#nms-modding
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nomnom or the other one?
There's also mods that enable all 16 glyphs to be pre-unlocked, as an override
I use NMSSE
i searched term glyphs but couldn't find something like that
only a mod that disables the charging
https://www.nexusmods.com/nomanssky/mods/3274
https://www.nexusmods.com/nomanssky/mods/3855
second has it standalone as a separate optional file
well i downloaded the first but it didn't worked i guess
because i still only have 5 glyphs
That is normal I believe
the mod just makes them enterable I think, regardless of player progress
ok so how can i edit my save to add other glyphs?
in NMSSE > Discovery tab
https://github.com/goatfungus/nmssaveeditor
thank you
No conflict, changes to a different file
I find the crafting UI frustrating, only showing 2 rows of icons and no order that i can tell.... are there any mods to show more crafting ingredients at a time and maybe also putting them in alphabetical order or something?
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
is there no way to sort the order in the teleporter menu? Even in this save editor I'm too intimidated to mess with?
I mean other than deleting bases
There is a teleporter list part of the save file, I'd assume the base part of it wouldn't be worth modifying as the game rechecks that upon loading a save and correctly reorders it (you'd need to reorder the base entries themselves)
Ouch so basically the answer is, I have ot go to each world and delete a base to manually sort them
Kinda, or use the save editor to just reorder the base entries like I said
https://github.com/IzzyTheDreamingFox/FoxTech-DNA/ is the one I used to do so
whoa was a nice interface
looks like even a computer idiot like me an use it
Thank you so much!
the other save editor I looked at was intimidating and kept turning black on top of that
The base entries include all of the data related to the base (including location etc), so you can just move them around freely
It should be fully working seemingly, can you send a screenshot of the inside of the Firmware Update for the Signal Booster foler?
That should be fully working
Can you send a screenshot of the interaction with a Signal Booster?
Possibly try deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML and launching the game too
I'll note it that down
@radiant cedar You can delete those two PAK files. They don't do anything
Yes, all mods last updated before Jan 29 2025 are in the form of paks which do not work with the current game
OK thx
Does anyone here know a way to get these Derelict Freighter logs? I've spent almost 14 hours in total grinding DFs and still can't get them. Also tried looking at the JSON via NMSSaveEditor but it only shows the most recently seen log...
hey guys for some reason i have to always delete a file Binaries\SETTINGS\GCMODSETTINGS.MXML help ?
when i launch
Imo only legit way is to grind and find them randomly.
Im missing 1 freighter log that is non race specified. And i have no idea where to look to have highest chance to get it.
Maybe try going only for matching dominant race systems. That my only idea on how to get them
I think I actually got one of those two in Euclid, if I encounter it again, I'll give you the address, but I haven't been seeing it a lot recently...
Nah i had problems of getting the logs eariler.
Problem is pray to rng method of getting them
Instead of giving it in order or being sytem type specific
Everything else gives you lore in order except the Colossal Archives and Derelict Freighters
Galaxy type does not mater. I got all my logs in euclid.
I got most of the logs in Euclid, in Korvax systems too, but when I was in different systems in different galaxies, I was getting the same three logs, but that's just my personal experience...
I really wished the Derelict Freighters (and the Archives) worked like every other lore trail in the game, hopefully the devs decide to be merciful and make it straight forward instead of RNG based, or someone makes a mod that fixes it because personally I find it ridiculous that it's taking forever to just to find a couple of logs, for all I know, they could've actually gotten patched out of the game like PROC_FARM plant...
...and what happens if you don't? May be that you have a bad mod which needs to be removed.
it only happens when i go to my corrvette
A crash you mean. Yeah, probably some corvette related mod needs to be updated, hence causing the crash. Start pulling mods until the crash goes away.
alr
it jsut stops
...,and no, there's no log or further details which would tell which mod is causing the issue.
Yeah. I told you how to resolve.
im tryin
Have to remove mods from GAMEDATA\MODS until game stops crashing to figure out which is causing the issue
ik
Any last updated prior to 29 January 2025 should definately go, none of those can work anyway.
If you have a lot of mods, easier to pull in batches, instead of one by one, to help narrow down.
So, you're then saying that with no mods in GAMEDATA\MODS, crash still happens?
If that's the case, then do a game file verification.
no with mods
Then it's one or possibly more of your mods. Try this then, with no mods in GAMEDATA\MODS, start adding them back, one by one, until crash happens again. Then you know the last re-added is problematic. Then can get rid of that one and continue adding one by one until crash happens again. Etc.
It's a pain, we've all had to go through. Wish there was logging, but there isn't
At least you figured it out
@solid hawk your natural skies II mod is nice and solved my gamma problem with my new homeworld
Did you touch lighting in it or something?
or maybe it's a combinations of mods but I love the skies. MY EYES aren't BURNING from the bright neon-ness of the newer skies anymore
Custom palettes
Which to one extent or another can affect color, gradient transition, and some brightness
EXML
Thanks
I'm also using a mod that disables filters, apparently it just does them to all biomes though.
I just turned it off because I think that means it would effect the trippy worlds too
"trippy worlds" are filters so yeah
This is probably a better thing for #nms-questions
Is there a mod where it makes freighter inspection less longer?
Like I have to check every single freighter and engage in dialouge to check their class
*sorry i meant frigate
I wonder, are these any mods that can make base icons and stuff like that disappear or be toggled on/off?
same for com balls
oh god all the coms balls during expeditions
Oh thanks!
How can I import this Freighter base build? I followed the instructions but my freighter interior is still same
@vale iron trying out your atlas pass teleport mod. I guess the version 3 card makes 1 obsolete?
Also would it be possible to make it so the base teleport chooses a favorited base instead of random?
Can't choose, no
And yeah, don't need the lower one, I just repeated the one I thought people would want the most
There are only two viable effects that teleport. I might dig for other actions to fill that other pass
Would it be possible to warp to the nexus with a card?
No
These are built-in actions that HG made
There's Base (which is unpredictable), closest station, and Atlas Station (which doesn't work)
Yeah, Atlas Station would be cool
I guess I'll just stick with card 3 then
Unless there's other features in the game that cards could be tied to
Portal warp?
I forget is there one portal per system or is it per planet?
Per planetary body, but can't put glyphs in
The Relic Gate is the best option I can think of
The random space anomaly that does like a blackhole but random
Oh I've run into those
I think...
No you're not talking about the random black hole anomaly are you?
Would of be possible to do a random galaxy warp?
Not that I know of
Could look into the Star birth mission to see how it forces a portal warp to specific planet
Random galaxy warp uhhhhh
So galaxies really aren't like any other location I guess?
Didn't 16/16 warp player somewhere at the end of the countdown?
In general mods can't make new functionality happen
We can only repurpose existing pieces
I think the Artemis story with the hunter dude sent you to a strange planet that didn't actually exist in that location?
And some of them are not what most modders wanna look into (mission structures)
At least that's what I read on reddit
Honestly I don't remember and I'm not at home to check the game files
The story teleport puts you on a specific planet but with scripted environment
I did a quick capture of glyphs once and went back and it was nothing like the frozen planet
No worries it's 4:10 am here. I'm just chatting until I pass out. Easier to have a conversation about the neat under the hood stuff thann the other channels
Reading Nerdy stuff interests me
Yeah, I'm eating dinner, watching Expedition Unknown, chatting, and thinking about a mod idea
Wait a moment
I was trying to comprehend that replay expeditions mod earlier. I think I'll try to read it again when I'm less tired. I wish HelloGames wouldn't do fomo content
@vale iron didn't I send you a mission for the atlas station teleport some time ago?
