I don't know if you can adjust the resources relative to size (I think that's in the EXE), but you could adjust the resources awarded so that the big size is the same reward as vanilla small size, or just increase the mining rate in general to achieve the same thing. This would also increase the small size return rate, though, so small would still be better, just more betterer
#nms-modding
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is there a mod that shows the actual planet colors and doesnt change when i enter the planet?
nope
does anyone know how to fix alot of building parts missing in buildframe rectum?
@west solstice Nothing should be missing with RecTUM. The mod rearranges build objects into different categories and subcategories than vanilla, to reduce the number of tabs. So, chances are, they are still there, just now in different places.
Also, do you see object with the yellow " in the upper left?
This means several objects have been combined into one. Like it says, click the x button to re-expand.
actually get all of them
Happy New Years, one and all
You as well
@vale iron I have a question regarding your Corvette landing point mod. The version with the spot directly above the pillar. Is that the item from the anomaly you get from quicksilver, so I buy it from there?
I don't think it's a quicksilver item, but maybe
Also I have a question. I'm guessing it's not possible to unrestrict access to pirate systems at station and (weirdly) Freighter teleporters?
I remember when I first played the game I thought I'd eventually get the ability to go to them without restriction, with the Atlas pass 3
You mean how normal systems and pirate are separate networks?
yeah
It's a little odd a planet-side base teleporter can go to them unrestricted, but one of a freighter base can't
I'm not sure if that restriction is in the EXE or an entity somewhere, would have to look
It's also odd that if the freighter is in a pirate system, you can teleport from the freighter to the station but not the other way round
Yes it is!
Well I don't see any mods that change it, so it may not be possible
I've never heard anyone mention it befoore, so I doubt anyone has looked
I'm trying to remember where the freighter teleporter files are
The base teleporter works for both system types?
I found the base teleporter entity and might be able to just swap the interaction type on the freighter one. Looking for it now
I'm on my slow laptop, though
I should test if the base teleporter works across networks when placed on a freighter
Planetbase Teleporter shares the same restrictions as the freighter teleporter when placed on a freighter
This is one thing I'd kinda expect to be hardcoded, unless there's a teleport menu data file or a debug option that disables it enetirely
Ok, so they are checking in the EXE where the teleporter is being activated
Because it looks like TELEPORTER_F uses all the same game files as TELEPORTER
So same ENTITY
Does the Nexus teleporter have the same restrictions?
I do not believe so
So Nexus can go to either Outlaw or normal systems?
Correct, just verified
ok, I might be able to use that interaction then, but not sure if it has other side effects
Possibly may grant access to featured bases
As well as a "Space Anomaly" tab that may not work due to other players not being present
Just drop it into mods folder?
Unzip it, but otherwise yeah
Nexus teleporter might be subjected to the same location test, though, can't be sure
Doesn't seem to be any different (yes, I installed the second upload)
Not working
Oh, Clearance Not Granted
I see it now
So even the Nexus Teleporter has to pass through that EXE check
I'll compare a little more closely to see if there's any other difference
The changes were produced in EXPORTED too
Ah thanks, good to check that
No clue what you two are talking about so I'll just pretend to nod lol
Damnit, I really don't want to try to load the whole Nexus model on this laptop to find the files for the Nexus Teleporter
There's a debug variable that makes it so EXML modifications will produce what the final file looks like in a special folder, useful to know that the mod is read and how the game replaces stuff using it to see if it works/is formatted correctly
Don't know without comparing
Maybe, maybe not
Found it, comparing
Nah, no other entity differences that are significant, so it looks like it's not going to be possible
Dang
I wonder why they made it that way, or made it so the function can't be unlocked with some kind of pirate themed item.
which is also something I thought the forged passports would do. Either forged passports or Atlas v3. Ah well
The world may never know
Also you have a bunch of base/corvette themed mods, have you considered making a corvette mod pack?
I don't think I have enough to make that worthwhile
oh
The only things I am currently considering for collections are gCam, gEpic, and gLonely
It's funny you have a mod for freighter antenna collisions. That's the sole reason I refuse the Sentiel style freighters
probably needs to be updated, though
sept 2024, yeah
Neat, now I might bother with that model in future saves/expeditions
thanks!
Also it much be a herculean task for you to manage so many mods Babs. The work is very much appreciated
Thanks. Sometimes yes, sometimes no. Depends on external factors more than anything else. Right now a bit of a slow period, thankfully
Does the Dreadnought bridge count as a normal freighter bridge for the purposes of your freighter bridge mod?
I have no idea what things in this game my have different nuances to them
There's some minor differences in appearance
Official name is Pirate Bridge, btw.
Example: Only one teleporter on the pirate bridge, as there's only one in the pirate hangar, just like vanilla. I just have a little debris strewn about. Would someday like to bring a red theme to coloration into the mod, but that would be a VERY time consuming task.
So it does work for the bridge?
I think I had this mod on my old PC years ago, before dreadnoughts were introduced.
Oh what a lovely bridge, Looks better than in the pictures
Was told to ask in here to see if anybody know what mod might be used in this build.
I can't make out what is special here. Need better pictures and/or an explanation of what exactly you want to accomplish
If you can get better ones, can always add then to the page, https://www.nexusmods.com/nomanssky/mods/3680?tab=images
I'm terrible at screenshots., haha
I want to build an open area with Freighter habs
Basically, from what I can understand, its a 3x3 Freighter hab, built on a Corvette.
If I had to give a rough guess, this is how it was built, but I am not sure exactly how to place the Freighter habs.
Blue = Freighter habs
Red = Corvette Parts
Could be Beyond Base Building and whatever allows for scalling of base objects that normally don't support it
I think Gumsk had something for that
Or is part of BBB already
That
That's part of BBB, though I think it's disabled by default for habs
I would be worried that nothing would snap to them, but maybe corvette parts do
Scaling is not disabled for habs
Ah, thanks
sry for being late, heres some examples of stuff missing: black hole sign, atlantideum a, atlantideum b, etc.
I forgot I was still in here lol
my bad
also happy new year
I was able to quickly find The Black Hole in the Wall Sign, Atlantideum Street Lamp, Atlantideum Refiner, and Atlantid Poster, by doing this: #nms-modding message . You can too. 🙂 This is what the mod does, what it's designed to do. Reduce, combine, and compact base build entries to keep from hitting hardcoded restrictions on numbers in the build menu, when using mods which add new base build entries (like Eucli-EA or Ultra Base Building).
It's all there, you just have to look where they are now. 🙂
oh i didnt know that you have to unlock the main thing to use the smaller stuff
and by atlantideum i meant the expedition reward
it was just atlantideum crystals
theres the crystals you can place
This?
literally just crystals of atlantideum like you can find on planets
If it's in the game, it'll still be there, just combined with other things.
i searched everywhere, its nowhere to be found
I'll need the exact name, as it shows on the build menu, to look further. Something like 1800 build objects in the game.
ill send an image in just a sec
if memory serves right the smaller atlantideum crystals are in the same group as crystallized drone
so expand that and see what's in there
@lethal cobalt do you know what file makes it so that only one freighter is visible at a time during MP?
Is this like modding is like using a different parts for like guns in the game or like modding in the sense that you're adding something in the game that shouldn't be in the game?
This cannot be changed, it's hardcoded
oh
There are no mods to add different parts to guns. It's modding as in making changes from the vanilla game. To see what mods are availble see https://www.nexusmods.com/nomanssky/mods/newrecently. Be aware, no mod last updated prior to 29 January 2025 can work.
Oh okay thats pretty cool that they allow that and even have a dedicated chat for modding although I am on Playstation so I'm not sure how that will work but I'll take a look
FYI there's no "dedicated chat for modding" because this server is not run by HG
Also, can't use mods with consoles.
!officialdiscord
-#
to view info below, enable embeds
The game's developer
HelloGames.org links to our
Discord, officially acknowledging it as the No Man's Sky Discord (https://discord.gg/nomanssky). However, the server is 100% run by community volunteers... 
