#nms-modding
1 messages · Page 89 of 1
but i just want the nomad not the others?
Then take out the others?
The vehicle speed is not in the save file, so that doesn't matter.
Only thing that matters is what's in the .EXML
yk what i honestly might just give up it doesnt matter to me so much i dont think its worth the effort
That's personal choice.
You have what you need to get where you want now, just a matter of the time to make it so.
We try to teach to fish, not give a fish. This was a fairly simple easy example, BUT we get a couple of hundred people per month asking for simple things like this for a handful of helpers. If we just do it for you and the others, will come back again and again wanting more and more. Much greater burden for us. If we can get you understanding, then next time you can do 100% on your own.
i love no mans sky but i have found no more reason to play
its hard when you become an ultra multi tool and money god and theres no challenge
can i solve my problems with modding
i want to be thrilled
You can. Look at PTSD first
Then there are others you can add on top of that
But it's never going to be a great game for challenging combat experiences
@clever holly @bright fable @hearty blade Working on it. Pillow works but need to work on the bed a bit more.
Awesome
"uncomfortable nap"
That reminds me, when I use the bunk mod, I don't get the save point option, just the appearance changer, but it sounds like the other person gets it. 🤔 Maybe I'm just blind and can't find the node.
Oh my God it's 5 am, I've been up night making a base. Goodnight
Did you update to the latest version? It should take away the appearance modifier and fix the nap option in bunks
Go take an uncomfortable nap 😉
Hey peeps. Is there a way to grab the images of all the materials from the game?
I'm creating a new Biome Guide to replace my old one, and I wanna put more info into it
What do you mean by “materials”?
You can unpack the textures and get all of those. Not sure if that’s what you mean.
Yep, TEXTURE directory in the game files, once unpaked. Be aware these are all .DDS format, so you'll need to use a program which can view this, as windows default does not.
I'm quite new here so could anyone tell me the limits of modding and how to get into it?
Lots of limits. Can't add new features, can't add logic. Can't really add new models as custom animations aren't possible. We can change values for existing properties. So change a 1 to a 2, true to false, and blue to green sort of thing. Look at https://www.nexusmods.com/nomanssky/mods/newrecently, that's what we can do. If you don't see a mod there to do X, it's not because nobody else has had the "brilliant" mod idea before, most likely because it's not possible or is such a massive time sink to do, it's not worth the effort for the handful of downloads it'll get.
FYI, NO mod new or updated prior to 29 January 2025 is useable, so don't bother to look at any prior to that date. Also Most downloaded and most endorsed lists are fairly worthless, as filled with old, unuseable, and abandoned mods.
All of that being said, good starting point is to read this document: http://tinyurl.com/nmsmodding550
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
Nobody in the modding community makes video tutorials, as they tend to become quickly outdated, as HelloGames makes changes.
What little that's documented is in text format, like the doc above.
Ok thank you
so how did gumsk make beds give you a restore point if you can't script or add new logic?
Built in
A limited number of effects which can be added into a models ENTITY file
Not exactly. Has to already exist or be supported where you want to put it.
The game data files have a hardcoded structure which has to be abided by. Can't take a "code" section from one file and throw it into another.
Unless those two files have the exact same structure.
OK so it's like just data files no code
With some exceptions, once decompiled they're all xml formatting within.
alr well thank you and have a nice evening
NP. If you decide to take further after reading the doc I linked, feel free to ask questions. Next steps would be unpaking and decompiling the data files.
This puts the files into a human readable and editable form
As an example.
There's lots which is moddable, just have to keep the ideas more on the simple side, expect to hit brick-walls, and be prepared to make compromises. Realistic expectations.
Are editable, IF you have experience with vulkan shaders and know what you're doing.
I have some experience with opengl, but I haven't tried vulkan yet
Ill look into it though
Only been 3 or so shader mods ever. Those authors came to NMS already knowing vulkan. None of them are around anbymore, so there's virtually no guidance with shaders. I've been attempting to get into it, dry, but very slow going. I can get you to where you can decompile the SPV files to see what's in them. About as much info as the community has now.
We do have a modding Discord for NMS, feel free to join. https://discord.gg/22ZAU9H
Thanks!
I'll join the server but probably won't do too much as I am just looking about rn and working on some MC mods
Whenever you're ready
what was the mod that allowed me to access purple system without doing the missions
its quite old, wont it break something?
It will not
this probably a dumb question, but is Eucli-ea mp friendly?
If everyone in the multiplayer instance has it installed then yes
anyone who doesn't have it wont be able to see any of the modded parts, bases will just be full of holes
it is once again time to leave behind my xbox friend
anyone know a mod so i can place star ships?
Sorry, what? Don't quite understand what you're asking for
You want to land your ship?
I think they want to place starships as base building props
so i have eucli-ea which has one star ship model i can place, i would like to place some more as hangar decor
Ah. Ultra Base Building
I keep getting the Disable mods things but I can't seem to work around it
even if I delete the Modsettings thing the outcome is the same
it's just that the log is empty
What disable mods thing? And there is no log
Follow the troubleshooting and getting help sections of the modding document in the sticky posts here
is there any way i can increase my starship slots count?
Not slots as in inventory slots but actual starship slots
No.
Is the way that the game chooses which resonant spike to reveal accessible by the player in it's MXML files?
I am trying to see if it is possible to change it so that the game will only reveal naturally occuring S rank interceptors, and not changing every dissonant spikes as S ranks
I don't think the game even cares about the properties of the entity marked by a scan event
It just matches the location of entity with given interaction and matching other criteria
Like the thing doesn't actually exist at the moment it's marked
Thanks
I just installed Lush Finder and it is very helpful, although it would be great to be able to search for "paradise" planets, not sub-biomes. Anyone know if thats an option to do?
Not possible as it is not an available parameter. The author mentions this in POSTS on the mod page.
Got it, thats too bad. It is very useful for sure
any qol mod recommendations from anyone?
the No AutoClimb Ladders is an essential QOL
Mostly QoL
Should survive updates with no problems
not in that collection, but also essential if you dont want your Settlements looking like a mobile game: https://www.nexusmods.com/nomanssky/mods/3595
Yeah, I would include it but it needs MBIN mods, unfortunately. I use it in my personal collection
I wish the markers were more visible so I know at a glance what buildings need upgrading
any yall know a mod that removes the build border for corvettes, and if other players can see parts that typically go out of bounds?
https://www.nexusmods.com/nomanssky/mods/3835 can't remove the bounds but this one makes them really big. Vanilla players will see all the parts just fine, only downside is that if you try to build a base anywhere near your corvette it will think you're trying to edit the corvette because you're within it's bounds
thanks!
I've taken quick look but came up empty - is there any mod that forces all asset palette options to be visible, rather than just what comes "stock"?
Doing the color glitch isn't that much of a hassle, but I've hit quite a few cases where its not an easy solution due to having to delete and replace vs. just using the in-built color menu.
Look at SACS
Very nice - how do multiplayer interactions work?
Is there a Mod that would allow the Save edited Crew on the Autophages to be functional?
Whenever you save edit em into the freighter you can't use frigate missions or interact with the captain (likely because there are no Resources/Locs for that?)
that should be correct I think
It's still crashing though
Is this the most up to date version of the mod?