Uh, don't recall it, but possible
I enjoyed the expedition themed after star ship troopers
Wasn't that not working then? I member doing something with one card activating teleport both ways
Expedition data is a text file downloaded from servers. You overwrite that data and turn off your internet so it doesn't re-download, then play
Oh nice
I tried the Atlas Station teleport action and it just doesn't do anything
I'm kinda boarding the plane right now so I can't check the modding server myself
safe flight
So if I do that I can replay it infinitely as long as I overwrite the file and stay in offline mode?
Have a safe flight
Offline, not offline mode (I think, I haven't done it myself)
Yeah, offline on steam?
I think you have to be completely offline, like not online. Not a mode you click in a program, but like no internet. I could be wrong, though
Oh
Best to check the website. He's worked it all out
I just play them all on first run, so I've never looked into it beyond the file structure
I missed out on a bunch since I tend to come back to this game once a year
Or when I'm on a sci-fi kick
Understandable
If I try that mod I am concernrd about the multiplayer focused expeditions. Unless they were altered somehow
Question. We know there is a button that causes the game to open your exosuit, starship or freighter's cargo and tech slots so that it displays the entire inventory on one single page.
Is it possible to mod the command to open inventory in such a way that it also automatically calls for the command to expand the cargo screen without having to press that button to do so?
He altered the couple that required multiplayer
Oh nice
You mean the button on the left of the inventory that expands? No way to default that that I know of, but could be possible
Yeah thats what I mean. I might try to learn modding to see if that is at all possible
I assume it's not possible to alter the priority of selections in the quick menu? I think we had this conversation that other day in regards to the quick menu for the ship defaulting to the galaxy command instead of refills
It looks it!
Have to completely overwrite the emote list with the order you want
I love that your harvest emote is the mind blown animation. It's funny
Oh is it? I forgot ๐ I used mind blown for the purple unlock and probably just copied it over
Purple stars you mean?
Ah, I've never finished it. It was new content to me on the switch version. But the Nintendo switch tries to turn into a bomb when it runs the game
So many things crash it
I started a new save to go through everything again, since it's been so long since I played a full save. I need to understand how things work now to make sure my mods work right
Turning in grades on Monday, then I've got a lot of free time until March. Have a lot of games in my backlog, though. Definitely will get all my texture mods updated, hopefully get custom ships and freighters working
You have a lot of mods. I always get lost in your profile on Nexus mods, bit it also makes them easy to find
Yeah, but a lot are still out of date ๐
It's discouraging to have things that took years to build then it all has to be rebuilt from scratch this year, when I don't even play the game much anymore
It must be a nightmare to keep up with them all, especially with how often HelloGames keeps updating
Part of what keeps me going is knowing that the experience might transfer over to LNF modding fairly well
The newer mods can survive pretty well. The new modding system is MUCH better
I wish they'd focus a bit more on trying to optimize the game instead of always added new content that'll likely break something
Sucks for old mods, but is much better going forward
Optimize? They got it to work on Switch
It's one of the most optimized games that exists
๐ค
Bug fixes are a valid complaint, but I don't think optimization is
Maybe I'm confusing bug fest with optimization
Yeah, the two main valid complaints for NMS are bugs and lack of depth in mechanics
In my opinion
I'm glad I'm on PC again. On the switch version the worlds update kept overwriting my ships with ghost ships after scrapping them
I was so mad
I don't think that was Switch only
It wasn't
But I didn't have access to a save editor or a back up for the ships specifically
I think the fix recovered things, they're good at that, but still scary and frustrating
At one point I even lost my s rank dreadnought freighter. It got transformed into a junk freighter
Does your base building mod have features usually found in glitch building? I'm honestly more nervous to try to learn that than use mod for some of the things that stuff allows
You would want gBase Scaling and Beyond Base Building. Then you rarely if ever need glitch building. You might need to rebuild BBB with options you want, but it can do pretty much everything
I saw people build really neat doors that open like a uh...for lack of a better term. A sphincter.
Those would be better built in Blender I think. I've seen those
Can based built with that be used for multiplayer? I think I saw a few mod descriptions say don't do that?
Don't exceed the part limit and don't alter the storage depot limits and you'll be fine
I had no idea there was a part limit for bases
and stay below 1000u above terrain level
Yeah that part I know about, I built a sky base on my first playthrough. I miss that world.
The worlds update ruined that planet for me
Used to be a paradise planet with green grass, blue water, pink skies and a ring. Now it has blood red water, teal skies and the ring is gone.
Still looks like the original planet except with red water in the discovery page. At least when I traveled there on my switch account
Also my sky base crashed the switch every time I tried to load in, even when I was in the ground. I had to report the base just to run the game and get off planet.
Alright I should sleep, have a good day/night/ whatever time it is where you are
Are there any mods that decreases the brightness/glare of the galatic core on the galaxy map? I couldn't see one
https://www.nexusmods.com/nomanssky/mods/3964?tab=files&file_id=45244 my second ever mod
not really a mod, just a cheat really, it breaks the weapons and turns everything rapid fire
everything
geology cannon too , so its now able to carpet bomb stuff
never use it against people , that would be wrong
I am sorry if i am being pushy if one of you has time to spare and if save editing supported in this channel, can you help please?
The instructions worked for me flawlessly, so you probably didn't follow them correctly
ok thank you, i will try again
following the NMSSE instructions
is there something that hasn't been said in the nexus page? Like reloading restore point quickly etc?
No.
Just import the freighter base using the "restore" button, then save your changes
then load the save slot you modified and see the changes
the arrow button, right?
In the nexus page using goat's save editor says that it will break the wiring
so i used the save editor specified
it's only teleporter cables tho so its fine
thank you
is there a mod that enables free camera movement inside cockpits
like to toggle between controlling the movement and just looking around
You can do this normally, by holding left alt
ty
Are there any mods that can turn a base or freighter NPC into the mission clerk for a system? Is that even possible?
Once agasin, do you see any mods on NexusMods that do this?
Hint: The answer is no. 99.9% chance not possible then.
There are so many mods that's why I ask if it's possible
There are thousands of mods!
There is zero point in asking about mods that don't already exist, because they either can't be done or would be such a huge time sink, not worth the effort.
NexusMods has a search function.
How do you think others who answer you find these mods?
you cant take a ship nor tool with you?
@solid hawk Hey, I just did a couple missions to take out pirates and I'm using the mag-lock mod. I don't know if this is intended, but it seems like the lock-on with the photon cannon only works some of the time? Or possibly user error on my part which is also likely? Or do different weapons have different lock on behaviors? I noticed the beam always locked on. I did notice that whenit fuctioned it worked really well
Which honestly this is a great QoL mod for somebody with disabilities like me.
Maybe I should go back to read the mod description again, I think it did say something about different weapons having different lock on strengths ๐ค. But is that supposed to refer to how consistently the lock on works?
Is there a mod that makes frigate hiring process easier? Maybe marking the checked frigates, or giving them color based on their ranked
any mods that disable the build mode tint/overlay effect?
