#nms-modding
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now it shows me this when seölecting the right folder
XBox or Steam?
yes wghen i hit appy it says invalid path
i droped it manually now
oh i think now i had a really quick warning for mods befor ehte main menu
Ok, you need a warning that you have to click through
If you didn't have to click something, then mods aren't enabled. You need to go to settings/modsettings.mxml per the modding document troubleshooting
i always hit esc when those logos come casu ei think they are gone faster then
but it worked!
250 mold in 3 secs and refilling them with x while they run
this coudl work so the game feels challenging again but not too grindy and awful'!
cheat engine sounds phishy, is that legit?
does that mean i need to have that always on and running and its not somethin the mod itself immediately implements?
and re there some reccommende qol mods? id dint see anyxhting specific in the pins
what if there are more files in this extracted folder? do i put them all jsut into the mods section?
Cheat Engine works fine, but I don't use it
Easier to just use mods or save editing
The .lua and .txt don't matter
If the mod is in the right place and it works, just fortget about it and enjoy
it doenst say anything to the other files ont he mod page
yeah, that starts straying outside of conventional modding and opens you up to new issues
Yeah, the lua is for combining mods or rebuilding the mod. TXT is just for information. Neither is recognized by the game
The game recognizes .EXML, .MBIN. one language MXML. and some audio and image files, nothing else
@vale iron I've just seen this mod of yours (https://www.nexusmods.com/nomanssky/mods/1444) and it is gonna be a godsend for getting the Powered Doors to work properly on my Freighter 🙏
Yeah, not sure you can get them working on freighters any other way
are there any problems like with skyrim that whe you installm ods and the game is not english that they mess up the native language of the menus and stuff?
and are the frequent issues that might arrise so you shoudl install one mod after the other and check if the game works? or can i jsut dump a bunch?
im going throug a rabbit hole in the mods that were uploaded the last year with good qol stuff
certainly couldnt get the wiring to 😭
and I even went planet-side to doublecheck I had the wiring done right, but since Freighters do the fun "everything is always powered" it kinda keeps the doors in an always on state
Provided they do different things, you probably won't run into any issues with load order
so far so good
i have a mod that makes me heal at the corvette med pot and one that should make me doa save point at corvette bed, but they dont work. the one that makes mission radar also scan the planet like the freighter works
they are al from the same dude so they shoudl work together, how can i afect load order?
i can jsut throw them out tho
oh no my game crashed in the anomaly now
I mean, you did add a ton of things 😭
general best practice is to add one or two at a time so you can know what causes a problem when a problem pops up
after i restarted again most mods were not enabled anymore 🙁
frost said probablöy not an issue so i poed in all haha
ill go ahead and put them in a folder on the desktop and then add them in 1 by one later
only thing that worked was keepü the game in forground while tabbing out and not pausing ^^ but i still got the mods warning popup
Traditionally, both most downloaded and most endorsed have always been next to useless for NMS, because for the first 8 years, mods broke so often due to updates. The moment a mod wasn't updated for a new content add release, it would be unuseable in most cases.
Basically, untouched, the lifespan of most mod updates was aound 2 months, mqaximum
i browsed all the mods vial the most download and set to this year onlay to filter generally intersting ones
now i deleted all mods, started the game and it ddint show the mod message. but when i put a few in and started again i still dont get the mod enabled message 🙁
ok found the settings thing in binary and deleted
im trying to find the file to put this in and my pc gotta be using bogo sort or something cause i CANNOT find it
im playing off the xbox app, does that mean i did it wrong or something?
what happens if i mod my game and invite a vanilla friend? like i have a mod that makes the alternative landing bay thing corvette seized. if i install that in my base will he only see the normal version floating in the air for example?
and since mods are client based he also refines longer on my refiners and cant acess the better mission chart?
Potentially yes. In NMS, mods are local. If you want to experience all the same things, then should be running the same mods, else there will be differences. That being said, you can still play together regarless.
afaik:
- vanilla things will still appear for your friend, even if they're outside of the size limits that he could do if he was building
- non-vanilla assets, for example the mod which adds a Corvette Landing Pad from the Anomaly, may not show to him since his game wont have a file to render there
- any mods you have that affect how quickly things refine for YOU are not going to change how things refine for HIM
I believe JJ's better ship mod removes C class outright, but I guess that's not really what you're saying, though maybe similar in concept?
When I used it I noticed things that were originally c rank became upgraded to b or a
Exotics and living ships are S only I believe
I almost called them Bydo ships, but this isn't R-Type
Oh sorry, I just realized I responded 11 hours later
is there amod that you can mine coope and stuff with the bigges terrain manipulator and get the same amount of stuff? i jsut saw one that multiplied it way too much and u got 50 per tic
or maybe you can help me locate the file: i see this mod: https://www.nexusmods.com/nomanssky/mods/3421?tab=description. it say it alters a certain file, i found it via searhing, but how can i edit it myself? casue someone posted changes to make the big do the same amount as the small, pic also attached
its jsut importantt hat the mod is updated right? so this works?
That mod is extremely likely to work with the current version of the game, yes
Hiya i need help
I downloaded nexus mods vortex.
Installed the timer reduction for scientist and living ship mods.
I never get the pop up to say its working nore does it work in game
Any sugestions or help please
Please post a screenshot of your MODS folder's contents, like this:
Everything I make with 1.6 nms creature creator ends being an infant.
Or young
What do these values mean?
It looks nothing like that
They're it's birth time and last egg time, in unix epoch time or whatever it's called
the creature's age is calculated based on time since birthtime
I downloaded vortex then went to nexus downloaded the mod to vortex loaded up the game as its ment to work with it
There is also the NMS modding installation and troubleshooting guide that covers all possible errors that could be present http://tinyurl.com/nmsmodding550
If your Vortex is problematic, may need to go to the Vortex support forum on NexusMods. Only one of the regular helpers here uses Vortex with NMS.
does anyone have a good list / website of seeds for the goatfungus editor
Nope, sorry
Could probably come up with something via google searching
Or can try https://discord.gg/AEXcap6, they're more save editor focused
So... for one mod, I increased the weighting of exotic ships so that it should be the only ship that can spawn are exotics (decreasing all of the non-exotic ships' weighting down to 1, and increasing exotics weighting to 300), but now there is a significant delay in the first wave spawning ships, is this normal? and is it fixable?
Good question, idk
Obv know that those aren't just spawn chances, they're also seed distribution numbers
So now there will most likely be one fighter, one explorer, one hauler, one shuttle and 17 exotic ship designs per system (given you didn't also mess with how many ships are in the pool)
Aha, that would explain why there's suddenly there are different exotic ships
If you're in a system where you recognize the local ship names, you'll also see that some ship names will be on different ship types, as that seed is now assigned to a different ship type but the name generation doesn't change between those
Trading outposts still function fine, a bunch of exotics landed on the first wave, space station took a while
Space station kinda always takes a while ime to get started
Thanks, need to investigate this a bit further then
So on paper, the best I could probably do is increase the weighting of royal ship, but no much that it goes over 1/21
Just changing the weighting shouldn't affect the ship's seeds, right?
Those are mine. I've heard some people saying some of the interacts aren't showing. I'll be rebuilding those shortly, maybe today.
Ah, so you're the dude!