Yeah
Do you have any other mods installed alongside it?
the weird thing is that the old version worked
no
just this one
sometimes it was S class max me
but I only was going to use the up to date one to update my corvette
I'm not sure why that would be the case then, and you've tried deleting GCMODSETTINGS.MXML?
Yeah
It shouldn't cause crashes like that at all, so I'm not sure what's wrong
Try game file verify
You running an older version of nms or using experimental?
Are there any mods that allow me to put a planet scanner like the one in the freighter on my corvette?
You know… I forgot that existed…
its so nice
gShip Corvette Supercomputer
Ty
I'm going to be updating it soon, but should work still until I do
Can confirm. Works like a charm on my end
As an alternative, there's also this: https://www.nexusmods.com/nomanssky/mods/3988
@pseudo knoll
extract this entire folder into your mods folder.
Note that this basically removes the weighting of practically every other anomaly random event, barring those related to quests and the void egg.
hi, i read about sACS, and i'm curious if every player will be able to see those colors
I'm having an error when trying to generate a code for nms assistant in nomnom but i didn't have problems when i did it for mobile
Anyone have an idea of why it's happening?
thank!!
Vanilla colours yes
Custom colours no
Nope. Probably best to ask on the official NomNom Discord or whatever support system exists for NMS Assistant
Yeah it's a 100% hit rate so far, I'm only getting the Cosmic Megafauna event. Thank you <3
lol ok now maybe 98%...still better than before
Yeah I left one or two events with a weighting of one, just in case someone has already claimed the megafauna from a particular system and don't have a void egg on them, just so the game has something to give you, still the probability for whalesong event should be still much higher than usual
Ah makes sense. Curious, what happens if you could only possibly roll the Whalesong event but already have that system's megafauna
I would assume it just forces a rare object or whatever, some hardcoded default
or maybe it bugs out and plays that scan sound effect once per frame
I didn't try
Almost all rare objects have their weighting set to 0, except atlas encounters I think. Atlas was the event I chose to be left in
I could probably dot the i's and cross the t's a bit more with that mod, it was mainly just to increase the whalesong event as I was using a set of mods to 'scout' for S rank freighters and megafauna to document and post on NMSCE, if I find any I am interested in, I go and find them 'properly' on my main save which still has the original weightings, I didn't think too much beyond 'as long as it works'
honestly it seems to work wonders
i only had one fluke, when i sent this
im out of units so i cant try any more lmao (i want to get S, preferably not lower, and they're expensive to recruit)
👍
normal
Anyone know any mods to skip the main quest line? Honestly I’ve already done it thrice and if I see Artemis one more time I might just slime out everyone in the anomaly.
No mods but there used to be a guide for save editing
Available at creative and sharing hub
!creativehublink
Somewhere in Arcane's resources
would it be possible to make the Colored Red Light flash when powered?
I know you can do so via complicated wiring, but that requires also having the space in a build to hide all of that and afaik wiring doesn't work correctly on Freighters anyway due to Power being "always on"
You could, but it would need some work. Would need to mod the entity file to have a mildly more complex chain of states (ON/OFF)
I was told it was a problem on the app side but I have not been able to get anyones attention there.
I think if you use the EUCLI more builds mod, the red light there is flashing. But you would be limited to running the experimental NMS build and needing to track its updates with game updates. But they are cool when used in really obvious places like towers as anti-collision lights.
You can use EUCLI with public builds of NMS, as long as you keep in mind that you have to use the previous build of the mod and not most current.
What type of mods would typically allow my friends to see what I do? (if they dont have mods)
For example, if I were to download a world generation mod and then visit a few planets. Would other players see the same planet that has been generated by me? Or would it be glitched for them, or would they just not see it entirely?
Or if I had some ship reverse mod, where I can reverse my ship speed in planets. Would other players also see me reversing?
They would see what generates for them, all procgen is clientside and done on-the-fly
the ship speed mod would "display" for them, as your phyisical position is transmitted through MP
For a general overview of how MP works with mods, see #nms-modding message
Ok so they would just see me clipping through the planet, whereas for me it would look normal (if i was the one with the mod). And I would see them be clipping through aswell, because the planet generated differently
Exactly, yes
of course it depends on the mod too
some planet changing mods may just flip an A to a B, some might not even touch how terrain generates, and some might change everything
Ok thank you alot
any1 able to help with the base building app cause the server is dead
Do you think this mod will still work, because U hear alot of outdated mods break with the updates but this is just a reshade preset. https://www.nexusmods.com/nomanssky/mods/2930?tab=images
Yeah, we dunno since it's not a mod
Oh ok
Thanks
Btw would I need a mod installer? Or is it a drag/drop type thing to install mods?
Just drag and drop unzipped mod folders into GAMEDATA/MODS, unzipped correctly
See https://tinyurl.com/nmsmodding550 for mod installation/troubleshooting info
Ok thank you
Refer to how ReShade requires presets to be installed, it's been years since I've used it
anyone?
What do you need help with?
mirroring hull plating doesn't fully mirror it
and is very weird with different parts
this is what i get when i mirror
That is one of the newer parts with Breach, so maybe it's states were assigned incorrectly
If a problem with the app, the only person in the world who could help with that is the app author, DJMonkey. Has his own Discord
Any mods to help boost performance or anything?
I use one that gets rid of bloom, that helped my performance a little
I've been using FSR DLSS 4.5, Model M, and it's been fantastic - some odd hitching still occurs, but that was the case beforehand for me as well, and now I'm running pretty consistently above 100FPS even in Settlements
all with Graphic Settings ranging from Ultra to Standard
Is there a mod that would allow me to change a planet's type/biome? I've been hunting for a Paradise Giant for weeks and have concluded that the random number generator hates me. 🙂
Do I need to make a mod folder?
If you wish to use mods, yes. Refer to this document for up-to-date modding info http://tinyurl.com/nmsmodding550
Yes, mods could modify the chances of specific planets appearing, and their chances of having storms. This wouldn't affect others that don't have that same mod installed though. I could try to make something like that, or I could just give coordinates to one of the ones I've found
Is there any mod out there, or could it even be done, to sort bases when using the teleport system?
I did a search for sort and came up empty
Not via a mod
That information is stored in your save and mods cannot directly access or make changes to save data
As an FYI, NMS mods also cannot add new features to the game.
It can only be done via things like DNA, though that's technically save editing and cannot be done in real time inside of the game
I found that there could be a long delay between a game update and the mod update on public which could make the game unplayable for maybe a week or so. It was just easier to stay on experimental where the mod might update fairly quickly.
Only two mod authors update for experimental, winder and a guy with 3 mods. Everyone else, only public. You do you though.
Okay so I found this in event viewer
Sometimes it fixes itself, but I feel like this may be a clue as to what's going on
I feel like it may be some kind of issue with my GPU since I updated it recently, and in Primal Carnage atm the lighting is sorta weird
it could be the same issue in NMS
Do u have a link for this?
Pretty late reply, but once you get to late game you really should get the mod that ||fixes Autophage Staff grip. It kills immersion without it||
Not gonna send nex link cuz apparently discord doesnt like that, but its called ||”Use Staff Like a Staff It Should”||
It's this mod: https://www.nexusmods.com/nomanssky/mods/3763
Nexusmods links are fine in this server
The game also seems to delete the Disablemods file without extension whenever I run it
disablemods.txt isn't related to modern nms modding #nms-modding message
ah, I was referring to the newest NVIDIA DLSS Override options, not a mod
ah okay, is this in the nvidia control panel?