@half iris you create the folder if needed
mods are usually downloaded in zip form, so just extract the file you downloaded to MODS folder yes
it should create its own subfolder
?
that looks good from here. launch game
k
you should get a "mods are on" warning screen, that you have to press a key/button to get past
oke
that confirms mod is loaded
is there no anticheat or sum?
or does the progress not save?
cuz i don t want to get softbanned if the game has it or sum
devs wont ever ban you for using such a mod
oh oke
@half iris basically, the only times someone gets banned is when they exploit the game to do bad things, to harass or stalk other players for example
nah
rlly?
devs dont care, if that's how you see the game being fun
fair enough
a save editor can easily get you lots of units, but that's not much different to just modifying in game options/difficulty settings/purchases=free
so how do i use the mod?
did it load?
cuz the object i want to remove is underground
yeah
if you goto the station - you should be able to just glitch through the station and stuff when using build mode
k
high enough that you can see the booster
Slight correction, mod warning screen only means that the game sees some files in MODS
when i tried it it said it needs to happen in a corvette workshop
yeah, sorry, something has been found
Maybe not even loaded, just something was in the folder
then goto the workshop, edit ship, and try deleting it there
mod should let you glitch/phase through
@half iris if that's not working for some reason (i've not tried it myself, but i've seen another player say it did work for them), you could go another way, making use of a save editor and this standalone app https://www.nexusmods.com/nomanssky/mods/2598. get the ship json code from the save editor, paste it into the standalone app, find out what's the id of the part that's not supposed to be there, i.e signal booster, then in save editor json editor delete the respective code block section of the signal booster.
not sure if i'm reading this right but BUILDSIGNAL is the signal booster, so technically wtih that you could just find the corvette base layout code in the save editor, and delete that part
i ain t doing all that
is there a way to remove the ship while getting all the parts back?
feel free to send me your save files, i can do it for you if you'd like
dont think so, since "not all modules connected" error
sure dm me
k
I HEREBY DECLARE THAT I LOVE @round sinew. (he fixed my ship)
love you too ๐ have fun
if u say anything about it ur homofobic
nah, not that kind of server - go play and have fun
Nope, nor is it possible. Mods can only access game data files, ranks are stored in the game save.
99.9% of the time, after 9 years, if you don't see a mod on NexusMods that does X, it's because it's not possible.
if i want to save edit supercharge layout
which line should i edit? for spaceship and multitool
Line? Just use the GUI, both should have ways of doing it through the GUI
what is GUI
iirc just right clicking on a tech slot right?
right clicking a slot in NMSSE
The user interface of the save editor you are using
i don't think mine has it
as referring to "lines" would be raw JSON editing or raw text editing, the latter will corrupt your save
Then back out of the raw json editor and just use the GUI for the save editor you use
In goatfungus' NMSSE, just select the tab for the thing you want to modify, go to it's technology inventory and right click slots to see options to modify them. You may supercharge/unsupercharge slots, disable/enable slots, delete/add tech or do things to all slots
i think i found it
Again, doing this through raw JSON editing is objectively more time consuming
i have no clue how to work on this tho
Which save editor are you using?
It would be significantly easier to use https://github.com/goatfungus/nmssaveeditor or https://github.com/zencq/NomNom or any other save editor that has a proper GUI
well this one does, but it seems weird
lemme try
yeah, using the one you linked you can also just right click slots to supercharge them
though idk why there isn't a ship tab
Well the save editors that we link in #nms-modding message have full GUI functionality
also, i notice that you can't directly change a frigate rank
i wonder why
like you can do anything, but not changing a frigate rank
You can change both it's class and it's expeditions completed (which determines rank)
can't change mine for some reason
is there a mod to unlock all portal glyphs
https://www.nexusmods.com/nomanssky/mods/3274 which also makes all portals skip charging, or https://www.nexusmods.com/nomanssky/mods/3855 which has it as an optional file
Yes, that is because you only have those glyphs
yeah is there a mod or way to unlock em all
...so a mod... without downloading a mod?
either of the mods I linked will work, one just has the extra functionality of skipping the charging sequence, and the other has what you want standalone as an optional file
they both enable a debug variable which makes all portals act as if you have all of the portal glyphs unlocked
they will not give you the portal glyphs, but there is no functional difference
easier to use save editors to mark all glyphs as known
That is also true
though it's installing a thing, making it point to saves, clicking things and then saving instead of extracting a folder and putting it in mods (without having it a folder too deep)
is there a mod where you can get these hidden corvette parts?
Not and have them be functional. They are unfinished
Anyone know any mods that might add extra corvette parts, donโt care if the other players canโt see em just wanted to know.
Nothing currently
Do the two save editors not support enabling a not-yet-known blueprints?
Nevermind, found it, it was labelled as something else entirely
So, they might be finished..?
They're not, if they were then they would be usable in-game.
I meant eventually.
Don't ever expect them to be, lots of other stuff sits on the cutting room floor that you'd think would get polished/made useful one day
If they're gonna be finished they'd be released when they are finishef and would look completely different
I get the urge to have featureless grey boxes tho
Personally I like the icons with the grey grid place in the background, maybe they'll add that place someday
maybe that's the world of glass
I bet these were planned to fit with some of the other class names, like maybe one is arcadia-class
those last two you can use
has goatfungus not been updated in months or am I js looking in the wrong place
Goatfungus hasn't been updated in a few months, but fully works with the current version of NMS
oh alright thank u
Reality is, nobody outside of HelloGames knows what HelloGames is going to do. Anyone who tells you otherwise is a liar. HG staff are under a strict NDA, so leaks do not happen. Only company approved communications with the outside world, in the form of "Sean" tweets and one developer is occasionally allowed to post a little write-up.
I'm sad they didn't finish the toilet and completely removed it
leaks only happen now via marketing
which nms has 0
Splitting the old gLonely into 9 parts so people can customize it some. 2 parts finished so far
Is there a mod to make me able to build in my village?
@vale iron question about your resize mod. I don't have the in-game resources to build them yet, but I wanted to know if storage units and landing pads could be resized and still be functional? I think I saw storage units resized on a base in an expedition a few years back, but I can't remember if they functioned or were left as decorative.
see the description and usage instructions here:
https://www.nexusmods.com/nomanssky/mods/2794
With that said, the mod on the page is highly outdated and will not work. Here's a current version
This one? gBase Scaling.
Per the description, this mod allows to increase the scaling range on objects which allow scaling in vanilla. If you want to scale objects which cannot be scaled in vanilla, would also need Beyond Base Building. Be aware, scaling breaks snapping, so you'd be using fiddly free placement more.
Alright thanks! I'm not at my PC today so you giving that description helped too!
are there mods to enable purple system access
Gumsk used to have one that showed purple systems, not sure if they unlocked them, as i never used or looked at it.
https://www.nexusmods.com/nomanssky/mods/3330 adds an emote that unlocks them
Lol thanks Grouch was about to paste link
Learn to search, it's to your benefit.
Is there a mod that makes the character eat automatically to gain hp back? without needing to open inventory etc.
you really should do its quest it is beatiful+you get a staff
no
dont like staffs
Nope
Is one to feed a living ship though
Then there's https://www.nexusmods.com/nomanssky/mods/2248
Which goes nicely with https://www.nexusmods.com/nomanssky/mods/1890
Can't be a mod which does what you want. Food is stored in your inventory which is in your save. Mods cannot directly access save data, only change values for existing properties in static game data files, loaded during game start.
Could someone help clarify something about using mods and a save editor? Thereโs a couple bits in the
shop that I want to add to my account but I also run mods through Nexus. Does the editor differentiate between modded and unmodded? Trying to figure out if I need to run vanilla to process the items being added and then go back to Vortex to launch the game with mods or if I can just go straight from vortex
There is no "modded" and "unmodded" distinction of NMS
Launching the game through Steam and Vortex does the exact same thing
NMS mods do not depend on a launcher, they are placed in a developer-specified MODS folder
this shouldn't mean anything at all for save editing, just load the save after making the changes (maybe launch/relaunch if changes are made to accountdata, idk) and the changes will be there
It may also be easier to just add the amount of QS necessary to purchase what you want and then go and purchase them in-game
Question for you now that I'm at my PC and am more able to read things. I got a look at the Beyond Base Building description.