Oh damn we have the big boss here
The for feedback, the radar works fine, the bacta tank has no interaction showing and the bed one has just the outfit option to the right, but when I used it the camera was inside my wall, so semi useful rn. But they are awesome ideas to make the Corvette better and even usable, without I always just used the freighter to warp and scan and then hopped into my solar
I'm probably going to move the appearance modifier to a different item and just have napping on the bunks, since some people want a nap only item
use these idgaf
these are very unstable mods
your game will not be happy
and it will be both fun, and glitchy
if you wish to play the game like normal, these are not for you, but if you are like me, and crave absurdity and excitement, dl them
some of these are redundant
im the worst modder , and im very proud of that
I just browsed your profile, first if all nice collection, I saved a lot to install later.
When exactly was the date tho that changed modding? I've seen you have 2 mods that add star wars ships and freighters, Wich is all I really want from a space game, but they were updated over a year ago, dec 24. Are they still functional? And if not, are there any plans on updating them? I wanted to build a Corvette vebatir and razor crest, but the Videos were so complicated and full of clipping I have up.
In case you're still working on the other mods too, I only saw the freighter mod as capital freighters, do thitout save editing I thing it's pretty impossible to find the right freighter I want 😅 any chance that's super easy to port to be also the freighters that spawn after warping?
And also a outdated I think is a mod that adds trails to all sentinel ship engines. That's the reason I switched back to my solar ship on the main save, looked kinda goofy with only one trail. If you update that too at any point id be hella thankful too 😅
can anyone even actually see me when im flying thru space like this
because i do this shit on multiplayer
and i havent had anyone complain
and been doing so for months
Just some questions of a new fan of yours 😅
its like i'm a ghost or something, invisible, nobody cares
idk wether to be happy, or sad
or grateful
im actually having the time of my life
but i wanna know, can anyone even see me while i'm glitching thru space at high speeds?
i test it out on expeditions where there are players everywhere
Plans to update almost all of them, but actual completion, no idea. Mods changed January 28th, 2025.
The trails mod will be updated very soon
mxml just requires notepad, and save as exml, and wham-o, you got yourself a new mod
just gotta fuck with the mbin files a bit , theres numbers
change up the numbers next to the names, for random fun
i don't even really know what i'm doing, trial/error
but its thru learning what fucks my game up, that teaches me valuble data
i don't mod to make the game easier for myself, i do it to make myself, and maybe others too.. laugh..
hopefully
And yes I agree I don't really need a appearance item too, cause I have a cool look already that stays, but I was confused when there were beds you couldn't sleep in
Even as a person that has no idea of modding other than just downloading on vortex? Or even programmers had a hard time before and now not anymore? Cause I'd love to do some mods with stuff I found missing myself but I have 0 skills
I'll have a look if I can track you personally on NM and get updates on the releases
Modding in NMS isn't programming, it's just a bunch of changing files that already exist
exactly
but its fun and funny as hell
to me
notice the added (to me)
i wanna randomize/corrupt my game as much as possible
Anyone can use https://github.com/monkeyman192/HGPAKtool to extract the 50gb compressed game and use https://github.com/monkeyman192/MBINCompiler to decompress the individual files after that and go nuts
Ok but Yesterday I wanted to change a exml file and had jo programm that could open it, and the Internet just had help about XML files, and I have the notepad installed obviously
any text editor, preferably stuff like notepad++ work with EXML and MXML files
Ok so notepad++ is not the one that's pre installed on Windows? Cause at open with there was no option listed
wrong, you can use notepad regular too
That is correct, https://notepad-plus-plus.org/
it doesnt have to be ++
Are there any guides on yt how to get into modding and how that stuff works?
(That you could recommend with link so I don't just watch random shit that might be not working 😅 (
I'm by no means intelligent
this is clear
but im havin fun
intelligence is not a strict requirement for editing files in notepad
I mean I get that you can tweak numbers for like the mining tool or something. But adding new stuff like Corvette landing Plattform or the additional trails already seem so complicated
no no i do way way more then that, i fuck my game up
on purpose
what lame-o only edits the mining tool tf
wtf
there is so much shit in globals
and metadata
like SO much shit
its a treasuretrove once you unpack the pak files and read thru all the mbins that you decompile
why stop at just weapons
Well I'd like to have the same amount of copper if I use the big drill to save time on permadeath without making it too easy haha. And preferably not mess the game up
i guess im the only one that finds corruptions funny
I don't want a whole new game (except those star wars ships) and just tweak little things to make the game fun again while being challenged
you sound like a person with a sane brain, im the wrong one to consult
There are sadly no thread permissions, else I'd have said let's open one for making kids discussion to not flood this channel too much 😅
why would you want to make a sub-channel in a channel about a subject?
Question, is it possible to mod the guild envoys restock rate?
yes
you can mod what the stores sell too, along with how much of said item, price of said item, refresh rate of said item
you cannot do this by save editing
They completely removed their "restocking" in an update, not sure if that was tied to files or not
hell you can even mod what items drop when you kill enemies
now they only restock by having their interaction data roll off
Trails and ships require learning how to use blender and how NMS scenes work, which is not beginner level stuff (trails can be done with trial and error, but it's a pain in the ass). For making existing stuff do new things, you have to look at ENTITY files and learn how they work, then steal existing actions and slap them on something else
Ok, so the variable I saw in the MXML files basically do nothing
if it was controlled by files then there might be something, but since it interacts with save data it might be an unchangeable exe thing, would have to even know where to check
Could mess with it and see what happens, maybe they made it take 82937859229758 years or something
I think it was called GuildEnvoyRestockTimer or something? Gonna have to check
in previous versions, it would restock after saving and reloading, so it was 0
There are sadly no thread permissions, else I'd have said let's open one for making kids discussion to not flood this channel too much 😅
I'll look up guides after work while I install the rest of gumsk mods
or well, the variable most likely either didn't exist or wasn't called upon and is for some old stuff
Oh man. Then I'll see if for starters if I can work out hiw get this file edited I sent yesterday
entity files can be messed with i assume notepad too
Yeah that didn't work yesterday
what didn't work
But I don't even know the difference of XML exml and I suppose mxml
I just couldn't edit the file with my notepad. Double click and right click open with said I have no Programm that fits on my pc
EXML is what you save an MXML as in order for it to work. ... . MXML is what you get when you put a mbin thru the decompiler
uh yes you can edit mxml with notepad
again, im explaining like an idiot
So I have to use a Programm to get the file and can't use the file with that name I found in the base NMS folder?
YES
Entities can be edited the same way and can be EXML, yes
Is that file I wanna edit an entity? Could you give me a hint how to access that file then if I don't need to extract those 50gb yuta talked about earlier?
I don't know what file you want to edit 🙂 I think I missed that
If I can adjust the terrain manipulator output as my first own change I'd be already super thrilled
Output in what way?
Sec I'll link it again once I'm out of the tunnel
its called AMUMSS
That the tm gives me the same amount of copper if I use it in the big mode and not the slow drilling
and you wanna install (im just typing what the tut told me) you wanna install AMUMSS in C:\AMUMSS (note im just telling what i did)
you wanna open that to get the mbins
Here is my question from yesterday. The mod is outdated and I would like to edit the file in the first picture with the values the comment added in the second picture.
