinite Item stack mod since the Author of the original one say he no longer sort of working on it and may this mid is causing me to crash because ive crashed again
And if its not this mod its between Bs 2 mods more frigate missions or easy repair for frigates those are the only 3 ive got installed
Am going to run a test now to see witch mod out of the 3 is causing me to crash
How difficult is it to add snap points to an object?
Ok so ive crashed again and thats only with Infinite item stack mod installed
If the original mod comes with a Lua script, you can try updating it yourself
!faq-modding
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to view info below, enable embeds
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[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image » 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
See 2nd link for a guide
Otherwise try using any other stack mod, plenty of those on Nexus
Just make sure it was updated recently
Dont suppose you have a guide to.identify what the script/verbage is.for a specific item/placeable i want to modify?
Trying to make the flat panel snappable
Does anyone know if the service bot is safe/legit
It is indeed safe and "legit", or else we would not have a bot command that takes you to it's home server
!creativehublink
Okay! Thank you!
Am not sure if it does or not ill have a look when next back on just gotten off
Is there more than one i did nit know lol
@hearty wasp hi bud. quick question, how does Eucli-ea detect base boundry? if i go 3004u from the computer in one direction (base is extended using the floor method) i lose the eucli-ea stuff minus the outpost things. if i go the opposite direction from the comp, i get 480u away and all the eucli-ea stuff is there still.
difference- 304u away direction has only a few bits to extend the base, while the 480 is passed the settlement my base overlaps
Eucli-ea doesn't do anything with base boundary
do you have an idea why i lose access to most menu items on one side of the base vs the other?
why does it still think im in base at 480u away? isnt the limit 300?
Probably because you expanded your base that way
#bot-spam message
Base territory can be expanded to 1,000u from the origin in all directions
i expanded it the other way too, i have stuff put down at 400u in the opposite direction, but the eucli-ea stuff goes away like its not extended at 304
I don't know then, unless it's much farther than 400u away
Know that the HUD distance reading is exclusively horizontal distance, while bases care about true point to point distance
im looking at the marker
Though in that case it may not be that at all, so I do not know
im mean, its not a big deal. im just curious as to whats deciding where.
As in the guide, saving and reloading at the computer can fix some things being wonky like some parts not radiating boundaries
i cant upload if thats what you mean
Note that only structural things radiate extended boundaries, like walls, floors, prefab stuff etc
I never said anything relating to base uploading
yea i got floors down way past the 304 side
does the computer just save?
The base computer's position is always saved, just like all base objects
i did a save and reload with a save point but it didnt seem to change anything
You cannot directly use the base computer to save though, you will need some other object like a save point or a starship
oh gotcha
so i should save next to the computer?
Somewhat close to it, yeah
New features for DUD'S - Dynamic Standing v616-A:
-Pirate battles (Planetary raids, bounties, freighter rescues) can cause negative Pirate standing.
-Spending time in a system can increase standing with the system's race.
-Running from system police or fighting them can cause negative standing with the system's race.
https://www.nexusmods.com/nomanssky/mods/3505
it was the UnlimitedBaseBuilding version of Ultrabase causing the weird power issue. its like its giving free power but all the parts dont work. now the switches and lights work without it and the door opens, but doesnt close when i directly power it for some reason
Is there a mod that makes viewmodels smaller? This is horrendous
There is, I cannot immediately find it though
https://www.nexusmods.com/nomanssky/mods/3901 try this, though I don't know how it will look with a staff
The only time I've seen the term "viewmodels" was for the 3d models in inventory. I think you just want increased FOV
There are tons of stack mods. Mine is gstack and it's EXML, should work practically forever.
How would one locate the name of a buildable item in the files if i wanted to try to add snap points to it?
I assume the "name" you're referring to means the file name of the model that defines the snappoints
if so then that'd be the object placement scene file
you should be able to find the ID of the object in the Assistant for No Man's Sly app
and then you can trace that object ID in BASEBUILDINGOBJECTSTABLE to find the placement scene path
you should look at the decomped scene file before any discussion on how to modify it takes place because you won't understand anything anyone say on the matter before then
Perfect! I will do just that. Thank you for the explanation and the understanding!
Ok, read it over, located the file path. Before I start breaking stuff, is it even possible to add snaps to a decoration?
I imagine the wording would be similiar to basebuilding object for floors, trying to add them to the Flat Panel item
Try and see. Won't break anything permanantly. If disasterous, remove the mod.
Fair point
hmmm maybe i should use an item that scales size? That would likely match up better then floor piece that cant?
FYI, snaps don't scale, so scaling breaks snapping
Ah that makes easier/makes sense
so adding snaps to the flat panel will only work as long as i dont scale it?
Or i cant add snaps because it scales?
Depends what you add. Slacing dynamically changes the size of an object, but snaps are static placement. Could, in theory, embed snaps deeper within an object or outside the bounds of the "normal" size object to take into account scaling.
There is a total limit to the number of snaps the game can use though.
Ok, tracking. Dont think im that fancy yet, so simple snaps should work now for testing
Which is why nobody does snaps for scaling. Would quickly find yourself hitting said limit.
This is also why in Snappy Industry, I limit the scope of the mod and don't do decoration objects.
Not sure i understand the limitation though. Do you mean like, total snaps existing actively in the game or hard cap on items with snaps available?
Yeah that mod is what triggered.me to try this. Only the flat panel though
Kk, thanks again!
Babscoole can correct me if I'm wrong, but you should know that snaps also require two parts, in and out for both parts you want to snap together
Yeah saw that, was reading it and comparing to other entries. Im a bit unsure of what to do next. Gonna take a break and try again tomorrow
i know very little about actually programming so its gonna take a bit to decipher it
Snap points are weird and a pain in the ass. Most people don't want to touch them. Not as bad as mission editing, but bad
not if you use existing socket types
Ngl, thats kinda my plan. Find an item.of similiar size with snap points, copy paste
Really well the one i got is also exml and that still should not be causing me to crash when I do crash it still ask me if I want to disable mod and only that one is installed like ive lowered the graphics setting texture is on standard and all the rest is on Enhanced like every thing load up fine but its the random crashes I could be doing something one minute everything is fine then I may just randomly crash and also when ive done a nexus mission and I goo to return ill crash in random spots so tbh I dont know what's really the causing if its the game it self or my graphics setting still also need todo go to standard
If it's random, it's probably not that mod causing it. The mod incompatibility message triggers anytime there is a crash while mods are installed. The game has no way of knowing if it was the mods causing the crash
@cold sequoia
Is there a working mod out there that removes frigates getting damaged on expeditions?
