#nms-modding
1 messages · Page 85 of 1
#nms-modding message troubleshooting section
does vortex automaticaly update or do ia have to do it manually
manually
nv but i updated and it still dont work
ahight did it ty
somone can make me a fiting staff
Why did I read this as flirting 😭
Also if you mean a custom staff model I don't know if that's possible since mods can't add any new features. Maybe one could be done to replace the model of the atlas scepter?
How much do you know about modelling in Blender and making TEXTURES?
tbh he does need a flirting staff
hello, i downloaded a mod from nexus, on googling how to intall mods i see i make a folder "MODS" in the PCBANKS folder but the it says the mods are .pak files... the mod i just downloaded is a .EXML file?
This is heavily outdated information, please see http://tinyurl.com/nmsmodding550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: ...
dose anyone know if this is a mod file for no mans sky? on googling literally every result says the mod files are .pak files, i am a bit concerned about the safety of this file
ok thanks for the link
That is indeed a file that will be inside of the mod folder's file structure
the mod folder's file structure must be maintained, all folders inside of the mod folder should resemble paths to the game's files
.pak files are no longer used for mods, the game will not read them. This has been the case since January 29th, 2025
thanks for the extra info , got the mod working fine with new method, thanks so much!
does anyone know how people get the small teleporter inside their corvettes?
thanks
somone can help me get a seed for a green and red staff pls its for xmas
one color though
i dont use mod to play w my friend that why i need a seed or file
you know how to get sum
Nope. It's a modding channel, so we do mods. Might try #nms-lfg-or-trades
alr np thx
Left you a reply on Creative and Sharing.
somone got a ship that match
question please, i was messing around with the goatfungus save editor and somehow my save got deleted, but there is a backup made by the save editor. How do i upload the backup and restore the deleted save file please? im on pc gamepass btw
Should be just a matter of copying the files from backup into the working directory
!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).
Better to put in #nms-lfg-or-trades . Less than 1% of NMS playters use mods and of those, people generally only check this channel when they need help finding or troubleshooting a mod. By posting in here, you are drastically limiting the number of people who will see.
Is there a mod/tool that will list all POIs within a certain radius (say 5k) with their co-ordinates? I would like to havea better view of waht is around me ^.^
can't
does anyone know a mod where you can rotate and place corvette parts by small angles instead of the usual 90°
Isn't one.
If I were to use planetary generation mods will my friends see em or nah. I try to keep my mod usage to only specific features so I have no issues with crossplay.
Not unless your friends are using the same mod.
With NMS, all mods are local
Alrighty, that’s all I need to know
thank you
Well actually last thing, know of any power generation mods that work for this current version?
What's a power generation mod?
Can't you just use option in difficulty settings to have always powered base?
Ah, didn’t know that was possible, my save is over 10 years old
my B
Interesting considering the game barely had 9th anniversary
just noticed that there's now a hgpaktool linux binary 🤩
monkeyman, not just because of that, but you're definitely included in my next round of donations, i'll at least buy you a cup of <your favorite beverage here>
@obsidian tree ^
ah, still asleep 😄
Darned aussies
hgpaktool is working like a champ hehe
was fast too 🙂
lol a simple oneliner beats using a windows vm any day
for file in `/bin/ls $nmspcbanksfolder`; do ~/bin/hgpaktool/hgpaktool-x86_64-unknown-linux $nmspcbanksfolder/$file -O $extractedoutputfolder; done
Brother. Not all of us give all our energy to know how much time has passed, I played it in 2016, congratulations you wanna be technical about 9 years, 4 months and 8 days.
Which save editor should I use?
Whichever you prefer
Neither is better than the other and gui feature set is not 100% duplicated between them.
Some stuff is bettter with Goatfungus, others NomNom
They are both free, so use both for a bit (one at a time though) and get familiar.
could have just passed it the folder itself and it will do them sequentially 😛
No need to loop 😉
sweeeet, thanks! 😄 hehe really appreciate this
I was thinking of adding an option to run it in multiple threads or processes, but I'm not entirely sure if it would make it faster (because python).
I'm currently working on adding support for re-packing files, but at some point I might look at this and see if adding multithreading actually improves performance
possibly if I did the decompression in one thread and the file io in the other it might? Haven't profiles to see what the "bottleneck" is
sounds like a possible way to
Can I do anything with the Intact Skeleton, besides sell it? Can it be put on display?
what are some good storage mods?
hmm, did you mean to ask this in a different channel? you're in #nms-modding atm
Oops sorry...
nothing to be sorry about 🙂 the intact skeleton sounds like some proc gen loot - did you get that from a milestone reward? then you can just sell it, it's not a base part like titanic trophy
Thanks!
what is the name of the mod that allows you to place unlimited corvette parts?
Search NMS mods on NexusMods for the word corvette. It'll be in the results list.
What is the name of the mod that helps you hunt people that make gigantic corvettes that crash other people’s game?
What
guys is there a way to add custom soundtracks for ingame play..i don't want to play a seperate music like on spotify or yt music...its should be incorporated in game and the playlist could be random...shuffle...including nms soundtracks..
Beatbox Music ?
Nope
check this out, perhaps this could help https://www.nexusmods.com/nomanssky/mods/2068
Look into the bytebeat system
Not a mod just a
Feature in the game
thank you
Can't add additional music, only play the built-in
But you can...
nah its been out for 5-6 years
Didn't used to be able to add external 3rd party music
It's just bytebeat stuff
The theory was HG was avoiding potential copywrite issues
What do people think are the must haves to carry in your exosuit at all time? Which types of resources? Working on my inventory system and want to make sure I don't forget an essential (like ferite dust which I always forget)
I don't believe that's related to modding, but resources like oxygen, sodium, life support gel, AtlasPass v3, maybe stuff for building etc are good ideas.
If you have the Matter Beam freighter tech then your freighter cargo inventory counts as an extension of your exosuit inventory, making it a great place to put stuff like that
Very nice.. Thanks, working on getting myself a bit organized before I continue my atlas path
Do you really need ALL that?