I found the file with explorer search and have the base notepad preinstalled on Windows, but I couldn't open and edit the file, it said I don't have a Programm that works
Ok, that can't be changed as far as I know. It's hardcoded. You could increase the gain amounts, but the small would still be more efficient than big
gumsk am i false?
i don't think i'm false
im helping the dude or something
i hope
I'm not getting to AMUMSS yet, that's jumping ahead for a new person
Yes I just want to adjust the big value to be the same as base small and the. Just use the big one always
Yeah they aren't separate values as far as I know
I found a mod that changed every tic of drilling to give 50 copper, that was a little much
but yeah AMUMSS was like opening king tuts tomb for me
Right, you can change the tick value, but not the tick value per size
I would like to get the amount I get with the small drill while using the medium drill preferably. So tick value but not that til becomes too much
But I can't even open the file
If you want to look at files without unpacking, go here
https://github.com/NMSCD/nms-archive/tree/main/6.18-HOLIDAY_EXPEDITIONS_2025-1.December.2025
But if you want to start modding, you'll want to learn how to unpack, which isn't too hard
are you saying i did things the long and obsolete way?
*not obsolete, since i didnt fuck with trying to make pak files, haha
No, just that he doesn't need to know that yet
screw old method of pak files
There are all files unpacked already and I can just get the one I need and edit it and then replace the file in the main folder rn?
It's just a small thing for qol and I'll have a look into modding at some point when I have enough time
Not in the main folder, you put it in a mod folder. You would download an existing EXML mod to see how they are built
And I don't have another 50gb space left on my SSD haha
Not annoying, don't worry
If you have a mod that does what you want but is too much, share that and I can edit it for you so you can see
Ok so download the file from the GitHub, change the values and then add it in my mods folder? Does the name of the folder I put the new file in need to be called something special?
Or yutaka can 🙂
If you could do that I'd be super grateful
i cant promise i wont add funny stuff
You have to mirror the folder structure of the game. So if you are modding GLOBALS\DEBUGOPTIONS.MBIN, you would need to put the edited EXML in GAMEDATA\MODS\MODNAME\GLOBALS\DEBUGOPTIONS.EXML
debug options you can make yourself invincible
Again there's the link to the mod with the expected values in the comments to make the tick rate the same on the larger drills like youd get from one deposit in the base with the smaller one
Ping me for future stuff I sadly just arrived at work, but thanks already die all the help
Yeah that's easy enough
I saw some, but not all I'm sure
you saw the yap yap mod?
Yeah I saw that video here though
Yep
Make sure you clearly label modded stuff though. Some people can't tell and think it's a vanilla thing
And then know that some people hate mods even existing even if it affects them in no way at all, so some people will leave shitty comments for no reason
well , i leave it up to interpretation
You shouldn't
It's considered etiquette to label stuff so people seeing it know and there's not misinformation floating around. I'm not saying you are doing that or caused that, but it happens, so it's best to just label everything
Yes 🙂
No reason to stop
You're not wrong, just letting you know that one small adjustment would be good 🙂
not even the begining
i spent 2 whole sleepless days looking thru the files
back last month
Yeah I've done that before 🙂
do you ever make yourself laugh with your mods?
People talk about how many hours they have in game and I just think I'm glad there's no tracker for how much time I've spent in the files
Definitely, like Gekzilla and Bob the Planetary Blob
im going to glitch the textures next
once i find something that controls that
and sounds
anything that controls the sound pitch/attenuation
like imagine a sandworm that is 10 times louder
Gekzilla I don't have on my phone but you can probably find it on Reddit
that's hilarious
but yeah , could you hear how much i was laughing in that one video i did, i've not been that happy in so many years
this games therapy for me
Oh I don't usually keep audio on
good , my music taste is ass
I'm pretty sensitive to sounds, so I like to keep everything muted most of the time
if sensitive to sounds you are, why did make the sandworm frequency
that's extra loudness
well, lets just say i did some sandworm stuff of my own, and made the sandworms themselves move faster, and not even go below ground
they in the air constantly
so its constant noise
another thing i noticed, the sandworm mod, people online also experience it
I thought about modding them to be actual sand worms and stay on the ground
It depends who is the multiplayer host
and did an experiment with my dummy account
Same thing for sentinel and predator spawns. If the host has a mod for that, others will experience it
i know i made a super sentinel mod that makes them super strong
and the models huge
and you have to fight 5 walkers
i wasn't bs'ng
if youlike this, could you publish it on my behalf, i dont want credit because i'm a nobody, but you , people like you..
forget i said that, i know lots of people wouldn't want to be associated with that mod haha
like you once said, "people will forget tomorrow"
I have too much of my own crap to keep track of. I don't know how Babs keeps up with so much stuff
sorry
No need to apologize 🙂
if this game still required pak files , i would not have gotten very far in modding, but i still believe i would have found out
just a slightly longer time
You might want to switch to NP++, fyi. Far better experience for frequent text editing
Or VS Code
so i'm a noob for using NP for years on many games
It just has a ton of nice features when dealing with these kinds of files
i dont like how it adds so many colors
You can control that
i have both vs and np++
and yet i dont use them
too stubborn
was modding harder when it still had to be lua and pak files ( forgive me if i don't know what i'm talking about fully)
but i dont even use lua shit or anything and my mods work fine
was pak just a way that modders could encrypt their stuff so people couldn't copy paste their code?
gatekeeping is ass and i would never do that
i give full perms to anything i would ever make
free for all
as i would also like a sidekick to go around and use mods with me
No pak is just a compression scheme, there is no way to obfuscate your changes
But year it was definitely a little harder for authors and a lot harder for users
Best mod I use is exosolar and babs beyond base building and also the consumerism mod to get old expedition rewards
no communism?
Is there a way to make the sentianls tolerate a little mining in their proximity? On the first save I disabled them cause I wanted to pick up gravino balls, but now I play on the hardcore settings. But if we can edit that you can like mine a few minerals or take half a cluster without them attacking immediately would be nice. But I wanted to keep the aggressive sentianls unaffected, I only saw a kid that disabled the automatic attacking on those planets.
You think making a mod like this is possible?
Should be possible. There are thresholds for "illegal" actions and values attached to different actions
I haven't messed with it before but I've seen them
Could anyone of you try to mess with them a little or try to point me on how I can find that later?
If it's like a number thing for illegal stuff should be doable as a no skill like with the mining tool
And since I just read this here, what does the lua thing do? Some mod descriptions say the lua is added so you can adjust some settings yourself or something like that?
Lua is used for scripts for building mods. AMUMSS takes a Lua, which tells AMUMSS what changes to make, grabs the latest files from your install directory, makes the scripted changes, and outputs a mod for you.
I don't think I'll do any modding work tonight, but I'll try to look for that tomorrow when I do some work
Oh oh I have a 3rd idea I need to mod: more of that salvaged tech modules, 2 is way to low, but the mod I found made it to be up to 40 per drop. To offset that I got a mod that makes the module cost for new blueprints 3 times higher, but with that many I'm scared I'll get weak and sell them for units and have too much units in the hardcore beginning l.
So adjusting that you get like 5 per location would be awesome
So I'll look into modding myself, but if you guys can assist me to get those 3 that's would be so amazing.
So one for more salvaged data. One for more loot with the bigger terrain manipulator and one that mining is less illegal
That would make the game perfect for me
https://youtu.be/Qk5EoGbeHNo?si=yrvjukOm9pvg2lqK
https://youtu.be/1BRMDie410I?si=vucjdcJC7tP8dXxd
Ok so I found those. Is this a good start or shall I just look up XML tutorial in general?
In this video, I will be giving a step by step guide on customizing and updating No Man's Sky Mods. Throughout the video I use the tool AMUMSS and Visual Studio Code.
If you are interested in No Man's Sky content, check out our Rough Start discord where we discuss mods, share screenshots and chat. Invite Link: https://discord.gg/YHMKyqyKPP
Mu...