Has to be one of my least favorite mechanics even if removing it removes any "strategy" from the Freighter expeditions
Geometry cape and some other capes have this really weird line of pixels on them, that is bugging me out. I've never really created mod for any game, but is it hard to edit textures for nms? PS: just checked, I'm pretty sure that every single cape with transperency has this issue
It's not the easiest
I know enough to know why it's there.
I don't know enough to fix it
Yeah the issie affects all meshes with a transparent edge
And the solution involves editing mbins so it's not a straightforward job
Hmmm so maybe its the game or settings
Really? I figured it was just them not properly aligning their transparency layer. What would you need to do in the MBINs?
it's from the UV mapping the edge wrapping over to the other side
I think FF or lMonk's made a fix for a ship flame before which is editing the texture to blank out the other edge
and when you touch the texture you touch the mat
Ah that makes sense. Thanks
hey guys I'm looking for a mod to put a landing pad on my corvette so my Ship can land on it.
Anyone knows anything?
Neither working, nor non-working
I went to try G stack but I was not satisfied and I lost items numbers again it dont allow compared to what this mod allows https://www.nexusmods.com/nomanssky/mods/3488
But this Author says they not got time to work on it at all or something
Can G Stack allow everything also and make it infinite
is there a mod that makes that screen which appears when you warp or teleport or portal into a different system less obtrusive?
im not used to modding, is there any difference when manually adding mods to nms between windows and linux (specifically arch)
No such thing as infinite. The title on that mod is finite, just hyperbole.
Probably not
Lol
I use mods on both windows PC and steam deck running Linux, the procedure is the same, just matter of finding the game installation directory
!faq-settingsfiles
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to view info below, enable embeds
Settings File Locations
Steam 
<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass 
C:\XboxGames\No Man's Sky\Content\Binaries\SETTINGS\...
GoG 
<Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/common/No Man's Sky/Binaries/SETTINGS/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/SETTINGS/...
Deleting any of the settings files will have them regenerate when the game is launched.
What will
like if i play modded on an existing save can i still play it vanilla
bc when trying the betas i couldnt revert them until the full update would come out
For the most part mods do not affect save data directly
alright thx
!faq-modding
-#
to view info below, enable embeds
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image » 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Lua script for the "infinite" stack mod. https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/blob/main/Babscoole/Infinite Stack Size.lua
Can update it yourself, now
You extract from the game .paks using HGPAKTool
"Less obtrusive" is highly subjective. Here's one which changes the warps: https://www.nexusmods.com/nomanssky/mods/3629
oh, I don't mean the warp animation. I mean the screen that pops up telling you which system you arrived at. It doesn't let you interact with terminals immediately after warping, teleporting, or portalling
Process through AMUMSS to generate the mod folder\files. See if it works or not. Let me know how it goes.
Thanks
Thanks mate am i able to download this ?
Ill go open the link on windows to take better look just on my phone at the moment
Yes
Download then process through AMUMSS to generate the mod folder\files
Cheers
I dont see how I can download it on my phone and then send to my computer
Its ok ive figured something out now ive got the page open on my windows browser
All done now cheers once again
No problem, enjoy
I will lol
Does anyone here use colossal corvettes & it isnt working for them after breach?
Trying to work out why it might not be for some people but I really have no idea
and it works fine for me so not sure what to try
is there a mod that makes it so going through the galactic centre does not break your stuff? or makes mass repairs possible?
Im aware of the fact that you can use dummy ships and multitools but repairing all of my exosuit stuff (or even storing all of it and reinstalling it after) is just kind of a time-waster/hassle and id rather just remove that one particular facet
@pearl fiber just installed infinite stack mod and use save Edit tool fill repair kits its the best advice I can give you lol
It's not so much that I dont have the resources but way more that its just a ton of mindless clicking
Id just prefer if it wasnt a concern thats all
When using NomNom it will to 9.999.999 repair kits
but i think you can edit your save to instantly repair everything anyway, i was just hoping there was a mod to avoid it alltogether
Then i think you mite be playing the wrong game for you lol
No I like this game alot I just dont like clicking like 100 different things in my exosuit
its more or less the only time you have to spam click like that
Tbh idk what else to tell you
@pearl fiber you could just pack your tech to inventory before going to another galaxy
yeah i know
i know the vanilla tricks thats why i was hoping there was a modded solution
that didnt require me to open and close my game whe ni do it
it just kinda breaks the loop
you can also make it so crafting is free
@pearl fiber the galaxy you want to go to ya can find at teleporter in the Anomaly at times so then nothing would break if you went that way
but that doesnt really negate the fact that it breaks your stuff and forces you to click through all the menus
you can teleport to another galaxy from the anomaly?
Yes
what by warping to some players base?
the nomansapp
But best bet would be Anomaly teleporter
No Taxi service they got a discord is where you can get people to take you to the galaxy you want to go to
This is the 2 options thats good enough for you then theres no repairs needed
Ill take a look, was really just asking if a mod exists so that if i make the journey to a galactic centre and all that I dont have to go through the hassle of hiding my multitool and ship and uninstalling and reinstalling everything
some of which actually built taxis😆
No real Taxis only No mans sky ships lol
i meant corvette taxis
Ive not heard of a mod for this as of yet
You could possibly disable technology damage in the difficulty options before going through
Yeah that will do lol
I play mostly on standard and I think my wife plays on more creative mode with tech disabled, and I think it damaged her stuff anyway. It jusr didnt "cost" anything for her to repair all her stuff because crafting is free for her.
The corvettes that kidnap people and drop them off in a different galaxy unexpectedly lmfao
She still had to click through every module same as me. But ill check her settings again
We went through at the same time and it broke both of our things but maybe she left that setting on
@cold sequoia Just open the EXML and change the number values to whatever you want. As Babscoole said, there's no such thing as infinite, just bigger.