I think I’ll just stay in early game forever😭
No, but I could need random bits of it at any specific time
Apologies, was in the wrong channel
Custom music player!?
Exclusively using things created with bytebeat devices
Ah I thought it was mod that allowed us to play our custom songs in game
faecium
Pak files are no longer used for No Man's Sky modding, refer to http://tinyurl.com/nmsmodding550 to up-to-date modding info
That readme is simply outdated
You have it one folder too deep.
last updated sept 2025
Move _MOD.IMonk.Mech Customizing.2.25 to inside of GAMEDATA/MODS
do i take everything in the folder and place it in the mod root
No, just the _MOD.IMonk.Mech Customizing.2.25 folder
what about lua
luas are for rebuilding mods using an external program
oki ima see if it works
rt
tr
ty...

❤️
no way
pholus is now cyan and red
is there a mod to lengthen the time of day?
ty
is there a mod that allows you to rotate corvette windows
Not in the way that you would probably be hoping for
Then you could get rid of that upper hab all together and place interior stairs up to there
Is that visible to other players?
Not other players that do not have the mod installed I believe
I notified lmonk
Via semaphore
I was setting up for smoke signals, then Sean showed up yelling at my fire
Is there a mod available that adds more snap points and rotation options to base parts? I'd especially love to be able to snap freighter pieces to my corvette. I already have a mod that lets me place base parts in corvettes
@fair narwhal I'd say delete the file, try re-uping it, if it still gets quarantined, delete and try as zip
I've had mods a couple of times get quarantined for no reason and an immediate delete and re-up worked
Maybe I didn't upload it right
The rar only contains GCCHARACTERGLOBALS.GLOBAL.EXML
I'll do what you said
And switch to NP++
A billion times better
If you plan on ever doing any serious text editing, you need NP++ or VS Code
I've got those but I don't like how the colors are all weird with ++
Yeah sorry I'm not the brightest bulb
I've used ++ before
I like the fallout style terminal text u use
Oh that's just default
I can't imagine how much mine hurt to look at
Both the mod itself and the notepad lmao
I have you to thank by the way for basically letting me know that all that you need for any mod is an exml file , non of that complicated .pak bullishit
I'm a beginner
This is better
Does colour and color matter?
even capitalization can matter sometimes
So it is required for stuff to have it's UK spelling
It has to be spelled however they do it. They have someone dyslexic working there because some things have misspellings in the middle of variables, with just two letters swapped
Hahaha
Also I edited the death messages and some of them didn't work, particularly the ones with swearing in them
Disable profanity filter in gcdebugoptions
Ahahaha
Thanks
Anyway yeah this games mbin files are a literal treasure trove of variables you can mess with
It's extremely fun
Does a console command thingy like with source engine games exist for nms
So I can edit variables without exiting the game every time I wanna change something
I wanna do something crazy like replace the projectiles that weapons fire
Like imagine if the boltcaster fired rockets or something
The .dds files being like textures , why would do that when only you can see it ?
There, fixed it up a little to make the important stuff more legible
You need the enable hotswap mod (or do it yourself) and it only works on globals and a few metadata files
Changing skins is for people that play and want to look at something different. Not all people care about what other people see. For example, yap yap can't be seen by others
Like this, though I need to update it
But people can see when I do stuff like move around super speed , and when my submarine is flying midair , I know this because I watched myself while on console while simultaneously on PC
People do see when I fly around in space at warp speeds
Yes, what is seen is variable
Does anyone have the titanic boneworm eggs? I want to have 1 if possible
Alr
Or the creative and sharing hub probably
Ok so you know that spacewalk mod you made? Don't get mad at me but I set the maximum speed to 4294967295, and now I can go from planet to planet and outpace a player who's entering a mini warp
!creativehublink
Eh
4,294,967,295 is the max unsigned 32 bit and max units
That's why it's EXML, so you can make it do whatever you want, and it survives updates 🙂
I found out that when I set spacewalk speed to that I'm now able to go faster then every ship
Keep in mind, that "complicated Pak bullshit" isn't compatible with current game version
I don't even like using a ship anymore atp
HG changed the modding system early this year, mods had to be redone to be complaint with the new system
Wish my exosuit had hyperdrive
So no point in looking into PAK mod files unless you're dying to update some old ass mod manually
Mxml are the most fun things ive edited in any game
It's so versatile and open
Well versatile anyway
Why do some of y'all make lua files when that isn't necessary
Sometimes old habits die hard
Unless the lua serves as a guide as to wtf I'm editing
And since the game doesn't care about Lua scripts, no harm in leaving them in
Like a cheat sheet
Especially when mods have been updated with AMUMSS once and left at it
Dds files can just be edited with paint.net
Eh textures are probably harder then metadata and globals
I use photopea online
No need to install stuff if a free web service can handle it
Though there are some specific textures requiring some Nvidia plugins or something like that
One time my mods didn't work so I went and deleted something called modsettings.exml , it's not called disablemods anymore afaik
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: ...
You have no idea how many times I've read that
An article covering the basics of modding, including troubleshooting steps
But thanks nonetheless
I like how modding after 5.58 you don't have to have any complicated shit when it comes to simple mods
No pak bullshit like I said
Oh and Nexus mods quarantined my first mod lmao
So you can't even download it?
I'm still seeing the upload from 14 hours ago
I didn't change it yet
So let me get this straight, it can't be downloaded by anyone?
Aw damn
Yeah I know I'm not logged but still it shows it's quarantined
Reupload it as ZIP archive, anyone can extract those
Yeah will definitely
While rar is more proprietary
You didn't need to remove the whole mod, just the file 😛
ok its safe to use now
i reuploaded
i reposted the whole thing so its no longer quarantined
- seriously "New folder"?
People gonna see it, assume it's an empty new folder they created by accident and delete it
- pretty sure exml patches for globals files need to go inside GLOBALS folder
Name the zip and contained folder what the mod name is so people can find it. And yeah, exml globals need to be in GLOBALS subfolder
So? You think anyone is going to remember or care in a week? Just fix it.