My name is Bodie, I play No Man's Sky regularly. My Steam gamer-tag is Bodi420, feel free to add me on there.
In this video I demonstrate start to finish how I create MODs, add them to my No Man's Sky Game and test the MOD in the game. I hope you enjoy.
You can download this MOD I created from Nexus Mods:
https://www.nexusmods.com/nomanssky...
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: ...
Modding system got reworked big time in January 2025
Those guides are both very outdated and while most of the basics discussed in them will (for the most part) hold up, if you actually follow either, you won't end up with anything functional. As of January 2025, the way the game loads mods as well as how those mods are created went through some pretty significant changes. The best place to start is the modding after 5.58 document ^
All mods or guides made before that date are completely outdated and will not work
You have 2 options, start by reading the article linked
Or look up existing mods in Nexus and modify those
Adjusting how many items you get from an interaction should be just a matter of changing some numbers in EXML patch, prolly for reward table MBIN
Can you recommend other guides in video format then?
I like those more, else I just read tho the doc
There are none
Due to how often HG updates stuff, video guides are prone to get outdated quickly
And nobody in the scene has the time to record and publish new videos to account for such changes
sad
ok then ill be reading now
ok my fiost struggle is what exactly do i need to grab here to install the unpack tool? i dont see a set download button exe file, that already stops me noob modder ^^
Check the Releases section on the right side
the next thing you need to get the files has even more stuff 😮
Alternatively you can use apps like AMUMSS or NMSMB to get do the unpacking for you
!faq-modding
-#
to view info below, enable embeds
-
[Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image » 
- Game updates can break mods - PAK mods will not work with current game version - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
See 2nd link for instructions on how to setup AMUMMS
oh jesus i jsut follow the guide in order haha, that was the program listed first
ok no wi got the windows zip, unziped but when i use the exe a window really shortly pops up and then nothing, do i need to download more there?
and her ei need the 4th last?
so is amums easier to use than the pak tool?
ok i read most of it and im jsut super confused. the mumss has like this command thing open and not jsut files in an editor and also hpow shall i even find the file i want to edit without more knowledge? this written thing confuses me more than it helps and github already kill sme ^^
can anyone point me through what the heck i exactly need in voice while i screnshare at some point? this all doient make any sense to me
Question: making and exiting EXML files directly achieves the exact same results as using LUA files with AMUNSS to make the said EXML files, right?
@vale iron https://www.nexusmods.com/nomanssky/mods/3342?tab=description this is also one of yours, does that boost all resources mined with laser or only the tool? caus ethe pic only shows the terrain manipulator
If done properly then yes
Exml patches can be done in text editor as long as you have access to decompiled game files
Does anyone know how difficult/possible it would be to make a mod that changes the accent lighting for the Pirate Dreadnought?
I've taken a pretty thorough look around, but as far as I can see there's only one that changes the Pirate Bridge Lighting, nothing for the Freighter itself's accent lighting
May have gone to bed already. Try it and see. 🙂
Non-trivial, but would be doable. Would just take a lot of time and effort.
couple follow-ups:
- any idea if there's a "Player" variant that could be changed whilst leaving the actual Pirates the default red accenting?
- do you suspect it would it be a lot of time and effort because there are multiple scenes/multiple lighting sources, all of which would need to be tweaked? or some other reason(s)?
Pretty much all of nothing. It's the same model. Multiple scenes and sources. Have to find what you want to change, then tweak the various source settings, including possibly TEXTURE changes.
kinda expected that, but ya never know whether devs will have thrown ya a bone or not 😅
appreciate the info! 🍻
Officially modding is unsupported, other than making it possible to do. Modability does not factor into any of HelloGames design decisions.
As well, what we see and mod in the human-readable decompiled game files is not how HG sees things, that is generated by a community made tool, MBINCompiler.
oh for sure - I was speaking more broadly, and like "well, we might want to do X with the Player's Dreadnought in the future, go ahead and give it its own model even if currently it looks identical" kinda thing
HG sees and deals with game changes via actual source code, using in-house created tools. We'vbe no access to any of this.
10 yr anniversary HG is gonna release their official dev tools, trust 🙏 🙏
I've got to get out the door to work, but pirate freighter model is at MODELS\COMMON\SPACECRAFT\INDUSTRIAL\PIRATEFREIGHTER.SCENE.MXML, once you have the game files extracted and decompiled.
🫡
Absolutely zero chance, not for years
appreciate ya
Intellectual property protection. Keeping competitors from having access to many things in the game. With their next game using the same base code as NMS, they will not release anything which would compromise this.
In a nutshell why there's no dev tools now, nor will there be
Can mac users mod yet?
I think what you'd have to do is edit the texture DDS files to mark the lights as procedural areas, unless they are actual mesh lights with numeric colors, then I don't think you'd be able to make them customizable - it would need to be a mod that changes then to one color
No
Someone was working on it a couple of weeks ago and made some progress, but haven't heard anything since
Are there any other Procedural games as extensive or big as NMS? I haven't seen anything
Procedural, not that I'm aware of
I'm pretty sure the mac version literally doesn't have the code to load mods
There seems to be some parts missing, but some is there
ah for sure - my goal was only to be able to change them to a color via a mod, not to make them customizable in-game ||unless the latter is possible, since that'd objectively be the cooler option lol||
I can't find any reference to someone trying to crack modding for mac
either way, sounds like both you and Babs think it should be possible, so I may need to poke around the ship's scene.mxml and see what I can see
I tried suggesting it to hello games.. I don't think I ever got a response
It was on the modding discord. That's where most NMS modding discussion happens
The primary use case for AMUMSS is to build / compile / update mods based on LUA scripts written by mod authors. However, it also includes a program to view or unpack game files, called NMS PC Banks Explorer
Once you set up AMUMSS and run it once to scan for game location, get some thingies needed from the web, open the PC Banks Explorer, there you can unpack and decompile the game files
You will end up with a folder with lots of text based files in MXML format, which you can open up in text editors like notepad++ or VS Code and start browsing / poking around
but to reiterate my previous post, if you just want to adjust 1 small thing, there's good chance a mod like that exists already
and you could just modify that for personal use
i looked but ddiont find for those 3 things i need
well the data one coudl be adjsuted biut ther est is not working or not hthere
are the video guide son how toi install those programms still cirrect? casue i reall ydont get through that written guide
makes me depressed i gave up
i dont understand this alone
Question, How many standard ship designs are there per system? Does 21 sound right?
i think ive heared that number too, but thats not a mod
Oh it's not, I am trying to see if I can increase the weighting of Exotic ship appearing without increasing the number of seeds that could roll into exotics
This mod increases the likelihood of S-Class ships: https://www.nexusmods.com/nomanssky/mods/547
I'm not certain whether we can adjust the weight of what style of ships appear within a system tho
I already modded it so that Only S class ships can appear, I personally don't particularly care for any ships other than exotic because I am system hunting, but I don't want to increase the number of exotic ship styles, since those extra ones can't be obtained normally
I had changed the weighting of all ship types so that only exotic could possibly spawn, unfortunately that meant a lot more than 1 style of it
It's 21, and there's a number above their chances/distribution in the globald file that also handles that, but it was really weird ime
It's set to 20 by default
The best you could do imo is set all ship types to the same ratio as they appear in-game, like making fighters 3 (in nonvykeen system), shuttles 7 and exotics 1
That'd keep the vanilla seeds aligned correctly while making exotic ships spawn 10x as often, I think
I've been meaning to test that to make sure the seeds don't deviate but I don't think it needs testing
3, 7 and 1? just those 3?