Nvidia App -> No Mans Sky, Scroll Down -> DLSS Override - Model Presets
Preset M is one of the FSR DLSS 4.5 options and will be available presuming you've updated your drivers
Why would FSR be involved? That's the AMD implementation.
If you're using Nvidia you should be on DLSS or DLAA
you're right, got them mixed up - corrected now 👍
I'm using Yerts' custom profile that's targeted at a 4070 super and preset M, but you can tweak it for your setup. Seemed to work pretty well, was buttery smooth but might have been some slight inaccuracies. Didn't have time to test it much before leaving town. I'll get it, one minute. Have to use Nvidia profile inspector
I understand, but that's pretty much the issue
it's looking for a file that doesn't exist, and that it actively seems to reject
It doesn't look for disablemods
Economy filter on the galactic map can only be used to filter for type, not for level, right?
right, and we can't do anything to change the filters aside from editing the colours
Thanks. colors is fine for what I want to do with conflict, but unfortunately economy is not possible
distinct outlaw color mod and i will literally love you forever (platonically)
(like i get that a pirate controlled system IS dangerous like a max conflict system but i mean)
Is there any way to update the mods automatically with the updates of the game?
there's two alternatives that i'm aware of:
this is a known issue, happens with some users, even if they've never installed mods. yesterday spent a few hours helping someone with this very same issue. in short, it could be multiple things, but just from that event viewer log entry, i'd suggest you to go in services.msc, stop windows audio service, and then launch the game. you wont have any sound ofc, but if the game launches, you can just tab out and restart windows audio service again
Is there any guide to install the mods?
see <#nms-modding message>
It's a proof of concept, I changed the color of pirate systems to the same purple as purple stars
But you gotta set the conflict filter on
sick
Just want to thank everyone here for your help, especially @solid hawk , @vale iron and @final hazel , just published my first ever mod
Congratulations!
Is there a mod that removes a base's boundary limits completely?
that'd be helpful, hoping it'll be the same for freighters
is there a mod that allows easier spawn limitations to freighters, so i can more easily find and buy one?
Yes there are several freighter spawn time reduction mods
And freighter battle time reduction mods as well
Do I look in Nexus Mods for nms mods? What's the spot to browse?
Does anyone know of a mod that enables automated item creation? Like if I have all the parts for a polymer but the parts are in two different silos, is there a mod that gives me a sort of conveyer belt functionality and a base part of accept those two items and spit out the polymer ?
@civic tree
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Ty
Hey is there any mods that I can download that would basically give me a cool corvette or Freight ship I’ve been searching all I want is basically a ship mod that I can download
what we really need is a mod that can give us a cool frighter
Yeah that’s what I was saying
Like is there a mod that can give me a ship I can’t actually build like a star wars dreadnought
Not in full scale
I keep seeing people with INSANELY huge republic ships
Like full on scale
cant build a frighter have to find one/ wait
first it was corvettes now it's freighters
How about mods that can like modify your own to make it look different?
your best option would be using nomansapp's Corvette Delivery Service to come build you a corvette from their catalog
then select the Corvette Delivery Service and follow the instructions exactly
Okay ty!
personally I rec this ship: https://nomansapp.com/?corvette=1389665117
HG really needs to hurry up and get that 20 part limit hardcoding in place for corvettes.
wdym? 👀
Wishful thinking due to how horrible they are. A strict harsh hard limit has been requested by many, including myself, due to how negatively the monstrosities can affect others.
I cant pretend to know how feasible it would be, but I feel like the ideal solution would be to have Anomaly instances have the part cap, and any new Corvette arriving that would exceed that part cap gets placed into its own instance
This ^
I don't think we should reduce how cool Corvettes can be by 80% just because some people's systems have issues handling them
"Cool" is completely subjective. I find it cool not to cause harm to others for selfish reasons.
Each to her\his own.
Bro it's a video game. I'm hardly causing harm to anyone
Unmodded, they are fine. It's that there's not a reasonable cap on the modded value of the applicable property value. HG has capped modded values before, for less, so reasonable assumption they would do the same here.
If someone has paid for the game and what someone else does modded turns their game into a slideshow, that is harm.
I find it cool not to cause harm to others for selfish reasons.
Then proceed to say this:
If someone has paid for the game and what someone else does modded turns their game into a slideshow, that is harm.
That is quite literally making the assumption.
Would be a nice idea. Not sure how feasible it would be either, given resource and cost limitations on such a thing.
We may be in the modding channel, but that doesn't inherently mean my Corvettes are modded.
Not the assumption that you personally are. More in general.
We're just having a friendly conversation is all.
Yeah, sure seems like it.
Yeah - community tools and forums around fancy corvettes all state for folks to be respectful and disable their multiplayer before going to the Anomaly if their ship exceeds "normal" parameters, but there's always those that choose to do what they want anyway 😔
It's a good thing they post those disclaimers.
there should probably be at least a visual cap, for unmodded games
to visually cap corvettes you encounter that bypass your own game's maximum
one final thought on it all though - if Sean's comments about assets being as unoptimized as he claims are accurate, then maybe the happiest solution would be to optimize those and reap the benefits across all forms of Base (Planetary, Freighter, Corvette, etc.)
Of course, my perspective is different than many of you. Mine is from a long term NMS mod author, which can be vastly different from that of a currently active player.
gBase Boundaries. You can't remove the limit, it has to be some number.
What comments about assets being unoptimized?
Realisticlly, it'd be difficult. Minimal resources assigned to the NMS team. Most development is for LNF. For a significant amount of time, new features we've seen added to NMS have actually been new features developed for LNF, backported to NMS for testing purposes. This includes corvettes. The prevailing theory is the corvette system is actually for making ships in LNF.
some game recently stole ||i guess allegedly for legality sake|| the Teleporter asset from NMS and Sean made a tweet to the effect of "jokes on them, we never optimized it blah blah" and posted a close up of some of the rivets with A LOT more polys than needed 💀
Yeah, I saw that. The developers of the other game removed said asset.
oh did they? good that they did that at least
Well they probably couldn't afford the potential lawsuit.
oh yeah, that was just one model. I doubt he thinks their assets are unoptimized in general (though many are)
Sort of depends when the asset was added and the size of the NMS team at that time.
i found it
Yeah, the earlier stuff is far worse
I think earlier stuff was six people trying to do every single part of gamedev when they were better at narrow fields
Larger team then, but were also putting out a lot more fires, in general.
Yay
There's a language file you can alter to add new scan descriptions (Something like adding "Dodecaploid" as one of the possibly note fields for animals) right?
I mean, wasn't the vanilla limit 100? Or am I dumb
You can add new entries to the language files, by use of a LocTable.MXML file. The game won't use it though unless there's a pointer\call to the new entry you added, by its' Id.
Find an existing entry in the language files of the type you want to add, then grep game files to find where that Id is called from, so see how you're would be done.
Sort of mid-level difficulty. Not too terrible, but can be very time consuming.