It's what I tell students scared of presenting. No one really cares. Just do your best
it was a mistake
FF is just blunt. We NMS modders aren't particularly...gentle with each other
i know
not my first rodeo in modding games
i used to mod Team Fortress 2 for the xbox 360 back in the day
This community is more just blunt, not actively mean. It's a good community, but doesn't accept mistakes
Whomever made/maintains AMUMSS needs a payrise (i know they dont get paid). Not played nms for 6 months, updated all the mods i use easy as pie, no compatibility issues, even updates mods pre changes with lua. Mind blown n thankyou to whomever makes it.
Yer i used to get compatible issues and have to merge 10 mods into one. None of that for me this time.
Modding has become a lot easier hasn't it
Dunno i dont mod, just use them, but i try to update myself using lua instead of relying on creator.
Some dont have exml
One i use use from 2021, pak but has lua
The game now recognizes just plain .exml
Which can be messed with using notepad
Here's one , warning bright screen
Yep like i said, i dont really understand all that, last time i programmed, i used BASIC, im a dinosaur
See all them names
And numbers
Edit those numbers for different shit to happen
Where it says value
The number adjacent to it
That can be whatever you want
Now what I wanna see is an automatic building maker
Like , a script that will automatically create whatever you want while ur in game
So you dont have to painstakingly do it
No, the values cannot be whatever you want
Just because you put 9999999999999 as some value in text based mod file doesn't mean the game will accept it
There might be some internal limits enforced by the game's executable which we have no insight into
And the only way to see what values work is trial and error
I've never put a number that high man
I know there's a 32 bit integer thing
I didn't mean literally whatever you want
Like you said trial and error , it can be as high as you want , you'll learn what works and what doesn't work that way or at least that's what I do
I figured that 2147483647 is the max for a lot of stuff
And it's even higher for units
PAK files don't do anything anymore. You need EXML for patches or MBINs for full replacements
(plus resource files like images or sounds)
No I was telling them they can maybe make an old mod work again themselves by extracting the pak
Am I mistaken?
Ah, possibly, but it takes some effort.
Depends what it is. If it's editing tables or globals, probably won't work
You know that for sure ?
I said probably, so I know it for probably
Over the years HG updates the game not only by changing the values of parameters but also by changing the structure of the files
The older the mod, the higher chance of seeing those structural changes
Then you can't just take that old file and load it into current game version
Updating old PAK mods usually involves some manual surgery
Even if the mod was created by processing a lus script, those need to be updated to reflect the new structure as well
I would only halfway trust reskin mods, and even those won't be as good as they were on release, because channels have changed a bit
If they work at all, since some DDS have changed compression type
Not even those if material files were involved
If it has a lua you may be able to have amumss process the lua to generate an updated version of the mod. The lua is just a text file that describes what mbins to mod and what fields and values to change ... it basically gives amumss enough info that it can do text search and replace in the xml version of the mbin.
If you are lucky the field(s) in the lua still exist and haven't been deprecated. If not then you'll have to figure out the new fields to use to achieve the same result.
It would help if you include a link to the nexus page for the mod so we can see what it does.
Sigh, how has it got to this, my initial post was just to thank and praise the creator/maintainer of AMUMSS nothing more, nothing less. Its come a long way since i used it 6 months ago. I was just praising how it will even upgrade very old mods, to be functional in the game now. I dont need any help with any mods atm.
Out of curiosity, has anybody figured out what the “META” end-game Starborn Phoenix would look like?
I’m attempting to make a YouTube video, and I wouldn’t mind modding in every best Module that is possible in NMS, fitted into that ship.
Any help would be great, thanks.
IMO this is what that would be, or this second one if pulse drive time and/or weaponry is cared about (or moreso maneuverability isn't cared about)
Could supercharge pulse engine instead of the pulse engine upgrade on the second one for even faster pulse speeds but that's cutting into maneuverability too much imo
I don't think more than 4 trails/bobbleheads to surround polo are necessary whatsoever since they don't add maneuverability
They increase boost, but that is capped low to where you can reach the max without supercharging anything and without trails/figurines #nms-questions message
This really isn't related to modding though tbh at all
I'm looking at designing my first corvette through blender. I've heard that using it to increase the size oof parts will help loading in the anomaly. Especially since I'm planning on "trying" to make a pretty long, capital ship. However, I have never used blender, or designing anything. I do however have a base image I would use as a reference. But anything beyond basic putting parts down, and move things until they look like it goes there, is beyond me. Any help would be appreciated!!
!djmonkeytoolslink
They made the blender plugin for base and corvette building, maybe try asking there
I'll contact them there. Thanks!
Would it be possible for a mod to make it so player can sort the order of their ships as well as multitools?
Or is there already a way to do it and I'm just blind
You could just do this with the Starship and Multi-Tool Archives, or by using a save editor if trying to reorganize corvettes
Starship and multi tool archives?
You can archive up to 18 starships and 18 multi-tools
Is this a mod or a new in game feature?
It's been a few years since I've been able to play on PC, and a year since I played on the switch version
A vanilla in-game feature, added in Worlds Part II https://www.nomanssky.com/worlds-part-ii-update/
Ooh nice, thank you so much!
Does anyone know which .MBIN file handles the Collected Knowledge portion of the Catalogue?
I think METADATA\REALITY\TABLES\STORIESTABLE.MBIN
Aw sweet thanks!
https://www.nexusmods.com/nomanssky/mods/3928 this any good I have that goat fungus save editor too
https://www.nexusmods.com/nomanssky/mods/3936 also do I just download this then import it over and unlock all fish
This one should be good since it's made by an actual mod author
It's tailored to work with NMS, not a generic mod manager for any game
the fish mod it says if I import it in goat fungus I'll have all the fish then
my ship in boost moves as fast as a pulse
faster
wow!
its hard to control
i cant land/cant go in space station/cant go into space anomaly without multiple tries
where's the brakes on this thing
any other mods that'll help unlock things
Is the atmosphere glow being detached from the planet surface a problem with my game or the game? I'm sure it wouldn't be that hard to fix, but I can't figure out where the model or something for this would be found
Does anyone have a mod that changes the GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN file, or has a copy of it (plus its path)?