Make all of them their amount of designs that they get
So for a Vy'keen System, fighters get 7, explorers get 3, haulers get 3, shuttles get 7 and exotic gets 1
And then move those numbers around, depending on the dominant race? like fighter 3, explorer 7, hauler 3 for korvax, and so on?
i remember seeing a mod which made it so that the buy research menu stays open after buying a tech but I didnt download it and now I cant find it, can anyone help?
Exactly, yes
anyone know any good save edditors?
thanks
So the way ship spawns work, is that the system generates a pool of ships on load. The way it does this is by generating a set number of seeds and then assigning them to the different types of ships based on the weighting values you're looking at. When the game needs to spawn a ship, it will just grab a random ship from that pool (well, technically not randomly since they spawn in the same order every time).
If you want to increase how often exotic ships spawn, your options are to either increase the number of exotic ships in the pool, or to decrease the number of non-exotic ships in the pool. Either way, you will be changing the pool of available ships in every system. It might be possible to do the latter without changing the seed used for the exotic ship, but I doubt it.
- You never will, other than MAYBE an automated response. They see it, are interested, they'll think about it, but once you make the request, you are no longer a part of that process.
- HG, like all professional companies, plans out new features far in advance. If they like it and managment decides to add it, would be added to the button of the list, so wouldn't see it added for a year or more.
If you just want force a system's exotic ship to spawn, there is a mod to do that already by bringing up the exchange screen for it: https://www.nexusmods.com/nomanssky/mods/3627
It is the video creators responsibility to ensure it is up to date and correct, not anyone elses.
Can you get a fiend, from creature creator, to lay an egg?
All of gLonely updated and shoved into a collection
https://www.nexusmods.com/games/nomanssky/collections/yynw6n
hello chat i havea question for yall
how do i reenable mods?
it seems that for some reason mods got disabled for me for some reason and i cant reenable them by putting them back into the mods folder
delete modsettings in the binaries folder
Just easier to delete it
One of the mods imcreases the system sizes...
So could I technically make NMS have realistic planetary distances?
having 2 planets 350,000,000ks apart is funny
No it gets really janky reallyv fast
I don't even recommend that amount of size increase in that mod. It's just there is people want it
Another interesting idea would be to set planet separation to 1u (but keep moon separation the same)
It doesn't work that way. It's all just controlled by a value that sets the radius of the solar system, all the distances are adjusted based on that
Can I mod nms on Microsoft store pc?
Yes
Thanks:) could I use nexus mods like you would with the steam version?
Yes
Thanks
I wonder, could the Derelict Freighter room assets/modules be added to Base Building menu 🤔
Unlikely. They don't have snap points and I doubt they are the same size or at all setup to interact with other items. Even if you could do it, not many people have the experience to do so and they would all consider it way too much of a time sink and pain in the ass.
Does anyone know the color seed for white?
Seeds aren't broken up like that with colors as a specific part of the seed.
I thought the seed codes worked similar to black. Is black the only confirmed one?
Everytime I use this code the creature becomes black.
I'm a little new to this. I have sent 2 days trying to figure out goat's save editor. All save editors only afford me one change per character before the save refuses to change ever again.
Sorry, I thought you were asking about ships
That does look repeatable, but I don't know the answer. Probably check here:
!creativehublink
They do the most save editing stuff
Excepting the entrance, the rooms are built out via procgen is another issue
Ah, I presumed their procgen was pulling from a tile-set of sorts with a bunch of premade rooms, and that maybe those tiles or at least the outermost meshes for the "room" itself could potentially be grabbed
As an fyi, the modding community has been doing this for 9+ years. If you don't see a mod to do x, 99% chance because it's not possible. Truely new ideas that haven't been tried before, that are achievable, are exceedingly rare. All been poked at before
Game determines room size, based on a range, then slaps together walls, flooring, doors based on that
Throws stuff in the room then
...and the room count and size ranges barely moddable. One mod increases these by a hair. Any more than that causes crashes
gonna have to keep praying for more Freighter Room Modules with new stylings then 🙏
It's actually been done, part of Eucli-ea
Might finally be time to pull the trigger and grab Eucli-ea too
phenomenal shout, thanks for letting me know
the snapping is prolly broken ngl
nothing a lil UAG can't solve
plus, those Crew Bed Walls are just too good
UAG can't remove the walls
but yeah it's such nice models
idk why HG didn't implement em into the vanilla game
or at least increase the snapping object quota so modded objects can be snapped too instead of being gradually degredated until we can't do shit with them
i really hope the speculated Freighter rework/update will bring more stylistic and cosmetic options for Freighters, especially since Corvettes got such nice wall modules
Those speculations are just guesses with zero basis in fact. Only HG knows and they don't say
The only "confirmed" change could just be a qol thing tied to an unrelated update, like how solar ship fabrication was added in WPI and ship/tool archive was added in WPII
and they could just shelve it before release, wouldn't be the first or last
how does nms modding affect multiplayer?
Other people don't see the modded things, outside of very specific things
No mods can do this. You can only do so by replacing your expedition file and playing desired ones offline https://cwmonkey.github.io/nms-expeditions/
i already have the season data cache file in NMS, is that the current expedition file?
or well the breach one that just went
Yes, NMS downloads the latest expedition data every time it opens while connected to the internet
should i replace it then?
Follow the instructions on https://cwmonkey.github.io/nms-expeditions/
it worked, doing the expedition rn
How does color save editing work again?
what mbin controls wether submarine can be put on land or water
Check GCVEHICLEGLOBALS.GLOBAL.MBIN, but very low probability you'll be able to achieve what you're going for
via a property value edit
Better off doing a model replacement via save editing
He wants to be able to use the nautilon on land. I told him where to look for the garage buildable settings
And it worked
Wrong
@vale iron Hey i have a modding question for you when you have a min
Don't ask to ask, just ask 😉
Wrong as in there was a high probability of you getting what you wanted there? I think his comment was pretty accurate 🙂
Wrong as in I thought he said it wasn't possible
False
This is how nautlion behaves on land when there is no water on a planet
I still don't see what was false about what he said
He said it can't be done
He did not
As much as I love to argue semantics, being a philsophy and law guy, that's not what he said at all
What did he say?
Low probability <> can't be done
Is it to say that it's pointless
Because I don't think it's pointless to basically make a vehicle behave like how a cut content vehicle would have behaved, is, the dragonfly
Dragonfly was going to be a flying exocraft
And be not as fast as this but it would have hovered above ground like this
Nope, he was just letting you know that if you try, expect to not get the results you want. It might work, but decent chance it won't work
He's a tiny bit pessimistic, more of a "here's what won't work" guy than a "oh, here's an idea that has 0.00001% chance of working!" guy
Well I'm the opposite, to me something works until it doesn't, and I make mistakes to learn from them
Trial and error
Throw spaghetti at the wall and see what sticks
Yeah, he does that too, he's just going to warn you that something has a high chance of not working
(he can correct me if I'm wrong, don't want to put words in his mouth 🙂 )
Damnit, someone reported an error and I finally had time to check it. Now I can't find the report to reply to it
But yeah, I'm optimistic, and believe that until something doesn't work, to keep on going, and never give up
The files are a treasure trove of entertainment, to me , instead of the game itself, editing those and seeing all the wacky stuff that can happen is my coffee
For sure, it's a ton of fun to look around in the files and see something and go "hey, I think I could use that!"