I see
Sounds about right +/-, but don't know for sure without looking.
lol
Anyone have .pak for instant settlements? I have real trouble with build mod. I make my village legaly. Got 3 dock's and shity one ghost building. I be changing seed for that and I don't wanna spend half my life wanting because game doesn't work
Maybe some of you have some file with changed buildings, layout or something
Autophage settlement
pak mods no longer work with the modern version of the game, they haven't since Jan 29 2025
You're probably looking for this https://www.nexusmods.com/nomanssky/mods/1921
See http://tinyurl.com/nmsmodding550 for up-to-date modding info
I actually look at thishttps://www.nexusmods.com/nomanssky/mods/3673?tab=description
Ai sometimes is real shit
I really wanna crush chat gpt skull rn
Wasted like 3h of my life
(it basically always is)
Sometimes?
One of the basic design principles of current AI solutions is that if it doesn't know, it's built in that it should lie or make up information.
The ultimate gaslighting solution
I want to reset my village seed. You think guys one of "ghost building" vaporize
Or this be my problem?
This building don't have terminal
And be here from start
There's a way to quit as overseer. I suppose you could quit, then re-become the overseer to reset the settlement.
Cold also change the seed in a save editor, but no idea what the ramifications of that would be.
Not working
Any idea how to reset settlement
Change buildings?
Or anything?
That's real bullshit
And besides this. It is a option to pack my base and unzip in other place?
I know its not the best idea to play modded when I have barely started playing this game but can anyone recommend any mods that you'd consider essential to play with?
(maybe except content mods, so just QoL and the stuff)
Think of how OptiFine is almost a must when playing Minecraft
I would probably say.. Faster actions is the most benign, holding down E to use everything is quite irksome
noted
- any one of the million+ stack size mods. inventory micromanagement isn't fun in any game.
- speed up mods: plant growth, recipe production, missions
Go through this list and see what you like.
https://www.nexusmods.com/games/nomanssky/collections/7qowkp
Everything there should survive updates, and there's an update soon. They are also almost all QoL
ooh thanks, will take a look when I'm home
On top of Gumsk's suggestions ||and without going through the whole collection to see if these are already present there||
there are a few QOL things that I'd say are definitely worth grabbing even if you're new to the game
- No Auto-Ladder (https://www.nexusmods.com/nomanssky/mods/1400) is essential imo
- Exo & Babs' Beyond Base Building (https://www.nexusmods.com/nomanssky/mods/1096) improves Base Building IMMENSELY to the point I'm not sure I could really go back
- gBase Scaling (https://www.nexusmods.com/nomanssky/mods/3291) also an essential once you get into Base Building
- No Settlement Class Markers (https://www.nexusmods.com/nomanssky/mods/3595) - absolutely essential once you get into the Settlement Management System, if like me you dislike the vanilla "mobile game" look of the markers.
- Fast Text View (https://www.nexusmods.com/nomanssky/mods/1766) - I know there are many mods that do this, but this happened to be the one I grabbed and has worked well for me
- Unlockable Expedition Exclusive Tech (https://www.nexusmods.com/nomanssky/mods/2589) - essential for having the Orbital Uplink and Utopia Build Stations available
Finally, Consumerism (https://www.nexusmods.com/nomanssky/mods/2062) is a fantastic mod and the most "fair" way to get access to unattainable Expedition/Twitch stuff imo - but that starts straying a little further from QOL, so use your own judgement
lowkey dont care about settlements... After being told it's basically idle mobile games, i dont think im gonna go much into them aside from the tutorial quest for them
ill check out the rest tho, ty
Honestly, I felt the same, and they are quite... frustrating early on
but they're a fun psuedo-base to go back to and check up on, and if you overlap them with an actual Base then you can make mini-cities that have NPCs
realistically that's their main draw for a lot of folks
yeahhh after i saw that i have to wait a fucking hour to construct a building (not even the whole building but a part of it)...
also the debt thing, Im here to explore planets not worry about taxes 😭
oh the time constraints are easily removed/reduced with mods - I think the Fast Text mod I linked also affects the Settlement timers, but I've not confirmed whether that mod is doing it for me or something else ||though I dont have any other mods that affect "speed" in any way, so 🤷♂️ ||
Settlements could def use work - hell I did a whole write up on new features they could do (#nms-the-future message)
but like Fishing or any of the million other things in this game, it'll be there if you decide you do want to engage with it 👍
I used fast tech and it did not affect my settlement building speed
However, I do like Autophage settlement because they eventually give inverted mirrors
Also PS. Settlement debt does not affect use (you cannot pay your settlements debt), and surpluses can only go towards making items for you (you don't get paid by your settlement), so it's not a "i need to keep paying for this settlement"
Also, I am a big fan of the towers, gives 1 anomaly detector once every 24 hours, huge for those like me that don't like to farm for anomaly detectors
oh wait so the debt is virtual?
Yep
hmmmm
You cannot pay for their debt out of your pocket
i see
well, settlements aside, idk if i will use much of the base building mods because i suck at building bases in Minecraft so im not expecting to do any better here
ill probably just live in a equivalent of a Minecraft dirt hut
if you find Bases difficult, I highly recommend using a Freighter as your main - the "room" style building makes it easy to get something that is "good enough" and they are definitively the most functional base you can have ||outside of being unable to mine, since ya know, in space||
uh, im not sure i understood that well
But ||mining bases are fairly easy to setup, no artistic mind needed, just have to slap them on any other way||
wdym by "room style building makes it easy to get something that is good enough"
Freighters use big old rooms that you slap together and have features/aesthetic built into them
Freighter rooms are not free placement like bases are, they are snapped in 4 directions
so you dont have to spend a lot of time to get things looking decent and being functional - the parts themselves come decent looking and functional
you can grab a Freighter almost immediately iirc - either you can go buy one by flying into its Landing Bay and speaking to the Captain, or you will get your first one free when doing the initial "Rescue Civilian Freighter from Pirates" event
Hey, so I've just unpacked the consumerism mod into my mod folder, but nothing in the shop is unlocked and I'm not sure what went wrong
Show me your mod folder
(i have another question but im gonna move with it to #nms-questions because this convo is slowly getting irrelevant to this channel)
nothing in the shop is supposed to be unlocked, Consumerism just gives you the ability to buy all things with Quicksilver instead of some things being unobtainable
Yes, but I'm not seeing the things to buy
The folder inside consumerism?
Bring the meta data to the same level as the nested consumerism
that Consumerism folder is the one you're supposed to have in your MODs folder
Marketplace feature would be amazing that you let you upload your mods so non-PC players can use mods
since NMS is more focusing on multi platform than just PC
Possibly, but I don't think the console makers likes mods on consoles
it makes them way too open to attack by homebrewers
FYI, EVERYTHING in NMS is based around grind. 🙂
settlements are a fun break between the exploring imo
Who is your intended audience for this? HG won't see the message here and nothing modders can do to make this happen.
theres grind and theres idle mobile game slop
What grind. U can just turn off grind in options

lmfao you are so mad about it for no reason 
if settlements were the entire game i'd agree with you but they're not, and as as result literally who gives a damn if it's idle
would you rather take an extensive amount of time out of your gameplay to build buildings you couldn't even use?
there's bases & freighters for creativity
settlements are for slow generation of materials
Some seeds with interesting aurophage settlement npc models? 4 variations?
Or any option/tool to edit they models?
Blender with NMSDK plugin, but be aware, we can't really modify animations substantually or make new animations, so you'd be very limited as to what you could do editing an NPC model. If not familiar with blender, going to be a lengthy and steep learning curve.