Its a problem with the game and it absolutely would be hard to fix, because it would require editing the shader
I see. Thank you
or https://github.com/NMSCD/nms-archive if you somehow don't have your own copy of the game to decompress, or the space for the decompressed game copy
Because it's a global, the path has a slight quirk. In MBIN form, it would go at the root of the mod (and is at the root of the pcbanks in the game files) but in EXML form, it would go in a GLOBALS folder at the root of the mod.
You can technically include it as an MBIN in a mod, but there's no reason to. It should be EXML because there are a huge number of pros with no cons in doing so
Aw cool, glad someone here downloaded my mod!
Which things do you need unlocked?
somone have file for op ships like op stat
Everything in collections
is there a way to use sentinal ship tech inside corvette ?
No, they aren't sentinel ships, except with mods
If you want to change either the corvette ship type or the item technology type, you might be able to make it work
I asked this in another thread, but as this one's dedicated to modders, it hope that it's ok to ask here?
Hi, I'm new to NMS, around 2hrs in so far. I have a Quest 3 and pc with Virtual desktop running. GPU RTX 3080/ CPU i9 , I'm wondering if anyone with a similar setup has got tips for getting better resolution in headset? I have looked online, but I know that some advice is probably out of date, so I thought I'd ask on the official Discord in case someone has been there and done that already in 2025. Thanks
Almost no modders for this game can afford VR and definitely don't have information on performance for VR
Cost of entry's pretty low these days. Ok, well I asked anyway. Thanks
@solid hawk hi 🙂 about exo's and bab's grass fix, when in known side effects it mentions "Grass Fix will re-randomize the species and positions of flora.".. just to make sure, when it says re-randomizes species (...) of flora, that doesnt mean that the planet gets different flora species in terms of discoveries right?
Only flora I believe
oh sorry duh, i meant flora ofc
uhm.. so if i goto a certain planet with and without the mod, i'd have different flora discoveries to make? like does the mod create new flora species that i could upload?
how does that play with the ODS server though?
I think the ODS is fine with normally nonexistant entries IME
It can't differentiate, so it treats them like any other. Those with the mod will see the discovery of the mod's reshuffled stuff but those without it will never know those exist
hmm ok thanks. i rather not use it then, if it's uploading stuff others wont see
would confuse me as well probably, seeing different discovery lists
I take it for the mods you sent me just put in mods folder?
is it the nexus or space station I go to
Absolutely zero difference than any\every other biome mod. 🙂
Mods are local and are only going to change property values for you.
gotcha yeah. another of my concerns is that i sometimes play with and without mods, but seems like using grass fix and going to a planet would give me a certain group of flora species, compared to visiting that same planet without mods.
i prefer to not have that. if it was just repositioning of the same assets the unmodded planet uses, i'd be okay with that, but if it's totally different species on upload then that means that if i went back to that planet without mods i'd have to discover all of them again
or if someone else went there, they wouldnt see anything uploaded if i understood correctly
so i am trying to install a mod to help me harvest my server farm but when i follow the instructions to install the mod the game doesn't open
steam says it is running briefly then just stops. I would really appreciate help with this
this is the link to the mod: https://www.nexusmods.com/nomanssky/mods/3350?tab=posts
nvm i done it
This one does work https://www.nexusmods.com/nomanssky/mods/3572
Thanks. Is there a way to not have it effect grow times? And can i play with friends with the mod installed?
You may play with your friends with any mods that you want installed #nms-modding message
known tech/buildiong parts mod?
For that I just used NMSSaveEditor, just go to the Discovery, scroll through both the Technology and Known Products sections and add whatever you don't have in the game
What things are missing?
booting game up now and I'll send ss one sec
these I want to do
fossils not so much
forgot to do recipes thing you sent oops
not bothered about unlocking planets and such
Could send a screenshot of the things that are still greyed out, so I can figure what happened?
well I've not installed the reciepe mod yet I just want to know if there's a mod that';ll unlock all these
about to install reciepe mod now
Now, there's Fish List mod (.txt file) I've made that unlocks the fish in catalogue (though I don't it gives you the helmet or titles)
You can use the Save Editor to get all the helmets
But there is a mod to Unlock all the titles via a space station terminal (I'll send you the link again)
Then there's a mod that allows to unlock the missing fossils in the game (I'll send the link as well)
And there's a reddit post explaining how to get the mutated plant
Is there a way to turn off the modified plant growth times and maybe all the features aside from the harvesting all plants option? I appreciate the help. And thank you for the answer to my other question Grouch
You can unlock any helmets that might have not unlocked via the Known Products section of the Discovery page in NMSSaveEditor
Space Station
Here's the fossils mod: https://www.nexusmods.com/nomanssky/mods/3441
The fossils needed to complete part of the Wonders portion of the Catalogue
But there isn't a single mod to complete the entire Catalogue, I haven't found any mod for the Collected Knowledge section, but I do recommend checking NMS resources to help you where to look, it's helped me get most of it done, I got only like 54 entries to go...
The glitches, you're going to have to find in the wild (to my knowledge at least), just go to any weird/eery looking planet, roam around scanning until you find an object with a question
Everything else you should be able to unlock via NMSSaveEditor, just go to the Discovery, scroll through all sections to see if you have everything, and save changes on the main page before launching the game
mk
anyone know how to put the freighters inside blender?
NMSDK plug-in
How to set values to 1 on we mod?
we mod is not a mod, it's a trainer. Doubtful anyone else here uses or would know. You'd be better off asking on whatever support forum we mod offers.
Is there a mod that zooms out from your corvette?
Yes I have a huge corvette(2300 parts) and it blocks my view
Yep
On Nexus Mods, search for keyword corvette
Shouldn't take you more than a few seconds to find
Did you find it, zCam?
See how much quicker and easier it is doing a quick search than asking here and waiting hours for a response?