Gyuys can i put mods on ps5
only on pc
no
Damn ok ty guys
So here's a question that I don't know if it would be possible, but the thought is based on another mod I'm using
There's a mod that I'm using that allows the player to manage ship fabrication through the bridge terminal on the Freighter, would it be possible to put Corvette Storage on the freighter too?
in theory doable
riggin a new model/entity with the same interaction type
duh it's been already done
dunno if works for freighters
No space in mine, already got ship scrap one and multitool one
I might have to test that, as well an the anti matter generator mod, since I miss having that on freighters
Are there any mods which alter the rarity & size improvements for fishing baits?
there any mods that allow me to use the multi tool visor on exocrafts?
There is not.
If there was, it would be easily findable on https://www.nexusmods.com/games/nomanssky/mods
Not that I know of, but it wouldn't be too hard
I don't think anyone sees much need
Is it possible to reorder bases as it appears on your teleport list? And if so, is there anything I need to watch out for beyond simply copy/pasting the base data into the correct slots?
Very easily, and using a program like https://github.com/IzzyTheDreamingFox/FoxTech-DNA makes it very easy
Thank you!
And it falls under the same rule as the ordering of ships? If I place bases at the back of the list, they will stay there unless I move them?
Yes, they will never move
I have a question about the freighter bridge mod. Will other players be able to see it or will it cause problems when I play with friends?
I turned it off just in case
ALL mods are local and do not cause issues playing with others.
As with ALL model mods, they would see the vanilla bridge, unless also using the same mod, but this does NOT keep you from playing with others.
Alright, that's good!
Just curious is this mod will also allow me to add landingpad on my corvette
This mod only mentions the workshop cache item so no
Although it is technically possible to add a landing pad on a corvette, for decorative purposes only (say with Beyond base building), they really won't be functional. The moment you move the corvette, the landed ship will disappear, as landing pads are designed to be fixed in location, not moveable.
Appreciate it, seems blender is the only way i know before they say you can add one by using a settlement and base but it seems to be patched cant add it anymore.
i had an interesting idea: trying to claim a base computer on my corvette while it's in deep space
The base would attach to the nearest planet, most likely, and any items more than 1000u above terrain level won't render for you on reload.
There's a slim chance it might attach to 0 (space), and if it did, I'm not sure how that would work
@pure mulch https://www.nexusmods.com/nomanssky/mods/3708
Thanks FF
awesome, ty
I'm quite possibly the worst modder of nms to ever exist
.
^ spam?
so can we make a mod where zombies can appear in black and white plants when exploring?
nope
If you don't see a mod to do X on NexusMods, after 9+ years, chances are because it can't be done.
At best you could probably make every planet have grunts and maybe make those attack, but I don't think those can be "predatory"
and that wouldn't be limited to the desired planets
In theory could make a zombie and new plant model.....getting a spawn on contact with a plant, would be a hideous nightmare to achieve. The major issue would be we can't make animations, so the models would be static, not moveable.
Then, of course, there's the issue with "zombies" not having anything to do with the concept of NMS.
So, to get this to half-ass sorta-kinda work, looking at dozens of man hours for something nobody would want or use.
In this case, "we" meaning "you", feel free to attempt it goku.
i'm having trouble installing the ultimate harvest all mod. I was wondering if i could get some help with that?
Do you have a link to the mod you are trying to install?
also, a mod troubleshooting guide can be found at http://tinyurl.com/nmsmodding550
just the harvest all plants one
This mod will not work with versions of No Man's Sky past Jan 29 2025
Please read http://tinyurl.com/nmsmodding550 for up-to-date modding info, including mod installation details
We do not know. Ask the author in the posts or find other ways to contact them
right
I believe there are existing alternatives, like https://www.nexusmods.com/nomanssky/mods/3350 and https://www.nexusmods.com/nomanssky/mods/3176
@vale iron I don't think the bacta healer mod works? I tried to use the device in the corvette, didn't even get a prompt. The one for the bed being an appearance changer works though
i'll try those, thanks @final hazel
https://www.nexusmods.com/nomanssky/mods/3572 is the official updated version
ahh ok thanks
im having trouble getting it to work, im not even sure its registering as a mod
Can you send a screenshot of your MODS folder's contents? Like this
Why is the mod's contents spread out without a containing folder?
Has to be in the mod folder within the zip,.
Create a new folder and name it whatever, then place the MODELS folder inside of it
the other two files aren't relevant and may be discarded
ok give me a moment
or if using the other variant
Game will not recognize loose files within GAMEDATA\MODS
Should always be GAMEDAYA\MODS\some mod folder
Yep, that should be correct now
Do you get a mod warning on startup?
no
Delete No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
ok i did that
I got the mod warning
Ok thats working, thanks for all the help
And this mod should last a while?
Until hg update the game
And even then, it most likely will still work if it is an EXML mod
There's also this
https://www.nexusmods.com/nomanssky/mods/1836
I'll take a look tonight
Right, thanks
is there a way to hold d to make more than one of an item?
When you have the recipe selected, you can use a and d to control how many you can make
Please keep it to modding related things in here. For general NMS questions, #nms-questions . Thanks. 🙂
how to play older save versions of the game?
Start game, choose save. Older saves will be updated to current schema
Where is a good place to find mods that improve quality of life in nms? Asking for one of my good friends who doesn’t have access to discord.
Thank you so much!
Also make sure to read http://tinyurl.com/nmsmodding550
ofc!
what should i say im trying to get expedidion 10
Replace, like the instructions on the website tell you to do
It worked but now the question is once I’m finished with this how the heck do I get rid of it and replace it with the old one
website probably says how to do that as well
Just open the game while not in offline mode / while connected to the internet
OK
Why do you have to be offline?
Opening the game while online checks if the season cache data is correct, and if it isn't then it's replaced
I couldn't find the item in the build menu
He was just linking you to someone elses mod. You'd need to contact the author if an issue with it.
Someone just posted two days ago that it is working. So maybe you installed incorrectly?
I dragged and dropped it into the singularity manager 🤔
There's few possibilities. 1. 'm a blind idiot, 2. Could be conflicting with other mods I'm using without crashing the game, but #1 is most likely
That's between you and the singularity manager, doesn't means things worked correctly
Check in your MODS folder
Yep I see it there. I'll test it with all other mods off
Are you using RecTUM by chance?
I have no idea what that is
It's a building mod
only base building mods I have are your better base building mod, Gscaling and uh "better build mode and camera"
ok
Have to do that before it'll show, like other base parts
ok i should have the crimson trail now
Of course the instance I have all other mods like unstuck disabled... I clip through the floor of the nexus and end up in space
That was scary
Reloaded from last autosave
If you were in space, you should have emergency summoned your ship
I did, but I didn't trust it was actually space when all the sound cut out when I was flying
Funny enough it happened a second time. Sort of, I was exploring another player's corvette, they took off and I got deposited in space
All this space walking stuff is new to me.
It's not in the switch version, my previous experience with No man's Sky on PC was at least 2 years ago.
@vale iron Do all these versions of the Gship better ship lightning mods clash, should I only pick one as active?
No, they do not conflict
They are separated so you can customize your experience
Does anyone know where to find the .JSON file to edit my Production rate?
In my settlement
And does anyone know how to Port ships from File to File properly? (My ship has like 2500 parts) so It doesn't port properly. And I don't know If It's the Save Editor cannot port everything over. Or not.
You're going to want a different server for that stuff
Bah, one minute
I still need to know for the File Edit on .JSON.
!creativehublink
They do save editing the most
???
The channel says, Including save editors? I'm confused? What do you mean by that?