Okay that's a real help. This editions are visible to everyone?
Like I can give cape or change head type/colour actual npc?
true
i abandoned my settlement long ago and it is now accumulating billions in debt
If you change the models no. Other players wouldn't have the modified model files. In NMS, mods are local.
Which is one of the only case of a console game supporting mod, and that's only a fairly recent addition, and is basically entirely controlled by Bethesda (which probably also monitors what mods they put on so it doesn't have chances to interact with the consoles' OS in unintended ways)
Mod support free for all is basically never going to happen on consoles
I am currently on a kick to complete the catalogue, and I mean COMPLETE. I have all Building Parts, Materials and Recipes. I have 423 Wonders (which I think is the limit at the moment as the other fossils aren't available in game yet). I am at 525 collected knowledge, and 330 Blueprints.
Whilst I don't mind a bit of a grind (I have built a base at a portal on a Paradise Planet in every galaxy - and yes I had to redo a bunch of them after the worlds update [sidebar - please protect Paradise planets in future]), I dont actually think it is possible to complete the rest without modding. I will continue to potter about planets to complete some of the stuff I know is missing, once I have done what is possible I would like to add in the rest.
I have already looked around the JSON, and I know that collected knowledge is is held in "SeenStories" under Base Context > Player State Data.
I know for example that Colossal Archive Lore is held by "PageIdx":1 for each race (the first 3 entries). But the "LastSeenEntryIdx" values do not seem to increment in an obvious manner.
Is it possible to extract these values from game files?
Or does anyone have a full catalog in a save, and is willing to share the relevant portions of the JSON?
Any help with completing the Blueprints is much appreciated - its all tied to old freighter modules (I have nothing after Singularity Engine)
Much appreciated!
I've seen people on reddit post insanely cool looking corvettes, and other in the comments say the corvettes use mods/are not vanilla. How do i get modded parts into the game? Are they made in a 3rd-party app like blender? I can't seem to find any mods on nexus that add parts.
Pictures for added context, along with reddit thread they are from.
ok, so i make a corvette model in blender using one/both of these, and import it using a save editor?
Yes, you would have to pick which one you would use first as I don't think you can switch outside of importing/exporting base data I think
and is there limits to what corvettes can look like/parts they can have if i use blender?
No, other than using parts that exist in-game of course
at most they can be moved around, rotated, or scaled up/down however you wish
It may be wise to start from an existing corvette design so that you know how big it is
Possibly make one as large as possible in-game, so that you know the general scale to stay at if you wish for it to be usable in a space station
For the freighter modules, the thing is
The catalogue lists all of technology modules
But highlights only those the player has learned the crafting recipe for
We do not craft / construct the procedurally generated freighter upgrade modules, we install them by unpacking the package module
So I don't think those will ever show up as highlighted
At best you could report to Hello Games that they should count when collected/installed, rather than having their blueprints (which do not exist).
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Do those package modules still exist in game in some way so that I can install/unpackage them? I have definitely seen images of those things filled in on Reddit somewhere!
Edit: Here in fact: https://www.reddit.com/r/NoMansSkyTheGame/comments/1nyqvih/questionhelp_about_freighter_catalogue/
Also, that is true of upgrades to Exocraft, but they populate the catalogue...
stupid question, the base builder app doesnt work with corvettes, does it? its just bases and freighters?
yes
It works with all base types
If i convert an MBIN file into an MXML file, do I need to convert them back into MBIN to be able to use them?
Mods are either EXML patches which contain the fragments that are changed by the mod
Or MBIN replacements that replace whole file
Aside from 1 specific case, game will not read data from other text based files
So it has to be either exml or mbin file
right, but if the file was MBIN, is it possible to change that into an EXML file and have it working like before?
At the moment, I have 2 mods that overwrites the same MBIN file (relating to the freighter hangar layout), I am trying to see if I can merge the two by incorporating changes from one MBIN into the other
From what I can understand, a MBIN compiler would change the MBIN into MXML file, would the file still work if I saved any changes I made as EXML (and not having the original MBIN anymore), or should I still change it back into an MBIN?
Depends, some files can't be modded with exml patches, only as MBIN replacements
Mostly stuff related to models, scenes, materials and UI files
The rest should be doable as exml patches
Hangar is pretty sure to be a scene file so no, MBIN replacement only
Need to merge multiple mods into one mod carrying the changes from these mods
If the mods in questions have LUA scripts available, you should use AMUMSS to merge the mods 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 use it
thanks
I am aware of AMUNSS, I have dabbed in it before, I just didn't realised it also allowed for mod merging
I did some more digging, and things like exocraft upgrades (such as upgrades for the flamethrower) are stored in the Account JSON, not save file. So I tried to add the Item ID's for freighter upgrades there but still nothing...
The Account JSON is part of the save system. You'd be better off asking in the savegame-edit channel on the Creative and Sharing Discord. That's where save experts hang. Here more people who occasionally dabble.
You don't want to take advise from dabblers, if you value your saves.
Mucking about in the raw JSON is non-trivial and inherently more risky. One wrong character and things will need to be fixed.
Interesting, thank you
Thank you. Do you have a link to those Discords by chance?
TY
Hello, is there a mod that removes the fade-to-white when loading your save, just before it gives you control of your character?
nope
i lowkey hate the flashbang that you get after activating a waypoint beacon
I used to use these and some others, not sure if they still work (see: https://github.com/cmkushnir/NMSModBuilderContrib/blob/main/Scripts/NMSMB/Mod/cmk/Notification.cs)
GCUIGLOBALS.GLOBAL.MBIN:
IntroTiming.FadeInFlashTime = 0; // 12
ReportBaseFlashTime = 0; // 0.3
ReportBaseFlashIntensity = 0; // 1.9
That one can at least be changed in the settings to black, unlike the one at start up
oh where?
I believe it's in accessibility
My computer is currently busted so I can't give specific instructions, sorry
Thanks, what I wanted to do worked nicely, now I understand why modders include lua scripts 😛
how difficult would it be to change a crafting recipe in an existing mod? I'm trying to make my own personal version of the Craftable Upgrade Modules mod where the crafting recipes are more expensive, and I feel like it would be relatively easy just switching around some variables and names, but I'm hoping to get some guidance from here
I wanted to change the requirements for the recipes that call for a Circuit Board to call for a quantum processor instead, and I've figured out which variable in the LUA file represents the Circuit Board(FARMPROD9), but I don't know what I would change that to in order to represent the Quantum Processor
IIRC, the quantum computer is a possible reward from one of the settlements, so you can check which ever product corresponds to quantum computer
I'm asking about the Quantum Processor, the trade item, not the Quantum Computer, the crafting component
they should really change that name, gets really confusing
then it's definitely in one the settlement MXML then\
How would I find that?
I wasn't sure if the computer was settlement reward, but processor should be
the MXML is GCSETTLEMENTGLOBALS.MXML
what folder would that be in?
it lists the stuff settlement can produce
you will need to unpack it, or find a source that already has it unpacked, I used the latter
could you send me a link to a source that has it unpacked?
thanks
You're talking about many completely separate things. Biome, weather, terrain, encounters, colors, TEXTURES, MODELS. All interrelated to an extent, but each uses different files.