"Disclaimer:
This MOD makes changes to the placement and usage setting of vanilla parts. If the MOD is removed, the vanilla settings will be restored and parts that "violate" a vanilla setting as well as those connected may go "poof". Best practice is to regularly backup your saves for semi-painless recovery from the unexpected."
What's an example of this? I think earlier I mentioned I wanted to shrink storage units and landing pads. So if I understand this correctly, if the mod is disabled they'll poof?
Sizing won't delete. It's mainly items that don't normally exist as base items that will be purged.
I think that note is mainly a CYA because we've seen some items be purged before and we can't know that HG won't change something or there aren't any edge cases, so it's better to just leave a warning.
Oh, I see but the items will still function when resized?
Pretty much, though snapping breaks/doesn't work for resized things
Alright thanks!
Snapping doesn't much like my base anyway since I used triangles as floors
That includes power, though
because the wires have a hard time connecting to the resized objects
Oh dang, so I won't be able to power them with the mod disabled?
Theyโre expedition items (burning barrel and green camp tent)
It depends, extremely situationally specific, so nobody is going to be able to tell you. You just have to try. Here's the whys and wherefores of snapping with resizing. Resizing an object is dynamic, make it bigger or smaller, but snappoints (including power points) are STATIC. They remain at a fixed point, based on the object being default size. As you make an object larger, snappoints become more and more recessed within the object. Once you hit a point where it's fully enveloped, becomes unuseable. Same idea with making an object smaller. Snappoints start leaving the bounds of the object. Small enough, the snappoint is no longer connected to the object and becomes unuseable.
There is nothing modding can do to fix this. If doing major resizing, your best bet is to enable that difficulty setting for free power in bases, so you don't need wires anymore.
Thank you so much for all the advice and info you've given. I really appreciate it!
I tried a mod that makes snap points function closer to the camera but I'm not actually sure it's helping too much
any mods to change multi tool color?
I think I may be imagining it or confusing it with a another mod, even did a few searches but couldn't find it. I could have sworn there a mod that made icons appear on the target more accurately instead of floating above them or in the case of my base, in my face blocking my view? Maybe I'm confusing it with Gumsk's accurate mission position mod?
I could have sworn I saw a mod that even described this...
Yes, that's it! Thank you!
I am just looking at my save's JSON, if I moved the backets and all of its contents relating to my corvette in "ShipOwnership" (which is currently occupying the second spot in my ship list) all the way to the end, does that also move the corvette all the way to the end to slot #16, or is there something else I need to change in there too?
You could just go within the container of it and copy all, then paste all over the final entry, though you would also need to make the base entry for the corvette point to the new ship slot that it's in
Where do I find this base entry?
PersistentPlayerBases
Cool, thanks, I'll go and test it out
The "userdata" number is what must match the ship slot number
And the ship slot number is the same number as in the square brackets
Yes, it should be
Also, can I restore my ship's default name if I change the name field to ""?
Yes, you may
Thanks for that, took me a while to find the entry for corvette base data, but I think I got it, the corvette is loading properly at least
Just one last thing, since corvette can't be archived, unless I outright sell it to an NPC, it will always stay in slot #11?
Yes, it will forever be in that slot outside of save editing, until HG possibly add a way to rearrange them one day
Nice, thanks
I've heard that there is a mod that allows for more snap points when building. How is it called and where I could get it?
I use a mod for no complexity limit
And corvette base pad
Is there a more size effective corvette base pad I canโt place it because it is huge
The size of the base space station
Modification pad
Also is there a mod to make it so ships archived show up in the hangar
This is not possible to add with mods
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
https://www.nexusmods.com/nomanssky/mods/2113?tab=description
This one perhaps?
OH THANK YOUUUU
Is there a mod that adds a needs system to actually eat, and drink etc?
No, mods can't add new functionality to the game
Bummer
is there a mod to customize ur multi tools colors
Yup. Can be found by searching NMS mods on NexusMods
how do i do that
Search box
Here's what there is for coloring multitools:
https://www.nexusmods.com/nomanssky/mods/2295
https://www.nexusmods.com/nomanssky/mods/3633
https://www.nexusmods.com/nomanssky/mods/2976
aw
no option to custom color it
ty tho
Not manually select, in-game no.
Mods can't add that in, only HG could do that. Mods cannot add new functionality.
what about that one mod that adds hardframe mech color customization
that seems like a new functionality
no it doesn't
same how my mods for fabricating exotics and sentinel ships do not
repurposing existing functionality on new stuff is possible to some extend
Just as a quick question, whatโs a good way of making a backup save?
Copying the st_######## folder to somewhere else
and deleting the .DDS files (base pictures) inside of it to save space
I may be stupid, I canโt seem to locate that
Wait no I got it
Thanks Grouch
only downside is I have no external data storage but Iโm sure itโll be fine
Returned after a year and decided that I don't like the coloring of my custom fighter anymore. Can I change the colors through safe editing somehow?
There's also the No man's Sky companion app that can be found on Nexus mods. I'm using it to back my up saves and base individually as well as the save file itself
I learned the hard way with the nintendo switch version corrupting my 100 hour save on it, and also corrupting my ships with glitches๐ตโ๐ซ
How did you get the custom fighter?
via nms.center? If so then you'd want to use that to remake the ship with the new color(s), as color, that others can see, is determined by the seed.
Nah I meant via ship-building in the space station.
Not sure you can then. Can scrap and rebuild. There are mods which allow to change colors, but not to choose and others wouldn't see the changes. May want to ask in #nms-questions if scrap and rebuild would be the best option. More play focused there.
Can anyone here tell me must have mods for no man sky for visuals or performance or quality of life mods
My choices for EXML based basic stuff
I have all the ones I'd recommend in my collection here https://www.nexusmods.com/games/nomanssky/collections/ixxnzr
Lots of tiny fixes and "hey, why did they do this/how did they mess this up"s
Depends on what you mean by "visuals", but you might also look here:
https://www.nexusmods.com/profile/jasondude7116/mods?sortBy=name
Don't be a lemming!! Choose the mods which make the changes YOU want. https://www.nexusmods.com/nomanssky/mods/newrecently ๐
BUT, there are NO "MUST HAVE" mods for NMS. Entirely subjective.
Is there a mod that maximises jump distance instead of having 4k jump range and getting 4 jumps under 300 to get somewhere?
The projected path? No
any mods for the newest version that makes all skies and/or water blue? been looking for a while
thanks, none that change the water though?
if you dont see any mods while searching for "blue" or "water" that were updated in the last half a year, then no
alright, thanks though
There is no way to mod it so that orbital uplink sends you to your freighter instead of the space station in that system, is there?
Nope, the action used for this teleport has only specific options available
And player freighter is not one of them
And no, it can't be added
Thanks
"Natural Blue Skies", thumbnail is a green sky. 
Yeah I told Babs about it
Well the hostile robot mod works, turned gathering bones on a planet with them into a robotic horror show. Was getting swarmed by robot dogs, and angry sentinels during a storm. It was fun.
Anyone got mods that increase grass render distance?
https://www.nexusmods.com/nomanssky/mods/1080 this is the only one
Water color mods have been broken for a long while now, due to massive changes made to how the water color system works.