Enough teaching to fish for the day. 🙂
Yes I did
is there a mod i can install that will let me prob one planet and it analyizes everything ?
can't
Mods cannot add new functionality like that, no
I'm using a mod that gets rid of fog, and bloom on stations but is there one to get rid of the fog on freighters?
trying to give a bit of a boost to my performance, I found the mod that got rid of the bloom and fog on stations helped a bit
what mod is that? id love to get rid of bloom
Thanks i really appreciate it
https://www.nexusmods.com/nomanssky/mods/1752 this is what I'm using
i found it dl'd it but looks complex to install
All I did was download it through the vortex program and that worked for me. I'm not smart enough for more complex stuff. Sorry
i manually install my stuff
Extract the downloaded archives contents to GAMEDATA\MODS. Nothing complex about it.
You then should have a folder in GAMEDATA\MODS called AntiBloom6.1x, then should be good to go.
that mod does the same thing, it crashes out the game before it even loads
i would appreciate help with this
I just loaded up the game with the mod, no crash here. You running latest version of the game? What's it look like in your GAMEDATA\MODS folder?
well steam doesnt say there is any update i havent done. and withing the gamedata folder i have INPUT, MODS, PCBANKS, SHADERCACHE< and a text file called FullLog.txt
Screenshot GAMEDATA\MODS please. 🙂
You've extracted incorrectly. Created a new folder named for the .zip and extracted into there.....
Right
Go into that folder, there will be one called Ultimate_Production_harvest_All in there...
If im using 7 zip how do i do it correctly?
Move that up one level into GAMEDATA\MODS
Then can delete the folder with the long string of numbers in the name
Yes
Ok thanks for the help with this
I think it looks like that except that i am just using notepad++ to open the text files
And actually never opened a .lua file so i have no set program for that
Thinking maybe you chose
Which creates a new folder and extracts into that. Instead should just Extract Here
When i downloaded it i chose extract… and routed it to the MODS folder in gamedata
I use NPP too, but doesn't matter as long as that folder is there and the two loose files. Just lets me know file\folder structure is correct
Oh i see, so maybe i should have extracted it to gamedata and then renamed that file MODS?
See where that checkmark is, need to uncheck that in this dialog
Oh ok i wasnt aware of that
Does that mean it will create a new folder for the extracted items?
Your path will be different, but this is what it should look like correct:
No crash?
Yeah no crash
Cool
I really appreciate the help
I don't know about the controls though. This specific mod makes a single value change to one game file which has nothing to do with game controls.
It crashed now
It acted like there was too much to process. I will shut down my other game and try again
It still crashed
do i just have too many plants?
Not necessarily. I know NOTHING about what you're system is or the load it's under, nor should I. 🙂 Not about number of plants, it's a radius effect thing. Let's try making the number a bit lower than default....
In the mod folder, click into all the folders until you hit the files named INTERACTION.ENTITY.EXML
Then open that file up in NPP
right
ok thats done
Give it another shot
ok
🥁
it still crashed :(
is there a way to run through harvesting anymore?
Black screen would only be caused by either physical or driver disconnect of monitor.
well im on a laptop
something changed relatively recently that made it so i cant even run through the rows to harvest anymore
is there a way to fix that?
Me too. Had thousands of mod crashes during 9+ years of NMS, Never had one take out the monitor. Have had said happen due to a bad GPU driver update. Not saying that's the case on your end, just personal experiences.
Yeah fair
No idea what the cause would be, so 🤷♂️
Its been a while since i updated drivers
How about this: You on Steam?
Yeah
Right
Generally not a bad idea when things are seeming wonky
Should only take a few minutes
ok, let me get a file ready for you
ok thanks
We'll try this. It's the lowest modded value. 8.000000
Unmodded value is 6.000000
If this doesn't work, then want to take a deeper dive into game version. Number in lower left corner of this screen
Should be 156355, for latest public version of the game. Mine is different because I run Experimental
that does seem to work and would alow me to once again run through harvesting plants
Cool. 🙂
the version number is the same
Progress
yeah thanks for that
Ok, then you can try increasing until you get a crash, to find the sweet spot on your end.
right
Maybe try 12 next, double default vanilla.
Then so on. 🙂
Glad I could help. Just a pain needs all these additional steps for you
yeah, my farm is huge and makes a lot of money but when i cant sprint through it it gets a bit hard
My game self destructed, there was an error that said something about possible mod incompatibility and now noneof the mods are running
uninstalling and installing game, because I didn't get to see the error long enough to give more info
Have you added any "new" mods since last time you ran the game?
Well one or more of them is going to be the root cause of the crash. BTW, the exact info it gives is worthless for telling what the exact issue is. It's very generic.
To get mods re-enabled....
Go to No Man's Sky\Binaries\SETTINGS
🫠
Delete the file called GCMODSETTINGS.MXML
I'll remember that for next time though, thanks!
Then a matter of pulling mods out until the crash goes away.
fun, I just disabled them all.
I run a LOT of mods, so when I have to do this, I pull them in batches.
Is the singularity mod program better than vortex?
Usually (but not always) crashes are caused by mods with .MBIN type files in the mod folder, as these generally need to be updated more often than .EXML type.
I can't say. I have been playing around a bit with the Singularity one, as I know the author, but I normally just install manually and don't use a mod manager for NMS. Supposedly is better now, but traditionally, for years, Vortex has been problematic with NMS.
Comes down to whatever works best for you
looks like I ended up havign to delete that file you mentioned anyway
unfortnately singularity isn't working for me. I keep getting in error that says "could not read--- can't see the rest of the error
I guess I'll go back to vortex, since I got it to work consistently
https://www.nexusmods.com/nomanssky/mods/2491 This was the last mod I downloaded. Looks like it hasn't been updated since march. Oops
Guess I made it go boom with that
Should work, being EXML patch mod, but can't say with 100% certainty without doing a deep dive. Without that one, does the crashing stop?
Gotcha
I'll be sure to give an update if it crashes again
EXML patch mods can be more update resistent. That is don't necessarily need to be updated as often, but updates sometimes are necessary. Fully dependent on what HG has changed in the applicable game file(s).
There's some mods with EXML which are still running without updating since 29 January 2025.