Anything bigger than what I provided I deem far more than any reasonable person should want and possibly leading to problems, particularly display or save
I see ok
Just blame Mod title i just go off of what its called lol
are there any player model mods?
There's the one that gives you the Sean Murray head, and one that adds an additional autophage head option
other than those, no. Full player model replacements aren't possible
it's possible
just so much of a pain in the ass that only like 1 to 2 people has done it
Testing my modlist and encountered some terrain weirdness. I'm using Terra Firma 3 but afaik nothing else that should affect terrain generation. Anyone got an idea what's wrong?
Terrain manipulator clicked once instantly made the strange lines disappear, fwiw
GIven what made the lines disappear, sounds more like a vanilla bug than anything else.
i use the limit bypass mod for my corvette, and only 1 gun works, the other dont, and i build the gun before it reach the 100 limit
how do i fix it?
is it because i finish the corvette first but havent finalized it before putting the mod, after that i install the mod and finalized it?
how do i make mods work
You read this: http://tinyurl.com/nmsmodding550
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: ...
Hey, outta curiosity, if I wanted to mod NMS. could I still use online?
#nms-modding message multiplayer and discovery services work fully with mods installed
...they built the game with mods in mind didn't they?
Yes, as the release game specifically reads mods from GAMEDATA/MODS
the modding system was made by Hello Games
Gotta love the devs
it is very limited of course due to that (we can't modify the exe so therefore can't add fully new features) but it's still a plug and play thing
if you're to recomend mods, which ones would you recomend?
https://www.nexusmods.com/nomanssky/mods/3308
https://www.nexusmods.com/nomanssky/mods/1096
https://www.nexusmods.com/nomanssky/mods/3291
https://www.nexusmods.com/nomanssky/mods/1081
https://www.nexusmods.com/nomanssky/mods/2866
https://www.nexusmods.com/nomanssky/mods/2550
https://www.nexusmods.com/nomanssky/mods/1784
https://www.nexusmods.com/nomanssky/mods/3813
https://www.nexusmods.com/nomanssky/mods/3407
https://www.nexusmods.com/nomanssky/mods/3119
https://www.nexusmods.com/nomanssky/mods/1083
https://www.nexusmods.com/nomanssky/mods/2148
https://www.nexusmods.com/nomanssky/mods/2755
https://www.nexusmods.com/nomanssky/mods/3045
https://www.nexusmods.com/nomanssky/mods/2284
https://www.nexusmods.com/nomanssky/mods/1400
https://www.nexusmods.com/nomanssky/mods/2756
https://www.nexusmods.com/nomanssky/mods/1666
https://www.nexusmods.com/nomanssky/mods/3300
https://www.nexusmods.com/nomanssky/mods/3373
https://www.nexusmods.com/nomanssky/mods/3798
https://www.nexusmods.com/nomanssky/mods/2384
https://www.nexusmods.com/nomanssky/mods/2192
I should probably make a collection of these so I have to stop re-hunting them down
added one more at the top that I forgot but literally cannot live without
Question... is there anyway (Save editor, blender base builder, etc) to build bio domes on a freighter, hopefully "outside"...
Yes, you can just use https://www.nexusmods.com/nomanssky/mods/1096
https://www.nexusmods.com/nomanssky/mods/2598 and https://www.nexusmods.com/nomanssky/mods/984 would also work of course
some of the links ain't workin'
idk why
Awesome.... Silent Running, here I come... 😉
All of them work fully, you must have installed them wrong. Please read the troubleshooting part of http://tinyurl.com/nmsmodding550
oh wait the links
the links aren't working
ye
the links work, not sure why they wouldn't for you
Not exactly. HelloGames provides the capability for limited modding to happen, but is officially unsupported by HelloGames in any way.
If it helps, I've got about half of those in Better NMS. I'll probably add a few more as well. I do have EXML and MBIN split into two different collections, though, to make troubleshooting easier with updates
The devs do not make these decisions, management does. 🙂
IS there a mod that could give me EVERYTHING in customization?
Define everything
Way too open ended to be able to give an answer. Winning lottery numbers, no. 4 bazillion color options, no. etc.
More realistic, some of the existing options, like certain helmets, are 100% race based, so those become problemtic,
this too hehe
Hello, Does anybody know whether either of the 2 pinned save editors allows for you to change the species of your Freighter Crew?
Like Gek to Korvax?
By changing the seed
Both or a specific one?
Actually there is a way without changing the seed, see https://www.reddit.com/r/NoMansSkyTheGame/comments/xdi2i4/changing_freighter_bridge_crew_npc_race_via_nms/
Raw JSON edit to change the SCENE used.

Thanks babs, was lookin for this earlier!
I have a question about save editing nms to go back to previous expeditions. Is it possible to do that if Im on Xbox PC? I’ve heard it’s only possible on steam but didn’t know if that was because steam is on a pc.
Works for all pc versions, not just steam
You may do so on all PC versions of the game https://cwmonkey.github.io/nms-expeditions/
Sweet, I appreciate it guys
okay so i downloaded NmsSaveEditor but when i try and choose a save path it shows nothing in the cache. any tips?
That is because NMSSaveEditor is for editing save data, not the cache data
if you are attempting to replace the SEASON_DATA_CACHE.JSON then you can do so using any normal file browser/manager
the file is not hidden or compressed
are there any mods to where the planet terrain loads in smoother when approaching a planet instead having like that weird look sometimes to where it loads in all choppy
Anyone knows if there's mod that allows building geobays in some form on freighter?
https://www.nexusmods.com/nomanssky/mods/1096 you may need to build the mod using AMUMSS to enable that
I'd have to know how to program first, sadly.
Do geobays in the freighter even work anymore? I thought I remembered them being patched
Non-minotaur ones do, nautilon might not work either
Minotaur also doesn't work on the surface of waterworlds, but only when summoned via geobay
so it's definitely an actual bug that should be reported
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Programming knowledge is not needed to download AMUMSS, place the BBB lua in modscript and open buildmod.bat
Ah
does playin with mod made me cant play multiplayer?
You may do everything you could without mods, with mods #nms-modding message
i see thank you mate
can i use vortex or manual?
Okay, this sounds like factorio levels of robustness.