Speaking of, I need to see if I can make this variable gravity mod
I've never had this much fun in my entire life with modding a game this is many many more times more versatile then source engine which is old stuff
I know what I want to do and how to do it, but I'm not sure it will be consistent every time you visit the same planet
Negative gravity had an interesting effect, it made me fall up
Camera upside down too
So head was facing the ground
Yeah, I've accidentally done that before, where I made something have negative mass
This game is....more versatile then anything I've ever seen in my life
Wouldn't you agree
In terms of what can be messed with and tweaked , without the game taking a dump and crashing
A lot of modder complaints are actually the opposite, about what we can't do. It's a weird dichotomy where we can't do a lot of thigns, but there are so many things in the game that it also gives us a lot to poke at
Like we mostly can't do logic or scripting
Well I guess I'm still in the honeymoon phase
But there are a billion terrain gen variables to mess with
I like to intentionally make my game messed up as possible, corruptions are hilarious to me
Like I laugh so much every time I play
Never experienced joy like this before not kidding
Yeah, some modding is what I call "controlled breaking"
Figure out how to break the game, then figure out how to use that consistently
I like to see my game do stuff it isn't supposed to, I'm not just save editing anymore you know that right ?
Save editing is mere childs play now
This is the real stuff , messing with the globals and metadata
Do I make trash? Absolutely, however that's the funny part to me
Yeah, I started with basic edits of globals and tables, then save editing weird stuff, then went more into modding
Nothing is trash that you enjoy. It's a game, which the primary purpose is to enjoy. If you do things that you enjoy, you have played the game
I don't enjoy the game vanilla, so am I really playing
No, I'm messing with the game for laugh's
And believe me my laugh is genuine
Did you ever make yourself laugh with modding?
I don't cheat to win, I cheat because I'm an agent of chaos, and chaos is hilarious
Nothing I do helps me play, infact playing is difficult in the stats my games in, but that's all intentional
By difficult I mean it's chaotic and the slightest jolt sends me to space
My. Challenge is seeing how much I can do without the game freezing
I think you need to examine what the purpose of games is. To me, the purpose is to have fun. If you do that, you have played the game. HG seems to have the opinion that you should play the game however you want to have fun, as long as you don't fuck with other players. To me, modding is that. I play expeditions vanilla, but otherwise don't have much interest in the game anymore, other than modding.
I like to chase people around in space flying faster then they do while they engage in a pulse
I'm harmless otherwise
I have never killed another person
And never will
Nor will I trap people or cause them to crash
Although I'm chaotic I do have standards
It would be unfair for me to attack anyone
But I just stand there while they fruitlessly attack me
its honestly funny and i made a friend that way believe it or not, they fired at me for a very long time and while they could see damage numbers i would not die, after a while they just followed me around, added me, and i taught them how to mod too
this was in the recent expedition
i love to help people discover new hobbies , even thru dubious means like that
dubious in that although i have pvp on, i stand still while somebody shoots me for several miniutes and i never return fire
since that whol epriomgram and extracting games files alone didnt work, can someone tell me how i modify an existings mods file values? do i need to convert the file first or someting casue i coulondt open it even with notepad++ installed now
ive got one for the salvaged date that needs one tiny adjsutment
Is it an EXML? You just open it in a text editor and change the value
I know you sent it to me before, but if you can send me a link, I can make an adjustment and you can compare
(Assuming it's EXML)
Them making it not necessary to make pam files really changed the modding😂, made it easier
ok im jsut braindeat it seems, windows always showed me the "browse stire for a compatible app to open with" but there was also a show more and now i could chose my notepad to open it xD it didnt show me notepad++ tho
this is the file, i dont know why there are so many lines to it but i changed every 50 to 20
lets se eif that worked ^^
would it be possible to make a mod that changes the color of the center target dot? the main one thats there when unarmed/building, not the weapon reticles (there's already mods for that). long story short, while glitch building the white dot gets lost in the wire connector. if it was black or red or whatever, it would contrast and you'd be able to place objects more accurately
if i figured this out now ill aslo downllload the terrain manipulator one again too and change its trick rates like the comment on the modpage said
Yes, should just be a DDS edit, I would guess
is that something i can edit in notepad? i know nothing about coding
No, DDS are image files. You need to change an image file to be what you want, most likely. And doing that has some slightly tricky steps. If you show screenshots of what you want and a description of the requested change, someone might be able to do it
i have no idea what exactly what setting does but after tweaking a bit (drilling vanilla, restore point and test again and again) i got a little less resources mined with the medium drill than with vanilla small drill
That looks like the right place to edit, but just know that you won't be able to make the medium and large radius mining equal to the small mining, relatively. You can make it equal to the vanilla without mods, but not to the vanilla with mods
yeah the small is way too much now, i jsut dont use it and always use the medium.
pic 1 - the dot i'd like to recolor. pic 2 - shows how it disappears against the shine of the connector. if anyone wants to take a crack at it, would be most appreciated
Yeah, that you can do
What color do you want it?
and the salvaged data edit in every place jsut gave me only 14, it hink ill even reduce it to 5-10 so if i sell them for units i dont become too richt toio fast
red, bright green, purple, whatever contrasts against white but would stil be visible on black
and not blue, would blend in w selectable parts
red would prob be best
No clue if this will work and no time/desire to test it myself. See if it works.
drop TEST into mod folder?
Yeah
That's the closest I could find to the reticle you showed on a fairly quick search, and not sure exactly what DDS format or mips they are using; I just guessed
If anything at all changes, that's a good start
no change, but i appreciate you trying. i ended up remembering that you can change the texture of the wire, and its easier to see the dot with a Rust wire so im not totally blind at least
Hmm, I might look more tomorrow. You got a mod warning, right?
yeah but i always do, i run a whole bunch of mods
Just making sure
Im trying to make my own mod for nms since all the existing mods are too old to be compatible.
Im trying to use NMSModBuilder but it doesnt launch. I have installed "dotnet-sdk-8.0.417-win-x64" but for whatever reason, i doubleclick "cmkNMSModBuilder.exe" the splash screen shows up, then it gpes away and the program doesnt run
I even tried using CMD to run it and same bs
NVM, the nexusmods version is outdated and broken
NMSModBuilder isn't even necessary, just make a decompressed copy of all of the game files with https://github.com/monkeyman192/HGPAKtool and then convert individual files of interest from MBIN to MXML with https://github.com/monkeyman192/MBINCompiler
Also, there are many hundreds of mods that work with the latest version of NMS (a bit over a thousand), basically everything last updated since Jan 29 2025 still works with the modern game https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
Latest is here: https://github.com/cmkushnir/NMSModBuilder/releases/download/v.5.61.0.2/NMSModBuilder.7z
It is built targeting .NET 8, but there may be other 3rd party nuget packages that use .NET 6 or 7. It's usually recommended to use the Desktop Runtime if you don't need the full SDK: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-8.0.23-windows-x64-installer
There is a dedicated channel to ask questions about nmsmb on the NMS Modding discord.
For simple mods many just crate exml files manually. nmsmb is mainly useful for reaserch or modding where you need to make significant, related, and|or data driven changes and can muddle your way through c#.
Not so much. There are some MBIN and very early EXML doing full file replacement, which are broken.
More accurate to say most are working, which is true. Everything is absolute and not accurate.