Oh since you're here I have a question regarding the trader frequency mod. Does it not work at pirate stations? I also noticed that only one way seems to come to normal stations too?
and sure, if it doesn't work I'll let you know
Other waves will eventually come, but they are extremely slow. It's much better to go to a trade outpost for ship hunting. I don't recall seeing anything different for outlaw station spawning.
Alright thanks! It doesn't change the seeds of the systems, just the spawn rate, yeah?
Correct
Very happy that someone made this https://www.nexusmods.com/nomanssky/mods/3957 (I tried making it but doubted that there were globals that were causing it, how wrong I was lol)
Oh I was looking for those settings the other day. I remembered they existed, but couldn't remember where. I was trying to explain to someone that the HUD values weren't accurate
My least favorite thing is having to argue with people telling me that their ship is actually 1,300u/s and that optimizing boost is the most important thing in the world
so now I can just say "the values are inflated, this mod fixes that"
I always thought it was a bug tbh, it's really just a wacky design decision
The other day I mentioned in one of the main channels that I was seeing storms and clouds inside the ship cockpit. Is this a common bug and something that can be fixed with a mod without having to get rid of storms and clouds all together?
I guess I could file a bug report but I wanted to know if others were experiencing this as well
It happens occasionally. Report to HelloGames. Although probably already reported thousands of times, one more wouldn't hurt.
Thank you, I'll do that
Actually I have a question for you. https://www.nexusmods.com/nomanssky/mods/1197?tab=files&file_id=43760 I'm trying to see if this mod works, and I'm trying to use the common battle folder but I can't tell if the mod is working at all. I feel like I warped for about 2 or 3 hours through several systems and haven't seen battles. I just deleted it and I'm trying to put the common folder in mods without using the vortex manager and hoping that works.
I guess my question is, How "common" is commons supposed to be
Saw on the forum you mentioned deleting a file in another folder. That file didn't exist
Vortex wouldn't have worked well, as it would have installed all versions, which are in the same .zip. In that case, Rare wouldn't have been the working version, as it would be the last applied. Make certain those other versions, than the one you want, aren't still in GAMEDATA\MODS
So just drag the common folder into the mods folder?
Common:
Variable numbers at the top
Two warps, but also a one hour cooldown
So if I'm reading that right I should be seeing at least 2 battles in an hour? -ah you beat me to it
No, one hour cooldown.
Oh
You can change the values to whatever you wish, in the Lua, then process the script through AMUMSS to make a custom version of the mod, if you so wish.
Say, with an HoursBetweenBattles of 0.5
Neat, I may have to learn how to use that program.
thanks!
@vale iron https://www.nexusmods.com/nomanssky/mods/2870 This didn't work, only one engine on my sentinel ship had a trail.
@winter thicket not sure if... this https://www.nexusmods.com/nomanssky/mods/1879 will have all that you wanted.
NO mod last updated prior to 29 January 2025 will work
I feel like it has potential! I'll check it out :3
Thanks again bk!
@vale iron Sorry to bug you again, but any idea why the sigularity mod manager doesnt like your Custom Ships mod but vortex didn't mind it?
It won't accept the zip file and it refuses to acknowledge the files in the mod folder
Same for the summoner
I did some kind of shenanigans and they finally appeared. Hopefully they work
Custom Ships is NOT updated either. Singularity will NOT work with mods in .paks and mods in .paks will not work
ah
Stop messing with mods last updated prior to 29 January 2025. They WILL break your game
I didn't know that it didn't take .paks thanks!
I'll remove the mods that aren't updated or have paks
I'm still pretty new to modding games, well relatively new. I used mods when I played on pc 2 to 3 years ago, but thats a while
Gumsk is working on getting those updated, but it is a very lengthy and time consuming manual process to do so. Like gShip Custom Ships will take dozens of man hours to update.
Yeah I've seen how many mod projects you and they have.. There's a lot of you two put up
Yep. HelloGames made major changes to how NMS work on 29 January 2025, hence that cutoff date.
After that change, took me almost 6 months to get all of my mods fixed up. One alone took 7 weeks, with hours every day put into it.
It must be a nightmare to update mods with how often HelloGames updates
or in the case of the switch version, kept breaking it
Ones dealing with models or textures take the most amount of time.
I was so mad when my ships got over written by "ghost ships" and I couldn't do anything to restore them because I was stuck on the switch version
Not too bad, once converted to the "new" system, but getting that done was rough.
Gumsk still has his big model and many texture based mods to do. He's working on it, but a slow process
Yeah I can't imagine how rough it must be.
Last we discussed, he was poking at his custom freighters mod.
I don't know a thing about programming it breaks my brain.
I guess I shouldn't request the Great Fox from starfox then lol
Not a lot of actual programming involved actually, as the decompiled game files are just xml. The formatting of the game files changed greatly though, so in some cases it can be a complete redo from scratch.
You can, just won't be anytime soon.
With the texture mods, HelloGames changed the compression method used, so custom textures have to be redone.
Some of Gumsks texture mods have a couple of dozen custom textures.
Between work and family, only so much time for NMS stuff. 🙂
I'd imagine he'll get a few more updated during the holiday break.
Well thanks a lot for the input it's really helpful for a newbie to this stuff
Oh that right I had a question for you
https://www.nexusmods.com/nomanssky/mods/3571 But do you mean by "without being cheaty"
Ah neat!
You have a lot of QoL mods
Do you know if your Curiosity scanner mod is compatible with that GPS mod?
Also do you know if your colorized icon mods conflict with this?
Probably.
Guessing would, but you'd need to check the icon names in both mods if they match. That is both changing the same .DDS files.
if my buddy buddy pal friend homie
is using mods
can he join me (no mods)
im game pass, hes steam
will there be consequences
oh ok
You may just not see the same things. Fully depending on what the mod is. All NMS mods are local in nature.
Example, if your buddy is using a terrain mod, he may be on a mountain, while you're in a valley, at the same location.
Probably because that mod isn't updated and won't work. Vortex is installing it but it's not doing anything
The trails mod isn't updated yet either. I might get to it very soon, finishing off the semester this week. Just a lot of grading
Thanks for getting back to me!