Either, but manual is recommended as it's just dragging and dropping folders. Alternatively, there is a NMS-specific mod manager being worked on that very much simplifies mod installation https://www.nexusmods.com/nomanssky/mods/3852
okay bro thank you
Mods may cause severe acne and gingivitis. If experiencing these symptoms from using mods, please seek immediate medical attention.
^ive installed several of Babscode's mods. very gud modder
in this channel mostly to discuss if its possible to mod a true qol for multiplayer chat/local/globals
ik thats probably not possible
but after having a lot of multiplayer experiences lately i think the game needs more qol to that side of it
also been running into an issue lately where player nameplates wont appear for me even when im pointed directly at them
not sure if its related to my "disabling autoaim" mod or not
Define "qol", since there is no Quality of Life slider hidden in the game files
multiplayer chat tyical of most mmo
where you'd have a "local proximity" a "party only chat" and global setting
i do understand the problems that would pose for a proc gen game which may be why chat is so basic rn
Oh, well there is already a group-only output you can select
is there?
Yes, I believe it's similar to games like Overwatch
where you can just press tab or use /group or something
Yeah, group and public. Try local and see what it does
I found a black market selling infra knife x upgrades but i can only buy one. Is there away to refresh the shop again to repeatedly buy them?
You can save and reload to refresh the shop, I have made a mod (or at least repurposed an existing mod) to make them sell 100 at a time without changing which ones they sell
Oh...
The Mac version of No Man's Sky does not support mods I believe #nms-modding message
I would think save editor would be alot easier?
I think its Mac compatible
The java one, goatfungus?
Ah yeah, save editors do work with Mac
At that point you could just edit the best seed onto each module https://docs.google.com/spreadsheets/d/1kcEtrAdkSd-eeOp4rxOX8XUCHUSBPt5T_FVy2AbI8tY/edit?gid=0#gid=0
The refiner glitch is a pain and more of a console thing
Didnt know you could edit the seed
And i already got mostly BIS already over the weekend. Good for future reference though
how do i use the mod pls
Like I said before, mods do not work on the Mac release of No Man's Sky. If you're referring to the save editor, see https://github.com/goatfungus/nmssaveeditor
A program that can be used to modify aspects of save data, including item positions and amounts, unit/nanite/quicksilver balance, multi-tool/starship presence etc
oh wow fr
thank you thank you
u probably saved me a shit load of time. ❤️
very nice of u to find me a work around
Hi folks. Anyone knows if there's a way to make the ink stained and vigilant back pack trails to sound like a regular trail without that annoying splash sound?
Preferably a way that is compatible with multiplayer?
depends on what you mean by compatible
playable, always
apply this effect to other players, no
you could probably add the ink stained jetpack to this yourself, maybe I could actually
How do i use that sheet to find seeds to generate on the Save modifier
bit confused
sorry for so many questions
thanks!
this should work, at least if the "spectral" jetpack isn't a different one
@final hazel how does this seed thing work. i see the google sheet but how do i find the seeds to paste to the save editor
You can right-click on an installed upgrade module to see "item details" which will have it's seed after it's ID
if i choose supercharge all slots in the exosuit will that cause issues in game lol
Probably, I do not know
doing things outside of the game's regular bounds always has a chance to cause issues
thank you, i appreciate your help
it was for one of our AGT members, so I passed the info on to them 😄
i've done it, just makes your sprint and stuff hella good
at least thats it so far
Lol sounds alot of fun
Yes, any refiner in a supercharge slot screws up the game.
how does one import a json file into my companions so i have a new companion
(or overwrite an existing one?)
hmm theyre .egg files
im using https://creature.nmscd.com/#/builder btw
Go to Edit > Edit Raw JSON > BaseContext > PlayerStateData > Pets > Select a slot and replace everything within one with the desired data
gotcha, thanks!
bruh
nvm
i think i missed deleting smth
and (according to the service bot website, anyway) creature eggs from creatures with scales above the normal limit you gotta put 1 unit of smth in the neural calibrator before you do anything to them?
Oh, that shouldn't be the case for inserted creature data ever
ok
that's just for eggs
like if i get an egg from the creature
and even then, it's usually not required, just stops them from resetting for some reason
also meh creature didn show up!!!!! (i reloaded restore point too, tho i acidentally reloaded autosave first)
cool
anyone have a mod to decrease sixe of item or all popup descriptions?
why do none of my save editor edits show up ingame
im editing save.hg (not save2) and clicking save changes when im done
but it doesnt show up
the restore point last edit time doesnt update either
i just want a cool eagle man 😭
This should never happen, unless you are not selecting File > Save File
are you selecting "Reload Autosave" in-game after saving the changes?
the changes affect your saves, not the copies of your progress in memory, so you are required to load the save to load the changes
ill try it again yeah
so
if i edit save.hg (not save2) i reload restore point or autosave?
Autosave
ok
and this is after saving those edits by selecting File > Save File
IT WORKED
might have made it a bit too big tho... 😅
thenks for your help :>>>>
oof
its SO fast tho
ummm... what is up with this egg (from my eagle guy)
is this normal....
That indicates that the creature data that it points to is missing/empty
Fallback behavior for that UI popup. Means that the game failed to find the info it should display (as Grouch said, probably because it doesn't exist)
why would it not exist when i just got it from the creature?
do i need to manually edit the egg or smth
I wish I could reduce the size of themenu popups
I'm not sure, it should never happen
I'd just discard the egg and make a new one
ok
might it have something to do with me fiddling with the creatures age/last egg date when making it?
idk
can i also just create an egg with this creature's genetic code so i can make a bunch of eggs?
skip a few steps ya know
going into edit raw JSON under the eggs tab egg [0] has the same info as the eagle i made inside of it.
and when i tried to hatch the broken egg earlier it said it was still maturing
Im new here to pc been on console for years though, am I supposed to use vortex mod manager for the mods or what's the process to get things moving, I have a mod I want it install. Do I just take the files and put them in a folder in NMS program files somewhere or is that what vortex manager does essentially? New to all this but anyone who could send me some info or guide/links it would be greatly appreciated.
Honestly, try this manager out https://www.nexusmods.com/nomanssky/mods/3852
Gotchu
it probably works better than Vortex, at least for the Steam version
Wonderful ty I am in steam
Hey all, I am trying to make a tie fighter in nmsbasebuilder, does this make sense? Can I make it then overlay a scaled up Sphere (Decorations)? Is it hollow inside? Can I always ust beam down to enter or exit?