DUD's mods hit upon many of those. Some nice biome mods under the banner of Lasagna. With NMS, almost every mods focus on changing one facet of the game. To do a real and total overhaul of all of that.......how many 100's of man hours do you have for developement and testing?
could I change the name of "pirate" to "bounty hunter" when the random encounters with pirates happen?
Yes. You'd need to hunt down the correct language entry to get the variable name, then replace the text for it using a LocTable.MXML file.
See what I do in the Optional File No Issues here: https://www.nexusmods.com/nomanssky/mods/2223?tab=files
I'd imagine there's multiple variables which equate to the text Pirate, so you'd need to figure out which is correct for your needs.
anyone know the situation with "No Man's Sky Action Pack ft Super Vehicles 5 (https://www.nexusmods.com/nomanssky/mods/3703)" - its now saying Removed by author
afaik it was really one of the only options for replacing the Pilgrim with a new model, so I'm hoping its just been taken down for a repatch/rework? 🤞
might have been, cant really tell now that the page is down
is their stuff still available anywhere, or have they kinda bounced from the scene entirely?
@fresh arch @bright fable Yes. It was a mod by redmas
last snapshot from Sep 11 2025
dont think you can download from this though
since its dynamically served
Gotta find their discord and ask them directly where to download it
'ppreciate it 🫡
How come I'm the only person as far as I know to make a geology cannon machine gun
Because the novelty of wanton destruction and having everything absurdly maxed out gets boring to most people quickly
Especially in a game with far more potential and play styles than just doing... That
Also, "knowing how to make" and "actually bothering to make" is quite two different things
That too
If I was any bit competent with code and technology, it's not something I'd be interested in doing
I was almost tempted to ask Gumsk if there's could be a version of his mech movement mod that doesn't have the infinite flight. I like the improved movement but I'm less keen on the infinite flight for instance.
But I decided "nah" I don't want to impose on his ideas
Similary, I'm not interested in having absurd weapons and stats, godhood, etc but you do whatever mods you want, play the game however you want. As long as you don't trouble other players in some way.
Yeah, I could split that into two different mods, one for ground and one for jetpack
I'm trying to make things modular with several options in each module (if it can be done in EXML)
Maximum customizability for users
You can always just modify your local install of his mod; that's what I did. It's not a .mbin so it's very easily modifiable by anyone with a text editor
@stuck portal found it it seems - gcskyglobals
<Property name="MinTimeBetweenStormsLow" value="900.000000" /> <Property name="MaxTimeBetweenStormsLow" value="2400.000000" /> <Property name="MinTimeBetweenStormsHigh" value="120.000000" /> <Property name="MaxTimeBetweenStormsHigh" value="620.000000" /> <Property name="MinTimeBetweenStormsExtremeFallback" value="240.000000" /> <Property name="MaxTimeBetweenStormsExtremeFallback" value="620.000000" /> <Property name="MinStormLengthLow" value="120.000000" /> <Property name="MaxStormLengthLow" value="180.000000" /> <Property name="MinStormLengthHigh" value="150.000000" /> <Property name="MaxStormLengthHigh" value="320.000000" />
so probably anywhere between those levels, game can pick
Thanks
i'm guessing that MinTimeBetweenStormsExtremeFallback property might refer to extreme weather planets, but dont know for sure
I am guessing that particular variable is for gas giant
hmm that doesnt make much sense to me, since gasgiant is kinda always in a storm, there's no storm incoming warnings or anything, but maybe yeah
highly likely that someone else knows what they're talking about 😄 i'm kinda just half guessing haha
Anyway, I'll mess around a bit and see
have fun 🙂
I am probably the only person on earth that want a permanent storm
i've been given that impression by the game before (as i described in -questions), and i liked it lol
love gas giants also for that exact reason hehe
Fallback has been there and I've never figured out what it does
I think it might be (mainly based on the name) if you're on an extreme weather planet and somehow the "high" storms aren't working right, it uses fallback
Then how come I have yet to be bored ?
Am I just an odd person?
You're still very new to this
How long until I would get bored of everything being insane?
Because I'm 3 months almost in
Flight training isn't that long irl
Eventually you start thinking, "sure, I can move really fast, but I've been doing that for 6 months. What else can I do? Can I make 100u wide meteor showers?"
Well yeah id add more and more craziness
I already made it so all animals drop nanites
And other rare items
And they fast too
And I also got the sand worm to stay in the air and not go down
So many different variables for so much things , and a great deal of them I change up the values and basically wait and see what if anything happens
No caution
Is that modding ? Yes, but it's brainless
It's corruptions more like
It's like how back in the day with GameShark shit that you'd put in codes and see all kinds of messed up shit happen
So you are saying , anyone can do what I do, they just think it would be really silly, and pointless
I mean that's true it isn't rocket science at all
Importing custom models would be where I run into trouble and I bet that I can read up and do that too, with with varrying degrees of success and failure
More often then not , total failure and I crash my game upon loading, back to the drawing board or notepad++ board
Like there's fun in making the game insane but maybe I'll suffer burnout from it , when do you predict thats going to happen, I trust your wisdom, few more months?
I'm talking to myself again lmao
I'm tweaking Expedition 33 settings. Not anyone can do it, from what we guess, fewer than 1% of players even use mods. You just asked why no one else is doing it, and the answer was because we don't want to.
So I'm like wasting my time?
Id rather not think about that I gotta keep riding the high
I do what I think is funny
But maybe I need new material
Same old stuff gets not funny anymore
If you're having fun, you don't need to change anything. If you're not having fun, change things
Oh I'm definitely having fun, I just hope that I make somebody laugh , wether with me or at me, seeing that puts a smile on my face and I laugh too
But the same jokes do get old it's the truth
Have you ever just edited a variable in the files without even knowing what they do? Just for the hell of it?
Tons of times
We used to know less about what things do, so we just fucked with stuff. Before I started they used to not even have names of variables
But was that when you were new ?
The uh , mess with the game stage, before actually knowing what does what
Like I had to Google what pitch and yaw mean
And thanks for your help in getting me to summon nautlion on any planet I want
Hours of fun with that
Because since I also cross save and can play on Xbox series x, I'm still able to control the submarine while it's just a floating vehicle
thank you 🙂
Different people play NMS in different ways. Those of us long term in the mod making community want to A) Make mods which will help people play in their way. The more of an audience, the better. B) We're generally an older crowd, so time is a very valuable and scarce resource. Work, family, etc. So, very little time to just goof about with no purpose or end goal.
I guess i'm cut from a different cloth
and not a good way
i love it
not the only one either, ones like me are outcasts
Then it is in a good way. You do you. 🙂
people thought my "yap yap" mod was funny on the subreddit , it got a bunch of upvotes
not like that means shit
it doesn't
still felt good that im not the only one that finds humor in stupid stuff
ik it means jack shit
I think you're trying way to hard to ascribe value judgments and in-group/out-group classifications when there don't need to be any
Nope. Nobody is shunning you. You're just going for a niche, short-term, audience. Doesn't make you an outcast and definately does not make you worst modder (others before have been much more deserving of this moniker). You are doing what you do for you and nothing wrong with that.
really? what did they do stuff like crash others?
As you say, upvotes, endorsements, etc, don't matter.