The people on that server do mostly save editing. If you want people that know a lot about it, that's where you want to go. If you want to purposefully avoid the experts, you are welcome to stay on this channel
Is the 16k build objects limit hard coded into the exe or something that can be messed with with mods, like how Corvette build limit can be?
raised to 21k, hardcoded in exe, can't be affected by standard mods
might be affected by the Transcender plugin developed by Mjstral
Gunter posted the link to Creative and sharing hub, that's their server, should have the info there
Thanks
Hey @solid hawk , this error comes up whenever I try using your astro bridge mod, anything I can do to rectify that on my end?
I tried with only this mod enabled through singularity, and it still gives me this crash
might need updating or conflict
What game version are you on?
the latest version on PC
Screenshot of GAMEDATA\MODS please. Can be caused by improper extraction
This is the state of the mod folder right now, I am trying to isolate the mod to see conflicts but it's still crashing as soon as my camera turn towards the direction of the bridge
ok, hold on, that's very different than crashing on game start.....
in-game, go to Options>Display and Graphics.....
OK
Trying that now
Reflections no greater than Enhanced. See if that helps.
Improvement! Thanks! I'll keep an eye and see if it keeps working
Another user found back in September that Reflections set higher than Enhanced will cause a crash. Too much from the windows maybe?
Do you have an AMD or NVidia GPU? I'm guessing AMD. I've never had the issue with the mod (my GPU is NVidia), only a few users have. My theory is it's an AMD driver issue
nVidia RTX 5080
Ok, so much for that theory then, lol
Gonna play around a bit with the settings
Nor is it a higher end vs lower end gpu issue either.
Not the end of the world, but since I can't replicate the issue on my end, I also cannot narrow down exactly what in the mod is the root cause, so then stuck with the people who do get this having to dial down their reflection setting.
Which seeing is reflection again?
Yeah I don't see that!
between post processing and volumetrics
Yep not in yours. No idea why. Maybe. Ask HG. Like everyone else, I have one game install on one platform, with one set of hardware. Can't say anything beyond that.
in No Man's Sky\Binaries\SETTINGS...
TKGRAPHICSSETTINGS.MXML
Do you have a line like this:
If not, would then explain why it's not showing in your GUI
If you wanted to attempt to add, make a backup of the TKGRAPHICSSETTINGS.MXML file, then delete the original, start the game, the file should be re-created with default settings.
what is best mods for nms?
is planets generations was changed or is it still best to use mod for this?
There are no best. Completely subjective, based on what you want to see changed from vanilla.
Planet generation works now as it always has. Some newer biomes and planet types have been added in the past year and a half or so.
i mean, some mods feels like essentials to use, i was looking for this ones
Only mods new or updated since 29 January 2025 are useable. Anything before that date will not work.
Again, it's 100% subjective. What you feel is essential another would see as worthless.
Or vice versa
Depends on what YOU do in-game and how you play, more than anything. Some people ONLY base build, others like to explore, etc.
See what there is and use what appeals to you.
well, for example then i was playing like a year or so ago, it was very easy combat, did it changed somehow? or should i looks for some mods that tweeks combat difficulty?
Combat is still easy. https://www.nexusmods.com/nomanssky/mods/1537
It's much easier to ask for mods which do specific things, like the above, than a general "good mods"
ok thank you, gonna looks up what i want to change before asking
any good camera mod? the default one is too close to character, i tried Enhanced Third Person Camera, but looks like it didn't updated and didn't work
I would recommend gCam, but not updated to current. Most appear to be focused to fix one specific camera issue, as opposed to a general camera mod. https://www.nexusmods.com/games/nomanssky/mods?keyword=camera&sort=updatedAt
Sorry was playing the expedition with a friend, just ended the session with them for the day
It looks like it's there in the code to me?
I'll try what you suggested now
My version is steam, and whatever the current game version is too
So odd
I deleted the file and the game recreated it
Could be based on GPU or could also show or not show based on how some other feature is set.
Oh maybe!
My GPU is whatever is on board this mini pc
amd ryzen 7 5825u
this machine
Gues sI'll bug HG like you said, though when I'm not half asleep.
Thanks for trying to help!
ok i found some mod, camera tweak2, but it still didn't remove annoying auto zoom then using multitool...
oh wait, it was easy, i just search auto zoom and there is mod for it, idk why devs didn't gives option to turn it off by default, it gives me nausea...
I updated that part of gCam for someone a little while ago. I'll see if I can find it later today and put it here or Nexus
You mod makers are legends
https://www.nexusmods.com/nomanssky/mods/2546Was this updated before corvettes were added to the loot pool for these?
at least I'm told corvette parts can be part of the loot pool?
I'm not aware of when things got updated, All I know is Stuff from beacon and beyond isn't in the switch version and that's what I played
Oh wait I bet the mod maker isn't in here
Make a POST on the mod page. lMonk does read those.
Okie dokie!
how does modding work in this game?
is it client side only?
how does it sync with multiplayer and other peoples games
are there any mods that let me finish trace of metal quest
or put a camera in the ground
Mods are local. Modded files do not sync, but also do not stop multiplayer.
Location data is synced though
A good example is terrain mods. You're running a terrain mod, your friend isn't.
You might be in a valley, while your friend is on a mountain, at the same location. You'll see your friend running across the sky.
If you want to experience the same thing as those you group with, all should be running the same mods.
what are some of the best mods
None
Highly subjective. You use the mods YOU want to use for your game. A mod you may see as can't live without, another may hate.
Only mods new or updated since 29 January 2025 are potentially useable. Any before that date will not work, at all.
Generally you will get no specific response to such an open ended ask, unless somebody is trying to shill their own mods or collection. Best to ask for recommendation on a mod that does something specific.
Bad ask: "Which are good mods?"
Good ask: "Which are good mods to increase pool of sky colors?"
Due to #nms-modding message, filters like most endorsed or most downloaded are about worthless for NMS, because most of the results will be older non-working mods.
To summarize, the answer to best mods for NMS is whichever mods make the changes you'd like to see made for your game.
@jaunty gazelle @oblique dirge
These are the mods that I think are a good starting point and will probably survive updates, so minimal babysitting needed.
https://www.nexusmods.com/games/nomanssky/collections/7qowkp
Wold it be possible for you to change how launching from the corvette landing site in your mod or no? When you take off the the camera really jerks around
I'm guessing no
I'm also an idiot and made the mistake is placing it right next to my base. When I deleted the object, it poofed everything in my main building and teleportal building, except for the structures. Oops.
That's weird. No, I can't change the take off mechanics as it's a built-in function. I might change the function to a different type, though.
I think I know why it deleted the stuff in the base. It's a really big object isn't it? I noticed when it spawned a giant cube formed over the base?
Yes
earlier when I was trying to put a cuboid in my "bedroom" the room got cleared when I deleted the cube. So it made sense to me
But I was pretty surprised when I got thousands of materials placed into my inventory, until I checked out the base itself
Also nothing is actually lost. I made a backup of my base a few days ago and the only thing I did since then what build a corvette, do the expeditions with a friend and place that landing point.
Just an observation I made of what happened when I deleted the object
I backup my base, ships and save every time I quit for the day. On the switch version, glitches kept corrupting my ships. I lost several ships to "ghost ships" that remained after scrapping other ships, and two S class freighters.
Can I get the link for nms save editing?
The link I gave had saved editors on
!creativehublink
So if I’m gonna use a save editor to get back trace of metal cause mine is glitched if u delete it will it go to my settlement that’s above the ground or go back to the one that under the ground btw if I get rid of the mission I am goin to retire as overseer at the glitched one?
Best to ask in the saveedit channel on the cs discord. That's where save experts hang out
is this mod good? or basic planet generation after worlds part 2 is fine?
i remember that old world generation feels pretty empty without big forests and other things, but i watched worlds part 2 trailer and it looks like they fixed this
all of em are just different flavours
you're always just gonna get some sidegrades
Not my cup of tea. There's better out there.
I used to play on Playstation but recently got the game on steam. Any must have quality of life mods?
Here what you want to do, regarding a biome or terrain mod, play vanilla for awhile FIRST. When it starts to get boring and repetitive, THEN consider a mod.