I believe the sphere is solid, if you are inside of it then it may attempt to push you out of it or act weird but many colossal things are fine with you being inside them, you'd probably just have to test
and when done, I export to get the code, then use something like NMSSaveditor to replace the corvette ship slot with this code? Or do I make it into a prefab? Also how do I set this code as a corvette because I think default is base with corvette parts?
You just replace the corvette's base data with it, which requires using json editing within a save editor
Also with the newest versions of NMS base building app I think you can solely export it as the object data which is easier to do for corvettes as you then don't have to fix UserData to point to the correct ship slot
First of all, go to Edit > Edit Raw JSON > BaseContext > PlayerStateData > Ship Ownership and find out which slot your desired ship is in (it's advised to give it a name, as "default" names are generated on-the-spot and show up as empty in the save data
im not sure what im doing wrong, i made and exported the code for a ship, I opened my main save in save editor, selected the ship slot for one of my ships, clicked import, pasted the code, then loaded in, all while not connected to internet, but no change to that ship
Then, go to BaseContext > PlayerStateData > PersistentPlayerBases and find out which base has a UserData that matches the ship slot number you wish to replace the base of
ok this is good
Internet connection is irrelevant. Did you paste the base data into a ShipOwnership slot? (not what you were supposed to do)
(thanks for all the typing btw)
i just selected a corvette from the list and imported the code into that slot, but yeah ill look into the raw json categories you mentioned
Oh, that will not work as that import expects ship data, not base data
ship data specifically exported using the save editor
You will need to use raw json editing to paste the base data over a corvette's base entry, or at least the Objects into it's Objects which may be much cleaner
If i go back to ps5 after play with mods is it going to corrupt my file?
Im getting this mod warning
This appears when using any mods
There aren't any mods that can influence save data like that, none permanently modify it or anything
Ok I got base builder mod installed thats it, trying to extract and tweak a vette.
Ok awesome ty
Stuff might get weird if you use mods that change planet generation or terrain, but the game is usually quite good at correcting for stuff that shouldn't make sense
Alright cool
Would it technically be possible to simulate NMS planet generation to find strange planets?
Kinda like Minecraft seed finding, except with planets.
People have done that quite a lot with sentinel ships
The entire overall procgen system has been reverse engineered before so it could be done more/again, but in most cases it takes a lot of the fun out of things
Yeah
Id mostly wanna use it to see the most ridiculous planets imaginable
but even then probably not
Maybe I'd use it to see if my dream planet exists in the galaxy at all and if so how many times, but not use it to go there
@empty trail
kinda does what your asking
It's pretty cool.
if i unlock some expedition rewards via save editor, and then do the expedition later if they rerun it, what happens?
same thing as if you unlocked those rewards properly then replayed it. You'll get the rewards you don't already have
alr cool
also can i manually make eggs with one of my companion's genetic code in goatfungus save editor? and can i change their maturation timer (so i dont have to wait)?
For that you'd be better using companion pet unlocker, but you could set their birth times or egg times lower in raw json save editing which also works
ok. can i just paste the JSON for one egg into another egg (after adding an egg to my inventory) to create more eggs of the same companion?
Yes, that is how I do that to give them out
oh cool
If you don't need to give creatures out, you can make your changes/copies within the actual pet register itself
and for the timer do i just set like the birth time number way far down
oh neat
Pretty much yeah, I'm not sure which one does what since I change both at the same time if I have to
and overuse a mod that ignores the cooldown of inducing eggs
Mood one is happiness, mood 2 is food I think
ah
i reduced the birth timer on the one egg and then created a new companion egg and copied the code into it so lets see what happens
it worked
the item popup still says economy scanner
but it worked
oh
i cant put them in the egg sequencer
Oh, that indicates that the egg data cannot be found/read
or that it is empty
yeah both of them are like that
but as far as im aware they hatch into the right creature
the first one did anyway
havent tried the duped one
sooo idk what went wrong
here is the JSON in a txt file if that helps
is it missing data that it needs or smth
You may need to copy it again, I'm not sure what went wrong (I can't read the json atm)
does it need species/genus/color/bonescale seeds becaquse all of those are 0x0
also theres like 3 copies of the pet in the companions tab but i only have 1....
I have no idea, personally I'd make sure you're editing a creature that you know works, or at least using values that you know work, I remember one value that the editor defaulted to 0 was making the game consider the pet/egg sections corrupted/unreadable/formatted wrong
alr
i do have this eagle egg that someone gave me prior to this that does work
ive hatched it and ill take a look at it
this one does have all the seeds
ill copy the creature data to an egg and leave the base creature alone i think
as a precaution
hmm this one has a "Thrust" variable
but my eagle doesnt
nvm
im stupid it says trust
😭
hmm didnt work
i got rid of the 2 weirdo eggs
im gonna try duplicating the eagle i do have, and then in game ill get them to lay an egg
see what that does
oh except i forgot to change their birthdates
ah well
if the duplicated one worked i can just go with that cuz it also has the colors i want
the duplicated one worked!!
thanks for your help grouch :>
is there a mod for disabling resouce respawning?
Lush Finder is evolving, new customized search options, only a few now but hopefully they open up more. Also their other new mod Creature Finder is amazing for finding specific fauna
it only "opens up more" as HG adds new properties that allow for scanning for specific stuff
Mods can not introduce new functionality, only reuse what HG already provides in vanilla game
Not to mention this particular mod is just a rehash of existing mod: https://www.nexusmods.com/nomanssky/mods/2144
They removed the scan options they weren't interested in and added variants of lush specific scan options
The whole "framewok" to bring all the various scan options to the game was done and tested by someone else
so i tried trading a ship that i created in the savfile editor, it works find but when i tried giving to a friend through the process of first selling it to an npc in space station, i am able to see the ship with the npc but my friend doesnt
is this becaue the ship was modded?