Was setup as before\after....now it's after\before
Ah
What do I do with this, do I need a mod loader
You do not, follow the mod installation guide here http://tinyurl.com/nmsmodding550
mod folders just need to be placed in GAMEDATA/MODS
Ohh the game openly supports mods
Thanks grinch
Grouch
Will I need to create a new save for these mods to take effect
No.
Okay
man i gotta download these one by one? kinda lame
is there a faster way to download a collection? i dont really see the point considering im downloading em all sperate anyway
Only with premium unfortunately
If using a collection, remember, the collection curator is your sole point of troubleshooting support, NOT the individial mod authors. ๐
One point is to answer questions of "what do you think I should install?" ๐ If you use Vortex without premium it's a little easier than clicking through to each page and it will notify you of updates to the collection or the individual mods. If you use Vortex with premium, it's super easy, but a lot of people don't find it worth the cost.
You seem exceptionally anti-collections. Did a collection kill your puppy while you were trying to retire from being an assassin? /s
i just used the free trial and canceled it. anyway playing with your modpack now, optionals installed as well and love what you put together, thanks for this
Awesome, let me know if there are problems or suggested changes. If it works and you have time, endorse and mark was working correctly, on both the collection and the mods you like. There's a little thumbs up button you can hit next to all the mods in vortex to endorse them quickly
well i have just crashed, never happened before without mods, is there a log i can send ya?
Wow apparently my message got blocked
Anyway what I tried to say was I tested the maglock mod again, it seems to be working consistently now. Although that warning icon does appear when playing when I tested it as the sole mod running
I also tested it along with Jasondudes Ai modifying mod to see if that was doing something. Still worked, so I'm guessing the maglock getting disabled mid-fight for the photon cannon was from another mod interaction
I'll keep testing, but for now I'm glad it's working again. I seem to be good at unintentionally breaking things
@vale iron Why is is called "normaL" were there other versions that had different frequency?
I think I had other versions in the past, but I can't recall
There are no logs, unfortunately. You just have to take note of when, where, and what was happening
Vast majority of collections are filled with old mods which won't work. Mod authors have zero control over their mods usage in collections. For the most part, collection curators are know nothing theives, piggybacking off the efforts of others. Yours is a rare exception, of course, but most are worthless and detrimental to both mod authors and the players who would use them.
No logging. Start pulling mods out until the crashing goes away.
i was running from a sentinel on a very vibrant planet. nothing equipped.
That narrows it down to potentially any mod which would have anything to do with sentinels, player characters, something to do with that planet, or any globals.
So, pretty, much, could be anything
You pull mods out, one by one, or small batches, until crashing goes away, to marrow down. Becomes really tricky if there's more than one involved.
Over on the modding Discord we've a FAQ article about binary searches (#215515794715443201 message) Not sure if the same is in Gunter somewhere here.
It will be hard to isolate until you can reliably reproduce it, unfortunately.
well NMS stopped loading mods and said i needed to do something to turn them back on, i dont remember what tho
Go to the settings folder and delete gcmodsettings
Tell it no in the future when it asks to disable mods
yep just saw that
Gumsk are you the author of mods such as the various gBase and gShip mods?
Your creations have been a godsend for me
I'm glad to hear it
Being able to just slam loose corvette parts around my base to make it look like a wreck is something I never knew I needed
The mission board supercomputer too, so much time saved
Oh, that's Babscoole for the base building restricitions, my only one now for bases is scaling
I want to split out the computer into different items instead of all crammed into one, but that will be later
I like the crammed one actually, means I donโt have to make my Vette any bigger
Oh I wouldn't take that away, just add more item mods
I spent years playing this vanilla and I have missed out on so much
Nah, just extended your play opportunities by finding mods later ๐
Well for that, I thank you and a couple other creators
I can finally properly hide wiring cloaks to be about the same size as a penny (I chose the more extreme rescaling because I like potential chaos)
Rescaling should be more permissive in vanilla, imo. I understand not allowing it for things that have power sockets, since they don't work properly rescaled, but almost everything else is fine
I was able to make a closet storage room with mini containers thanks to you and their mod
Now if only I could disable the light from them
when i tried using transcender plugin it just showed this weird black box instead of the menu
!creativehublink
That's the home server of service bot and other projects by Mjstral
best to ask for support there
Channel called #๐service-bot-app-support
hi guys. is there are an option to eazy mod the sound files? i hate the stock photon cannon sfx... and the tie fighter sfx at nexus does not work anymore ๐ other sound mods are working, except the tie one ๐
was the mod updated in this year?
yes in september
NMS Modding after 5.58 (to 6.x) Modding for No Manโs 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: ...
check out the troubleshooting guide in this article
make sure the mod was unpacked correctly
if it still doesn't work, post the screenshot of the mods folder
like this: https://i.imgur.com/ljFZH1B.png
ok i will try, thanks a lot.
i think i found the problem. The mod file has only a .bnk file . and its location inside the zip. audio/windows/ then the file. When i create a mod folder and put the file inside (mods/tiesound for example) and then the file, also not working.. maybe it is a corrupted mod?
this is the requested folder. other sounds working ๐
no it will work, it's a format related to audio files
most likely you didn't unpack it properly
You have a folder TieSound when the mod folder should be Tie Fighter Photon
if you have the Tie Fighter folder inside TieSound, it's 1 level too deep and game won't see the files
dang... this was the problem.... XXDDDD funny thing mod manager could not solve it, thank you very very much, the game is now more fun ๐
I use the starfox one
https://www.nexusmods.com/nomanssky/mods/3097 I pair it with this and the Metroid Prime scanning sound effects
a really good idea, but i was now more of a star wars sound fan, which finally works thanks to friendlyfire. I am almost new to mods in this game, started playing seriously finally after 9 years XDDD
Is it possible to, through a mod, to replace one of the sentinel capital ship's model with that of the sentinel carrier?
Not updated to current, but gFreighter Custom Freighters
Thanks
Search Nexus Mods for "warp"
Is there a mod that allows more guns to "work" ? When i build, i typically like symmetry, so i usually have an even number of guns. But typically only the first 3 placed actually fire. Is there a mod that fixes that? Even if its only visually?
I don't think they can be increased over what vanilla allows. I think they allow 6 now (each photon cannon counts as 2), and that's all
Damn. Was hoping even for something cosmetic where they still shoot. Oh well
Do save editors give a heads up if something is wrong / out of place in a save file when you load in?
And what is the latest / go-to save editor right now?
My main save may be corrupt...
In what way?
Not to my knowledge, that's only what the game does, basically replacing it with a new save if something is structured wrong
Here's the synopsis I reported to HG. I fear playing on in this save and counting on things being stable... ๐
I've been playing since day one in 2016, and my main โ1.0 saveโ file is still my main save, and for a little while I've noticed when I teleport out of a Station to somewhere and then try to teleport back (looking for the Station listed under Stations tab in the Teleporter menu), it's not showing any of the recent Stations I've been in and warped out of. The latest Station listed is in Eissentam, and I'm in Euclid as I've been exclusively for a while now โ I've warped out of quite a few stations in Euclid and none are showing at the top of (or anywhere in) the list.
I used a old Expedition save and did a test where I warped out of a Station to a base and then warped to another system and then went to its Station and looked at the Teleporter Station list and there at the top was the one that I came from - as it should have been. This is not updating any longer in my main save.
Either goatfungus or nomnom #nms-modding message
This bug affects most players currently.
Your save is not corrupted.