No. Mods are VERY subjective, so there are no must have for everyone. The mod you love, another will hate, for the same reasons. Entirely depending on how you play and what YOU want to see changed from vanilla. https://www.nexusmods.com/nomanssky/mods/newrecently
No mod new or updated prior to 29 January 2025 can work, so basically only the mods from the last year.
<@&590975379678953522> SPAM ^
Good to know. Main thing I'd be looking for is more controls customization. I'd love to be able to fly my ship with keys while aiming only with mouse.
Also filters like most endorsed or downloaded have VERY limited usefulness, since many are older, abandoned mods which won't work.
🫂 to staff. 🙂
the problem is i played vanilla before worlds update, and i think, even if worlds brings alot of changes, then mods probably brings even more... i did more search and found this https://www.nexusmods.com/nomanssky/mods/2675?tab=description, looks like complete overhaul that brings more difficulty too
Up to you 🙂
Few fans of overhauls with NMS, which is why there's only one or two. Get too much junk you wouldn't want along with the one or two bits you do. Lasagna does much better biomes. https://www.nexusmods.com/nomanssky/mods/3457?tab=files https://www.nexusmods.com/nomanssky/mods/3386?tab=files
Nexus Mods :: No Man's Sky
The largest biome mod ever made. Endless planetary discovery with a healthy dose of chaos/fun. Modifies all planets, adds custom models, changes jetpack, creatures, and more.
But also VERY subjective. Eye of the beholder. You do you. 🙂
@solid hawk is there any way to check if mod working or conflicting with something? i tried different mods for camera (like no auto zoom then using multitool and to make camera centered, not on shoulder) but seems like non of them working...
oh wait, did my MOD folder must be in GAMEDATA? or PCBANKS?
GAMEDATA
oh damn, thanks
Please refer to the doc http://tinyurl.com/nmsmodding550
Check the files in the mods folder. Alternately, can get AMUMSS and run _Check_MODS_Status.bat, BUT just because two (or more) mods make changes to the same game file, doesn't necessarily mean that they conflict. Most mods now use the .EXML patch format for files. These should only contain the specific changes the mod is making. That being said 1) an "author" (especially one that doesn't know what they're doing) may also include other data in the .EXML which is not being changed 2) Some game files cannot use patch .EXML and must use .MBIN full file replacement (mostly model or UI related files).
DEFINATELY read the doc Grouch linked.
yeah already doing it, i do not know why did i put MODS folder to PCBANKS but looks like it's common issue
That's where mods used to go, prior to 29 January 2025, when HelloGames changes the mod delivery system for the game.
After 8 years, they wanted to spice things up, haha.
oooh got it
Common issue with returning players who are trying to do things the old way 🙂
lmao, i put mods in right folder and now game didn't work 😄
Big reason why you don't see many mod related YouTube videos and those that exist are completely wrong. HelloGames changes things over time and the lazy people who make videos (for a few likes) rarely, if ever, update the videos when they become obsolete. This is why those within the modding community do text documents, like the one above, and not videos. MUCH easier and quicker to update a text file than it is to record a new video. 🙂
yeah i start to research what this overhaul did and didn't like it at all, what about this Lagana? should i use both mods? Biome generation 3 and Highlights or only one?
oh wait Highlights is like compilation of all his mods
Does anyone know of any mod that allows me to make a multi tool cabinet buildable
Put MODS folders in both gamedata folder, for your files, then inside PCBANKS make a MODS folder and only put .pak files in it if the mod you download is a singular or 2 pak files
And change the disableallmods setting from "true" to "false"
how do i get this to work
Nothing to do with mods, try #nms-questions which is the more general help channel.
For save editing help, you'd be MUCH better off in the savegame-edit channel on
!creativehublink
They never type
And never respond
That is where the save experts hang out. People aren't there 24/7, but the save experts do not hang out in this channel here.
Ok
Somebody will be along who can answer your questions here, just have a reasonable expectation for a response. Can be days.
@rose basin Does yours show a save path, like this:
If not, I "think" you have to go to
Then navigate to your NMS save location, which should be similar to my path above, just with your user name.
Then the dropdown should work
It's been years since I set up Goatfungus, which is why it's "I think". Hence me not being an expert on this, lol
is there any mods for reducing flashing effects on screen? like then low on health, or low supply systems? i found it in settings, but it still only lowers to 35% and low on shield is still very bright, it's hurting my eyes...
I havr a question regarding the cameras in this game. Is each camera different or do some of them over lap? I was running a mod that effecting the player 3rd person camera, a mod for the corvette 3rd person camera and one to improve the build camera. Sometimes with getting into the seat of the forget my camera would so this weird thing with the 3rd person view and make it first person as if I was in photo mode. I turned off all the camera mods now, but I'm wondering how the cameras work in general now
I'm also asking because I think an interaction was making it so the corvette camera mod didn't work
Cameras are individual, but mods might affect multiple cameras. There are also global settings that aren't tied to individual cameras
Look in the actual EXML files in the mods to look for overlap of sections. Two mods making changes to the same settings in the same files will generally cause weirdness. In these cases, last applied wins.
would it be possible to swap out the projectile that a weapon fires, with a different one
like say i wanna shoot starship weapons from my multitool
because there are a lot of mxml files that have the option where i can put anything i want in between the quotation marks
You can put anthing you want, BUT in many cases, the game will ignore anything that is either incorrect or outside of a set numerical range.
i put a gek one time
for my multitool
and i was lagging like shit
i then tried contourpodd
Not saying all, just many
the tower thing with the ball on it remember?
that's called contourpod tower
i tried to make that a ship
It's actually worse, when it accepts a value which tanks the game, like your Gek lol
the gek moved too
like all the other geks and npcs in my game , really fast
talked too
i do have video on here but its like 2 fps
Thanks, but no. I don't watch videos unless it's a how to, like how to change the belt in a dryer. 🙂
the belt in a dryer?
Yes.
Dryers spin by a belt between the drum and the motor. Being rubber they do break.
and every make and model has the belt in a different configuration.
You get it wrong and it won't work.
Ok, so I am looking for the end all of laziness.. I have the mod gShip Corvette Supercomputer and it is a game changer, is there any mod that allows for planetary scanning without getting up from the cockpit?
@vale iron I tested something I read on the nexus forums about your bacta tank mod. I think I mentioned earlier that the tank doesn't have any prompt to use it, but also if you use a first aid kit on a corvette with the mod active the game crashes. I turned off all other mods to test this.
I don't want to play without UNSTUCK. The game is scary without it, I keep running into bugs where I get stuck in something. I guess I'm danger prone
Unstock and Maglock
Maglock has an interesting effect with the Corvette version of the phase beam, basically turns it into a death star laser if your ship is set up to have multiple turrets. The beams coverge onto the enemy ship.
lol, that's interesting. The mod uses settings which are based on the weapon itself, not the ship. I'm guessing the above effect is due to the distance between the turrets.
in the description I think you said the game used to have a mag-lock innately for most weapons? I feel like I remember that four years ago
Gumsk, the Super Bunk also doesn't seem to have a node for the save point like mentioned in the mod description, but it does have the appearance changer.
Yeah, it's a cool effect
"Fear will keep the local star systems in line"
Go for it
https://www.nexusmods.com/nomanssky/mods/3885
https://www.nexusmods.com/nomanssky/mods/3504
https://www.nexusmods.com/nomanssky/mods/3957 These are other mods involved in the cockpit screen shot just for crediting purposes if you need the info
Nexus Mods :: No Man's Sky
The reticle color changes according to the type of weapon, allowing you to visually identify the currently equipped weapon by its color.The reticle color is selected to resemble the color of the
I can always retake the image without thos emods involved if you'd like
the third one shows the beam sweeping to the locked on target
all other mods are off here, in case you'd prefer that for a more accurate pic.
boy do i miss gumsks custom freighters 😔
Is there a mod to help with water transparency? I go underwater and cannot see more than 10ft in front of me. This is an issue on every planet with ultra settings
He's working on it
Aren't any real working water visual mods since HG made MASSIVE changes to how all that works around NMS version 5.29 or so. They completely changed how it all works and is heavily affected by shaders. At some point, the community will figure it out. I've been poking at it here and there to revive my Abyss mod, but not there yet.