Define "modded"
and know that the technology inventory and stats modified using a save editor would not transfer, the ship would be as if it was brand-new
hmm that makes sense
he did tell me it wasnt even an s class
it showed as A class with just basic tech
why is that tho
Yes, as described in the ship trading guide #nms-legacy-ships message class will always reroll it's class unless it's exotic or a living ship
and again, that's just how it works as other players' installed tech isn't transmitted through MP
so when another player's ship becomes claimable from an NPC, you see what your client has been interpreting it as, or at least what it now interprets it as
which is just a random ship with the seed of the ship they use
oh i see thanks for clearing that up
and also, if it's a fabricated ship then trading it to a friend will either be impossible or will change it's appearance drastically
no he saw the ship but he kept saying it was A class and basic upgrades
so i thought he was seeing the wrong ship and mine wasnt visible to him
thank you thank you
mod called consumerism, but you buy them with qs. there are others that let you do the expiditions as well. not sure about any that just unlock them for free though
oof
so it jsut lets you buy the expedition rewards for qs?
im confused
so i would still have to farm quick silver to get them?
Using Consumerism specifically, yep.
Staying purely on the modding area, you can use cwmonkey's mod to replay old expeditions, but that requires you to, well, replay the expeditions before getting the rewards lol.
If you want to simply unlock everything, I'd say so
only things i wanna unlock are the rewards of past expeditions nothing more tbh
Can get some info about those here: #nms-modding message
But if you are concerned about safety, I'll leave the answer to someone with more knowledge 😅
i just changed my save file but i cant find the ship trails
https://www.reddit.com/r/NoMansSkyTheGame/comments/1507txf/pc_how_to_unlock_all_expedition_rewards i was following this post
everything seems to be unlocked fully but i cant find the ship trails
Please don't follow that, please use an actual save editor
Or just install Consumerism ÷ Communism
Oh it still works after everything, wacky
Are you able to install them into an open starship tech slot?
they are not there thats the thing
/ claim their blueprint from the Quicksilver Synthesis Companion
Claim it
it doesnt let me to claim it
i want to be able to do expidition 12 but the website i looked at looks scary idk how to do that
how do i make a backup?
Copy your save folder and paste it somewhere else
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
It would be advised to replace your accountdata with the backup you made, then install mods that make it significantly easier to claim the rewards in-game
Or use a save editor to unlock the blueprints on your specific save
what does the communism mod do?
Consumerism allows you to purchase previous expedition rewards using Quicksilver
Communism makes all of those free
the "..."
is that the folder directly after i click on the "steam64id"?
for steam
The st_#### folder is your save folder
Copy that and paste it elsewhere
okays then i will install the mods
got it
how do i install mods?
A mod manhal installation guide can be found here #nms-modding message
There is also a program available on NexusMods that simplifies mod installation called NMS Mod Manager
and can i still play multiplayer with those mods as i always did?
what exactly is the second square bracket its talking about?
Yes, #nms-modding message
how do i launch the game offline on steam?
I believe you just have to set yourself as offline on Steam
oh wait nvm its this, click Steam and click Go Offline
If you're trying to do old expeditions you have to actually disconnect from the internet though, pretty sure (or at least block the game from connecting to the internet)
with or without a connection to the steam servers it will still connect to the expedition server
Then why does the guide on the website say you can just set Steam to offline?
where exactly in the save code does it define your balances for quicksilver, nanites, units?
i tried looking up the number i had for it and it doesnt show up in any of the files
so the consumerism and communism dont add any modded items to the game, justm makes existing items avalible right?
Using NMSSE, it should be changeable in the Exosuit tab
is there no way to change it without downloading a save editor?
Pretty much, as save data is heavily compressed
That is correct, it does not add anything new
so after i got everything i wanted, its safe to remove the mods and still gonna have everything i got correct?
thankies much
i gave myself old expedition stuff by altering the code in files
so ive got 56471 Nanites and 3035 Quicksilver is it likely that this is where those values are saved?
Probably
I personally wouldn't chance it, and would just download NMSSE
it's a portable installation that touches nothing
well i could try and if it doesnt work just change it back right?
or would that break stuff?
maybe, make a backup first
i have a backup yeah
should i change the value in both save.hg and save2.hg?
Only the latest save will matter
they seem to be duplicates of each other
ill just change both to be safe
well only the latest one matters, the game will load the latest one
one is your autosave, the other is your restore point
idrk which one is the lasest though
check last modified dates
uhhhhh
soooo
i changed the value
and started my game
and it asked me to begin initialization
do i did
and it seems to have spawned me in a brand new save
This is what happens when you load a corrupted save.
ah
so i changed it back and it still didnt fix it
still asked to begin initialization after resetting the values
Then replace it with the backup
you may also do changes like this while the game is open, and load them by just reloading restore point/autosave
just delete the original st.164036 with the replacement?
just paste the two saves over, but that works too
ok
i am at least confident that my backup is functiuonal
thats good
cuz i was kinda worried it wouldnt work
but it did 🔥
my backup started up without problems
but unfortunately that number seems to not be the number for your quicksilver balance
any mods or strats to bypass ship validation in corvette editor?
To my knowledge, not anyway in-game since #nms-corvette-discussion message was patched
you would need to use save editing to remove the "necessary" modules
i just spent like 20 minutes completely remaking a mod library for it to be one mod that didnt work
im tweaking
Just you wait until you get a few game updates under your belt, where a given update will break some mods, but not others.
One mods broken is easy. It's when it's multiple that it becomes difficult to find the culprits.
When you have installed mods that allow base part building on corvettes, do the base doors that attach to cube/cylinder rooms actually work and let you walk through them? I can build the doors on my corvette but they aren't actually passable
when for example I build a cube room and put a door on it
In order to allow for a non-vanilla build object to be used on a corvette, one of two properties have to be set as true, either BuildableInShipStructural or BuildableInShipDecorative. Both can have functional consequences, which are not controllable via mod, as the results are controlled from within the exe functions where we have no visibility. One mod, within my knowledge, sets all non-corvette build objects as decorative, as the lesser of two evils. Guessing the door operation may be linked to "power" within the corvette. You could try editing the BASEBUILDINGOBJECTSTABLE.EXML within the mod folder, to change the BuildableInShipDecorative to BuildableInShipStructural for this door and see what happens.
hmm ok interesting thank you for that I will dig and play around with it
Let us know how it goes.
ive dealt with that like 3 times
also
nms just fucked my mods ig
i crashed and they wont deploy and idk how to fix them
Have you tried deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML?
and ofc my pc doesnt want to let me open nms's file location
yep
i remember talking to you and getting rid of that
A crash is normally caused by an outdated mod
it asked me to disable mods and i clicked no and when i reopened the game it said it disabled them
So after you saw that, you then tried deleting GCMODSETTINGS.MXML?