Just woke up 🙂
Do you happen to know how the JJ's better ship mod works when it comes to what spawns in to a trading post or station? I know combined with your frequency mod they appear more often making trading post more lively
I see a couple exotics, living ships and sometimes sentinel ships land, but are they true to the seeds of the systems?
Also good morning!
Do you have a link?
Make a POST on the mod page and ask JJ
Always best to ask the author directly.
Nobody else should be expected to dig into someone elses mods.
are there any inventory management mods
Not in-game
Not really, besides ones like https://www.nexusmods.com/nomanssky/mods/2068
The vanilla game has some sorting options now, though
idk i just would like one like "dump inventory"
"dump similar"
idk?
auto put in storage
Can't be done with mods. Mods can't directly access the save file, which is where inventory is
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
is there anything that can?
Save editor could, but doesn't have any quick options like that
painful...
Yeah
i wonder how this is still an issue so many years later
I've come to the conclusion that the upper HG levels simply don't play the game the same way we do
For example, they consider derelict freighters to be horror and difficult. They are neither
It has issues. It just has a lot more good stuff to make up for it
yes
it should have a terraria style inventory sorter
idk if u know how it works there but
why are all the mods only cheats like what
why would u mod
They aren't
i mean like 50% is
where doi find those?
hmm im nots ure but
i guess so
how do i get like a planet scanner in my corvette
is that modded?
Yes, one sec
I'm going to make versions that split all the functions to different items, but haven't had time or motivation yet
No problem
Either modified EXML snippets for patch mods or compiled full EXML files for full replacement mods
markup
example\
thats horrible...
Yeah, some mods can be just a few lines, small internal settings that HG leaves for either them or us to raise, lower, enable or disable
hey would someone be able to send me NMSARC.CE8DDE7C.pak? Im trying to rip the model of the default anomaly you start out as and make it a wearable VRchat model
That's a huge archive that contains tons more than just the player model
And the player model is ALL options for the player model all bundled together and you need to delete what you don't want'
I just want the main player model and default multi-tool
Yeah, those aren't solitary models
yeah its torso and legs sepeate and armor ect..
Yes, it's one of the biggest models in the game
I used to do this stuff with the 3ds
You need NMSDK plugin for Blender'
got it downloaded already
As long as you have the most recent version and not the beta of Blender, just follow install instructions and you should be able to get the model imported
Im about to just download it through steam
okai dok
my issue is however
im on a 2nd gen intel
laptop
cant afford anything newer hopefully my collage can help me out. starting the 5th of January!
If I have time later this week I'll see if I can do something, but no matter what it's going to be a huge model. What format do you want it in?
@vital siren
Which save editors and tools would be most recommended for editing unconventional corvettes? I'm experimenting with inserting freighter corridors and rooms into a corvette
https://www.nexusmods.com/nomanssky/mods/2598 or https://www.nexusmods.com/nomanssky/mods/984, combined with any save editor that supports raw json editing (both goatfungus and nomnom support this)
This .pak no longer exists. Hello games changed the .paks a long time ago. You would have them in your game install in GAMEDATA\PCBANKS.
:/ I got locked out of my steam account cuz of steam guard
So, you're saying that you have a VERY old version of the game
That's that's not what I said at all
I used that particular number because I found a reference sheet an old one
Didn't realize it was old
Good stuff, thank you. Right now my experiment build has a free-placed legacy freighter hallway (It looks like a school bus—it's great lol) but it's not totally lined up of course
Oh I need that entity scene Mbin
Be aware, often times files may be found in .paks other than what would appear to be the "correct" one based on naming.
If you want to ensure having all the files you'd need, you'll want to extract all of them.
@vital siren PLAYERCHARACTER.SCENE in .BLEND format. Contains all playercharacter models and accessories, because that's how HelloGames does things.
I like having really deep gas giant oceans (way deeper than they need to be)
https://www.nexusmods.com/nomanssky/mods/3961
Oh my lord thank you so much 🙏
Very excited to make this VR chat character going to make it public for all :)))
It would violate copyright, but I don't think HG would probably mind. Nintendo, that would be different
VRChat has had a number of users port the nms traveller models to it over the years, the channels are there for HG to DMCA if they care to but they haven't yet
The game is similar to GMod in that its full of stuff ported from other games
Are there any mods that modify the behavior of the quick menu? I don't know about anybody else, but the flight quick menu defaulting to the galaxy instead of recharge is kind of a annoying when in combat
Awesome this helps me!
I think I used to be able to change the base NPCS (overseer, etc) I guess not anymore?
You might be able to, but I don't know how to off the top of my head
It looks like there's a mod that changes the priority of charging items, but that's not really what I'm going for. Ah well
I found a mod that removes the smoke from stations, unfortunately it doesn't seem to remove it from pirate stations, or is that fog in them different thing altogether?
Different stations have different scene files and the fog / smoke is embedded in those
There's no one global thingy that would control all fog
Which we could disable for all stuff
Darn, that's a bummer. I think the reduced bloom and fog in normal stations was helping my performance a bit, also hurts less to look at.
thankfully pirate stations are already pretty dark, haha
and thank you all for the information! It's neat hearing about what's under the hood
Is there a mod that shows the true shape of buildable area of a base while in building mode? Or is such a mod possible?
Oh my god all the planets in this system are ridiculously bright
time to try to find a mod for this
Unless you folks have some suggestions
Could use the brighter sunlight mod, but adjust the value down, instead of up. Although could just be a monitor calibration thing.
is there something like buildframe sacs that doesnt require some shitty extra stuff that takes hours to set up?
this is what i mean
does the link not work
its a literal mod, it changes stuff in the game not on your pc why would i need 50 softwares for a random mod thats barely useful
because it's also used for hundreds of other mods that have various levels of usefulness
does the link to dotnet 6 desktop runtime work?
would also be nice if most of the mods wouldnt be a security risk
yeah but then you lose a lot of flexibility
but at least you have the choice of not using it
i dont want flexibility, just make a version of sacs that works with all the default colors
unfortunately SACS requires that flexibility because the game mechanically restricts what you can have so you are required to choose
and again at least you can choose to not use it
btw i found a bug on buildframe rectum where it unlocks everything inside an expanded category, including limited stuff.
oh cool
dunno why it'd do that
p sure there're vanilla folded objects that are purchased separately
it's either that or the game crashes whenever you open the build menu tho
are there any mods to increase the building limit on corvettes?