Nah, all good
Already did just in case lol
I'll add these to the mod page tomorrow, unless you want to
I have no idea how to, so go for it
Glad I could be a little helpful to you for once, since you've been super helpful to me
@solid hawk Yeah, I'm looking at google and seeing bases like this and wondering how they are so well lite and easy to see
I should be in bed already. Up for work in six hours, so I need to call it quits
Oh gosh! Yeah go to bed
Could just be as simple as monitor adjustment, say to turn up gamma, although that can also wash out the images or low depth water. Gets darker the deeper you get.
Yeah, maybe I just need to build my water base at about 100u down
Hey, I’m new. I was gonna see if somebody can give me a modded pet.
You might have better luck in #nms-lfg-or-trades This is more finding mods to use, troubleshooting mods not working, and some minor save editing.
What you're probably after are save edited pet eggs.
Which is more of a player to player thing.
Is it okay to ask a possibly dumb question about save editing
Idk if save editing counts as modding is all
It's relevant to this channel, as per it's description
oh thanks for the clarification, in that case does save editing for the expeditions make the expedition items available across the whole account?
Hello.
I found a defect in the Corvette's mesh and was wondering if I could fix it myself...
I've identified the problematic file.
Is there a way to edit the vertices of the vanilla mesh file?
@solid hawk found something with your Astroport mod that you put out recently. Gek ports have the furniture and characters hovering in the air. Korvax and Vykeen are fine
I guess Gek's use hovering technology lol
FYI Babs did not model these, they just took an old mod and updated it to be compatible with current modding system
It is fixable but it's not Babs' fault per se
Does anyone know of a mod that enables the warship to join combat? Like freighter on freighter combat?
Considering my top deck is covered in guns, surely there must be some way to use them instead of fighting 50 pirates by myself. 💀
This isn't possible to be added by a mod, mods cannot add new functionality like this
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Ah I see. Still cool that he brought the mod back
Also I wanted to ask you something too @fresh arch I'm enjoying the scrap guy selling ship parts mod, especially with the reduced cost. I was wondering if it'd be possible to have the scrap merchants primarily sell parts based on races for the ships, though they could still dabble in other ships types. Geks primarily selling hauler parts, Korvax mainly explorers, Vykeens doing fighters, and Pirates selling Solars.
Are there mods for this game to disable fuel costs for flying ships as the fuel cost system is one of the biggest things putting me off playing this game all together. For a game boasting near limitless space travel having a extremely restrictive fuel system that makes traveling form planet to planet extremely difficult seems to work against the entire concept of the game.
Vanilla game lets you disable fuel costs
I'm on work trip with no access to game files but I think that can't be done
Individual races have shop inventories for pilots, but not for scrap dealer
It's only 1 data structure shared for all races
I guess nobody likes the scrap dealer and that's why he's under the stairs.
I forgot about them until your mod actually
Good luck with the trip, stay safe
I was completely unaware of this.
I might reinstall the game and get back into it then.
Probably something local on your system, interaction with another mod. Taken 15 seconds ago.
Hmm I'll disable all the others and check
It is my responsibility as I now have ownership, BUT 1) was thoroughly tested before publication 2) 200 current users, no other reports of this, and I cannot replicate. Issue local to him. Guessing may be some terrain mod he's using, but could be any number of different mods.
I'm trying to think of any environmental mods I'm may be using
I am using the grass fix mod
And a LOD adjustment mod
I'll try those
Hmm... Tried with just thos emods on the place is still like this
I'm gonna warp out of the system see if that changes it now that all mods are odd except astroport
Could also see if the same in multiple Gek systems or just that one.
Unfortunately, with me not being able to replicate this, not much I can do from this end.
It's still like this even after warping in and out. I'll try another gek system
Huh, like that in a gek system I never went to before too. I wonder what's going on
The devices work as intended, they're all just raised
Well we alreayd know something is odd with my game locally because my settings menu is different too if you recall
Well apparently that corvette camera issue I have s a vanilla thing it just happened again with all mods disabled, also looks like somebody else ran into it a few days ago too
Actually figured that one out. Some settings do not show if only using an integrated (lower end) GPU. Doesn't even matter if the GPU would support those setting or not. Like my laptop have both an Intel Arc GPU and an NVidia. The Intel handles all the windows 2D stuff and the NVidia handles 3D (games). Because there's two, all the feature settings show up. No idea why HG did this, but that's the way it is. Either way can configure everything through that settings file.
Your mini-PC only has the integrated AMD GPU, so settings don't show in the GUI for you.
Vanilla already does this, the range is just so short you rarely see it happen. There was a mod in the past that increased the range and did some other things, but I don't think it's been updated in a long time.
and that's only combat frigates warping in to assist against pirate attacks, they don't help in freighter battles or anything like that
One time my dreadnought blasted a Sentinel freighter, the range really is short like you said, usually when I try to set up the scenario it doesn't happen, or the sentinel freighter ends up stuck inside mine
That and sentinel interceptors end up stuck inside my freighter and can't be killed
It's not just combat frigates. Freighters will fire as well
Yeah, I thought you were referring to the special event when your freighter is in-system and has a combat frigate on standby
I want a modded pet
How am I a they, plural? lol
Nor do I identify as a moose.
You may not identify as one, but moose is determined at conception
hey so i just downloaded the lite version of no build limit mod to get rid of the build limit but it appears that the build limit is still here despite the fact the game gave me a warning about using mods which i assumed meant it works
would anyone know why this happens?
i have no other mods
The Overall build Limits are hardcoded and cant be changed with mods. What you got is being able to build any Part anywhere / scale any Part, If I assume correctly?
Screenshot of your MODS folder
Did you ask the mod author in POSTS on the mod page? That persons mod, that persons responsibility to answer your questions about it. 🙂
oh right forgot i sent a message here
someone from the corvette build channel alr helped me
turns out i was using the wrong mod bc i took the name of the mod they said literally instead of realizing it was just like a general description of the mod im looking for
i have already gotten the mods that allow for corvette part limit bypass and increase of the corvette build area
Mods are "products", with the name being marketing for the mod. Lots of people use hyperbole in the mod names, to draw attention. Like anything with infinite in the name. Looks cool, but infinite is an impossibility in reality.
ok? i have no idea how that has anything to do with what i said
"bc i took the name of the mod they said literally" is the connecting point. 🙂
@solid hawk Natural skies II + the sunset add-on is so pretty on a world with pink skies
Here you go if you'd like to use them.
I think you have a natural dusk mod too?
Oh "Better dusk"
I'll add them to the page if that helps
because of my ISP blocking P2P connections i can't play multiplayer. are there any mods that could help with this issue?
No. Your best bet would be some sort of VPN or something
well that sucks bc my ISP also blocks VPNs
this was the last thing i could think of, if mods can't help me i'm screwed oh wells
really cool game too, shame multiplayer is busted for spectrum users
You're using spectrum too?
Oddly I had issues at first but then I was able to play with my friend in Finland
I just realized I just posted this on the wrong server, meant to post it in.. the other
I see it either way. 🙂
I need some help I’m trying to edit a save and I wanna give it all expedition items and I’m using nom nom how can I do it
I just got a rog ally and wanna make a new save with all expeditions and stuff kinda have like a goof off kinda save
It might be easier to install Consumerism https://www.nexusmods.com/nomanssky/mods/2062 and Communism https://www.nexusmods.com/nomanssky/mods/3420 and claim them all in-game from the Quicksilver Synthesis Companion for free
Is it easy to use and safe?