What?!
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
I did report and sent my massive (210MB ZIPed) save
Station list not updating is a bug with versions past 2025 holiday exp, hopefully should be fixed after the holiday break
It seems to only affect certain saves, mainly old ones
possibly just ones with maxed space station lists
but I've hear people's base lists not updating either
Ahhh. I hope it's actually fixed in some way vs. "please use a backup" or needing to start over. Sounds like it's more than a few folks then. Maybe a fix will come. Seems you feel it will.
It will, they won't leave such a large bug like this
Thanks for the info -- you've made me feel so much better -- I was stressing about this and woke up from a damned dream about it early this morning. Ugh.
Again, it affects most players with full space station lists so this isn't "only 10k hr saves" or anything
I've had similar things where I thought my starter system being less dangerous than it should be was a sign of something but no, that's just what the game does
Thanks again for the info. This is a relief. (I, uh, spend a lot of time in NMS...)
Thankfully real corruption would be really really obvious...
This is a nice thing you can do nowadays with chatgpt, give it the old save json and a new fresh one, and let it find out what's going on. You can also provide the mbincompiler source code github link so it can reference all enums and possible values. Ok might be a bit advanced
If you can't solve the issue until newyear you can send it to me, I've fixed countless savefiles so far
It's not a corrupted save, it's a bug with the current version of the game
Oh I see. Was reading too fast. But my offer is here for everyone else too, if ever someone has a corrupt save let me know
But I think you can still edit his save in a way to circumvent/kill that bug
Probably just by clearing the teleport list or something
Happy Holidays to all!
Well @vale iron the unstuck mod saved me from a reload and losing items/progress in the expedition. (I was running a mod that disables auto save because it betrayed me in multiplayer before) Somebody landed in top of me with their Corvette and I was trapped (at the station mind you). Unstuck warped me back to the main area
You're welcome, glad it helped, again. ๐
Yeah unstuck is Babs I think, unless you mean the Atlas pass one
But whatever it was, glad it worked ๐
the nonsensical element pictures bother me - wondering has anyone done a resource pack/mod to fix them or might it be easy enough to do myself
and ideally rename dihydrogen to hydrogen or protium throughout
there is no one mod to do a complete rework of the substances
these two mods come to mind, you'll need to do your own replacements for the substances you want
or this one if you dont mind AI generated stuff: https://www.nexusmods.com/nomanssky/mods/3067
thanks! :D
what if I literally just wanted to change one name though
can I just edit the install?
There's no "editing the install"
If you wanna make your own mod, you unpack the game files and make a small text-based mod to replace the language entries you want
your one is a good start
idk why you would make a game with chemical elements and not consult a chemist to make sure it's not gonna piss off anyone with a basic science education
and rework it a few years in to make it less interesting and still incoherent
NMS doesn't aim for realism
space fantasy inspired by classics of sci-fi genre, inducing visions of wacky universe full of wonders
to be clear, it's not that I expect the chemistry to match our universe... just make it self-consistent
Originally they had a mixture of made-up names and real things, with the made-up stuff being removed later. If they had done the opposite and replaced the real stuff with more made-up stuff, they could do whatever with those things without running into conflicts with reality
if I can find a chart of how all the refiner recipes interconnect, maybe I can rework the names and icons to my liking
you know what, I think the problem is it pretends to be chemistry and just looks stupid
I think I can make myself happier by switching out "NH3" for "A" etc
Is there a way to increase the draw distance of placed furnitures so that everything in say a 300u distance is constantly drawn and not shimmering in and out of existence? it's wrecking havoc with another mod I am using since it doesn't function when the plants are not visible
I was building a platform of hydroponic farms, 15x15 grid size, but only the plants within like 10 circle radius is drawn and the plants constantly shimmer in and out of existence
Atlas pass yeah
I remember my inventory more than I do the quick menu. Quick menu for harvesting is great too though
I tried out that black carbon mod that exist, made me understand why they used glowing red crystals. They're hard to see when black!
Oh a lot of your mods help me out, very friendly QoL for disabled people like me.
Happy holidays to you folks. Hope they're good
happy holidays everyone ๐ best wishes, for health and safety for all
Thx bk
for u too
oops
<@&590975379678953522> would some one please delete the gunter post above? i misclicked the channel i wanted to run it in - thank you so much

Bk, what have you DONE
Believe it or not, straight to ban
We finally found why ||Atlas|| was breaking...
Was based on Linux kernel?
I accidentally spilled coffee into the Atlas super computer
Great, next trip to the Atlas station it's going to start telling us about Arch
Oh? I thought the kzzt sounds would be changed to 'bazz'
@steel crypt I have a question regarding your space flight mod. I'm trying to wrap my head around the flight changes. In the description you said each ship is a bit different? Could you give me some examples of differences?
Also from what I gather, braking brings a ship to a complete stop instead of having them back up and locks them into place as long as the button is held or is it just because I'm using a sentinel ship?
It certainly seems to prevent me from just sitting in place in a fight and basically being a turret so that's nice. I did notice I have to roll and boost more to keep up with AI ships which makes combat flight feel more active too.
The differences are that different ship types have different values for the same settings.
Examples being MinSpeed, MaxSpeed, and ThrustForce property values, but many more as well.
hmm, I notice a bunch of flight mods seems ot add drifting and planet hovering?
drifting is fun
or is the drifting just the flight overdrive tech?
If you want the exact specifics, use MBINCompiler to decompile the GCSPACESHIPGLOBALS.GLOBAL.MBIN file in the mod, then you can see the hundreds of changes the mod makes.
Oh no, I meant the traits from a casual's look, not numbers
Unfortunately, reverse and brake are handled the same in NMS. If you want a dead stop in space, you have to disable reverse. Personally, I like much more distinct differences between ship types and classes
I noticed that the lock-on follow is also tied to the brake, which seems like an odd choice
There is a setting that changes this to be toggled by the interact/land button, or disables it entirely
yeah I turned it off, found it annoying, It was just something I noticed it being tied too
Yeah it's a weird design choice for a default key
You have a lot of great mods Babs. They're really helpful too. Definitely enjoying the game more with those of yours I'm using
Honestly a bunch of you folk's mods are great There's really too many of you to list, but they make the game more enjoyable. Thanks for all the hard work you all put into them, and maintaining them
I keep trying to test that maglock mod but I keep getting inconsistent results, specifically the photon cannon only locking on sometimes. I thought it was an interaction with other mods but now I'm not so sure. Turned off the ones I thought were having issues but I'm still losing lock on ability with the photon cannon. Phaser beam works 100% of the time. Wish I was better at figuring out what I keep seeing. All I know is that when it does work it's a big help for somebody poor vision and reflexs.
Wish I could be more helpful with this stuff, sorry.
Maybe it's a vanilla issue?
I have no idea. When the mod is off the photon cannon locks on like it should, but when it's on it only locks on sometimes. Usually seems to he when it targets an enemy for the first time. Most of the reticle turns red, yeah? It stays blue when it fails but there's the little red ( ) sometimes, but I feel like I'm missing more often than not.
I don't have the other weapons to try to test with them
With how buggy the game is I wouldn't be surprised if it's a vanilla issue
If it's intermittent I usually guess vanilla first, but takes a lot of testing to find out
is there a way to see the seed file of a space station's npc models?
There's no seed "file".
Anything that happens with a seed, happens in memory only.