...
why is it back
WAIT
Or you're saying that you did that once previously?
It is regenerate, if missing, when the game starts
ohhhh my goodddd i uninstalled and reinstalled the game a while ago
If it becomes corrupted, we just delete, then the game can recreate fresh
i did that when voyagers came out
May need to do again then
just deleted it
It can be a reoccuring thing
Im hoping the crash didnt make me lose my ship bc i was trying to trade it with a npc to get them on my squadron
..it did
Game probably didn't have the time to write the change to your save file.
you could try loading the more previous save
maybe
As general troubleshooting, are all of your mods ones that have been updated since 29 January 2025?
ooh its from 10 minutes ago maybe
yep
Every mod from before that date is toast.
it saved after i traded </3
There are mods, since that date, which have required updates, most succeptible to which are those where the mod folder contains .MBIN type files. These generally need to be updated for, at least, every major version update of NMS (examples 5.60, 5.70, 6.00, 6.10), although some could also need updating for minor version increments (examples 6.11, 6.12, 6.16), depending 100% on what HelloGames has changed in the files.
ok I tried this and was able to make the door act as a corvette structural part but it still didn't seem to change the functionality besides not being able to edit it outside of shipbuilder mode,
the holo doors seem to work fine though/can be walked through so I will just work with those but thanks again for the info
There a camera mod / photomode mod?
the latter now only affects photo mode due to build cam changes in Voyagers
but there is a different mod that re-implements it's changes for build cam
Does it remove the limit on focal distance
Like the min i can go is 2u
I wanna go as low as 0.5u

Ts pmo 🥀
chat
my corvette consistently doesnt land right
any ideas why that could happen and what parts could be responsible?
Is there a way to mod sound files? Say replace the sound of the multitool mining beam firing
Yeah
As an FYI, modding sound files is not quick or easy, can be highly arcane and time consuming, with little available assistance in doing so. More general steps than specifics.
Dang. I was hoping to redesign some of the sounds and try them out.
I'll look into it later. Are there any existing resources on it to get started?
thanks
with the goatfungus save editor, if i edit save2.hg does that i mean i have to reload my restore point instead of my autosave to apply changes?
As save2 is the restore point, yes
cool
thanks
so i need to put 1 unit of smth in the neural calibrator to keep scaled up creatures scaled up?
when i did this and then modified the egg again it didnt work
Maybe, personally i haven't needed to do that
Especially not needed for sizes that are within normal bounds
But telling your friend to do that may help it not reset it's size to within normal bounds
yeah
my eagle's scale is 1.85 but the egg came out scale 1 so
i fixed it with save editor tho
Ah, then yeah, tell them to put in something in the neural calibrator maybe
can i move creatures around in my slots by pasting their json into a new slot and replacing the old slot with the default json
Yes, you can do that
cool
Aren't any, in general. NMS mod usage is highly subjective, so entirely based on what you want to see modded in the game and your unique play style for the game.
I may like mod X, but you would hate it. You may like mod Y, but I would hate it.
If you are new to NMS, recommended to not play with any mods for awhile, to get a feel for the game and what sort of mods you'd like, which will aid you in finding mods.
Then, if you were to ask, "What mods are there to change planetary sky colors?", for example, then you could get answers for detailed specific requests.
alrighties
So the nms base building mod also lets you make corvettes
I'm trying out that app for the first time and I have NO idea how to use it lmao
I'm trying to make a rocketship
How do I get the pieces to "snap" like in a corvette build station?
search for ayun workship on youtube, they have a guide video should be something like 'how to make the best corvettes' as the title
its gonna be step by step through the whole process from 0
only need to learn it once
Im trying to do save edit for the expedition I just missed, kinda feel bad about it but I wont beable to do the redo of it
and its not letting me unlock name tag items or exhaust trails
any ideas on what to do?
It shows it as availiable but doesnt acutally give it when I click it
realize its only things in the appearances tab
I know it has to do somethign with the "known product" but I know nothign about that
if i purchase a outfit mod on steam and use that outfit, and then play on xbox will i still have the outfit on
Very much depends on the mod, I don't know of any "outfit mods"
Do you have a link to this mod?
It will very much depend on how the mod does what it does
it is the consumerism mod i think which grants you all expedtion rewards i believe
Oh, that does not add any new customization options to the game
it simply makes existing ones that were previously able to be earned in community expeditions sold for quicksilver
when you unlock them in any way, they stay unlocked
Any ideas? ive tried a lot and still cant figure it out
I noticed the items that are cosmetic that cant be collected IS availiable to put on my avatar but things like the trail is doing the samething but I cant craft it like I normally would
I've seen reports of some people encountering this without save editing, so it may simply be a new bug
For years I've had problems where some rewards would show as claimable even though I already had them from other sources, and I couldn't get rid of them. You aren't talking about that, are you?
@fair narwhal i wonder if you have the hardframe parts installed. try taking those out. see if it still does it.
it does it no matter what , im like a virus in a body, it attacks me
also i froze
so im gonna try it some other time
this is a recent bug that's affecting the claim process: for some, it shows as claimed, but wont appear on tech install list. for others, they cant even claim them - it just remains as available
again , since the minotaurs engine speed (as far as i know) cannot be modified , (yet), the xml file does not have its jet boost speed in there, it takes me 5 mins to get up to my fleet jetpackin in it
but it does have its fuel use as a modifiable variable
set it to 0.0000
so its got unlimited fuel
all of the exocraft now do
unlimited boost cooldown too
edited a .xml file i got that was intended to remove the random generation from upgrades , but they left in the editable xml that i can just mess with the numbers in it
My mod edits the minotaur jetpack
by editing a thing called NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.EXML you are pretty much god
so helpful that the mod creator basically put info on which stat is which
its the mod called bDerandomizer
yeah , i guess they didnt think people would edit that
maybe they did who knows
i dont know if editing an existing mod is frowned upon or not
least i aint gonna publish it and claim anything
id never be that much of a jerk
i might edit stuff but i won't plagarize
it does? does it increase the speed of it?
because that in combination with the stuff i already did with it , i'd finally have a gundam in the game
Yes, it alters everything
https://www.nexusmods.com/nomanssky/mods/1518
How do I activate grpahic mods?