More how they deal with other members of the communities
or give them items that will mess up their save file
My favorite mods, and I think Babs as well, are the ones people ask for because of accessibility issues. Being able to let other people play the game when they couldn't otherwise is a great feeling
like standing increased/decreased
Eh, those are just annoying, and usually not mod-related
right , i wold never do that to somebody that would be evil
...and crashing and taking others mods without permission, and making really bad mods, while believing they are a positive asset. Yours are made with the goal of being funy and quirky.
hell i don't even kill players
the no killing thing is my golden rule no matter how many mods i use. im very against pvp
like meet somebody, and first instinct is to shoot at them, then you need some help. my opinion
Have you met our friend, Yerts? /s
no
Someday go to off-topic in modding and ping yerts to tell him Star Citizen shouldn't allow PvP
And you think AMD is better than NVidia
is that a trick?
Nah, just funny to watch him. Anyway, going to go see if I have Expedition 33 setup properly and maybe play a little before bed/podcast time
i'm dumb but not dumb enough to get a mod angry
*although i probably constantly come close
He's not a mod nor will he ever be
Gumsk hosts a podcast from his bed. "gNighty night with Gumsk"
you seem like the type that would not be a provocatuer of bad behavior
so that's good
*never be
i meant to say never be
anyway back to modding, yeah, i do this shit because its funny
i said that a million times
i'm harmless, but visually jarring probably, my friend described my teleporting everywhere as "jarring" and "odd"
the desired effect
because usually no one gaf
thats why i love this community
so tolerant of people like me that want to annoy harmlessly with all the crazy shit i do to my game, the flying and spinning thing. i tested it out on my console, xbox, and its not just clientside, i saw with my dummy account , all of the stuff i have in the videos i post
the xbox is so i can observe myself and see if something is clientside or not
and i'm slightly happy that it is not.
sharing is caring so they say
XD
i did like what yall said and started using nopepad++ instead of just plain ah notepad
i still don't really see what it changes
Easier to find the part of the line you want and a billion times easier when you start dealing with sections
Plus much better search and replace options and any compare options
plus Notepad++ is the 🐐
Yeah no... I just ruined my computer to the point that I'm waiting for a USB stick to do a factory reset because I was messing around with stuff I barely understand. Even lost access to the Microsoft account. I'm not gonna play with code directly.
gShower time too, Gumsk sings in the shower for listeners.
Thankfully NMS modding has nothing to do with coding
so doing whatever you wish with it is safe
yeah its about as much to do with coding as old school source engine games
or something
maybe slightly more shit you have to read
but all of the values are already there to fk with
just wish this was possible on xbox as well
because i use a piece of shit computer
and the graphics are dogcrap
Currently any time I turn on the computer something seems to break so I'm keeping it off until I can do the factory reset.
Anyway, keep playing the game the way you want, nobody is to judging you unless you start griefing and trolling people.
there's no code
i have never used the service bot
what does it even do
besides give you ships
not like i can't just put them in the game myself
Ask on the support server for the bot. Here is no support for it.
Yes, just go to the site and look at what is there
It can deliver ships, items, unlock exp rewards, currency ,pet eggs , multitool delivery, etc etc.
yes but can it give you modified ones
didnt think so\
sure custom seed and whatnot, but that is still legitimate
i see no point
ok i forgot to read the rest of it
It's impossible to give modified as that requires changes to your local game data files.
All mods are local. 🙂
What are you smiling about
Maybe he had some good cheese. That makes me smile
gas makes babies smile
Good thing you don't have to, if you don't wish then.
The other servers must be wrong.
A recent study showed that smelling farts prevented Alzheimers in rats
Is it a smile of smugness?
Just start with the default assumption that no one is trying to say anything negative. Let them prove otherwise
I'm always so Paranoid
Only 8,272,866, 260+- of them to avoid. Easy peasy.
wait...8,272,866,460
That doesn't account for the missing people
Or unknown people
An extra few million on top of that
The lurking invisible ones
That is a thing people hide
But I'm glad mods doesn't need .pak file bullshit anymore and is just EXML
Mbin to mxml to exml easy no goddamn pak
I want to take pak files and slam them on a brick wall
That's how much I hate those
Know what I'm saying? Kinda drunk
Wait till we reach our population cap!
.pak worked fine for years, but things change and in this case with the improvement of patch mods.
"The Purge"
Wouldn't it be fun if the purge literally reset the game for everyone? And if you refuse, you get banned forever
Paranoia paranoia everybody's coming to get me
Now I feel old...
Samus aran using space jump
U are drunk with modding . Cant even stand straight
I didn't know that nexus had a bar
Idk what you're on but I might need some of it
Holy crap it just keeps going 😭 what did you do to the game
Do you guys have any reccomendations for world gen mods? Should I even use one?
@solid hawk I have a question regarding weapon-lock on. Was there anything like the maglock in the game for multitool weapons or no? Iirc the combat scope doesn't lock on but it does stabilize aiming.
hmm, I wonder if animation speeds would be visible to others. Might be fun to slightly increase some of the dance animations
Or decrease
It is
I tested it's visibility with my dummy account on my Xbox series x
Animation speed? I didn't think you had modded that
But the difference being there's lag to it
I did
I made it negative 4.2billion something
And positive 4.2 billion for the running animation
And -0.100000 for sliding damping
Because damping means friction or something
Lower the damping the higher speed you can go
But it's more chaotic
I think
And since negative damping is impossible in real physics
(don't quote me on that)
But I think like , resistance or whatever against a force is like , completely impossible without there being "work" or a force being applied such as thrust
Or something, some kind of motion
Not it being totally un resistant
Didn't study physics so I might definitely be wrong, negative gravity is impossible too as far as we know
Did you also know sand worm spawning frequency is also shared and not just client side
I asked somebody to tell me if they could see what I was doing whilst moving really fast and strangely , they confirmed it
On top of me seeing so via Xbox dummy account perspective
So there's not any bias
Client side only mods are not as fun as ones that can be shared in my opinion, sharing is caring as they say
This is just the beginning my friend
Only slightly?
You should make it so fast you have an afterimage or blur
So it's like some stupid anime power
When I asked somebody to tell me what they were seeing me doing they said "teleporting around the room really fast" that much would at the very least be visible , and many would probably blame that on lag. But from my dummy accounts perspective, the animation glitching was visible
And so was the sliding while sitting down
And the jittering+teleporting
The spinning too when I would do that
Not bluffing
anyone who does save editing, why is it my corvette disappeared when i didnt delete it?
!creativehublink
ty
All NMS mods are local. None of the changes being made by the mod are being carried over to other players games, only the affects of the change, as location data is synced.
No clue, didn't look. Outside the scope of my mod. Doubt it though.
so uh, how come when i was on my xbox and pc at same time , when i moved around fast on pc, i could also see it happen from xbox pov
Which again, has to do with location.
so all the mods i really give a shit about are seen
You are confusing changes to the game data files with the affects said changes make.
i asked several people to tell me what they could see as i was moving around, they said i was jittering, and moving from one corner of room to the other in milisecond
and also firing fast
that all location?
cus i had to modify my globals to do all that
my global mbin files
this shit here for instance was visible to other players
its rate of fire and speed is different from base game
so saying mods are localized is false
but you didnt say all mods did you
"All NMS mods are local. " None of the changes being made by the mod are being carried over to other players games, only the affects of the change, as location data is synced.
oh wait you did say that
so vehichle mods are location data?