Just saying could be easily misinterpreted. 🙂
Solving the theoretical physics are we
Oh that reminds me, I had a question regarding the theme of your lonely overhaul pack after reading the description. Is it just going for isolation? While I was doing the recent Breach expedition (vanilla) I had a weird interaction with NPCS pilots that sometimes appeared in abandoned stations for whatever reason. (I thought NPC weren't supposed to be able to appear in abandoned stations, but they did sometimes) when I interacted with them, they'd vanish, kinda like ghosts. Not sure what did it, but it did feel spooky and isolating. It had me wondering if a mod would be able to mimic that behavior.
Yes and no. Theoretically possible via a custom mission, but considering the less than handful of people who've ever made one have all said "Never Again". Missions are arguably the most complex, time consuming, and difficult things to mod. Even the simplest missions can be thousands of lines long. They can also be very prone to breakage, as HelloGames makes structural changes to the mission files more than any other. My mission mod took months to originally create, hundreds of man-hours, from a point of knowing the files well and having modded NMS for years. When NMS 5.50-5.58 hit, with the changes introduced then, took me 7 full weeks, working on it daily, to repair and reconstruct the mod into working order again. This is why you don't see mission based mods on NexusMods. Too much required work and effort for little reward.
The "never again" also includes tutoring people who want to make a mission mod. We'll point them to the right files and give a broad general overview of the layout, but on them to figure out the specifics and how it all works together. It's a matter of difficulty and time consumption.
I did see one mission based mod on nexus, but from what I recall it basically modified the save file or something
If I'm rememebering correctly
Must have been hell to make
Save editing has little correlation with game data file modding. COmpletely different thing.
Firmware update for Singal Booster is my mission based mod.
Maybe I'm misunderstanding what it actually does, not surprising if true
Yep, he used Alchemists mission mod as a template and is strictly changing a couple of property values in scan events, as variables. Not really the same as making a new mission, per se.
Ah, I just remember having trouble wrapping my head around it so I ended up not sticking with it
and then I found my lush world on my own anyway, lol
Alchemist, who also helped me make mine and FriendlyFire make his, did all the heavy lifting in terms of what the Atlas Companion one is doing, not the Atlas Companion author.
Then Alchemist deserves the credit! I use the alchemist GPS, very useful!
Don't get me wrong, Atlas Companion can be useful for players, just from a design\creation standpoint, it is derivative. As opposed to being an original work.
Same with Creature Finder, uses components of both Alchemist and mine and Mjstral to make it work.
No one disputes, Alchemist is the granddaddy of NMS mission mod authoring. He spent many months of painstaking trial and error work to figure out how it all works. Every other mod which does that, whether minor change derivitive or completely original work, relies upon that base of knowledge for existence. 🙂
That's some pretty cool history and some "building off the shoulders of those who came before" that you mentioned
The GPS mod certainly feels like it goes deep when using it.
I have your signal booster mod installed, but I can't say I've used the signal booster itself much in this playthrough. Silly me thought it would pair with that mod that gives laylaps the singal booster function, of course I was wrong, but I had hopes lol
That was before I starting bugging you and the others and learning more about how these mods work
No idea if it still works or if it would be compatible, but once upon a time, FriendlyFire used Signal Booster as a template (with permission, of course), to add those scans to laylaps. Should still be up on NexusMods, unless he hid the page.
yeah that's the laylaps mod I'm using
though after I saw laylaps didn't have the features of signal booster mod and I had to keep chasing the thing down, I stopped using laylaps.
I generally design my mods to do one thing or maybe several, but related. Like signal booster. To me, doing the same for a laylaps should be a separate mod. For me, unless it makes a lot of sense to do so, I try to avoid doing derivitive work off of my own existing.
Doing the same thing over and over can get boring fast.
is there a way to make exocraft control less awkward
esp in first person
why are they all tethered control instead of locked
Vehicle control proprties are in GCVEHICLEGLOBALS.GLOBAL.MBIN. You can feel free to mess with them, if you wish. Nobody outside of HelloGames would know why they do what they do. Their decisions alone and they do not share design decision justification with the world.
is there anyway to break the limit of like starship speed or sm
Going to need to be more specific about what you want
Not exactly sure what the name of the mod/program is, but I saw a friend of mine build a corvette using some sort of external program, it let them resize and move parts much more freely than the base game does. I don't think it was the blender plug in, and I honestly forget the name they gave me. If anyone knows of anything like this I would be so appreciative XD
!djmonkeytoolslink
Check out this server they made the blender plugin for base building
I don't know of any other app capable of rendering the models / objects from the game other than Blender and model viewer
Small correction I did not end up doing that
I just copied the dialogue option from signal booster onto Laylaps, there's no control over what structure will be marked
Tyty
hey guys i need some help
I kindof messed around with the JSON files and i think i accidentaly removed/glitched one of my starship slots
Bcs now i can only have 11 slots
Any ideas on how i can change that?
Restore backup from the save editor?
Goatfungus makes an automatic backup whenever the save is loaded into the save editor
Dunno about nomnom
so just save changes? its still in .zip form
I don't know, I never used this feature
Only letting you know the save editor makes the backup
Check on GitHub, maybe there are instructions how to restore it
ah okay thanks for the help
Hmm it did not work
Im still at my most recent save
How do i restore it manually?
I have the old files
Just copy the old files over and overwriting the existing files
Ah okay
Thanks
@vale iron Sorry for the ping, but I couldn't help but wonder, how easy would it be to extend your mod that lets Corvette bunks act as a save point so it also applies to standard beds? Or is there a mod that already does that? Because the Corvette I use has standard beds and I can't exactly replace them with bunks due to how it's built.
Could do what I did for my planetary base, I resized a save point using mods and then put a bed over it
I'm not at my computer right now to give links, but I used gumsk's resize mod and Babscoole's base building mod
anyone know the names of the mods that allow crafting of expansion slots, modules, etc
is there some way to edit the nomad to make it faster? like with the files
cuz mine is fully upgraded but it feels like its stuck or sm it just crawls i wish it was faster and like flew over hills like a hover bike and less of a big floating brick
Craftable upgrade modules
Yeah I'll look at that today. Some people asked that before. Is there only one bed item? I can't remember
Yes. in GCVEHICLEGLOBALS.GLOBAL.MBIN
I believe there's only one official bed item - that said, a LOT of builds make use of that Cement Bag asset as a pillow, so could be a worthwhile one too
Yeah, there's one bed
I do this lol
pro tip - you can get perfectly white pillows by using the White/White color from "The Black Hole in the Wall" Neon Sign
I'd have save points everywhere if the "pillow" was made into one lol
I like my colored pillows, that and I don't know how to transfer colors with glitches
But this isn't the channel to discuss that I'm m pretty sure
right you are - I've dropped a quick explanation in #nms-base-building message if you're curious 👍
Thanks
In the unpacked game files
ive got it on steam any idea where it would be stored?
In your GAMEDATA\PCBANKS directory
You must unpack them using your own installation, basically drag PCBANKS folder into HGPAKTOOL.bat or exe whichever it was
Extract using HGPAKTool (can find with google). Then decompile to human readable MXML using MBINCompiler (again good to find).
do you have a guide?
#nms-modding message this is the guide
i have no idea how to set it up??
Or read the documentation for HGPAKTool and MBINCompiler on their respective Github pages
Yep, then read the github
they dont tell you how to set it up???
i am trying to open the application but it just shuts??
Read the description on the gitbuh page
i did
It tells you how to use it, mainly that you must drag your PCBANKS folder onto the HGPAKTOOL binary
Steam > Right click NMS > Browse local files > GAMEDATA
You know what, here.....latest version, already decompiled. On YOU to look through and find exactly what you want. There's a TopSpeedForward parameter
this it?
i edited them how do i like save it?