Anybody have a clue what could be going on? I booted up the singularity manager and now my mods folder is purged except for a few mods?
Last thing I did lpreviously waas turn off all my mods, booted up the game, saved but then went to bed because I was too tired to play
Nope, the Singularity author doesn't hang here. That's who you should contact
https://www.nexusmods.com/nomanssky/mods/3694?tab=files @solid hawk I don't know if it's an intended effect but it's amusing seeing swarms of angry creatures in an area I love it
It's amusing, does it work on the little swarm creatures? I haven't noticed
All I know is a had a bunch of angry pillars of light chasing me on a light world, and whatever those flying shell fragment things are on a shelled world. Kept me on my toes
How can I unlock all of the glyphs using a save editor?
So why doesn't this mod do anything for mechanical creatures? Robot dogs and living buildings out to kill me sounds interesting too
Is there a mod that colors star systems based on their economy levels?
Like Green for level 3 star systems Yellow for level 2 and red for level 1
U can just use in game filter in galaxy map
Yes
But does it show the level of the economy?
I'll go get the link to the mod
Thanks
Put free bird as background music
Bad to the bone?
and now i can tear the land apart
im so happy it works
i didnt know it would
ive always wanted one of these and i had to do it myself, because nobody on nexusmods would be a jerk enough to create something so destructive and abusive.
id never use it on people dont worry
that would be horrible
Intended effect? Even says right there.
That's what the mod does 🙂
Oh no I meant so many appearing at once
I didn't expect that part
when I turned it off they weren't all swarming, so it's funny
It's like a pack of lions haha
Mod makes no changes to spawning numbers or herd sizes, that's vanilla. 🙂
Few or many, they will all hate you. haha
oh dear o.o
So why doesn't it effect the mechanical creatures?
robot apocalypse too terrifying?
Don't Worry, Be Happy. Be ironic.
Yeah, I just made a design decision to not include robots. Lack of emotion sort of thing.
Addon to the main mod. Just extract into GAMEDATA\MODS, like any other mod.
https://www.nexusmods.com/nomanssky/mods/edit/?step=files&id=3694
@vale iron In regards to your squadron damage mod, which damage multiplier would to say is complimentary to player damage but doesn't really overshadow it?
Thanks babscoole!
If you've upgrade modules, player damage will always overshadow squadron.....and squadron members aren't exactly accurate.
ah true, but I'm only earl-midgame so I'm wondering from that perspective
To get fairly close to player damage is going to depend on modules as Babs said. I would say probably around x7 or x8. I usually play with x5.
I saw a mod that improves freighter and pilot Ai I think, but it looks like it was discontinued or just hasn't been updated in forever
So they have an effect, but I'm cooler
Yeah, just like the wingmen in starfox, though slightly more aggro haha
But hey I saw slippy kill a starwolf pilot once!
https://www.nexusmods.com/nomanssky/mods/3777?tab=description So I think this is great because there's been manu times the game had gotten me trapped in something. But what would be nice is if somebody made a version for the ship. Unless the emergency warp works when somebody is trapped in an object?
Yesterday I was playing with the better freighter tractor beam mod and I got trapped after crashing. Got launched backwards and was stuck in an endless spin. Happened twice!
My only option was to reload. I don't have the emency warp tech, but I was in a state where my ship was acting like it was in the beam and trying to land while spinning so I don't think it would have helped anyway
I posted what happened to me on the nexus forum
General rule of thumb. If you don't see an existing mod for something, it's not because you're the first person to think of an idea, more likely not possible.
Ah
We can't add new features, potentially, repurpose what's already there.
I'm learning!
I have a mod that adds the teleport function to the Atlas Pass and you can use that while in ship, but animations get screwed up as a result
If done while in the ship
I think Babs's is less prone to bugs
If in a corvette, can use Unstuck by getting out of the seat
what happens with animations?
You're basically stuck in the seated position until a reload because you never exited the cockpit, which puts you in standing position
You might be able to enter and exit a ship to reset it; not sure if I tried that
ah so basically would have to reload anyway
Well, you could teleport, save at station, then reload'
hmm that would have been a nice option
See similar with Astros Bridge, when activating freighter warp from the mini-console, if seated in the command chair. lol
I wish we could hotkey items. One of the great things about adding to the emote menu is being able to bind a key to the action, but I feel it's more future proof on items
Getting attacked by hordes of robot antelopes yet?
yeah I was struggling to find the warp emote while in ship only to remember... I was in a ship...
I'll have to find a robot planet to check
I forget what kind of systems they're in
Excuses, excuses. You asked for it. haha
XD
Babs, is there a boolean for available in ship, like above water/below water?'
Still getting used to the new keyboard layout and have trailing ' everywhere
I'm currently redownloading all my mods because apparently I break things in unexpected ways. Singularity spontaneously cleared out all my mods and the maker said they never encountered it the way I did when they tested
..... and it just did it again
Sorry, what's the context?
Yeah, was just thinking that
Emote menu is only on foot
Yeah, that's what I just realized
But not in VR apparently
You can emote in ship on VR?
No, there's no emote menu in VR, at all
you can have underwater emotes but you need a duplicate w/ AvailableUnderwater=true
So I've been told
I used to do that, but ditched doing so earlier this year
HG was doing something with the menu a month or two ago too
had a report or duplicate emotes on land indicating they unhid underwater emotes on land
but then they reverted it
Oh, maybe a mistake then
yeah
Not sure why they require double, just use both booleans on the same emote
some literally use different anims
That's a good reason, though would be better to have UWANIM and ANIM fields then
and it's left over from underwater emotes were first available
So they won't conflict, right? It's an add-on? I forgot what you said already
One is organic creatures and the other inorganic, I believe.
even if the robots one has both, it can't conflict with the same thing but less