Were the other players able to do these same things?
only me
Then mods are still local.
so the actions i do and things like that are location data
even tho impossible for the others
The outcome and observation of them are (your position moving rapidly)
im not bullshitting when i tell you that the weird shit i was able to do was visible to another client which is my xbox account , and a friend
new to me i guess
Most multiplayer games just transmit the player's raw position instead of recreating what they were doing, and make that look normal/smooth, so there isn't any other way this could have gone
the second person is me , first one recording is also me but with my dummy account
so rate of fire is visible to everyone then
Yes. They are seeing more of and location of the "ammo"
i could be killed by that attack
tested that out actually thats the only one i ever killed , me
so that was happening for reals
not just animation
It's because both of you are in the same location. Just like I could only see my friend's base on my planet while he was playing in that location until he uploaded it to the servers
if there were others here too theyd also see it
Yes...
but that guy said all mods are localized
unless im being an idiot and not understanding
The mod is localized. You can do those things, other players can't
But they can see what you're doing and the outcome
If you used that geology cannon mod of yours, other players would see the destruction
But, if you were to change the color of the shots, others would not see that.
i havent
i know that would inly be visible to me
also why i dont try to change textures or sounds or models
because i know it would not be seen
unless everyone has the same mod
and even then its only visible to each person
what is the purpose of all that i do? idk, experimentation
You're having fun with it, all that matters
its not new , but its new to me , just like a planet is new to you the player but is known by the other species
Do what you enjoy, don't worry about others unless they're being negatively effected, which in most cases your mods aren't doing. It's not like you're running around griefing people from the looks of it.
im just somewhat proud of myself for being able to go beyond only save editing
i picked a good era to do so , long after release
og was definitely much harder i bet
but its thanks to AMUSS and the decompiler that i am evne able to do anything period
It's good that you're having fun
but im being an asshole i see
the whole contrary attitude i was giving babscole , somebody who knows this game inside and out
its like yelling at a brain surgeon
You're not hurting anybody
i was rude tho
im not going to act like i know shit that im finding out years after possibly a good amount of others
but hey damage done
Nah, all good. You're trying to achieve understanding. 🙂
I'm pretty sure if Babs was irritated he'd let you know, he seems pretty blunt when he is.
I smiled, let the paranoia begin! lol
(not saying it's a problem, honestly it's something I prefer with people)
hellogames just sees me as a blip on the radar , and nothing more nothing less , donno wether to be grateful , or somewhat melencholic
I used to be more subtle, but chemo and high doses of radiation to the head ended that, along with the ability to multitask. I'm much dumber than I used to be. 😉
im dumb and i learned how to edit mxml files, hellogames made it very easy , could be because they low key want others to mess with the game
its like they dont support it, but dont hate it
so long as it isnt like , visually innapropriate
or something offensive
which im against that too
I get blunt with people too after a point, I've tried to tone it down in recent years because people thought I hated them
HG doesn't see any of us, at all, other than as someone who bought the game. They don't troll social media or interact with the customer base. Most employees are bared from doing so, due to NDA. Outside of making modding possible, it's not something they concern themselves with, other that cases where is can negatively impact others. BTW, MXML files are not HelloGames.
MXML is the modding community, as output of MBINCompiler, mod community created.
yeah and thanks to that i can do things
If they're in this server they never make themselves known, but I doubt they are
so many things to edit
HelloGames doesn't see the game files in the same way. They deal with the source code exclusively.
its a treasure trove of possibilities, in just metadata folder and globals folder alone
not even a fraction of the game itself but its the contol panel
HG is a small company, bigger than they used to be, but everyone there has piles of assigned tasks and hard deadlines to hit. They don't have or get the time to randomly surf around the net for kicks.
i bet some of them used to mod games
Maybe, but not NMS.
well honestly this game is a thousand times more versatile in terms of modding then anything ive ever seen
just thanks to a few tools
Modding games and programming the games are pretty much different animals the way I see it
Only one NMS mod author has ever been hired by HelloGames. Was there for about a year.
how much you bet that hellogames people have a command console function, similar to source engine
In answer to the next question, can't give any more details that that.
They do, enabled in DEBUGOPTIONS
i saw but when set to true it doesnt do anything
But, will only work when in HG offices.
Bc we can toggle to crative in options.
i had no clue they could make dummy accounts to play the game tho
Fun fact, back with NMS 4.13,
GoG accidentally released a debug version of NMS, with some of the dev tools enabled
Lol
Gog 
bro imagine being able to put like a hundred geks or something
theyd be able to
we could too if only had the tool
or menu
You can adjust values in NPCSPAWNTABLE, for example, to get more NPCs
I'm not sure how I feel about Gog, I almost feel like part of the problems I had with my computer started after I played a game I downloaded from them (though I know I'm to blame for messing with the bios in that first place)
but i mean like place them down anywhere you want literally exactly like how minecraft or garrys mod is
Freighter crew controlled separately, https://www.nexusmods.com/nomanssky/mods/3674
Can do that with Ultra Base Building, which I mentioned the other day, but will just stand there. It's just the models, for decoration, so not hooked into the behavior or pathing system.
id love to watch giant ship battles , like 50 pirate dreadnaugts
shit would look like rots opening
Much less than that would probably exceed the capabilities of what's essentially a 14 year old game engine.
Rots opening?
you gotta admit that would be cool (star wars episode 3 openjng battle with like hundreds of giant ships)
I've seen so little starwars
well anyway , any major space battle you can think of in a media of some kind
10 pirate dreadnaughts firing the lasers would seem like an actual war going on
I'm more of a Stargate and star trek person. My familiarity with Star wars is limited two of the rogue squadron games
because some systems say "at war"
in nms
and im like where is the war
gotta do it urself
That's basically just flavor text for the highest conflict level
ill edit the hell out of that and put like 50 capital ships
idc if i crash
i crash all the time as it is
some of my own mods caused me to crash upon loading
just had to tweak that shit
trial snd error
Been there, done that, read the book. lol
the excitement i get when a mod i make works , is as great as normal players when they find a cool thing legitimately
different source of risk and reward
i risk my game never loading again
until mod deleted
or edited
plus i bet that there is leftover crumbs even when somebodys save is deleted in the permadeath
but everyone back that mf save up
funny how save has mf in it
yes i use regular notepad until recently
also i have uploaded 2 very bad mods to nexus
yuutaka33 is my username on there
it got 9 endorsements to thats a...accomplishment
that makes me one of you guys haha...maybe
im a modder just not a good one hehe
Skill comes with practice and experience.
I'm not a modder, just a player who uses mods
You are a good one, doing original things.
Aren't just stealing others mods without permission, like one recent uploader has done.
I ran out of patience to read everything at 1am, but yeah, HG doesn't care about us. The only thing they ever cared about was Sean's Sean Sean, and I think it was just a good laugh and they didn't really care other than that.
Or claiming HG implemented their idea
There might be a couple of people that look into Discord or Reddit some, but not officially and they don't really care about it
If I were HG management, I would forbid devs from looking at mod "code" at the very least. Don't want any possibility of claims of stealing work, even if you own the code and there's no real legal claim. Better to just not have it come up at all
who thinks they sometimes take ideas some of us suggest, and put those into the game?
very very rarely
they are more likely to be on the reddit then on here
somebody did that huh?