You can see what the seed is for an NPC, using Transcender
I know it says ship seed, but this is the seed of this NPC
Yeah, seeds are purely strings of hex stuff, not files (they'd be microscopic)
Hello friendos
Gots a question. I just attached my steam, Playstation, and switch accounts together so I could do cross save. I had to update the ps4 to get me original save file off of the ps4. Is there a way to revert that update so I can play it on the switch? I haven't played that file since the original titan worm expedition so it should be compatible except for the newest update having had to be put on
So.. what the limitation for spawning ships and freighters in combat? IS it something just not possible in the code or is there a flag or something that disables spawning them?
I know you can spawn a sentinel freighter near your own, but that's about it. This screen shot was kinda tedious to set up but it got me thinking "why can't I just call my freighter in for backup?"
Not being able to call your freighter during combat would be a hardcoded feature
pretty much anything to do with the quick menu is
On a console, probably not, as you don't have direct access to the file system AND you didn't backup the save first. Not all, but many updates also change the schema of the save files, so a newer save won't work on an older game version.
Hey.
I have a question about the expedition generator, from recent discussion in #nms-questions. I hope this is on-topic for here.
Can someone explain what exactly does this warning about Memory Fragments in Exp7 mean?
Memory Fragments were tied to community research from this expedition
The higher the research completion percentage, the better upgrades did these fragments offer
I believe the fragments upgrade only with specific mission number / tier for the community research and that's not possible to replicate with custom expeditions
I see, thanks!
I never played this expedition, nor did I play NMS around that expedition's time โ what exactly kind of upgrades were those memory fragments offering (originally)? This is about memory fragments that offer class upgrades, correct?
Does this work with the free version?
Cause apparently the seed visor is intended for ships and mtโs, not NPCโs.
@trail garden The memory fragments started by giving C class upgrades, then progressed through the grades as the community research tier increased. I think they ended on X-class, but they had a manual override to make those x-class in the expedition actually be good (they usually suck)
That mechanic was replaced so you can actually finish the expedition
what was the NMS mod for the expedition rewards
Consumerism?
yes, that is Consumerism
Oh okay that was on Nexus Mods right?
yes, all actively maintained mods are hosted on Nexus Mods
do i need a mod manager for that mod?
-#
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 ยป 
- 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 1st and 4th link
what is the second mod i dont know.
so you went ahead and downloaded some mods without reading what they do?
no those are from a year ago
I dont think so, because in January this year HG changed the modding system big time, rendering all mods outdated
A mod that wasn't updated in the last year will not work with current game version
Go to Nexus Mods, use the search bar to find these mods, read on what they do, download the latest versions from Nexus
a i know now
If you say "What is X" and someone says "Maybe 'A'?" try to search A instead of saying "I don't know"
I think you have a mod that does something to makes x-class card have better rolls without being cheaty?
... Why did I say cards?
how do these help?
They are external programs that allow you to position base parts wherever you wish at whatever size that you wish
you must import data from your save using a save editor's raw json editing function, then you may modify it, then paste it back into your save
Thanks alot man
is it possible to upload partts i havent found/purchased/have in my inventory?
Into the editor programs I sent? They don't take into account inventory contents or anything
So it will work when i put it into my save?
oh oh
on the site?
Yes, and there's a link to a more comprehensive one in the app itself https://djmonkey.uk/no-mans-sky-base-builder-app/guides/
thanks man
okayy onee more question
this will allow base and corvette parts to snap and work together normally? inclusive of wals and such?
Kinda, they don't snap to things they don't normally snap to though
https://www.nexusmods.com/nomanssky/mods/1096 allows you to build regular base stuff on corvettes in-game and vice versa
It will work, depending on the definition
alr love
Like it'll clip into the station like crazy and probably not be usable, but it should land/take off
when you say clip into the station, you mean lap over the station's walls?
Into it's ceiling/walls mainly
I see
Does the corvette have to follow the main rules? where the corvette structures hve to be attached to each other in some way, or does this rule bypass with the base structures (walls and stairscases for example)
also, do base doors clip to corvette habs
In the external editor, there are no rules
bet
Hi folks, I just got time again to play NMS and missed the 20th expedition. I really want those aeron corvette parts but don't see those in the saveeditor. Is there any other way ? Thanks <33
Just redo it when it reruns between Dec 31st and Jan 13th
NMSSE hasn't been updated with items from breach, but they're mostly unimportant
Thank youuu will do
None of the hull platings seem to snap? lmk send a video
Everything else snaps as far as ive seen
They should normally snap, so that's weird
maybe it's a bug in the program, as everything had to be recoded manually
You could bring this up in the tool's home discord server #nms-modding message
bet
is there any alternative or is nexus the best it gets
Those two applications that I linked are the pinnacle of external modification of bases
and yes, nexusmods is the primary place for things like these, though some things are only available on github like NMSSE etc
NMSSE?
No Man's Sky Save Editor https://github.com/goatfungus/nmssaveeditor
Hull parts for the corvette never snap in the base builder app. Habs, landing bays, weapons, and cockpits will snap, but that's about it. Base parts like walls and doors, etc... will snap normally, but only with other base parts. My advice to new builders is that perfect 90 and 180 degree angles are god. Zeroing on the x axis is also god. Making your builds account for hab height and landing gear height is also god. Using the duplicate part and mirror across x axis saves a lot of time and makes things perfectly symmetrical, but only if you've properly followed gods rules of zeroing on the x axis and using perfect angles.
Is it possible to make a mod that allows me to wear a building component as a head?
If one uses monkeyโs expedition tool or the transcender plugin in order to play the expeditions offline, does it only work by starting a new save, or can the Anomaly Expedition Terminal also be used in offline mode?
I believe the expedition terminus aboard the space anomaly should work
Personal experience: you can use an existing save and use the same terminal to do past expeditions via the offline generator
Aight sounds good, thx.
Hello! im trying to download a mod to use to build my corvette i know i have to download these can anyone help me with downloading the other ones i may need. To be able to run the game properly
These technically aren't mods, they're external programs that allow you to paste data from bases, modify them in many ways the game doesn't normally allow, then paste them back into your save using a save editor's raw json editing functions. Read their decriptions and also see this small guide on how to import/export stuff https://djmonkey.uk/no-mans-sky-base-builder-app/guides/
to download them, just click files, then click manual download.
damn i think im just gonna quit and play the game like a normal human
There's also a corvette delivery function of the service bot https://nomansapp.com/ that can replace your current corvette with one that someone else has designed (with thousands of designs able to be browsed/used), as long as you follow the instructions.
Yeah ive tried that, but the 3 i got had terrible interior designs lol
do you happen to know any that are comfy and that i could edit later?
You can edit all of them later, at least via interior decorating
I'm not familiar with any of them personally though
my game crashes when i try to edit them
Are you trying to edit the structure or the interior? If it's a build that wouldn't normally be possible, I would not suggest trying to edit the structure. The interior is just like base building, though, so it should work fine in build mode.
Is there any possibility for mods to change how starships land when you call them planetside, so that they turn 180 degrees on their way down, like corvettes do?
Probably not, but maybe
corvette's landing animations are like completely different from regular starships
they also technically always do that rotate to a degree, trying to summon them on rough terrain you can get them to rotate when they normally don't sometimes
Start playing in the files and figure it out. ๐
You're the one who wants it, up to you to put in the blood, sweat, and tears to see.
Cool, thanks, are there any resources on how NMS modding works? I am literally as green as they come when it comes to modding, I have no idea what files to look ๐
NMS Modding after 5.58 (to 6.x) Modding for No Manโs 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: ...