I put it in my mod folder but it doesn't do it..
Post MODS folder
I DID
Oh
Timo
Anyone know how I would go about editing the Consumerism xml to disable unlocking of Expedition rewards? Hopefully, planning on leaving the unlocking of Expedition rewards to cwmonkey's Replay Expedition mod. And just using Consumerism to make Twitch and Community rewards available.
The mod owner said it's possible to comment out the Expedition rewards, and I'm familiar with some scripting stuff, but I took a peek in there and was like "Whoa. Not sure where to start here..."
I'm trying to use the beyond bb mod to increase the build limit on corvettes, but it's not really working since there's still a limit and I don't see base parts in the corveette build menu, did I install it wrong?
last time I downloaded the mod I only used it for a day as the game got updated so it made the mod obsolete lmao
never bothered to update it since I never really used it till now
BBB doesn't increase corvette complexity limits to my knowledge
It looks installed correctly though, do you get the mod warning on startup?
Uh... no actually
Am I supposed to get that warning EVERY time I boot up the game?
Then either no mods are being registered or mods have been disabled by gcmodsettings
Also gotcha, guess I misunderstood it. But still, I think I did something wrong as no new build options were added to the corvette menu
Go delete No Man's Sky/BINARIES/SETTINGS/GCMODSETTINGS.MXML
Then open the game again
okayyyyyyyyyy
It worked! I wonder why my mods stopped working? I never even noticed, as you can see I don't really use that many mods because I enjoy the game as it is, and I THINK the grass fix mod was working? Can't really say whether the expanse and stratos ones were working or not since they only affect the sky and space background and honestly I never really noticed a big difference but on the other hand I haven't really gone out space exploring just yet
still wonder why my mods got broken tho
If the mod warning was not appearing, all mods were disabled. This happens when the game crashes usually
Sometimes it's an option, sometimes it's automatic
Yeah my game crashes a lot when I alt tab as I'm entering the anomaly
or if I afk for too long
:(
thank you though!!
There are NO outfit mods for NMS, no mods on steam for NMS, and certainly no mods which need to be bought.
NMS game updates will sometimes disable mods as well.
Darn
Guess I'll have to keep an eye on my mods then
Though it's a bit embarrassing for me to just now notice none of the ones I had were active lmao
I could've sworn the grass fix and sky/space background ones were working
How can I use reshade? from nexus mods?
by installing reshade
google "install reshade" instead since reshade is an external program
I disabled my mods and idk how to re enable them, the game crashed and gave me a pop up asking to disable mads and i clicked yes, how do i re enable them
#nms-modding message troubleshooting section
👍
Like the reshade mods ?
just google that exact quote phrase
anyone?
and also if you give yourself an aquatic companion with the save editor can you ride underwater creatures
how does that work
I'm not even sure if you can make a aquatic animal
Were you asking a question? Yes, the base building app and blender plugin both allow modification of corvette-class starships.
The way you phrased the message implied you were telling someone that you can do this
Ig there's only one way to find out
Would be pretty sick
Maybe use the coding thing in the save editor
How could I use shader packs? They don't work
There are not any shader packs for No Man's Sky. If you're referring to reshade presets, go find out how to download/install reshade.
ohhh I have to download the reshade thing in opera/google
Alright so I downloaded reshade and now no mans sky keeps crashing what do I do?
Anyone can help me?
ask in reshade forums instead
anything reshade related should go there
It takes like 5 hours for someone to respond
Will take a LOT longer here because nobody who hangs here uses reshade. lol
We do our kicks with mods. 🙂
To put into context, less than 1% of NMS players use mods. Less than 1% of NMS players who use mods, use reshade presets.
So, somewhere between 0.2 and 11 people.
Is there a mod that unlocks all expedition rewards?
You’re actually my hero
and if you would like all of them for free, https://www.nexusmods.com/nomanssky/mods/3420
🙏
Refer to http://tinyurl.com/nmsmodding550 for mod installation instructions
or use https://www.nexusmods.com/nomanssky/mods/3852 to automatically install downloaded mods
your mod is incredible
because it also shows me the variables of what the mech can do
like i had no idea it was possible to change its ai behavior to fire more then just a few shots at a time
now this things a fighting beast
Glad you like it. I haven't messed with the combat personally. I just like it to be able to move
holy crap its rambo now
wow
this things firing its weapons like insane, because i also changed the rate of fire for its S class cannon upgrades
and edited the limit of how much tech can be stacked, supercharged all exocraft slots
so now this thing is optimus prime basically
and its got infinite health doesnt it
well not literally infinite, but a high amount
yooo this thing jetpacks to space hahaha
over 1,000 ku/h
you turned one of the worst mechanics of this game into a powerhouse of a fighting machine, that's crazy
Be careful fighting sentinels when they spawn a sentinel mech
whatll happen
will they too be powerful?
nothng my gun named "i'm your father god" can't handle
with its millions of damage
shit they gonna be jumping around like anime shit
oh no
this about to be crazy
will it go flying into space
the other one
added an extra 0 to some of the stats
dont worry i have many saves
Anyway to abandon or delete settlement without bothering to do missions first?
Can someone help me with uploading a ship via save editor? I could really use the help... 🙁
is there a mod to delete cockpit
On a corvette?
https://www.nexusmods.com/nomanssky/mods/2598
nicee
Does anyone know how to increase the corvette build limit?
https://www.nexusmods.com/nomanssky/mods/3701, note that you should avoid bringing corvettes that drastically exceed the regular complexity limit to the Space Anomaly with multiplayer enabled or when in a group
Yeah, don't want to take up too many landing pads.
Thanks.
It's not that. Can drop others FPS to the floor and cause crashes.
So you can give yourself flying worm pets with save editor, what about sandworms tho?
You may do that too, though sandworms are not intended to be companions and are barely functional as companions when forced to be
my game sais the mods are disable.d how do i reenable them?
i want my mods
how do i enable them??
Delete No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
Huh
Are there any mods that allows you to see more than eight items at once while interacting with things like refiners?