By turning it into a mod, basically go to the GAMEDATA folder and create a new folder and name it whatever, then go into that and make a folder called GLOBALS, and then put the file in that
also rename the file to .EXML at the end
If it's in the section that covers Nomad, then yes correct, if not, no
Save your change(s).
wait is app data it
Huh? No, appdata is a windows system folder
Browse NMS's files in Steam by right clicking it, then going to manage > browse local files
That's your save folder, it's directory is not anywhere near the game files
GAMEDATA, is the name of the folder you are looking for
no
Find GAMEDATA on your system, should be only one
found it
inside of the GAMEDATA folder, right click and make a new folder called MODS if one is not yet present already
inside of that, make another folder and name it whatever you want, that's the name of your mod which doesn't matter
like this?
Yes, though capitalization might matter(?) idk, would be safe and name it MODS in all caps
Make it all caps, like the rest of the folders there
done
Go into MODS, make a folder called whatever you want. MYMOD
NOMADSPEED. PURPLEMONKEYDISHWASHER. Whatever
Go into that and make a folder called GLOBALS
does this mean greenmonkeydishwasher is off the table :(
It's a very old Simpsons reference.
? like this
No.
GLOBALS
done
Then put the file inside of that
In there put your .EXML file
That's up to whatever text editor you used to edit the .MXML file
i used notepad
so i just drag and drop it?
Exactly, yes
By reading the file
well its in globals so now do i just run the game?
Look at the Name lines, example, this is for Mech
All the settings, within the section, after that line would apply to MECH and only MECH.
You need to find the section for the Nomad.
It's called time and effort, both required to mod NMS. 🙂
wait what if i search nomad in the files?
The nomad would be under HOVERCRAFT
found it
We give you the information to get you there, but not on anyone else to do it 100% for you. You're the one who wants this changed, not us
Be aware, by simply renaming the MXML to EXML, good change this will break any other mods you have that make changes to the GCVEHICLEGLOBALS.GLOBAL file. Actually more complex to make a proper EXML, but this'll do, for now.
Life is a series of learning events. Doesn't matter how young or old, they will keep coming forever. 🙂
I thought hovercraft was dragonfly and bike was nomad.
oooooo idk then!
I forgot abt the dragonfly
Then yeah I was wrong, it's under BIKE
oh is nomad under bike?
Yes, which is the first vehicle entry so you probably had it right the first time
The Pilgrim (actual bike ingame) is WHEELEDBIKE
is the nomad is under bike
The hovercraft is a scrapped exocraft that they never fully released
Yes, the nomad's changes are under BIKE
i dont think these are nomad values
BTW, don't go nuts on what you set TopSpeedForward to. Try doubling the default value and go from there.
All exocraft have the same options, regardless of wheel presence I think (at least the original 4)
Can then dial the value up or down from there to find what works for you.
Even the minotaur has wheel settings!
Yep, same for all
Which may or may not do anything. If you want to play with that, go for it.
Just because a property is in the files, doesn't mean it'll actually work or do what you suspect it might.
Only way to find out is trial and error testing.
there saved but i forgot how to get it from notepad to globals
It'll be wherever you saved it to
wait i got it
Nobody but you could possibly know that.
ok so i got the mxml file into globals is that all?
the game doesn't read the MXML file, which is why we told you to rename it to .EXML
ok so change the name
Yes, basically that
and in case you missed it, #nms-modding message
Change the file extension from .MXML to .EXML
As long as you have made the right change in the file and everything placed correctly, in MODS, start up the game and see
and this wont corrupt my saves?
No one can promise that, but I can't imagine how it could happen
welp i got a mod warning?
Good start'
Nothing in life is ever 100% safe or certain, nothing.
time to backup!
Death, taxes if you're poor, certain people with every accusation is an admission, there's always an xkcd/Farside/Simpsons. I think that's everything 😉
Ok, so how's the nomad now?
honestly its the same speed
Then will revert back to vanilla settings
its not that fast
Hhhmmm, may have gotten the wrong section
This?
@solid hawk I don't suppose you remember where the concrete mix bag is stored?
Will look, but need to finish with this guy first
No worries, I can look, too. Was just if you remembered off the top of your head
Let's try this......
pilgrim is fast but not supersonic which i think 30 should be
30 is pretty fast, but not supersonic
18 is normal
Could have bike and wheeledbike backwards
Are you wanting to increase the motorcycle or the hover bike?
This is a bit more across the board speedup that I use. Increases speed to 40 for all, but MECH. Mech has issues if sped up
Remove yours, then extract contents of this zip into your MODS folder
so i chuck in the file thats in globals of yours?
For mech, look for gvehicles Mech Movement
Have to change quite a few things to get it to look close to ok
everything or just the exml file?
He actually only wants to speed up Nomad, not mech
You can replace your EXML with the one in this zip, that's fine and will work
yeah i want to be able to speed just the nomad up to use on my main save not like everything just instant buff just the nomad but a balanced amount
In this, I set to 40. Once we can confirm working, you can adjust in the EXML as you see fit.
DECORATION\BAZAAR\CEMENT_BAG
Right now, we just want working. Specific value that'll work for what you want can follow after that.
kk
...and this EXML is setup as a patch mod, so will not cause issues with other mods making changes to that same file.
Great. Now you can fiddle with values in the EXML as you see fit.
Think you're ok on your own for that.
but one thing is the speed value for the nomad far down like do you have to scroll far to get to it
Patch mod, ONLY the changes being made and nothing else.
Very little in there. Just change first two digits of any given value.
If you go too high, you'll start getting lots of pop-in
wait so how do i find the nomad?
Could even add in TopSpeedReverse, if you wanted to go faster backwards
yeah
Just fiddle trial and error. Not that many sections. They're arranged in the same order as they are in in the full file.
You may not, you look and extrapolate
ohh
Nothing in the files is arranged to make it easier or not to mod. What we see here is a modding community construct, based on byproduct of compilation of source code.
i found sm under bike but its a underwater engine modifer
As I mentioned earlier, takes both time and effort. Blood, sweat, and tears. What we did here is actually an extremely easy example.
If you had to categorize interior corvette parts like the medbay or bunk, would you categorize them under ship or base?
Wait, there's sweat involved? I'm out
I'm in.
ayo?
The underwater thing is in all, in the EXML I sent, because it doesn't matter. Only actually applies to Nautilus
ok so that might not be the nautilus?
I make this mod via script, so quicker and more efficient to just allpy that change to all, than to be more detailed.
It's nested, you need to look at the indents. The indented stuff is within the thing at the top of the indent
wait i got a idea
when i find sm i just set it really high so if one has like insane speed thats the one edited
Arranged in the exact same order, as previously mentioned
I also mentioned don't go too nuts. Set too high and will be ignored. Every numerical value has a viable allowed range of values.
Before you ask....
We have zero visibility as to what that range is. Obfuscated in the exe.
so you dont know the limit?
Nope. Only way to find out is via lots and lots of trial and error testing. Have at it, if you wish.
muehehehehehe
Maybe 500 will work, maybe not. Only way to find out is to try.
If not, then set lower and try again. Repeat until it starts working.
does the name of the mod have to be all caps?
no
Grouch? does this look like the nomad?
It says BIKE, so yeah
huh i changed it and it didnt affect the game
Did you restart the game?
No clue then
i used a save from before i edited it tho