Yes to both, just follow http://tinyurl.com/nmsmodding550
I have no idea what I’m doing is there a guide I can watch for this
I’m new to modding games so I’m kinda having some trouble
Does anyone know where to find a file called "TRA_CAPT_LOG_LANG_6"?
That's not a file, that's a text localization string in NMS_LOC6_(Language).MBIN
Just as an FYI, not many, if any, good videos for use with NMS. Reason being HelloGames changes things with updates, which makes videos obsolete and the people that make them never update. Which would involve making a whole new video. We do text documents, as they are much easier to update, like the one Grouch linked. 🙂
If you're one of those people who prefer learning via video, you'll need to adjust that for NMS.
Thank you all so much sorry for the late response but you have been an amazing help @final hazel ty sm
@solid hawk I have a question about your mod that allows you to obtain the Starborn Phoenix. Once I have it in my possession and remove the modification, could a game update take it away from me?
Hey new player here, is there a mod that allows me to tag multiple poi's in my visor? I hate that i can mark only one poi at a time
More specifically, i'd love to be able to mark 5 ore deposits at the same time and then visit and mine each of them , instead of having to scand , tag and mine one at a time
With NMS, mods cannot add new functionality
Only HelloGames can do that.
I see, thats a bummer.
I wonder why they limited it to only 1 "pinnable" poi on the visor
@fresh arch @vale iron @final hazel @solid hawk Thank you for information.
Because HG. 🙂 Nobody, outside of HelloGames, will ever know and anyone else who gives a reason is just guessing.
I, generally, do not ask or answer "why" NMS related questions due to this.
Hey, im getting into vr, and wanted to play no mans sky in vr. Are there any must have mods for the game i should get? I imagine most of them would be visual improvements for the game
Im also not sure if on pcvr the modding process is different
or if its the same "remove the text file and drag and drop the pak files"
There are no must have mods for NMS, VR or not. Highly subjective. You use the mods that appeal to you. https://www.nexusmods.com/nomanssky/mods/newrecently
Two FYIs: 1) No mod new or last updated prior to 29 January 2025 will or can work, due to changes made at that time
- There are neither text files nor mod .paks anymore
See this doc: http://tinyurl.com/nmsmodding550
Google Docs
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: ...
Youtube videos for NMS are mostly workthless and often times incorrect, as Hello Games changes things with updates.
Like most, if not all, existing videos show the old info for mods, which doesn't work anymore.
I see that some mods include a lua file, is this moreso for the merging aspect i see some mods require now?
im assuming that ill probably be okay just dragging the folder from 7zip into the mods folder and just running the game to see if it works
Pretty much, merging isn't really required for most mods at all, only if two mods contain the same MBIN file as those are full file replacements
Many of the "popular" game files can be modded with EXML patches
Those are automatically merged by the game (if done correctly by mod author), no merging action required by user
Some files can be only modded as full MBIN replacements. In that case needs to be merged
And programs like AMUMSS allows to merge mods if their lua scripts are provided
So the water on my planet is blue, but the skies are pink, with the natural skies II mod that's a deep pink, the water looks pink because of reflections I'm guessing? So I'd need a blue skies mod to make it reflect blue yeah?
Pink is nice, but I'm do like the water looking bloody, It's what annoyed me about the worlds update to my old world. Beautiful paradise planet with green grass, blue water, rings... transformed into brown ground, blood red water and.. the rings were lost
Yes
is there a mod for short range teleporters in corvettes?
The scripts can also be used for self updating of mods
The mod for allowing non-corvette objects in a corvette is called Beyond Base BUilding.
Short-range teleporters can be built in/on corvettes in vanilla, but are non-functional
I do not believe that mods can fix this
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
He didn't specify functional.
Correct, it would conflict with the built-in corvette teleporter system.
Somebody did play with it a bit and got the buildable short-range one working, but at the expense of the built-in one breaking. It's one or the other due to technical limitations, sic.
Can somebody help me use GoatFungus save editor to change/spawn a ship seed? I just got the file and Idk how files work, so Idk how to run it in the first place and don't want to mess things up.
It would be easier if I were in a call to stream it. I already have the seed.
to run nmsse, you need java runtime installed - did you cover that part already?
open https://github.com/goatfungus/NMSSaveEditor, scroll down, click this link
what do you see then?
print screen normally does the trick but iirc win key+s also works
should want to grab this one or the one after it
okay done
says succesfuly installed now
okay so now, we grab nmsse - did you download option 1 or option 2?
Oh I clicked code and downloaded the zip
nah, no need for that, but that would have basically given you a copy of the entire repository
the jar file we want to use is in there
Do I delete it and get option 1 to make it easier?
extract the zip you downloaded, and screenshot it
or just dm me and we'll vc if you prefer
I will vc, but I'm setting up my mic real quick one sec
please ping before dm'ing
yep
Brave. lol
we got it done 🙂
Just a quick question, if I were to make changes in say an MBIN file, do I only need to include the parts which I changed, or do I need to include the parts I have not changed?
You could just keep the parts that you change and make it an EXML file, which patch in their changes
also for globals, they must go inside of (modname)/GLOBALS
👍 thanks
What file?
it does also depend on what kind of file yeah, scene files can't be EXMLs
Probably one of the globals, I may make my own global settings file for ship/ freighter hunting
For GLOBALS DEFINITELY convert to an EXML. There's a link to Winder's EXML editing document inside the modding document
Thanks!
AND there's a little needed formatting in an EXML file, can't ONLY be the property you're changing. Look at published mods for examples.
Alright, thanks
I think Winder's document covers that
For unique property names within a file, especially globals, basically need to add the top header info from the MXML and the botton footer info. Once you look at an existing example, it'll make more sense. If the property name is not unique or not top level, then it gets a bit more complex.
Here's a very simple example
I know, but so important, doesn't hurt to have repetition.
Does anyone know if the NMSPakViewer by cmkushnir still works?
https://github.com/cmkushnir/NMSPakViewer
It would not
Too old and the .pak format changed about a year ago. To extract .pak contents, you want HGPAKTool
Does unpacking the files affect how my computer will load/launch the game?
No, they are separate. Your normal files are still there
Okay, I downloaded it, extracted the file, tried running it, but it's not launching
Yeah, I can't run it, it closes when it tries to launch
Sec, let me get you a file.......
This has a self contained exe version. Should just need to drag\drop the .pak onto the exe
The original python version is more of a pain in the butt, imo
Better?
Yeah, but the issue wasn't the software, it was me 😅 I'm just not good at reading or listening to instructions
Ok, cool. Glad you're fixed up. Enjoy.
Theoretically, what would happen if I changed the value to "TRA_CAPT_LOG_LANG_6"?
For that specific property right there, changing the value GcAlienPuzzleTableIndex to TRA_CAPT_LOG_LANG_6, it would fail to be recognized and potentially crash the game as a file structure violation. That is a section header line.
For inserting dialog, you'd need to scroll down and find a child section like this:
To insert it into
And this would be for Direlect Frieghters right?
For any section in that file. Doesn't matter which, they all have a set file structure for how they all must be laid out. My example screenshot is not from the section, just one I scrolled to quickly.
The exe is the arbiter of this structure and if something isn't put in the proper place or there data that it can't understand....crash.
What are you trying to accomplish?
Pick any Property name="Table" value="GcAlienPuzzleEntry" section in the file. Each is it's own thing. Scroll through until that one ends and next begins to get a feel for how things are laid out.
If you are trying to replace one specific dialog entry with another.......
Trying to complete the Collected Knowledge section of the Catalogue. I think the last entry I need is a Derelict Freighter Log that's in the files but not in the game loop, I've tried finding the normal way, but just kept running to a dead end
TRA_CAPT_LOG_LANG_6 is a language variable. In the language files of the game this is defined....that is the variable name is equated with specific text to be displayed.....
Whatever the current vanilla entry displays in-game, you need to search in the language files to find what the variable name is, then can use the variable name to search the alienpuzzletable file to find where what you want to replace lives.