Possibly in GCSPACESHIPGLOBALS.GLOBAL.MBIN
Thank you!
i tried opening NMS save editor goatfungus but i had this error. also tried opening the. .jar file but it does nothign
Java installed and using the java icon to start?
yes. i did all
wait
nvm
it just opened
sorry
is there a mod or a workaround of anykind that lets me scan the whole things (fauna, flora etc) in a planet with just one click and at a time to add to the exploration catalogue?
no there is not
mods can't add new functionality like that
also dont pay attention to the numbers displayed in exploration catalogue for flora and minerals
I'm fairly confident there's a landing rotation setting. probably spaceshipglobals as Babscoole mentioned.
Thanks
looks like the parameters for corvette landing animations are defined in spaceship globals MBIN
I doubt those can be adapted for other ship types
mmmaaaaaayyyyyyybbbbeeeeee with animations for landing states if that's a thing in other ship archetype entity MBINs
but good luck working with those
Ah, yeah, I forgot the rotations are handled by the landing pads. If landing on the ground, I doubt you can do anything. For pads, though, you should be able to get rid of the rotation
yeah low chance we can add corvette-style rotation for summoning on the ground
if HG made those unique properties instead of a structure for all ship types enum
I was thinking, maybe I don't need to induce a rotation as it comes to the ground, I just need to change the orientation of the ship relative to the player when I am selecting its location to summon to
Hi there, I guess this might be the correct place to ask this. Can anyone tell me if there's a tool, or mod that lets me search for a system in the galaxy map?
!creativehublink
That's the server you want for something like that
awesome. thank you
Did a search for mods, so I guess it's just not possible to allow remote access to storage containers like with a Freighter containers, but without the freighter present?
Probably not
bummer, guess I'll just have yo have my freighter in the system
maybe there's a mod to get rid of the dreadnought cloud ... >.>
Nope
No dreadnought mods as far as I can tell
Dang the only mod I see that disabled the hud message on the right side it out of date
getting tired of it reminding me to continue to story or hatch eggs I'm storing
Should be maybe possible
Could just use a corvette with the storage racks
Oh I haven't built one yet. I was thinking of the planet based storage.
Speaking of Corvette, is there no way to access the Corvette storage at a station without being there?
Yes, all storage containers of the same number share the same contents, including freighter storage rooms and corvette storage racks
Correct
It would be nice if the Corvette parts went straight back into the storage instead of cluttering the player inventory
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
@lethal cobalt u got a void egg timer skip mod?
@whole kestrel I don't, however if you log off and change your clock on your computer to be 24 hours faster, then log back into the game offline and you won't have a timer
!faq-time @lethal cobalt
@lethal cobalt
-#
to view info below, enable embeds
Should I adjust my system time?

No! Messing with your system clock has the potential to break every single thing that relies on a real timer. Settlements, frigate missions, farms, mines, freighter battles and time gates such as the Starbirth Quest. Just don't do it.
this is heavily advised against, it can break multiplayer, frigate expeditions, settlements, extractors etc, mainly when changing it back to normal
ah ok thank you
Ok @final hazel @hardy aurora
i completely turned off my internet, mp and set everything back to normal before activating wifi again
@graceful fiber hey can you check your exml of gscale when you have a sec and let me know what your values are? mine are here
That does not prevent issues.
it worked!
Also srry I didn't read this, one can be found here https://www.nexusmods.com/nomanssky/mods/1921
Also if anyone else can help, I'm looking for a mod that lets you scale up/down as much as you want. gbase scaling seems to not be working for me
gbase scaling still works completely
check if you have it installed incorrectly, see the mod troubleshooting guide here http://tinyurl.com/nmsmodding550
im not sure whats up with it for me, i disabled all other build mods and it still just scales to vanilla
know that gbase scaling only increases the min/max scaling ranges, it doesn't make unscaleable thing become scaleable
yeah i have BBB for that, and i used to be able to scale to whatever, but not for like the last month
i had the "more" one installed, just installed the "max" one, lets see. gonna check the exml first
huh, this one works
well @final hazel thanks for letting me know it still works and @graceful fiber thanks for troubleshooting, dont need you to go through your files
did ya get it workin?
sorry was afk
yeah i changed versions and now it works
epic! happy building
https://www.nexusmods.com/nomanssky/mods/3570 @solid hawk What's the difference between the finder and scanner?
There's like a bazillion of them on NexusMods
Found em, was searching 2 letters off from finding a trove
Cue someone saying "I did it and it didn't cause any problems, therefore it can't cause any problems"
Do you mind testing this for me? If there is a problem with More, I changed it.
Yeah I'll do it asap but my house internet has been down for 30 mins or so, waiting to get it back
@solid hawk may I PM you?
You can, but probably won't reply at any time in the near future. ๐
Eating dinner now, afterwards I need to clean up and then before bed, working on a project of my own
No problem
Hey guys I can't find the no building area limit mod for corvettes, anyone have a download I can use?
DM me pls if you do
vanilla scaling with More again
Very odd. I'll test it later. The only difference was the x and y weren't capitalized and the numbers. Otherwise they are exactly the same
Thanks for testing though
anyone got a clue where the voice lines for the suit voices are stored?? need em for a project and i cannot find anything anywhere online and im running out of options lmao
Looking at existing exosuit voice mods like https://www.nexusmods.com/nomanssky/mods/1763 may help
that does sound like a plan
oh, thatd involve unpacking audio files and such to do
hell. i dont really do anything related to modding.
I'm happy, I found a work around for my mag-lock/targeting issue. Apparently has something to do with manually targeting an enemy. I mapped closest target into my controller and now I'm getting consistent lock on
The mod works so I'm pretty sure this is a vanilla issue
๐ now I can play without upsetting my hand so much or squinting to see the tiny target reticle
Finder increases the ability to find by increasing range, among other properties. Scanner increases the spawns.
Just post whatever it is here. Most of us very rarely do DMs. A) Slippery slope. Everybody thinks "Hey I've got a quick 5 minute question". You get twenty of those a day from 10 different people, becomes a problem. B) Maybe the question and answer could help others in future. C) A lot easier to get help from the community than one individual. If I'm not available there's others who may be able to answer, like Gumsk, for example.
question i got, i find the current discoveries tab of nms quite buggy (sometimes shows a system that ive visited even tho i havent, and other things. )
Is there maybe a mod that betters the discoveries tab ? specifically the visited systems and stuff ?
No, mods can't add new functionality to the game
and whatever the idea is, it probably would require reworking the UI which is a pain in the ass to do
im sorry if my english isnt the greatest i try my best
no worries, no matter what you want to have, it probably can't be done anyway
sadge, lets hope hello game revamps the discoveries tab one day
that would be real epic
@lofty fossil
No gifs in this channel please
a bit of a coincidence that I saw your radiant brain mod just before Trace of Metal messed up for me. Ironically the mess up was just before that part of the quest started.
Game didn't want to tell me to what I needed ot do to continue until I warped. What it did instead was both told me something happened at the settlement PC and then told me to talk to Laylaps (game wanted neither)
then after I warped it told me about the brain thing, preloaded the mod just in case at that point lol
coincidink
how does modding in general work here, doies it affect multiplayer? and is there a mod that u get the same amount oif copper with the big seize than if you do the precice drilling?
Mods are client side, they basically don't affect other players and you're free to use whatever
Mods for NMS can be found on NexusMods.com, feel free to search there for what you're looking for.
FYI, only mods updated or new after 29 January 2025 are (most likely) functional. Any before that date will 100% NOT work.
For what you want, search using the term mining, then sort by last updated.