Now not all text you see in-game is necessarily spelled out in the language files exactly as you see in-game, as the language entries can also use variables.
Example: %DATE1%
So may need to do multiple searches and try variants of a few concurrent words in the in-game text.
Since the language variable is in the files, it should still have a chance to generate in game right?
As a first time mod idea, you didn't pick the simplest thing. Not too terrible, but you do need to correlate data from multiple sources.
I don't think changing the language file reference will unlock the guide entry
You would need to create a rewards table entry
Depends. Again you should look through an entire entry to see how things are laid out. Like any given in-game dialog tree can only have 4 options per page. If there's more than one page, then the last on each page has to be Next, excepting the last page. If the last page of a dialog tree, there has to be a quit\exit option last.
So, if replacing an existing option entry language variable, then the original one would no longer be used. If wanting to add a new one, the above "rules" would apply and you'd need to probably redo multiple entries in the existing dialog tree.
Welcome to hours upon hours of files spelunking and research to make an NMS mod. This is what we do. 🙂
Where would I find this kind of section? I'm not seeing it in the catalogue.mbin file...
Anyone who messed with tech stats confirm whether this is correct?
Because my impression is that sentinel MT upgrade only affects bolt casters and not any other weapon
It only applies to the Boltcaster
That's my impression too, the poster said he looked at the codes, I didn't, and every other source of information says it only affects boltcaster, just wanted to double check
Only a handful of people can do something close to "looking at the code of the game" to determine what the game actually does
And they have far better things to do then check some random upgrade working
So feel free to shoot down any claims like that on the spot
As for Sentinel modules, no need to check anything other that stat bar for damage potential displayed in inventory screen
Cool, thanks
Quick look at stories table MBIN shows the game displays 6 logs for Korvax and Vykeen and only 5 for Gek
Is this the entry about the detective Gek some people have been talking about?
Yes
Well whatever it is, I can't tell whether it actually spawns in game or not
But I'm 80% sure at the current state the game will not display it in catalogue and guide
Even if a player were to get this dialogue bit from a freighter
Well if it isn't the Detecti-Gek, then what would the 592nd lore entry be?
No idea
The collected knowledge is a mess in general
Under a rebel star is not showing for people who completed it
HG find it important to include Liquidators lore when the stats unlocking those are save specific
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
I'd recommend filling a bug report, ain't first time they would be fixing collected knowledge, won't be the last
There used to be like 682 lore entries before right?
No idea
That stories table file, where would I find it? I tried looking in metadata but it wasn't there...
Metadata reality tables
That's the reality folder right?
That's where I have been looking, I didn't see a stories table. I saw tables for 5 other sections of the Catalogue, but not the stories.
Do you have all files unpacked?
Have you navigated down the whole chain? Metadata - reality - tables?
I only unpacked the metadata specifically, should I unpack all the files?
or use nmsmb to find what you need then just extract that. it unpacks into memory, not disk, to search and view items.
do you have a text fragment of what you are looking for, if so then can search for that.
how does modding work in the game if its semi online or what?
what happens when i play with friends when modding is active
or what happens if i go into the space anomaly while mods are active
Usually not a problem. Most mods only change your own client and how you affected by the world.
As an example if you have a mod that changes rewards for multiplayer mission and you do one with another player. You get the altered rewards and they get the normal reward
Just like how you can play with other people despite having different difficulty settings
ah so modding while online is fine
neat
Yeah, don't screw with other players or try to reverse engineer the procgen formula and HG doesn't seem to care at all what you do.
no i dont have the intend to ruin others experiences, and i know HG doesnt since i learned that u can gather all ur items from expeditions to ur main save file trick long time ago looool
Yeah I wasn't implying you were going to, just saying what they seem to care about
noted
Hi there, learning a bit about modding the atmospheres of gas giants and would like to know how to mod the horizon color if that is possible. Looking at the options on the file I got I have SkyColor, SkySolarColor, SunColor, FogColor, HeightFogColor, and LightColor, Looking to see which of these would change the color of the horizon please. Thanks.
Not sure where you're looking that you don't see it listed, but the horizon is set by the HorizonColour. It's in the metadata\simulation\solarsystem\weather\skysettings\dayskycolours.mbin file, all six gas giant skies are listed with all their respective colour values in the GasGiant section
Ok thanks.
Question, if I mess with this, is the effect reversible?
OK, so the game doesn't save the state of "guarenteed fights" permanently
It saves nothing
In most cases, the game doesn't save data / changed values from mods into the save files
There are mods that add custom items or techs, those will be saved and usuable as long as the corresponding mod is active
Ok, I wasn't sure how the game decides whether a system has guarenteed freighter fight or not, I thought it would keep a record of what stars were given that tag, but now I think of it (all players see the same systems having the guarenteed fight) that doesn't make a lot of sense
For regular freighter space battle events, the game does store the values of warps done and playtime in save data
For forced freighter battles it's just matter of procedural generation done by game engine
Been playing nms modded vr, been having a great time, but i got to the mission to contact the mysterious stranger after warping a couple times. It seems that whenever i approach the marker and the area renders, the game crashes. Ive already tried verifying my files, no effect. Lemme know what sort of logs or anything i should provide and where i could find it
there are no mod specific crash logs
remove the mods, try in vanilla game, that's all there is to do
there are general app crash logs if you're on windows, that's a topic for #964865106334875698 channel
gotcha, ty, ive also found out that it seems to only happen in vr
which is very odd, but hopefully means i can just finish the mission and not have to deal with it anymore
When it comes to save editting (I want to change the supercharge slots on something that has a design i really like), are there any pitfalls or dangers to note?
And what should I use to save edit?
!creahublink
!creativehublink
tips and troubleshooting best asked there
Oop alright!
Is there a mod that makes the transfer item window show more items? No idea why the game still shows only 8 items and has no search feature.
This cannot be made as a mod.
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Can EXML mods be temporarily disabled by just renaming the file? Like say adding a period of exclamation mark, and renaming back to reactivate?
Possible, but there could also be the chance of crashing the game, due to it finding something it doesn't recognize. Much easier and safer to either move the mod folder out of mods or edit GCMODSETTINGS.MXML to disable.
These are the two supported means of disabling a mod.
gBase Scaling and Beyond Base Building
There's also a mod that adds noclip and speeds up the build cam, but it's speed increases are way too high imo
No.
darn
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Only Hello Games can do that
its like the most annoying thing trying to place furniture while your character blocks the view
There's also external programs that allow you to modify objects in bases with full freedom, though it requires copying to and from a save editor https://www.nexusmods.com/nomanssky/mods/2598
You can enter first person using the Quick Menu > Utilities > Toggle Camera View
On PC, you can also bind any quick menu option to numbers 0 - 9 on keyboard, which allows you to bind extremely common actions like switching camera modes, exiting corvette seat etc to buttons
For anyone using zBest Freighter - I am getting ready to dl/install it but was wondering: What happens if I make a bunch of changes based on the mod and then decide to stop using it. Will my freighter revert to default or will it need to be reset?
Your freighter will """revert""" to the default hangar and bridge appearance/functionality, until you reinstall/re-enable the mod again
if by "changes based on the mod" you mean glitch building stuff in the bridge, the parts you build will stay without the mod, but obviously won't line up with the vanilla bridge
Question, for the EXML files, do the properties have to appear in the same order as in the MXML file (assuming the properties are, of course, under the correct data heading)?
Does anyone have any experience with Powered Doors on Freighters?
I've been able to get them placed with Beyond Base Building but once placed they open and stay in the open state - is there anyway to control them?
Nope. As long as the data heading is correct, it will put them in the right order based on the property names, ID value, or Index value. Depending on which are applicable
Time to make the bridge better!
Is there mods to improve vehicle control? I'm looking to be able to pitch my ship with keyboard, and remove exocraft first person camera speed limit / accelleration. I want to be able to control my camera as freely as I could in VR.
There are mods that change vehicle controls for sure
Probably one of those "try it yourself, and keep it if you like how the changes feel" situations
Anyone know which MXML has the variables that govern the weighting of pulsing random events? I am specifically after the events that occur during the effects of of Anomaly detector, I want to increase the weighting of Whalesong and Starbirth events
Is there a mod that let's you make your ships roll faster? I think it's kind of slow.
use the search option on Nexus Mods, all the active mod authors post there, nobody remembers all types of mods and what they do
using less keywords is better, pick only mods that were updated recently or newly released, don't go further than 1 year back
Found it, thanks
see experience spawn table MBIN, somewhere in Metadata/Simulation folder
keep in mind, some pulse encounters have conditions that dictate their spawning, ex having specific mission active
Thanks
so it's not just a matter of cranking the % chance up
Cool, I think the mod has extracted the most useful, the variables look intuitively named
Then there's camera mod, which would be different than vehicle handling.
Another question: does anyone know of a mod that lets you place this style screen down?
I have looked, but I've not spotted it anywhere in nexus screenshots, or even showcase builds
the Frigate Command Module used to use it, but that changed quite a few updates ago
This means that the game code will ignore whatever is written in these lines?
Yes, it will be treated as if everything in green truly does not exist
It's a good way either to write notes or simply disable something while still leaving it there to mess with later
Called commenting
The only one that MIGHT have that is EUCLI-EA. It's not a buildable in vanilla and non-trivial to make something buildable that isn't. FYI, if is in there, about zero chance it would be functional, decorative only. Also, nobody else without the mod would be able to see it.
Oh totally figured it'd be non-functional, I just have my own Emergency Docking Bay on my Freighter(#nms-base-building message) and would kill to have the correct monitor.
Also, love your work 🍻
Thanks. If not in EUCLI, I can look into adding it to Ultra Base Building, but may be a few days before I can begin looking for it.
🙏
Found the model. Added it to Ultra Base Building. Mod will be updated after next content add update (6.20). Will be in the UBB-OTHER-I group, BUILDINGS subgroup. Lavelled as DERELICTTERM
You're the 🐐
bbbbaaaa
How can we tell if a mod will work with current version? Is it based on last updated date? Looking at Exocraft speed mods, and some seem very old
Modding system was reworked at the end of January 2025
Mods that weren't updated past that date will not work with current game version
Pick mods from recently updated or newly released sections on Nexus Mods
Don't go further than 1 year back
Google Docs
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: ...
More details + instructions on how to install and troubleshoot mods
Does anyone have a Corvette mod that allows for better interior decor like doors or walls
I’m trying to do the expedition thing where you put it in the files and then do the expedition but when I go offline and go to the game it won’t let me begin
And there is no muse cursor thing for it
I try think I might of figured it out.
Question, the class rolling chances is controlled by one single variable, and not possible to assign it to specific items or shops right? So I can't say make freighters all S ranks but make starships obey the original rule? I don't see any other variables anywhere but I am not sure if I missed anythinf
Correct
At least not easily. You might be able to come up with some really weird work around, but unlikely
Might be something tied to living ships and exotic ships that makes them always S, but that may be hardcoded idk
I'd have to look how they do that. I think it's hardcoded, but they might only define S class stats? I don't think so though
Alright, thanks.
What you see in the files is exactly how it is and the structure (layout) is set in stone. Cannot take a property that doesn't exist in a file, or section of a file and plug in a property from elsewhere.
We cannot add anything actually new, as in new functionality. Only change values.
That i understand, I was not sure if had missed a variable somewhere or something obvious, which I am quite prone to do
I wonder if I could make shuttles only spawn as C
I think only if you made is so only shuttles spawn
I was wondering what would happen if I removed the definitions for B class and up
Probably crash
There's definitions for "what B-Class is"? or are you just referring to the stat definitions
I'd venture a guess the game may automatically readd with default parameters
Or, as you say, 💣
The ClassProbabilities are an array, so can't add or remove
Ohhhh just the probabilities lol, yeah crashy washy
No, not the probabilities, the inventory table entries. I know one or more ships that only spawn in S only have one definition set, I think Alien?
Ah, I thought those still had definitions for lower classes but they were either 0 or identical to S
I think that's true for the inventory sizes or smth else
We can't modify the MXML values directly, could we?
We can change whatever we want, given it exists and is a number and the game itself cares about that number
Yes, then would need to recompile to MBIN, as game doesn't read MXML, with the exception of the LocTable. MXML usage.
Ah, and then overwrite the MBIN with that of the original?
Yes, but in general considered worst practice to publish mod files as MBIN unless they are required to be in that format (most model related and UI files).
Because MBIN = conflicts with other mods making changes to that same file.
EXML patch format, containing only the changes being made and necessary header, footer, and path information was designed to avoid this issue.
Would it be possible to make the Base Assets/Blueprints from Derelict Freighters actually accept colors properly via a mod? 🤔
Possible, probably, but not easy nor quick. I think @fresh arch or @lunar quartz would be most likely to be able to make that, but not sure they want to.
hello guys, is there a mod that adjsuts the refiners capacity in permadeath so u can put in 9999 mold whil ehaving the inventory restrictions?
Refiner limits are hardcoded, unfortunately
whats LUA?
i was thinking i get the 10x refiner speed mod and then it would be fione in permadeath again
can you somehow modify the things that permadeath disables like perfect fishing timing and reduced costs?
You can modify them, yes, but it requires a mod that specifically does that
The mod you posted a picture of looks like it just removes the sound from the personal refiner. What are you trying to do?
to remove the sound of the personal refiner ^^
ok, that looks like it would do what you want, but it's way out of date. You want things made from January 2025 or later. I don't think that one will work
so mods pre-2025 update will require a different install process and may not work at all
99% chance won't work at all, yeah
yeah both dont workl
definitely easier to adjust your Nexus filters to just not show anything that wasnt published/updated since 2025
The entire modding system changed in January of 2025
i got he most downloade dones
Downloads don't matter
the game is nearly a decade old - mods that have been around a while are naturally gonna have a ton of downloads
One of the top 10 downloaded mods hasn't worked for 7 or 8 years and keeps getting downloaded and keeps getting endorsed because people have no clue how to use mods
but the ones that work have only been out for a year, so fewer downloads
there are exceptions, like I mentioned about mods that have been updated to the new standard
but generally the "most downloaded" is not a useful metric for NMS mods now
this one also didnt work tho. is vortex the problem? i set the folder to the same harddrive as vortex recommended
-#
to view info below, enable embeds
<:AtlasNmscord:1269532093076078658> Helpful links and tips for Modding
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image » 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Contributors: friendlyfirepl, .sohail, Atlas Emissaries
and they also work on existing saves or maybe do u need to do a new one?
Check the first link
Works on exisxting saves and you can remove them and keep playing
damn ok then i nee dmore tiome to look into that, i thought i coudl get a quick fox and enjoy the game again ^^
it really should be a quick thing
Just depends on what you are wanting to do
Fast refiners, one sec
I know that one works
If installed correctly
When possible, you want EXML mods
this one also doenst work
installe dand enabled in vortex and then launched the game
Did you get a mod warning when you launched the game?
no
Follow the troubleshooting and getting help sections of the link I gave above. Most likely you need to delete modsettings.mxml
might need to direct Vortex to the right folder too - could be that its not finding the install
Most important part of getting help is a screenshot of your MODS folder
with path showing
should go InstallPath\No Man's Sky\GAMEDATA\MODS, like in screenie below
in this case the mod is gGUI Stable UI No Parallax
yes it dd a new folde ron the same drive, i set the directiony to the one you listed now
but when enabling the mod in vortex it doent show up in the folder
😬
funkiness like this is why I avoid Vortex like the plague
honestly, if you're only dealing with 1 or a handful of mods, I'd just manually install 🤷♂️
ah i didnt hit apply...